//============================================================================= // KFWeap_Shotgun_ElephantGun // This is the Doomstick //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC //============================================================================= class KFWeap_Shotgun_ElephantGun extends KFWeap_ShotgunBase; /** How much to scale recoil when firing in double barrel fire. */ var(Recoil) float QuadFireRecoilModifier; /** Shoot animation to play when shooting both barrels from the hip */ var(Animations) const editconst name FireQuadAnim; /** How much momentum to apply when fired in double barrel */ var(Recoil) float DoubleBarrelKickMomentum; /** How much to reduce shoot momentum when falling */ var(Recoil) float FallingMomentumReduction; simulated function AltFireMode() { // LocalPlayer Only if (!Instigator.IsLocallyControlled()) { return; } if (AmmoCount[0] == 1) { StartFire(DEFAULT_FIREMODE); } else { AmmoCost[ALTFIRE_FIREMODE] = Max(1, AmmoCount[0]); StartFire(ALTFIRE_FIREMODE); } } /** Returns number of projectiles to fire from SpawnProjectile */ simulated function byte GetNumProjectilesToFire(byte FireModeNum) { local Float MagPercentFull; if (FireModeNum == ALTFIRE_FIREMODE) { MagPercentFull = Float(AmmoCount[0]) / float(default.AmmoCost[ALTFIRE_FIREMODE]); return NumPellets[FireModeNum] * MagPercentFull; } return NumPellets[CurrentFireMode]; } /** Handle one-hand fire anims */ simulated function name GetWeaponFireAnim(byte FireModeNum) { if (bUsingSights) { return FireSightedAnims[FireModeNum]; } else { if (FireModeNum == ALTFIRE_FIREMODE) { return FireQuadAnim; } else { return FireAnim; } } } /********************************************************************************************* * State WeaponSingleFiring * Fire must be released between every shot. *********************************************************************************************/ simulated state WeaponQuadBarrelFiring extends WeaponSingleFiring { /** Overrideen to include the DoubleFireRecoilModifier*/ simulated function ModifyRecoil(out float CurrentRecoilModifier) { super.ModifyRecoil(CurrentRecoilModifier); CurrentRecoilModifier *= QuadFireRecoilModifier; } simulated function BeginState(name PreviousStateName) { local KFMapInfo KFMI; Super.BeginState(PreviousStateName); KFMI = KFMapInfo(WorldInfo.GetMapInfo()); if(KFMI != none && !KFMI.bAllowShootgunJump) { return; } // Push the player back when they fire both barrels ApplyKickMomentum(DoubleBarrelKickMomentum, FallingMomentumReduction); } } simulated function BeginState(name PreviousStateName) { Super.BeginState(PreviousStateName); // Push the player back when they fire both barrels ApplyKickMomentum(DoubleBarrelKickMomentum, FallingMomentumReduction); } defaultproperties { // Inventory InventorySize=10 GroupPriority=110 WeaponSelectTexture=Texture2D'WEP_UI_Quad_Barrel_TEX.UI_WeaponSelect_QuadBarrel' // FOV MeshFOV=60 MeshIronSightFOV=52 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=65 DOF_FG_MaxNearBlurSize=3 // Zooming/Position PlayerViewOffset=(X=15.0,Y=8.0,Z=-4.5) IronSightPosition=(X=3,Y=0,Z=0) // Content PackageKey="Quad_Barrel" FirstPersonMeshName="wep_1p_quad_barrel_mesh.Wep_1stP_Quad_Barrel" FirstPersonAnimSetNames(0)="wep_1p_quad_barrel_anim.Wep_1stP_Quad_Barrel_Anim" PickupMeshName="WEP_3P_Quad_Barrel_MESH.Wep_3rdP_Quad_Barrel_Pickup" AttachmentArchetypeName="WEP_Quad_Barrel_ARCH.Wep_Quad_Barrel_3P" MuzzleFlashTemplateName="WEP_Quad_Barrel_ARCH.Wep_Quad_Barrel_MuzzleFlash" // Animations FireAnim=Shoot_Single FireQuadAnim=Shoot_Double FireSightedAnims[0]=Shoot_Iron_Single FireSightedAnims[1]=Shoot_Iron_Double bHasFireLastAnims=false // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle' FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet' InstantHitDamage(DEFAULT_FIREMODE)=40.0 //36 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_ElephantGun' PenetrationPower(DEFAULT_FIREMODE)=4.0 FireInterval(DEFAULT_FIREMODE)=0.25 // 240 RPM FireOffset=(X=25,Y=3.5,Z=-4) NumPellets(DEFAULT_FIREMODE)=6 Spread(DEFAULT_FIREMODE)=0.19 ForceReloadTimeOnEmpty=0.3 // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto' FiringStatesArray(ALTFIRE_FIREMODE)= WeaponQuadBarrelFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet' InstantHitDamage(ALTFIRE_FIREMODE)=40.0 //36 InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_ElephantGun' PenetrationPower(ALTFIRE_FIREMODE)=4.0 FireInterval(ALTFIRE_FIREMODE)=0.25 // 240 RPM NumPellets(ALTFIRE_FIREMODE)=24 Spread(ALTFIRE_FIREMODE)=0.19 AmmoCost(ALTFIRE_FIREMODE)=4 DoubleBarrelKickMomentum=1000 FallingMomentumReduction=0.5 // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_ElephantGun' InstantHitDamage(BASH_FIREMODE)=27 //24 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_1P_Single') //@TODO: Replace WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_3P_AltFire', FirstPersonCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_1P_AltFire') //@TODO: Replace WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace // Attachments bHasIronSights=true bHasFlashlight=false // Ammo MagazineCapacity[0]=4 SpareAmmoCapacity[0]=48 //72 InitialSpareMags[0]=3 //8 AmmoPickupScale[0]=2.0 //3.0 bCanBeReloaded=true bReloadFromMagazine=true bNoMagazine=true // Recoil maxRecoilPitch=1200 //900 minRecoilPitch=775 maxRecoilYaw=800 //500 minRecoilYaw=-500 RecoilRate=0.085 RecoilBlendOutRatio=1.1 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=1500 RecoilMinPitchLimit=64785 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 RecoilViewRotationScale=0.8 FallingRecoilModifier=1.5 HippedRecoilModifier=1.1 //1.25 QuadFireRecoilModifier=2.0 AssociatedPerkClasses(0)=class'KFPerk_Support' WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1))) }