//============================================================================= // KFWeap_HRG_Healthrower //============================================================================= // A Flamethrower that heals teammates and poisons zeds //============================================================================= // Killing Floor 2 // Copyright (C) 2019 Tripwire Interactive LLC //============================================================================= class KFWeap_HRG_Healthrower extends KFWeap_FlameBase; /********************************************************************************************* * * START: CODE COPIED FROM KFWEAP_MEDICBASE.UC * ********************************************************************************************* */ /********************************************************************************************* * @name Healing Darts ********************************************************************************************* */ /** DamageTypes for Instant Hit Weapons */ var class HealingDartDamageType; /** How much to heal for when using this weapon */ var(Healing) int HealAmount; /** How many points of heal ammo to recharge per second */ var(Healing) float HealFullRechargeSeconds; /** Keeps track of incremental healing since we have to heal in whole integers */ var float HealingIncrement; /** How many points of heal ammo to recharge per second. Calculated from the HealFullRechargeSeconds */ var float HealRechargePerSecond; /** The sound of the healing dart hitting someone they will heal */ var AKEvent HealImpactSoundPlayEvent; /** The sound of the healing dart hitting someone they will hurt */ var AKEvent HurtImpactSoundPlayEvent; /** Sound to play when the weapon is fired */ var(Sounds) WeaponFireSndInfo DartFireSnd; const ShootDartAnim = 'Shoot_Dart'; const ShootDartIronAnim = 'Shoot_Iron_Dart'; /** How long after we shoot a healing dart before a zed can grab us. * Prevents us from missing healing shots from being grabbed */ var(Weapon) float HealDartShotWeakZedGrabCooldown; /** Recoil override for healing dart alt-fire */ var(Recoil) int DartMaxRecoilPitch; var(Recoil) int DartMinRecoilPitch; var(Recoil) int DartMaxRecoilYaw; var(Recoil) int DartMinRecoilYaw; /** Controller rumble override for healing dart. */ var ForceFeedbackWaveform HealingDartWaveForm; var repnotify byte HealingDartAmmo; /********************************************************************************************* * @name Weapon lock on support ********************************************************************************************* */ /** The frequency with which we will check for a lock */ var(Locking) float LockCheckTime; /** How far out should we be considering actors for a lock */ var(Locking) float LockRange; /** How long does the player need to target an actor to lock on to it*/ var(Locking) float LockAcquireTime; /** Once locked, how long can the player go without painting the object before they lose the lock */ var(Locking) float LockTolerance; /** When true, this weapon is locked on target */ var bool bLockedOnTarget; /** What "target" is this weapon locked on to */ var repnotify Actor LockedTarget; /** What "target" is current pending to be locked on to */ var repnotify Actor PendingLockedTarget; /** angle for locking for lock targets */ var(Locking) float LockAim; /** Sound Effects to play when Locking */ var AkBaseSoundObject LockAcquiredSoundFirstPerson; var AkBaseSoundObject LockTargetingStopEvent; var AkBaseSoundObject LockTargetingStopEventFirstPerson; var AkBaseSoundObject LockLostSoundFirstPerson; var AkBaseSoundObject LockTargetingSoundFirstPerson; /** If true, weapon will try to lock onto targets */ var bool bTargetLockingActive; /** How much time is left before pending lock-on can be acquired */ var float PendingLockAcquireTimeLeft; /** How much time is left before pending lock-on is lost */ var float PendingLockTimeout; /** How much time is left before lock-on is lost */ var float LockedOnTimeout; var bool bRechargeHealAmmo; /********************************************************************************************* @name Optics UI ********************************************************************************************* */ var class OpticsUIClass; var KFGFxWorld_MedicOptics OpticsUI; /** The last updated value for our ammo - Used to know when to update our optics ammo */ var byte StoredPrimaryAmmo; var byte StoredSecondaryAmmo; replication { // Server->Client properties if (bNetDirty && Role == ROLE_Authority) bLockedOnTarget, LockedTarget, PendingLockedTarget; if (bNetDirty && Role == ROLE_Authority && bAllowClientAmmoTracking && bRechargeHealAmmo) HealingDartAmmo; } /* epic =============================================== * ::ReplicatedEvent * * Called when a variable with the property flag "RepNotify" is replicated * * ===================================================== */ simulated event ReplicatedEvent(name VarName) { if (VarName == nameof(LockedTarget)) { // Clear the lock if we lost our LockedTarget and don't have a new PendingLockedTarget if (OpticsUI != none) { if (LockedTarget == none && PendingLockedTarget == none) { OpticsUI.ClearLockOn(); } else if (LockedTarget != none) { OpticsUI.LockedOn(); } } } else if (VarName == nameof(PendingLockedTarget)) { // Clear the lock if we lost our LockedTarget and don't have a new PendingLockedTarget if (OpticsUI != none) { if (PendingLockedTarget == none && LockedTarget == none) { OpticsUI.ClearLockOn(); } else if (PendingLockedTarget != none) { OpticsUI.StartLockOn(); } } } else if (VarName == nameof(HealingDartAmmo)) { AmmoCount[ALTFIRE_FIREMODE] = HealingDartAmmo; } else { Super.ReplicatedEvent(VarName); } } /********************************************************************************************* @name Actor ********************************************************************************************* */ /** * Check target locking - server-side only * HealAmmo Regen client and server */ simulated event Tick(FLOAT DeltaTime) { // If we're not fully charged tick the HealAmmoRegen system if (AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE]) { HealAmmoRegeneration(DeltaTime); } if (Instigator != none && Instigator.weapon == self) { UpdateOpticsUI(); } Super.Tick(DeltaTime); } /********************************************************************************************* @name Firing / Projectile ********************************************************************************************* */ /** Instead of switch fire mode use as immediate alt fire */ simulated function AltFireMode() { if (!Instigator.IsLocallyControlled()) { return; } // StartFire - StopFire called from KFPlayerInput StartFire(ALTFIRE_FIREMODE); } /** @see KFWeapon::ConsumeAmmo */ simulated function ConsumeAmmo(byte FireModeNum) { // If its not the healing fire mode, return if (FireModeNum != ALTFIRE_FIREMODE) { Super.ConsumeAmmo(FireModeNum); return; } `if(`notdefined(ShippingPC)) if (bInfiniteAmmo) { return; } `endif // If AmmoCount is being replicated, don't allow the client to modify it here if (Role == ROLE_Authority || bAllowClientAmmoTracking) { // Don't consume ammo if magazine size is 0 (infinite ammo with no reload) if (MagazineCapacity[1] > 0 && AmmoCount[1] > 0) { // Reduce ammo amount by heal ammo cost AmmoCount[1] = Max(AmmoCount[1] - AmmoCost[1], 0); } } } /** * See Pawn.ProcessInstantHit * @param DamageReduction: Custom KF parameter to handle penetration damage reduction */ simulated function ProcessInstantHitEx(byte FiringMode, ImpactInfo Impact, optional int NumHits, optional out float out_PenetrationVal, optional int ImpactNum) { local KFPawn HealTarget; local KFPlayerController Healer; local KFPerk InstigatorPerk; local float AdjustedHealAmount; HealTarget = KFPawn(Impact.HitActor); Healer = KFPlayerController(Instigator.Controller); InstigatorPerk = GetPerk(); if (InstigatorPerk != none) { InstigatorPerk.UpdatePerkHeadShots(Impact, InstantHitDamageTypes[FiringMode], ImpactNum); } if (FiringMode == ALTFIRE_FIREMODE && HealTarget != none && WorldInfo.GRI.OnSameTeam(Instigator, HealTarget)) { // Let the accuracy system know that we hit someone if (Healer != none) { Healer.AddShotsHit(1); } AdjustedHealAmount = HealAmount * static.GetUpgradeHealMod(CurrentWeaponUpgradeIndex); HealTarget.HealDamage(AdjustedHealAmount, Instigator.Controller, HealingDartDamageType); // Play a healed impact sound for the healee if (HealImpactSoundPlayEvent != None && HealTarget != None && !bSuppressSounds) { HealTarget.PlaySoundBase(HealImpactSoundPlayEvent, false, false, , Impact.HitLocation); } } else { // Play a hurt impact sound for the hurt if (HurtImpactSoundPlayEvent != None && HealTarget != None && !bSuppressSounds) { HealTarget.PlaySoundBase(HurtImpactSoundPlayEvent, false, false, , Impact.HitLocation); } Super.ProcessInstantHitEx(FiringMode, Impact, NumHits, out_PenetrationVal); } } /** Spawn projectile is called once for each shot pellet fired */ simulated function KFProjectile SpawnProjectile(class KFProjClass, vector RealStartLoc, vector AimDir) { local KFProjectile SpawnedProjectile; SpawnedProjectile = Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir); if (bLockedOnTarget && KFProj_HealingDart(SpawnedProjectile) != None) { KFProj_HealingDart(SpawnedProjectile).SeekTarget = LockedTarget; } return SpawnedProjectile; } /** * Called on the client when the weapon is fired calculate the recoil parameters * Network: LocalPlayer */ simulated event HandleRecoil() { // Separate recoil settings for healing darts. Doesn't update RecoilRate // or BlendOutRate, but that could be problematic if currently recoiling. if (CurrentFireMode == ALTFIRE_FIREMODE) { minRecoilPitch = DartMinRecoilPitch; maxRecoilPitch = DartMaxRecoilPitch; minRecoilYaw = DartMinRecoilYaw; maxRecoilYaw = DartMaxRecoilYaw; } else { minRecoilPitch = default.minRecoilPitch; maxRecoilPitch = default.maxRecoilPitch; minRecoilYaw = default.minRecoilYaw; maxRecoilYaw = default.maxRecoilYaw; } Super.HandleRecoil(); } /** plays view shake on the owning client only */ simulated function ShakeView() { // All healing darts use the same force feedback wave form if (CurrentFireMode == ALTFIRE_FIREMODE) { WeaponFireWaveForm = HealingDartWaveForm; } else { WeaponFireWaveForm = default.WeaponFireWaveForm; } Super.ShakeView(); } /********************************************************************************************* * State WeaponSingleFiring * Fire must be released between every shot. *********************************************************************************************/ simulated state WeaponSingleFiring { /** Handle ClearPendingFire */ simulated function FireAmmunition() { if (CurrentFireMode == ALTFIRE_FIREMODE) { // Don't let a weak zed grab us when we just shot a healing dart SetWeakZedGrabCooldownOnPawn(HealDartShotWeakZedGrabCooldown); StartHealRecharge(); } Super.FireAmmunition(); } } // This makes it impossible for the server to fire before the fire animation has the chance to play on the client side. simulated function StartFire(byte FireModeNum) { if (FireModeNum == ALTFIRE_FIREMODE && !HasAmmo(FireModeNum, AmmoCost[FireModeNum])) { return; } Super.StartFire(FireModeNum); } /********************************************************************************************* @name Reload / recharge ********************************************************************************************* */ /** Overridden to call StartHealRecharge on server */ function GivenTo(Pawn thisPawn, optional bool bDoNotActivate) { super.GivenTo(thisPawn, bDoNotActivate); // StartHealRecharge gets called on the client from ClientWeaponSet (called from ClientGivenTo, called from GivenTo), // but we also need this called on the server for remote clients, since the server needs to track the ammo too (to know if/when to spawn projectiles) if (Role == ROLE_Authority && !thisPawn.IsLocallyControlled()) { StartHealRecharge(); } } /** Start the heal recharge cycle */ function StartHealRecharge() { local KFPerk InstigatorPerk; local float UsedHealRechargeTime; if (!bRechargeHealAmmo) { return; } // begin ammo recharge on server if (Role == ROLE_Authority) { InstigatorPerk = GetPerk(); UsedHealRechargeTime = HealFullRechargeSeconds * static.GetUpgradeHealRechargeMod(CurrentWeaponUpgradeIndex); InstigatorPerk.ModifyHealerRechargeTime(UsedHealRechargeTime); // Set the healing recharge rate whenever we start charging HealRechargePerSecond = MagazineCapacity[ALTFIRE_FIREMODE] / UsedHealRechargeTime; HealingIncrement = 0; } } /** Heal Ammo Regen */ function HealAmmoRegeneration(float DeltaTime) { if (!bRechargeHealAmmo) { return; } if (Role == ROLE_Authority) { HealingIncrement += HealRechargePerSecond * DeltaTime; if (HealingIncrement >= 1.0 && AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE]) { AmmoCount[ALTFIRE_FIREMODE]++; HealingIncrement -= 1.0; // Heal ammo regen is only tracked on the server, so even though we told the client he could // keep track of ammo himself like a big boy, we still have to spoon-feed it to him. if (bAllowClientAmmoTracking) { HealingDartAmmo = AmmoCount[ALTFIRE_FIREMODE]; } } } } /** Healing charge doesn't count as ammo for purposes of inventory management (e.g. switching) */ simulated function bool HasAnyAmmo() { if (HasSpareAmmo() || HasAmmo(DEFAULT_FIREMODE)) { return true; } return false; } /********************************************************************************************* @name Target Locking ********************************************************************************************* */ /** * This function is used to adjust the LockTarget. */ function AdjustLockTarget(actor NewLockTarget) { if (LockedTarget == NewLockTarget) { // no need to update return; } if (NewLockTarget == None) { // Clear the lock if (bLockedOnTarget) { bLockedOnTarget = false; LockedTarget = None; if (OpticsUI != none && PendingLockedTarget == none) { // Optics UI only exists for local players OpticsUI.ClearLockOn(); } if (bUsingSights) { ClientPlayTargetingSound(LockLostSoundFirstPerson); } } } else { // Set the lock bLockedOnTarget = true; LockedTarget = NewLockTarget; if (OpticsUI != none) { // Optics UI only exists for local players OpticsUI.LockedOn(); } ClientPlayTargetingSound(LockAcquiredSoundFirstPerson); } } /** * Given an potential target TA determine if we can lock on to it. By default only allow locking on * to pawns. */ simulated function bool CanLockOnTo(Actor TA) { Local Pawn PawnTarget; local KFPawn KFPawnTarget; PawnTarget = Pawn(TA); // Make sure the pawn is legit, isn't dead, and isn't already at full health if ((TA == None) || !TA.bProjTarget || TA.bDeleteMe || (PawnTarget == None) || (TA == Instigator) || (PawnTarget.Health <= 0) || (PawnTarget.Health >= PawnTarget.HealthMax)) { return false; } KFPawnTarget = KFPawn(PawnTarget); if (KFPawnTarget != none && !KFPawnTarget.CanBeHealed()) { return false; } // Make sure and only lock onto players on the same team return WorldInfo.GRI.OnSameTeam(Instigator, TA); } /** returns true if lock-on is possible */ function bool AllowTargetLockOn() { return !Instigator.bNoWeaponFiring; } /** * This function checks to see if we are locked on a target */ function CheckTargetLock() { local Actor BestTarget, HitActor, TA; local vector StartTrace, EndTrace, Aim, HitLocation, HitNormal; local rotator AimRot; local float BestAim, BestDist; if ((Instigator == None) || (Instigator.Controller == None) || (self != Instigator.Weapon)) { return; } if (!AllowTargetLockOn()) { AdjustLockTarget(None); PendingLockedTarget = None; return; } // clear lock if target is destroyed if (LockedTarget != None) { if (LockedTarget.bDeleteMe) { AdjustLockTarget(None); } } BestTarget = None; //@todo: if we ever want AI to use medic weapons, then bring back the commented-out code that used to be here // Begin by tracing the shot to see if it hits anyone Instigator.Controller.GetPlayerViewPoint(StartTrace, AimRot); Aim = vector(AimRot); EndTrace = StartTrace + Aim * LockRange; HitActor = Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, , , TRACEFLAG_Bullet); // Check for a hit if ((HitActor == None) || !CanLockOnTo(HitActor)) { // We didn't hit a valid target, have the controller attempt to pick a good target BestAim = LockAim; BestDist = 0.0; TA = Instigator.Controller.PickTarget(class'Pawn', BestAim, BestDist, Aim, StartTrace, LockRange, True); if (TA != None && CanLockOnTo(TA)) { // Trace to see if we hit a destructible, as the PickTarget code only traces against world geometry // @todo: Set up pick target to ignore pawns (as it should), but not trace through destructibles HitActor = Trace(HitLocation, HitNormal, TA.Location, StartTrace, true, , , TRACEFLAG_Bullet); // Make sure we didn't hit a destructible if (KFFracturedMeshActor(HitActor) != none || KFDestructibleActor(HitActor) != none) { BestTarget = none; } else { BestTarget = TA; } } } else // We hit a valid target { BestTarget = HitActor; } // If we have a "possible" target, note its time mark if (BestTarget != None) { if (BestTarget == LockedTarget) { LockedOnTimeout = LockTolerance; } // We have our best target, see if they should become our current target. // Check for a new Pending Lock else if (PendingLockedTarget != BestTarget) { PendingLockedTarget = BestTarget; PendingLockTimeout = LockTolerance; PendingLockAcquireTimeLeft = LockAcquireTime; if (OpticsUI != none) { // Optics UI only exists for local players OpticsUI.StartLockOn(); } if (bUsingSights) { // Play the "targeting" beep when we begin attempting to lock onto a target // that we haven't locked onto yet ClientPlayTargetingSound(LockTargetingSoundFirstPerson); } } // Acquire new target if LockAcquireTime has passed if (PendingLockedTarget != None) { PendingLockAcquireTimeLeft -= LockCheckTime; if (PendingLockedTarget == BestTarget && PendingLockAcquireTimeLeft <= 0) { AdjustLockTarget(PendingLockedTarget); PendingLockedTarget = None; } } } // If we lost a target, attempt to invalidate the pending target else if (PendingLockedTarget != None) { PendingLockTimeout -= LockCheckTime; if (PendingLockTimeout <= 0 || !CanLockOnTo(PendingLockedTarget)) { PendingLockedTarget = None; if (OpticsUI != none) { // Optics UI only exists for local players OpticsUI.ClearLockOn(); } } } // If the new target is not the same, attempt to invalidate current locked on target if (LockedTarget != None && BestTarget != LockedTarget) { LockedOnTimeout -= LockCheckTime; if (LockedOnTimeout <= 0.f || !CanLockOnTo(LockedTarget)) { AdjustLockTarget(None); } } } /** Plays a first person targeting beep sound (Local Player Only) */ unreliable client function ClientPlayTargetingSound(AkBaseSoundObject Sound) { if (Sound != None && !bSuppressSounds) { if (Instigator != None && Instigator.IsHumanControlled()) { PlaySoundBase(Sound, true); } } } /** * Tells the weapon to play a firing sound (uses CurrentFireMode) * Overridden to support the dart shooting sounds */ simulated function PlayFiringSound(byte FireModeNum) { if (!bPlayingLoopingFireSnd) { //uses darts if (FireModeNum == ALTFIRE_FIREMODE && bRechargeHealAmmo) { WeaponPlayFireSound(DartFireSnd.DefaultCue, DartFireSnd.FirstPersonCue); } else { Super.PlayFiringSound(FireModeNum); return; } } // Need to make noise if super isn't called MakeNoise(1.0, 'PlayerFiring'); // AI } /** Override for 1st person healing dart anims */ simulated function name GetWeaponFireAnim(byte FireModeNum) { if (FireModeNum == ALTFIRE_FIREMODE) { return (bUsingSights) ? ShootDartIronAnim : ShootDartAnim; } return Super.GetWeaponFireAnim(FireModeNum); } /********************************************************************************************* @name Optics UI ********************************************************************************************* */ /** Get our optics movie from the inventory once our InvManager is created */ reliable client function ClientWeaponSet(bool bOptionalSet, optional bool bDoNotActivate) { local KFInventoryManager KFIM; super.ClientWeaponSet(bOptionalSet, bDoNotActivate); if (OpticsUI == none) { KFIM = KFInventoryManager(InvManager); if (KFIM != none) { //Create the screen's UI piece OpticsUI = KFGFxWorld_MedicOptics(KFIM.GetOpticsUIMovie(OpticsUIClass)); } } // Initialize our displayed ammo count and healer charge StartHealRecharge(); } function ItemRemovedFromInvManager() { local KFInventoryManager KFIM; Super.ItemRemovedFromInvManager(); if (OpticsUI != none) { KFIM = KFInventoryManager(InvManager); if (KFIM != none) { //Create the screen's UI piece KFIM.RemoveOpticsUIMovie(OpticsUI.class); OpticsUI.Close(); OpticsUI = none; } } } /** Unpause our optics movie and reinitialize our ammo when we equip the weapon */ simulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional Name SocketName) { super.AttachWeaponTo(MeshCpnt, SocketName); if (OpticsUI != none) { OpticsUI.SetPause(false); OpticsUI.ClearLockOn(); UpdateOpticsUI(true); OpticsUI.SetShotPercentCost(AmmoCost[ALTFIRE_FIREMODE]); } } /** Pause the optics movie once we unequip the weapon so it's not playing in the background */ simulated function DetachWeapon() { local Pawn OwnerPawn; super.DetachWeapon(); OwnerPawn = Pawn(Owner); if (OwnerPawn != none && OwnerPawn.Weapon == self) { if (OpticsUI != none) { OpticsUI.SetPause(); } } } /** * Update our displayed ammo count if it's changed */ simulated function UpdateOpticsUI(optional bool bForceUpdate) { if (OpticsUI != none && OpticsUI.OpticsContainer != none) { if (AmmoCount[DEFAULT_FIREMODE] != StoredPrimaryAmmo || bForceUpdate) { StoredPrimaryAmmo = AmmoCount[DEFAULT_FIREMODE]; OpticsUI.SetPrimaryAmmo(StoredPrimaryAmmo); } if (AmmoCount[ALTFIRE_FIREMODE] != StoredSecondaryAmmo || bForceUpdate) { StoredSecondaryAmmo = AmmoCount[ALTFIRE_FIREMODE]; OpticsUI.SetHealerCharge(StoredSecondaryAmmo); } if (OpticsUI.MinPercentPerShot != AmmoCost[ALTFIRE_FIREMODE]) { OpticsUI.SetShotPercentCost(AmmoCost[ALTFIRE_FIREMODE]); } } } /********************************************************************************************* * state Inactive * This state is the default state. It needs to make sure Zooming is reset when entering/leaving *********************************************************************************************/ auto simulated state Inactive { simulated function BeginState(name PreviousStateName) { Super.BeginState(PreviousStateName); if (Role == ROLE_Authority) { bTargetLockingActive = false; AdjustLockTarget(None); ClearTimer(nameof(CheckTargetLock)); } // force stop beep/lock PendingLockedTarget = None; } simulated function EndState(Name NextStateName) { Super.EndState(NextStateName); if (Role == ROLE_Authority) { bTargetLockingActive = true; SetTimer(LockCheckTime, true, nameof(CheckTargetLock)); } } } /********************************************************************************************* * State WeaponSprinting * This is the default Sprinting State. It's performed on both the client and the server. *********************************************************************************************/ /** Override AllowTargetLockOn */ simulated state WeaponSprinting { ignores AllowTargetLockOn; } /********************************************************************************************* * Trader ********************************************************************************************/ /** Allows weapon to set its own trader stats (can set number of stats, names and values of stats) */ static simulated event SetTraderWeaponStats(out array WeaponStats) { super.SetTraderWeaponStats(WeaponStats); WeaponStats.Length = WeaponStats.Length + 1; WeaponStats[WeaponStats.Length - 1].StatType = TWS_HealAmount; WeaponStats[WeaponStats.Length - 1].StatValue = default.HealAmount; WeaponStats.Length = WeaponStats.Length + 1; WeaponStats[WeaponStats.Length - 1].StatType = TWS_RechargeTime; WeaponStats[WeaponStats.Length - 1].StatValue = default.HealFullRechargeSeconds; } /********************************************************************************************* * HUD ********************************************************************************************/ /** Determines the secondary ammo left for HUD display */ simulated function int GetSecondaryAmmoForHUD() { return AmmoCount[1]; } /********************************************************************************************* * * END: CODE COPIED FROM KFWEAP_MEDICBASE.UC * ********************************************************************************************* */ defaultproperties { FlameSprayArchetype=SprayActor_Heal'WEP_Healthrower_ARCH.WEP_Healthrower_Spray' Begin Object Name=PilotLight0 Template=none //ParticleSystem'WEP_Flamethrower_EMIT.FX_pilot_light_01' End Object PilotLightSocketName=FXPilot1 //PilotLightPlayEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_PilotLight_Loop' //PilotLightStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_PilotLight_Loop' // Muzzle Flash point light // want this light to illuminate characters only, so Marcus gets the glow /*Begin Object Class=PointLightComponent Name=PilotPointLight0 LightColor=(R=250,G=150,B=85,A=255) Brightness=0.25f FalloffExponent=4.f Radius=128.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=TRUE bCastPerObjectShadows=false bEnabled=FALSE LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object Begin Object Class=PointLightComponent Name=PilotPointLight1 LightColor=(R=250,G=150,B=85,A=255) Brightness=3.f FalloffExponent=8.f Radius=32.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=TRUE bCastPerObjectShadows=false bEnabled=FALSE LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object*/ //PilotLights(0)=(Light=PilotPointLight0,FlickerIntensity=1.5f,FlickerInterpSpeed=0.5f,LightAttachBone=FXPilot1) //PilotLights(1)=(Light=PilotPointLight1,FlickerIntensity=4.f,FlickerInterpSpeed=3.f,LightAttachBone=FXPilot3) // Shooting Animations FireSightedAnims[0]=Shoot FireLoopSightedAnim=ShootLoop // Advanced Looping (High RPM) Fire Effects FireLoopStartSightedAnim=ShootLoop_Start FireLoopEndSightedAnim=ShootLoop_End // FOV MeshIronSightFOV=52PP PlayerIronSightFOV=80 // Depth of field DOF_FG_FocalRadius=150 DOF_FG_MaxNearBlurSize=1 // Content PackageKey="Healthrower" FirstPersonMeshName="WEP_1P_HRG_Healthrower_MESH.Wep_1stP_HRG_Healthrower_Rig" FirstPersonAnimSetNames(0)="WEP_1P_HRG_Healthrower_ANIM.Wep_1stP_HRG_Healthrower_Anim" PickupMeshName="WEP_3P_HRG_Healthrower_MESH.Wep_HRG_Healthrower_Pickup" AttachmentArchetypeName="WEP_Healthrower_ARCH.Wep_HEALTHROWER_3P" //"WEP_Flamethrower_ARCH.HEALTHROWER.Wep_Flamethrower_MuzzleFlash_3P_healthrower" MuzzleFlashTemplateName="WEP_Healthrower_ARCH.Wep_Healthrower_MuzzleFlash" // Zooming/Position PlayerViewOffset=(X=6.0,Y=15,Z=-5) IronSightPosition=(X=20,Y=8,Z=-3) QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0) // Ammo MagazineCapacity[0]=100 SpareAmmoCapacity[0]=500 InitialSpareMags[0]=1 AmmoPickupScale[0]=0.75 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=150 minRecoilPitch=115 maxRecoilYaw=115 minRecoilYaw=-115 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 InventorySize=7 //8 GroupPriority=75 WeaponSelectTexture=Texture2D'Wep_UI_HRG_Healthrower_TEX.UI_WeaponSelect_HRG_Healthrower' // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart' FiringStatesArray(DEFAULT_FIREMODE)=SprayingFire WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Custom FireInterval(DEFAULT_FIREMODE)=+0.1 //+0.07 // 857 RPM FireOffset=(X=30,Y=4.5,Z=-5) //MinFireDuration=0.25 MinAmmoConsumed=3 //4 // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGHealthrower' InstantHitDamage(BASH_FIREMODE)=28 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_Shoot_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_Shoot_1P_Loop') WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_Shoot_3P_LoopEnd', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_Shoot_1P_LoopEnd') //@todo: add akevents when we have them WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_DryFire' // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true SingleFireSoundIndex=FIREMODE_NONE // Attachments bHasIronSights=true bHasFlashlight=false // AI Warning bWarnAIWhenFiring=true AssociatedPerkClasses(0)=class'KFPerk_FieldMedic' WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Weak_Recoil' // Healing charge HealAmount=20 HealFullRechargeSeconds=12 HealDartShotWeakZedGrabCooldown=0.5 DartMaxRecoilPitch=250 DartMinRecoilPitch=200 DartMaxRecoilYaw=100 DartMinRecoilYaw=-100 HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil' // Lock On Functionality LockRange=50000 LockAim=0.98 LockChecktime=0.1 LockAcquireTime=0.2 LockTolerance=0.2 // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase' FireInterval(ALTFIRE_FIREMODE)=+0.175 InstantHitDamage(ALTFIRE_FIREMODE)=0 //Acidic compound skill can adjust that InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic' Spread(ALTFIRE_FIREMODE)=0.015 AmmoCost(ALTFIRE_FIREMODE)=40 HealingDartDamageType=class'KFDT_Dart_Healing' DartFireSnd=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Shoot_1P') MagazineCapacity[1]=100 HealingDartAmmo=100 bCanRefillSecondaryAmmo=false // Lock on sounds LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Alert_Locked_1P' LockLostSoundFirstPerson=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Alert_Lost_1P' LockTargetingSoundFirstPerson=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Alert_Locking_1P' HealImpactSoundPlayEvent=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Heal' HurtImpactSoundPlayEvent=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Hurt' // The animated reticle screens class OpticsUIClass=class'KFGFxWorld_MedicOptics' // Aim Assist AimCorrectionSize=40.f bRechargeHealAmmo=true SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts' // Weapon Upgrades WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.8f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2), (Stat=EWUS_HealFullRecharge, Scale=0.6f))) }