//============================================================================= // KFWeap_AssaultRifle_Thompson //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC //============================================================================= class KFWeap_AssaultRifle_Thompson extends KFWeap_SMGBase; defaultproperties { bHasFireLastAnims=true BonesToLockOnEmpty=(RW_Charging_Handle) // Shooting Animations FireSightedAnims[0]=Shoot_Iron FireSightedAnims[1]=Shoot_Iron2 FireSightedAnims[2]=Shoot_Iron3 // FOV MeshFOV=75 MeshIronSightFOV=52 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=85 DOF_FG_MaxNearBlurSize=2.5 // Content PackageKey="TommyGun" FirstPersonMeshName="WEP_1P_TommyGun_MESH.Wep_1stP_TommyGun_Rig" FirstPersonAnimSetNames(0)="WEP_1P_TommyGun_ANIM.WEP_1stP_TommyGun_Anim" PickupMeshName="WEP_3P_TommyGun_MESH.Wep_3rdP_TommyGun_Pickup" AttachmentArchetypeName="WEP_TommyGun_ARCH.Wep_TommyGun_3P" MuzzleFlashTemplateName="WEP_TommyGun_ARCH.Wep_TommyGun_MuzzleFlash" // Zooming/Position PlayerViewOffset=(X=5.0,Y=9,Z=-5) IronSightPosition=(X=5,Y=0,Z=0) // Ammo MagazineCapacity[0]=50 SpareAmmoCapacity[0]=250 InitialSpareMags[0]=3 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=130 //165 minRecoilPitch=115 //130 maxRecoilYaw=115 //130 minRecoilYaw=-115 //130 RecoilRate=0.085 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=75 RecoilISMinYawLimit=65460 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 RecoilViewRotationScale=0.25 IronSightMeshFOVCompensationScale=1.5 HippedRecoilModifier=1.5 // Inventory / Grouping InventorySize=6 GroupPriority=50 WeaponSelectTexture=Texture2D'WEP_UI_TommyGun_TEX.UI_WeaponSelect_TommyGun' AssociatedPerkClasses(0)=class'KFPerk_SWAT' AssociatedPerkClasses(1)=class'KFPerk_Commando' // 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_Thompson' FireInterval(DEFAULT_FIREMODE)=+0.0833 // 720 RPM Spread(DEFAULT_FIREMODE)=0.025 //0.0085 InstantHitDamage(DEFAULT_FIREMODE)=30.0 //25 FireOffset=(X=30,Y=4.5,Z=-5) // ALT_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_Thompson' FireInterval(ALTFIRE_FIREMODE)=+0.0833 // 720 RPM InstantHitDamage(ALTFIRE_FIREMODE)=30.0 //25 Spread(ALTFIRE_FIREMODE)=0.025 //0.0085 // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Thompson' InstantHitDamage(BASH_FIREMODE)=26 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_1P_Loop') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_1P_Single') WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_1P_EndLoop') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire' // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true SingleFireSoundIndex=ALTFIRE_FIREMODE // Attachments bHasIronSights=true bHasFlashlight=false // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=2))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Damage1, Scale=1.6f), (Stat=EWUS_Weight, Add=3))) }