//============================================================================= // KFWeap_Rifle_CenterfireMB464 //============================================================================= // The MB464 centerfire lever-action rifle //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC //============================================================================= class KFWeap_Rifle_CenterfireMB464 extends KFWeap_RifleBase; defaultproperties { // Inventory / Grouping InventorySize=5 GroupPriority=50 WeaponSelectTexture=Texture2D'WEP_UI_Centerfire_TEX.UI_WeaponSelect_Centerfire' AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter' AssociatedPerkClasses(1)=class'KFPerk_Gunslinger' // FOV MeshFOV=75 MeshIronSightFOV=40 PlayerIronSightFOV=65 // Depth of field DOF_FG_FocalRadius=50 DOF_FG_MaxNearBlurSize=3.5 // Content PackageKey="Centerfire" FirstPersonMeshName="WEP_1P_Centerfire_MESH.Wep_1stP_Centerfire_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Centerfire_ANIM.Wep_1stP_Centerfire_Anim" PickupMeshName="WEP_3P_Centerfire_MESH.Wep_3rdP_Centerfire_Pickup" AttachmentArchetypeName="WEP_Centerfire_ARCH.Wep_Centerfire_3P" MuzzleFlashTemplateName="WEP_Centerfire_ARCH.Wep_Centerfire_MuzzleFlash" // Ammo MagazineCapacity[0]=10 SpareAmmoCapacity[0]=70 InitialSpareMags[0]=2 bCanBeReloaded=true bReloadFromMagazine=false // Zooming/Position PlayerViewOffset=(X=11.0,Y=8,Z=-2) //x7 IronSightPosition=(X=10,Y=0,Z=0) //x0 // AI warning system bWarnAIWhenAiming=true AimWarningDelay=(X=0.4f, Y=0.8f) AimWarningCooldown=0.0f // Recoil maxRecoilPitch=500 minRecoilPitch=400 maxRecoilYaw=150 minRecoilYaw=-150 RecoilRate=0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=1250 RecoilMinPitchLimit=64785 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 RecoilViewRotationScale=0.6 IronSightMeshFOVCompensationScale=1.5 // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Winchester1894' InstantHitDamage(DEFAULT_FIREMODE)=165 //180 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_CenterfireMB464' FireInterval(DEFAULT_FIREMODE)=0.4 //0.45 Spread(DEFAULT_FIREMODE)=0.007 PenetrationPower(DEFAULT_FIREMODE)=1.5 FireOffset=(X=25,Y=3.0,Z=-2.5) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // Custom animations FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3) BonesToLockOnEmpty=(RW_Hammer) bHasFireLastAnims=true // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_CenterfireMB464' InstantHitDamage(BASH_FIREMODE)=25 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_Centerfire_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_Centerfire_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Handling_DryFire' EjectedShellForegroundDuration=1.5f // Attachments bHasIronSights=true bHasFlashlight=false WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=1.45f,IncrementWeight=3) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.45f), (Stat=EWUS_Weight, Add=3))) }