//============================================================================= // KFWeap_Pistol_HRGScorcher //============================================================================= // A Horzine experimental flare gun (Scorcher) //============================================================================= // Killing Floor 2 // Copyright (C) 2020 Tripwire Interactive LLC // Roberto Moreno (Saber Interactive) //============================================================================= class KFWeap_Pistol_HRGScorcher extends KFWeap_GrenadeLauncher_Base; var protected const array PelletSpread; /** Last time a submunition projectile was fired from this weapon */ var float LastSubmunitionFireTime; /** We avoid alternating between firemodes and directly altfire */ simulated function AltFireMode() { if ( !Instigator.IsLocallyControlled() ) { return; } StartFire(ALTFIRE_FIREMODE); } static simulated event EFilterTypeUI GetAltTraderFilter() { return FT_Pistol; } defaultproperties { ForceReloadTime=0.3f // Shooting Animations FireSightedAnims[0]=Shoot_Iron FireSightedAnims[1]=Shoot_Iron2 FireSightedAnims[2]=Shoot_Iron3 // Inventory InventoryGroup=IG_Secondary GroupPriority=75 InventorySize=4 WeaponSelectTexture=Texture2D'WEP_UI_HRGScorcher_Pistol_TEX.UI_WeaponSelect_HRGScorcher' // FOV MeshIronSightFOV=52 PlayerIronSightFOV=73 // Zooming/Position PlayerViewOffset=(X=13.0,Y=13,Z=-4) FastZoomOutTime=0.2 // Content PackageKey="HRGScorcher_Pistol" FirstPersonMeshName="WEP_1P_HRGScorcher_Pistol_MESH.Wep_1stP_HRGScorcher_Pistol_Rig" FirstPersonAnimSetNames(0)="WEP_1P_HRGScorcher_Pistol_ANIM.Wep_1stP_HRGScorcher_Pistol_Anim" PickupMeshName="wep_3p_HRGScorcher_Pistol_mesh.WEP_HRGScorcher_Pickup" AttachmentArchetypeName="WEP_HRGScorcher_Pistol_ARCH.Wep_HRGScorcher_Pistol_3P" MuzzleFlashTemplateName="WEP_HRGScorcher_Pistol_ARCH.Wep_HRGScorcher_Pistol_MuzzleFlash" // Zooming/Position IronSightPosition=(X=0,Y=0,Z=0) // Ammo MagazineCapacity[0]=1 SpareAmmoCapacity[0]=31 //28 InitialSpareMags[0]=12 AmmoPickupScale[0]=4.0 //3.0 bCanBeReloaded=true bReloadFromMagazine=true bNoMagazine=true // Recoil maxRecoilPitch=900 minRecoilPitch=775 maxRecoilYaw=500 minRecoilYaw=-500 RecoilRate=0.04 RecoilBlendOutRatio=0.35 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=1500 RecoilMinPitchLimit=64785 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 RecoilViewRotationScale=0.8 FallingRecoilModifier=1.5 HippedRecoilModifier=1.25 // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFireAndReload WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_LightingFlare_HRGScorcher' InstantHitDamage(DEFAULT_FIREMODE)=333 //370 //185 //210 //250.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRGScorcherLightingImpact' PenetrationPower(DEFAULT_FIREMODE)=0 Spread(DEFAULT_FIREMODE)=0.01f//0.05f//0.1f FireInterval(DEFAULT_FIREMODE)=0.25 FireOffset=(X=23,Y=4.0,Z=-3) // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFireAndReload WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_BrokenFlare_HRGScorcher' FireInterval(ALTFIRE_FIREMODE)=0.25 InstantHitDamage(ALTFIRE_FIREMODE)=70 //80.0//50.0 InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRGScorcherBrokenImpact' PenetrationPower(ALTFIRE_FIREMODE)=0 Spread(ALTFIRE_FIREMODE)=0.1f // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGScorcher' InstantHitDamage(BASH_FIREMODE)=26 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_Fire_1P') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_AltFire_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_AltFire_1P') //@todo: add akevent when we have it WeaponDryFireSnd(DEFAULT_FIREMODE)=none // Animation bHasFireLastAnims=true // Attachments bHasIronSights=true bHasFlashlight=false AssociatedPerkClasses(0)=class'KFPerk_Firebug' WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil' WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2))) }