//============================================================================= // KFWeap_Pistol_Flare //============================================================================= // A pistol that fires napalm rounds //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC //============================================================================= class KFWeap_Pistol_Flare extends KFWeap_PistolBase; static simulated event EFilterTypeUI GetAltTraderFilter() { return FT_Flame; } defaultproperties { // Content PackageKey="FlareGun" FirstPersonMeshName="WEP_1P_FlareGun_MESH.Wep_1stP_FlareGun_Rig" FirstPersonAnimSetNames(0)="WEP_1P_FlareGun_ANIM.Wep_1stP_FlareGun_Anim" PickupMeshName="WEP_3P_FlareGun_MESH.Wep_FlareGun_Pickup" AttachmentArchetypeName="WEP_FlareGun_ARCH.Wep_FlareGun_3P" MuzzleFlashTemplateName="WEP_FlareGun_ARCH.Wep_Flaregun_MuzzleFlash" Begin Object Name=FirstPersonMesh AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Animtree_Master_Revolver' End Object // Position and FOV PlayerViewOffset=(X=12.0,Y=14,Z=-6) IronSightPosition=(X=4,Y=0,Z=0) MeshFOV=60 MeshIronSightFOV=55 PlayerIronSightFOV=77 // Depth of field DOF_FG_FocalRadius=40 DOF_FG_MaxNearBlurSize=3.5 // Ammo MagazineCapacity[0]=6 SpareAmmoCapacity[0]=186 InitialSpareMags[0]=15 AmmoPickupScale[0]=2.0 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=400 minRecoilPitch=350 maxRecoilYaw=125 minRecoilYaw=-125 RecoilRate=0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=400 RecoilISMinPitchLimit=65485 RecoilBlendOutRatio=0.75 IronSightMeshFOVCompensationScale=1.5 // DEFAULT_FIREMODE FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_FlareGun' FireInterval(DEFAULT_FIREMODE)=+0.2 InstantHitDamage(DEFAULT_FIREMODE)=40.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Fire_FlareGun' Spread(DEFAULT_FIREMODE)=0.015 FireOffset=(X=20,Y=4.0,Z=-3) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=22 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FlareGun' // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_DryFire' // Inventory InventorySize=2 GroupPriority=15 bCanThrow=true bDropOnDeath=true WeaponSelectTexture=Texture2D'wep_ui_flaregun_tex.UI_WeaponSelect_Flaregun' bIsBackupWeapon=false DualClass=class'KFWeap_Pistol_DualFlare' AssociatedPerkClasses(0)=class'KFPerk_Firebug' AssociatedPerkClasses(1)=class'KFPerk_Gunslinger' AssociatedPerkClasses(2)=class'KFPerk_Sharpshooter' // Attachments bHasIronSights=true bHasFlashlight=true // Hammer lock control bHasFireLastAnims = true BonesToLockOnEmpty = (RW_Hammer) // Revolver bRevolver=true CylinderRotInfo=(Inc=-60.0, Time=0.0175/*about 0.07 in the anim divided by ratescale of 4*/) // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=0) //WeaponUpgrades[2]=(IncrementDamage=1.5f,IncrementWeight=1) //WeaponUpgrades[3]=(IncrementDamage=1.75f,IncrementWeight=2) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.5f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.75f), (Stat=EWUS_Weight, Add=2))) }