//============================================================================= // KFWeap_AssaultRifle_FNFal //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 20177 Tripwire Interactive LLC //============================================================================= class KFWeap_AssaultRifle_FNFal extends KFWeap_ScopedBase; defaultproperties { // Shooting Animations FireSightedAnims[0]=Shoot_Iron FireSightedAnims[1]=Shoot_Iron2 FireSightedAnims[2]=Shoot_Iron3 // 2D scene capture Begin Object Name=SceneCapture2DComponent0 TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target' FieldOfView=12.5 // "2.0X" = 25.0(our real world FOV determinant)/2.0 End Object ScopedSensitivityMod = 8.0 ScopeLenseMICTemplate = MaterialInstanceConstant'WEP_1P_FNFAL_MAT.WEP_1P_FNFAL_Scope_MAT' // FOV MeshFOV=55 //60 MeshIronSightFOV=20 PlayerIronSightFOV=70 // Depth of field DOF_BlendInSpeed=3.0 DOF_FG_FocalRadius=0//70 DOF_FG_MaxNearBlurSize=3.5 // Zooming/Position IronSightPosition=(X=15,Y=0,Z=0) PlayerViewOffset=(X=22.0,Y=11,Z=-3.0) // Content PackageKey="FNFAL" FirstPersonMeshName="WEP_1P_FNFAL_MESH.WEP_1stP_FNFAL_Rig" FirstPersonAnimSetNames(0)="WEP_1P_FNFAL_ANIM.Wep_1stP_FNFAL_Anim" PickupMeshName="WEP_3P_FNFAL_MESH.WEP_3rdP_FNFAL_Pickup" AttachmentArchetypeName="WEP_FNFAL_ARCH.Wep_FNFAL_3P" MuzzleFlashTemplateName="WEP_FNFAL_ARCH.Wep_FNFAL_MuzzleFlash" //NEED To REPLACE // Ammo MagazineCapacity[0]=20 SpareAmmoCapacity[0]=160 InitialSpareMags[0]=3 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=200 //185 minRecoilPitch=165 //150 maxRecoilYaw=190 //175 minRecoilYaw=-165 //-150 RecoilRate=0.09 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=150 RecoilISMinYawLimit=65385 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 RecoilViewRotationScale=0.6 HippedRecoilModifier=1.5 //1.25 // Recoil //maxRecoilPitch=150 //minRecoilPitch=125 //maxRecoilYaw=125 //minRecoilYaw=-125 //RecoilRate=0.085 //RecoilMaxYawLimit=500 //RecoilMinYawLimit=65035 //RecoilMaxPitchLimit=900 //RecoilMinPitchLimit=65035 //RecoilISMaxYawLimit=75 //RecoilISMinYawLimit=65460 //RecoilISMaxPitchLimit=375 //RecoilISMinPitchLimit=65460 //IronSightMeshFOVCompensationScale=4.0 // Inventory InventorySize=8 GroupPriority=100 WeaponSelectTexture=Texture2D'WEP_UI_FNFAL_TEX.UI_WeaponSelect_FNFAL' // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto' FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle' InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_FNFal' FireInterval(DEFAULT_FIREMODE)=+0.099 // 700 RPM 0.0857 PenetrationPower(DEFAULT_FIREMODE)=2.0 Spread(DEFAULT_FIREMODE)=0.007 InstantHitDamage(DEFAULT_FIREMODE)=70.0 //50 // ALTFIRE_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle' InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_FNFal' FireInterval(ALTFIRE_FIREMODE)=+0.22 // 273 RPM PenetrationPower(ALTFIRE_FIREMODE)=2.0 InstantHitDamage(ALTFIRE_FIREMODE)=70.0 //50 Spread(ALTFIRE_FIREMODE)=0.007 // default to alt fire mode bUseAltFireMode=true FireOffset=(X=30,Y=4.5,Z=-5) // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FNFAl' InstantHitDamage(BASH_FIREMODE)=26 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_1P_Loop') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_1P_Single') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_DryFire' // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_1P_EndLoop') SingleFireSoundIndex=ALTFIRE_FIREMODE // Attachments bHasIronSights=true bHasFlashlight=false AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter' AssociatedPerkClasses(1)=class'KFPerk_Commando' // 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))) }