//============================================================================= // KFWeap_Rifle_M14EBR //============================================================================= // An M14 EBR //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC // John "Ramm-Jaeger" Gibson //============================================================================= class KFWeap_Rifle_M14EBR extends KFWeap_ScopedBase; defaultproperties { // Inventory / Grouping InventorySize=7 GroupPriority=75 WeaponSelectTexture=Texture2D'WEP_UI_M14EBR_TEX.UI_WeaponSelect_SM14-EBR' AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter' // 2D scene capture Begin Object Name=SceneCapture2DComponent0 TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target' FieldOfView=12.5 // "2.0X" = 25.0(our real world FOV determinant)/2.0 End Object ScopedSensitivityMod=8.0 ScopeLenseMICTemplate=MaterialInstanceConstant'WEP_1P_M14EBR_MAT_TWO.WEP_1P_M14EBR_Scope_MAT' // FOV MeshFOV=70 MeshIronSightFOV=27 PlayerIronSightFOV=70 // Depth of field DOF_BlendInSpeed=3.0 DOF_FG_FocalRadius=0//70 DOF_FG_MaxNearBlurSize=3.5 // Content PackageKey="M14EBR" FirstPersonMeshName="WEP_1P_M14EBR_MESH.WEP_1stP_M14_EBR" FirstPersonAnimSetNames(0)="WEP_1P_M14EBR_ANIM.Wep_1stP_M14_EBR_Anim" PickupMeshName="WEP_3P_M14EBR_MESH.Wep_M14EBR_Pickup" AttachmentArchetypeName="WEP_M14EBR_ARCH.Wep_M14EBR_3P" MuzzleFlashTemplateName="WEP_M14EBR_ARCH.Wep_M14EBR_MuzzleFlash" LaserSightTemplate=KFLaserSightAttachment'FX_LaserSight_ARCH.LaserSight_WithAttachment_1P' // Ammo MagazineCapacity[0]=20 SpareAmmoCapacity[0]=120 InitialSpareMags[0]=2 bCanBeReloaded=true bReloadFromMagazine=true // Zooming/Position PlayerViewOffset=(X=15.0,Y=11.5,Z=-4) IronSightPosition=(X=0.0,Y=-0.016,Z=-0.016) // AI warning system bWarnAIWhenAiming=true AimWarningDelay=(X=0.4f, Y=0.8f) AimWarningCooldown=0.0f // Recoil maxRecoilPitch=225 minRecoilPitch=200 maxRecoilYaw=200 minRecoilYaw=-200 RecoilRate=0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=150 RecoilISMinYawLimit=65385 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 RecoilViewRotationScale=0.6 // 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_M14EBR' InstantHitDamage(DEFAULT_FIREMODE)=80.0 //90 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_M14EBR' FireInterval(DEFAULT_FIREMODE)=0.22 //0.2 PenetrationPower(DEFAULT_FIREMODE)=2.0 Spread(DEFAULT_FIREMODE)=0.006 FireOffset=(X=30,Y=3.0,Z=-2.5) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_M14EBR' InstantHitDamage(BASH_FIREMODE)=27 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_EBR.Play_WEP_SA_EBR_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_EBR.Play_WEP_SA_EBR_Fire_Single_S') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_EBR.Play_WEP_SA_EBR_Handling_DryFire' // Custom animations FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3) // Attachments bHasIronSights=true bHasFlashlight=false bHasLaserSight=true WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2) 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))) }