//============================================================================= // KFWeap_Pistol_Colt1911 //============================================================================= // A Colt 1911 pistol //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Jeff Robinson //============================================================================= class KFWeap_Pistol_Colt1911 extends KFWeap_PistolBase; defaultproperties { // FOV MeshFOV=75 MeshIronSightFOV=60 PlayerIronSightFOV=77 // Depth of field DOF_FG_FocalRadius=40 DOF_FG_MaxNearBlurSize=3.5 // Zooming/Position PlayerViewOffset=(X=22.0,Y=12,Z=-6) IronSightPosition=(X=15,Y=0,Z=0) // Content PackageKey="M1911" FirstPersonMeshName="WEP_1P_M1911_MESH.Wep_1stP_M1911_Rig" FirstPersonAnimSetNames(0)="WEP_1P_M1911_ANIM.Wep_1stP_M1911_Anim" PickupMeshName="WEP_3P_M1911_MESH.Wep_M1911_Pickup" AttachmentArchetypeName="WEP_M1911_ARCH.Wep_M1911_3P" MuzzleFlashTemplateName="WEP_M1911_ARCH.Wep_M1911_MuzzleFlash" // Ammo MagazineCapacity[0]=8 SpareAmmoCapacity[0]=136 InitialSpareMags[0]=7 AmmoPickupScale[0]=2.0 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=450 minRecoilPitch=400 maxRecoilYaw=150 minRecoilYaw=-150 RecoilRate=0.07 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 IronSightMeshFOVCompensationScale=1.35 // DEFAULT_FIREMODE FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_PistolColt1911' FireInterval(DEFAULT_FIREMODE)=+0.175 InstantHitDamage(DEFAULT_FIREMODE)=50.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Colt1911' Spread(DEFAULT_FIREMODE)=0.015 PenetrationPower(DEFAULT_FIREMODE)=1.0 FireOffset=(X=20,Y=4.0,Z=-3) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Colt1911' InstantHitDamage(BASH_FIREMODE)=22 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Fire_Single_S') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Handling_DryFire' // Attachments bHasIronSights=true bHasFlashlight=true // Inventory InventorySize=2 GroupPriority=20 bCanThrow=true bDropOnDeath=true WeaponSelectTexture=Texture2D'WEP_UI_M1911_TEX.UI_WeaponSelect_M1911Colt' bIsBackupWeapon=false AssociatedPerkClasses(0)=class'KFPerk_Gunslinger' DualClass=class'KFWeap_Pistol_DualColt1911' // Custom animations FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3) IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4, Guncheck_v5,Guncheck_v6) bHasFireLastAnims=true BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1) // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=0) //WeaponUpgrades[2]=(IncrementDamage=1.8f,IncrementWeight=1) //WeaponUpgrades[3]=(IncrementDamage=2.0f,IncrementWeight=2) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=2))) }