//============================================================================= // KFWeap_AssaultRifle_Microwave //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC //============================================================================= class KFWeap_AssaultRifle_Microwave extends KFWeap_RifleBase; /** Animation to play when the weapon is fired in burst mode with 2 rounds left */ var(Animations) const editconst name BurstFire2RdAnim; /** Animation to play when the weapon is fired in burst fire mode for 3 rounds*/ var(Animations) const editconst name BurstFire3RdAnim; // Iron Sights /** Animation to play when the weapon is fired in burst mode with 2 rounds left */ var(Animations) const editconst name BurstFire2RdSightedAnim; /** Animation to play when the weapon is fired in burst fire mode for 3 rounds*/ var(Animations) const editconst name BurstFire3RdSightedAnim; var int BurstAmountBegin; simulated state WeaponBurstFiring { simulated event BeginState(Name PreviousStateName) { BurstAmountBegin = GetBurstAmount(); Super.BeginState(PreviousStateName); } simulated function name GetWeaponFireAnim(byte FireModeNum) { // only do one burst animation instead of a burst animation per shot // since burst amount gets reduced after each shot, this will only play the one animation based on the number of shots in the burst fire if (BurstAmount == BurstAmountBegin) { if (BurstAmount == 3) { if (bUsingSights) { return BurstFire3RdSightedAnim; } return BurstFire3RdAnim; } else if (BurstAmount == 2) { if (bUsingSights) { return BurstFire2RdSightedAnim; } return BurstFire2RdAnim; } else { return super.GetWeaponFireAnim(FireModeNum); } } // will not play any animation return ''; } } defaultproperties { // FOV MeshFOV=70 MeshIronSightFOV=52 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=85 DOF_FG_MaxNearBlurSize=2.5 // Zooming/Position IronSightPosition=(X=10,Y=-0.015,Z=0.09) //x20 PlayerViewOffset=(X=30.0,Y=10,Z=-2.5) //x18 y9 z0 // Content PackageKey="Microwave_Assault" FirstPersonMeshName="WEP_1P_Microwave_Assault_MESH.Wep_1stP_Microwave_Assault_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Microwave_Assault_ANIM.WEP_1P_Microwave_Assault_ANIM" PickupMeshName="WEP_3P_Microwave_Assault_MESH.Wep_3rdP_Microwave_Assault_Pickup" AttachmentArchetypeName = "WEP_Microwave_Assault_ARCH.Microwave_Assault_3rdP" MuzzleFlashTemplateName="WEP_Microwave_Assault_ARCH.Wep_Microwave_Gun_MuzzleFlash" //@TODO: Replace // Ammo MagazineCapacity[0]=40 SpareAmmoCapacity[0]=320 InitialSpareMags[0]=2 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=125 minRecoilPitch=100 maxRecoilYaw=120 minRecoilYaw=-100 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=125 WeaponSelectTexture=Texture2D'WEP_UI_Microwave_Assault_TEX.UI_WeaponSelect_Microwave_Assault' // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto' FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_MicrowaveRifle' InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_MicrowaveRifle' FireInterval(DEFAULT_FIREMODE)=+0.1 // 600 RPM Spread(DEFAULT_FIREMODE)=0.0085 PenetrationPower(DEFAULT_FIREMODE)=5.0 InstantHitDamage(DEFAULT_FIREMODE)=50.0 FireOffset=(X=30,Y=4.5,Z=-5) // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponBurstFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_MicrowaveRifle' FireInterval(ALTFIRE_FIREMODE)=+0.1 // 600 RPM InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MicrowaveRifle' InstantHitDamage(ALTFIRE_FIREMODE)=50.0 PenetrationPower(ALTFIRE_FIREMODE)=5.0 Spread(ALTFIRE_FIREMODE)=0.0085 BurstAmount=3 BurstFire2RdAnim=Shoot_Burst2 BurstFire3RdAnim=Shoot_Burst BurstFire2RdSightedAnim=Shoot_Burst2_Iron BurstFire3RdSightedAnim=Shoot_Burst_Iron // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MicrowaveRifle' InstantHitDamage(BASH_FIREMODE)=26 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Helios.Play_WEP_Helios_Shoot_FullAuto_LP_3P', FirstPersonCue=AkEvent'WW_WEP_Helios.Play_WEP_Helios_Shoot_FullAuto_LP_1P') //@TODO: Replace WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Helios.Play_WEP_Helios_Shoot_Single_3P', FirstPersonCue=AkEvent'WW_WEP_Helios.Play_WEP_Helios_Shoot_Single_1P') //@TODO: Replace WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_SCAR.Play_WEP_SA_SCAR_Handling_DryFire' //@TODO: Replace WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_SCAR.Play_WEP_SA_SCAR_Handling_DryFire' //@TODO: Replace // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Helios.Play_WEP_Helios_Shoot_FullAuto_LP_End_3P', FirstPersonCue=AkEvent'WW_WEP_Helios.Play_WEP_Helios_Shoot_FullAuto_LP_End_1P') //@TODO: Replace SingleFireSoundIndex=ALTFIRE_FIREMODE // Attachments bHasIronSights=true bHasFlashlight=false AssociatedPerkClasses(0)=class'KFPerk_Firebug' }