//============================================================================= // KFWeap_SMG_Medic //============================================================================= // Class Description //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Greg Felber 7/31/2014 //============================================================================= class KFWeap_SMG_Medic extends KFWeap_MedicBase; /********************************************************************************************* * @name Trader *********************************************************************************************/ /** Returns trader filter index based on weapon type */ static simulated event EFilterTypeUI GetTraderFilter() { return FT_SMG; } defaultproperties { // Healing charge HealAmount=15 HealFullRechargeSeconds=13 //15 // Inventory InventorySize=3 GroupPriority=50 WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicSMG' SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts' // FOV MeshFOV=81 MeshIronSightFOV=64 PlayerIronSightFOV=70 // Zooming/Position IronSightPosition=(X=8,Y=0.01,Z=-0.04) PlayerViewOffset=(X=22,Y=10,Z=-4.5) // Content PackageKey="Medic_SMG" FirstPersonMeshName="WEP_1P_Medic_SMG_MESH.Wep_1stP_Medic_SMG_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Medic_SMG_ANIM.Wep_1stP_Medic_SMG_Anim" PickupMeshName="wep_3p_medic_smg_mesh.Wep_Medic_SMG_Pickup" AttachmentArchetypeName="WEP_Medic_SMG_ARCH.Wep_Medic_SMG_3P" MuzzleFlashTemplateName="WEP_Medic_SMG_ARCH.Wep_Medic_SMG_MuzzleFlash" HealingDartDamageType=class'KFDT_Dart_Healing' DartFireSnd=(DefaultCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_1P') LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P' LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P' LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P' HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal' HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt' OpticsUIClass=class'KFGFxWorld_MedicOptics' HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil' // Ammo MagazineCapacity[0]=40 SpareAmmoCapacity[0]=480 InitialSpareMags[0]=5 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=75 minRecoilPitch=50 maxRecoilYaw=50 minRecoilYaw=-50 RecoilRate=0.06 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=75 RecoilISMinYawLimit=65460 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 IronSightMeshFOVCompensationScale=1.5 // 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_SMG_Medic' FireInterval(DEFAULT_FIREMODE)=+.075 // 800 RPM Spread(DEFAULT_FIREMODE)=0.007 InstantHitDamage(DEFAULT_FIREMODE)=20.0 //15.0 FireOffset=(X=30,Y=4.5,Z=-5) // ALTFIRE_FIREMODE AmmoCost(ALTFIRE_FIREMODE)=40 WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase' InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic' // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=23.0 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_SMG_Medic' // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_1P_Loop') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_1P_Single') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire' // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_1P_EndLoop') SingleFireSoundIndex=ALTFIRE_FIREMODE // Attachments bHasIronSights=true bHasFlashlight=true AssociatedPerkClasses(0)=class'KFPerk_FieldMedic' AssociatedPerkClasses(1)=class'KFPerk_SWAT' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=1, IncrementHealFullRecharge=.8) //WeaponUpgrades[2]=(IncrementDamage=1.59f,IncrementWeight=2, IncrementHealFullRecharge=.7) //WeaponUpgrades[3]=(IncrementDamage=1.85f,IncrementWeight=3, IncrementHealFullRecharge=.6) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.85f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2), (Stat=EWUS_HealFullRecharge, Scale=0.77f))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Weight, Add=3), (Stat=EWUS_HealFullRecharge, Scale=0.6f))) }