//============================================================================= // KFWeap_Revolver_Rem1858 //============================================================================= // A Remington 1858 revolver //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Jeff Robinson //============================================================================= class KFWeap_Revolver_Rem1858 extends KFWeap_PistolBase; defaultproperties { // FOV MeshFOV=60 MeshIronSightFOV=55 PlayerIronSightFOV=77 // Depth of field DOF_FG_FocalRadius=40 DOF_FG_MaxNearBlurSize=3.5 // Zooming/Position PlayerViewOffset=(X=15.0,Y=14,Z=-6) // Content PackageKey="Remington_1858" FirstPersonMeshName="WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Remington_1858_Anim.WEP_1P_Remington_1858_Anim" PickupMeshName="WEP_3P_Remington_1858_MESH.Wep_3P_Remington_1858_Pickup" AttachmentArchetypeName="WEP_Remington_1858_ARCH.Wep_Remington_1858_3P" MuzzleFlashTemplateName="WEP_Remington_1858_ARCH.Wep_Remington_1858_MuzzleFlash" Begin Object Name=FirstPersonMesh // new anim tree with skelcontrol to rotate cylinders AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Dual_Animtree_Master_Revolver' End Object // Zooming/Position IronSightPosition=(X=4,Y=0,Z=0) // Ammo MagazineCapacity[0]=6 SpareAmmoCapacity[0]=144 //186 InitialSpareMags[0]=12 //15 AmmoPickupScale[0]=2.0 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=400 minRecoilPitch=350 maxRecoilYaw=125 minRecoilYaw=-125 RecoilRate=0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=400 RecoilISMinPitchLimit=65485 RecoilBlendOutRatio=0.75 IronSightMeshFOVCompensationScale=1.5 // DEFAULT_FIREMODE FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_RevolverRem1858' FireInterval(DEFAULT_FIREMODE)=+0.2 InstantHitDamage(DEFAULT_FIREMODE)=50.0 //30.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Rem1858' Spread(DEFAULT_FIREMODE)=0.015 FireOffset=(X=20,Y=4.0,Z=-3) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=22 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Rem1858' // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_1858.Play_WEP_SA_1858_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_1858.Play_WEP_SA_1858_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_1858.Play_WEP_SA_1858_Fire_DryFire' // Attachments bHasIronSights=true bHasFlashlight=true // Inventory InventorySize=2 GroupPriority=15 bCanThrow=true bDropOnDeath=true WeaponSelectTexture=Texture2D'WEP_UI_Remington_1858_TEX.UI_WeaponSelect_Remington' bIsBackupWeapon=false AssociatedPerkClasses(0)=class'KFPerk_Gunslinger' AssociatedPerkClasses(1)=class'KFPerk_Sharpshooter' DualClass=class'KFWeap_Revolver_DualRem1858' // Custom animations FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3) IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4) bHasFireLastAnims=true BonesToLockOnEmpty=(RW_Hammer) // Revolver bRevolver=true CylinderRotInfo=(Inc=-60.0, Time=0.0175/*about 0.07 in the anim divided by ratescale of 4*/) // Revolver shell/cap replacement UnusedBulletMeshTemplate=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap' UsedBulletMeshTemplate=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_UsedCap' BulletFXSocketNames=(RW_Bullet_FX_6, RW_Bullet_FX_5, RW_Bullet_FX_4, RW_Bullet_FX_3, RW_Bullet_FX_2, RW_Bullet_FX_1) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp0 SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp0) BulletMeshComponents.Add(BulletMeshComp0) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp1 SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp1) BulletMeshComponents.Add(BulletMeshComp1) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp2 SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp2) BulletMeshComponents.Add(BulletMeshComp2) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp3 SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp3) BulletMeshComponents.Add(BulletMeshComp3) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp4 SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp4) BulletMeshComponents.Add(BulletMeshComp4) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp5 SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp5) BulletMeshComponents.Add(BulletMeshComp5) // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=0) //WeaponUpgrades[2]=(IncrementDamage=1.6f,IncrementWeight=0) //WeaponUpgrades[3]=(IncrementDamage=1.95f,IncrementWeight=1) //WeaponUpgrades[4]=(IncrementDamage=2.2f,IncrementWeight=2) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.95f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.2f), (Stat=EWUS_Weight, Add=2))) }