//============================================================================= // KFWeap_Shotgun_DragonsBreath //============================================================================= // A trench shotgun with incendiary rounds Dragons Breath! //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class KFWeap_Shotgun_DragonsBreath extends KFWeap_ShotgunBase; static simulated event EFilterTypeUI GetAltTraderFilter() { return FT_Flame; } defaultproperties { // Inventory InventorySize=5 GroupPriority=50 WeaponSelectTexture=Texture2D'WEP_UI_DragonsBreath.UI_WeaponSelect_DragonsBreath' // FOV MeshFOV=75 MeshIronSightFOV=52 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=95 DOF_FG_MaxNearBlurSize=2.5 // Zooming/Position PlayerViewOffset=(X=10.0,Y=7.5,Z=-4.5) IronSightPosition=(X=7,Y=0,Z=-0.0) // Content PackageKey="DragonsBreath" FirstPersonMeshName="WEP_1P_DragonsBreath_MESH.Wep_1stP_DragonsBreath_Rig" FirstPersonAnimSetNames(0)="WEP_1P_DragonsBreath_ANIM.WEP_1P_DragonsBreath_ANIM" PickupMeshName="WEP_3P_DragonsBreath_MESH.Wep_DragonsBreath_Pickup" AttachmentArchetypeName="WEP_DragonsBreath_ARCH.Wep_DragonsBreath_3P" MuzzleFlashTemplateName="WEP_DragonsBreath_ARCH.Wep_DragonsBreath_MuzzleFlash_3P" // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)="ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle" FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_DragonsBreath' InstantHitDamage(DEFAULT_FIREMODE)=35 //15 //27 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_DragonsBreath' PenetrationPower(DEFAULT_FIREMODE)=2.0 //3.0 FireInterval(DEFAULT_FIREMODE)=0.69 // 86 RPM FireOffset=(X=30,Y=3,Z=-3) // Shotgun Spread(DEFAULT_FIREMODE)=0.16 //0.1 NumPellets(DEFAULT_FIREMODE)=6 //9 // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_DragonsBreath' InstantHitDamage(BASH_FIREMODE)=25 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_1P') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_1P') // using M4 dry fire sound. this is intentional. WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire' // Attachments bHasIronSights=true bHasFlashlight=false // Ammo MagazineCapacity[0]=6 SpareAmmoCapacity[0]=60 InitialSpareMags[0]=4 bCanBeReloaded=true bReloadFromMagazine=false // Recoil maxRecoilPitch=900 minRecoilPitch=775 maxRecoilYaw=500 minRecoilYaw=-500 RecoilRate=0.085 RecoilBlendOutRatio=0.35 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=1500 RecoilMinPitchLimit=64785 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 RecoilViewRotationScale=0.8 FallingRecoilModifier=1.5 HippedRecoilModifier=1.25 AssociatedPerkClasses(0)=class'KFPerk_Firebug' AssociatedPerkClasses(1)=class'KFPerk_Support' BonesToLockOnEmpty=(RW_Hammer) WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.1f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.2f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=1.3f,IncrementWeight=3) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=2))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=3))) }