//============================================================================= // KFWeap_Shotgun_MB500 //============================================================================= // A Mossberg 500 Shotgun //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFWeap_Shotgun_MB500 extends KFWeap_ShotgunBase; defaultproperties { // Inventory InventorySize=5 GroupPriority=25 WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_Mossberg' // FOV MeshIronSightFOV=52 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=95 DOF_FG_MaxNearBlurSize=3.5 // Zooming/Position PlayerViewOffset=(X=8.0,Y=8.0,Z=-3.5) IronSightPosition=(X=9.5,Y=0,Z=0) // Content PackageKey="MB500" FirstPersonMeshName="WEP_1P_MB500_MESH.Wep_1stP_MB500_Rig" FirstPersonAnimSetNames(0)="WEP_1P_MB500_ANIM.Wep_1st_MB500_Anim_New" PickupMeshName="WEP_3P_MB500_MESH.Wep_MB500_Pickup" AttachmentArchetypeName="WEP_MB500_ARCH.Wep_MB500_3P" MuzzleFlashTemplateName="WEP_MB500_ARCH.Wep_MB500_MuzzleFlash" // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)="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)=20.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_MB500' PenetrationPower(DEFAULT_FIREMODE)=2.0 FireInterval(DEFAULT_FIREMODE)=0.77 // 78 RPM FireOffset=(X=30,Y=3,Z=-3) // Shotgun NumPellets(DEFAULT_FIREMODE)=7 // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MB500' InstantHitDamage(BASH_FIREMODE)=25 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MB500.Play_WEP_SA_MB500_Fire_M', FirstPersonCue=AkEvent'WW_WEP_SA_MB500.Play_WEP_SA_MB500_Fire_S') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MB500.Play_WEP_SA_MB500_Fire_M', FirstPersonCue=AkEvent'WW_WEP_SA_MB500.Play_WEP_SA_MB500_Fire_S') // using M4 dry fire sound. this is intentional. WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire' // Attachments bHasIronSights=true bHasFlashlight=true // Ammo MagazineCapacity[0]=8 SpareAmmoCapacity[0]=56 InitialSpareMags[0]=3 bCanBeReloaded=true bReloadFromMagazine=false // Recoil maxRecoilPitch=900 minRecoilPitch=775 maxRecoilYaw=500 minRecoilYaw=-500 RecoilRate=0.085 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 AssociatedPerkClasses(0)=class'KFPerk_Support' WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.5f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=1.75f,IncrementWeight=3) //WeaponUpgrades[4]=(IncrementDamage=2.0f,IncrementWeight=4) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.5f), (Stat=EWUS_Weight, Add=2))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.75f), (Stat=EWUS_Weight, Add=3))) WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=4))) }