685 lines
21 KiB
Ucode
685 lines
21 KiB
Ucode
//=============================================================================
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// KFWeap_HRG_Locust
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//=============================================================================
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// A mosquito rocket launcher
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2022 Tripwire Interactive LLC
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//
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//=============================================================================
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class KFWeap_HRG_Locust extends KFWeap_GrenadeLauncher_Base;
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const MAX_LOCKED_TARGETS = 6;
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/** Constains all currently locked-on targets */
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var protected array<Pawn> LockedTargets;
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/** How much to scale recoil when firing in multi-rocket mode */
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var float BurstFireRecoilModifier;
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/** The last time a target was acquired */
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var protected float LastTargetLockTime;
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/** The last time a target validation check was performed */
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var protected float LastTargetValidationCheckTime;
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/** How much time after a lock on occurs before another is allowed */
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var const float TimeBetweenLockOns;
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/** How much time should pass between target validation checks */
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var const float TargetValidationCheckInterval;
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/** Minimum distance a target can be from the crosshair to be considered for lock on */
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var const float MinTargetDistFromCrosshairSQ;
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/** Dot product FOV that targets need to stay within to maintain a target lock */
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var const float MaxLockMaintainFOVDotThreshold;
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/** Sound Effects to play when Locking */
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var AkBaseSoundObject LockAcquiredSoundFirstPerson;
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var AkBaseSoundObject LockLostSoundFirstPerson;
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/** Icon textures for lock on drawing */
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var const Texture2D LockedOnIcon;
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var LinearColor LockedIconColor;
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/** Ironsights Audio */
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var AkComponent IronsightsComponent;
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var AkEvent IronsightsZoomInSound;
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var AkEvent IronsightsZoomOutSound;
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/** Reduction for the amount of damage dealt to the weapon owner (including damage by the explosion) */
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var() float SelfDamageReductionValue;
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/**
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* Toggle between DEFAULT and ALTFIRE
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*/
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simulated function AltFireMode()
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{
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super.AltFireMode();
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LockedTargets.Length = 0;
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}
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/*********************************************************************************************
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* @name Target Locking And Validation
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**********************************************************************************************/
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/** We need to update our locked targets every frame and make sure they're within view and not dead */
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simulated event Tick( float DeltaTime )
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{
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local Pawn RecentlyLocked, StaticLockedTargets[6];
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local bool bUpdateServerTargets;
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local int i;
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super.Tick( DeltaTime );
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if( bUsingSights && bUseAltFireMode
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&& Instigator != none
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&& Instigator.IsLocallyControlled() )
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{
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if( `TimeSince(LastTargetLockTime) > TimeBetweenLockOns
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&& LockedTargets.Length < AmmoCount[GetAmmoType(0)]
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&& LockedTargets.Length < MAX_LOCKED_TARGETS)
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{
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bUpdateServerTargets = FindTargets( RecentlyLocked );
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}
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if( LockedTargets.Length > 0 )
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{
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bUpdateServerTargets = bUpdateServerTargets || ValidateTargets( RecentlyLocked );
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}
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// If we are a client, synchronize our targets with the server
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if( bUpdateServerTargets && Role < ROLE_Authority )
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{
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for( i = 0; i < MAX_LOCKED_TARGETS; ++i )
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{
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if( i < LockedTargets.Length )
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{
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StaticLockedTargets[i] = LockedTargets[i];
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}
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else
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{
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StaticLockedTargets[i] = none;
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}
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}
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ServerSyncLockedTargets( StaticLockedTargets );
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}
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}
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}
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/**
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* Given an potential target TA determine if we can lock on to it. By default only allow locking on
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* to pawns.
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*/
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simulated function bool CanLockOnTo(Actor TA)
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{
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Local KFPawn PawnTarget;
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PawnTarget = KFPawn(TA);
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// Make sure the pawn is legit, isn't dead, and isn't already at full health
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if ((TA == None) || !TA.bProjTarget || TA.bDeleteMe || (PawnTarget == None) ||
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(TA == Instigator) || (PawnTarget.Health <= 0) ||
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!HasAmmo(DEFAULT_FIREMODE))
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{
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return false;
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}
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// Make sure and only lock onto players on the same team
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return !WorldInfo.GRI.OnSameTeam(Instigator, TA);
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}
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/** Finds a new lock on target, adds it to the target array and returns TRUE if the array was updated */
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simulated function bool FindTargets( out Pawn RecentlyLocked )
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{
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local Pawn P, BestTargetLock;
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local byte TeamNum;
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local vector AimStart, AimDir, TargetLoc, Projection, DirToPawn, LinePoint;
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local Actor HitActor;
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local float PointDistSQ, Score, BestScore, TargetSizeSQ;
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TeamNum = Instigator.GetTeamNum();
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AimStart = GetSafeStartTraceLocation();
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AimDir = vector( GetAdjustedAim(AimStart) );
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BestScore = 0.f;
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//Don't add targets if we're already burst firing
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if (IsInState('WeaponBurstFiring'))
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{
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return false;
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}
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foreach WorldInfo.AllPawns( class'Pawn', P )
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{
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if (!CanLockOnTo(P))
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{
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continue;
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}
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// Want alive pawns and ones we already don't have locked
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if( P != none && P.IsAliveAndWell() && P.GetTeamNum() != TeamNum && LockedTargets.Find(P) == INDEX_NONE )
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{
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TargetLoc = GetLockedTargetLoc( P );
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Projection = TargetLoc - AimStart;
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DirToPawn = Normal( Projection );
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// Filter out pawns too far from center
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if( AimDir dot DirToPawn < 0.5f )
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{
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continue;
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}
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// Check to make sure target isn't too far from center
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PointDistToLine( TargetLoc, AimDir, AimStart, LinePoint );
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PointDistSQ = VSizeSQ( LinePoint - P.Location );
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TargetSizeSQ = P.GetCollisionRadius() * 2.f;
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TargetSizeSQ *= TargetSizeSQ;
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if( PointDistSQ > (TargetSizeSQ + MinTargetDistFromCrosshairSQ) )
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{
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continue;
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}
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// Make sure it's not obstructed
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HitActor = class'KFAIController'.static.ActorBlockTest(self, TargetLoc, AimStart,, true, true);
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if( HitActor != none && HitActor != P )
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{
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continue;
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}
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// Distance from target has much more impact on target selection score
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Score = VSizeSQ( Projection ) + PointDistSQ;
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if( BestScore == 0.f || Score < BestScore )
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{
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BestTargetLock = P;
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BestScore = Score;
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}
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}
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}
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if( BestTargetLock != none )
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{
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LastTargetLockTime = WorldInfo.TimeSeconds;
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LockedTargets.AddItem( BestTargetLock );
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RecentlyLocked = BestTargetLock;
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// Plays sound/FX when locking on to a new target
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PlayTargetLockOnEffects();
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return true;
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}
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RecentlyLocked = none;
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return false;
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}
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/** Checks to ensure all of our current locked targets are valid */
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simulated function bool ValidateTargets( optional Pawn RecentlyLocked )
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{
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local int i;
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local bool bShouldRemoveTarget, bAlteredTargets;
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local vector AimStart, AimDir, TargetLoc;
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local Actor HitActor;
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if( `TimeSince(LastTargetValidationCheckTime) < TargetValidationCheckInterval )
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{
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return false;
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}
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LastTargetValidationCheckTime = WorldInfo.TimeSeconds;
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AimStart = GetSafeStartTraceLocation();
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AimDir = vector( GetAdjustedAim(AimStart) );
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bAlteredTargets = false;
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for( i = 0; i < LockedTargets.Length; ++i )
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{
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// For speed don't bother checking a target we just locked
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if( RecentlyLocked != none && RecentlyLocked == LockedTargets[i] )
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{
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continue;
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}
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bShouldRemoveTarget = false;
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if( LockedTargets[i] == none
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|| !LockedTargets[i].IsAliveAndWell() )
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{
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bShouldRemoveTarget = true;
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}
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else
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{
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TargetLoc = GetLockedTargetLoc( LockedTargets[i] );
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if( AimDir dot Normal(LockedTargets[i].Location - AimStart) >= MaxLockMaintainFOVDotThreshold )
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{
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HitActor = class'KFAIController'.static.ActorBlockTest( self, TargetLoc, AimStart,, true, true );
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if( HitActor != none && HitActor != LockedTargets[i] )
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{
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bShouldRemoveTarget = true;
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}
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}
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else
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{
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bShouldRemoveTarget = true;
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}
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}
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// A target was invalidated, remove it from the list
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if( bShouldRemoveTarget )
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{
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LockedTargets.Remove( i, 1 );
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--i;
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bAlteredTargets = true;
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continue;
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}
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}
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// Plays sound/FX when losing a target lock, but only if we didn't play a lock on this frame
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if( bAlteredTargets && RecentlyLocked == none )
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{
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PlayTargetLostEffects();
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}
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return bAlteredTargets;
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}
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/** Synchronizes our locked targets with the server */
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reliable server function ServerSyncLockedTargets( Pawn TargetPawns[MAX_LOCKED_TARGETS] )
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{
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local int i;
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LockedTargets.Length = 0;
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for( i = 0; i < MAX_LOCKED_TARGETS; ++i )
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{
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if (TargetPawns[i] != none)
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{
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LockedTargets.AddItem(TargetPawns[i]);
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}
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}
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}
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/** Adjusts our destination target impact location */
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static simulated function vector GetLockedTargetLoc( Pawn P )
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{
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// Go for the chest, but just in case we don't have something with a chest bone we'll use collision and eyeheight settings
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if( P.Mesh.SkeletalMesh != none && P.Mesh.bAnimTreeInitialised )
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{
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if( P.Mesh.MatchRefBone('Spine2') != INDEX_NONE )
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{
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return P.Mesh.GetBoneLocation( 'Spine2' );
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}
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else if( P.Mesh.MatchRefBone('Spine1') != INDEX_NONE )
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{
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return P.Mesh.GetBoneLocation( 'Spine1' );
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}
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return P.Mesh.GetPosition() + ((P.CylinderComponent.CollisionHeight + (P.BaseEyeHeight * 0.5f)) * vect(0,0,1)) ;
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}
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// General chest area, fallback
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return P.Location + ( vect(0,0,1) * P.BaseEyeHeight * 0.75f );
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}
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simulated function ZoomIn(bool bAnimateTransition, float ZoomTimeToGo)
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{
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super.ZoomIn(bAnimateTransition, ZoomTimeToGo);
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if (IronsightsZoomInSound != none && Instigator != none && Instigator.IsLocallyControlled())
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{
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IronsightsComponent.PlayEvent(IronsightsZoomInSound, false);
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}
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}
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/** Clear all locked targets when zooming out, both server and client */
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simulated function ZoomOut( bool bAnimateTransition, float ZoomTimeToGo )
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{
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super.ZoomOut( bAnimateTransition, ZoomTimeToGo );
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if (IronsightsZoomOutSound != none && Instigator != none && Instigator.IsLocallyControlled())
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{
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IronsightsComponent.PlayEvent(IronsightsZoomOutSound, false);
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}
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// Play a target lost effect if we're clearing targets on the way out
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if( Instigator.IsLocallyControlled() && LockedTargets.Length > 0 )
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{
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PlayTargetLostEffects();
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}
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LockedTargets.Length = 0;
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}
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/** Play FX or sounds when locking on to a new target */
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simulated function PlayTargetLockOnEffects()
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{
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if( Instigator != none && Instigator.IsHumanControlled() )
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{
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PlaySoundBase( LockAcquiredSoundFirstPerson, true );
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}
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}
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/** Play FX or sounds when losing a target lock */
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simulated function PlayTargetLostEffects()
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{
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if( Instigator != none && Instigator.IsHumanControlled() )
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{
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PlaySoundBase( LockLostSoundFirstPerson, true );
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}
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}
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/*********************************************************************************************
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* @name Projectile Spawning
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**********************************************************************************************/
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/** Spawn projectile is called once for each rocket fired. In burst mode it will cycle through targets until it runs out */
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simulated function KFProjectile SpawnProjectile( class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir )
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{
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local KFProj_HRG_Locust LocustProj;
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if( CurrentFireMode == GRENADE_FIREMODE )
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{
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return super.SpawnProjectile( KFProjClass, RealStartLoc, AimDir );
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}
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// We need to set our target if we are firing from a locked on position
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if( bUsingSights
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&& CurrentFireMode == ALTFIRE_FIREMODE
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&& LockedTargets.Length > 0 )
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{
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// We'll aim our rocket at a target here otherwise we will spawn a dumbfire rocket at the end of the function
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if( LockedTargets.Length > 0 )
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{
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// Spawn our projectile and set its target
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LocustProj = KFProj_HRG_Locust( super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir) );
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if( LocustProj != none )
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{
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//Seek to new target, then remove from list. Always use first target in the list for new fire.
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LocustProj.SetLockedTarget( KFPawn(LockedTargets[0]) );
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LockedTargets.Remove(0, 1);
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return LocustProj;
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}
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}
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return None;
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}
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return super.SpawnProjectile( KFProjClass, RealStartLoc, AimDir );
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}
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/*********************************************************************************************
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* @name Targeting HUD -- Partially adapted from KFWeap_Rifle_RailGun
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**********************************************************************************************/
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/** Handle drawing our custom lock on HUD */
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simulated function DrawHUD( HUD H, Canvas C )
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{
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local int i;
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if( !bUsingSights || LockedTargets.Length == 0 )
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{
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return;
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}
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// Draw target locked icons
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C.EnableStencilTest( true );
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for( i = 0; i < LockedTargets.Length; ++i )
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{
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if( LockedTargets[i] != none )
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{
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DrawTargetingIcon( C, i );
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}
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}
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C.EnableStencilTest( false );
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}
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/** Draws a targeting icon for each one of our locked targets */
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simulated function DrawTargetingIcon( Canvas Canvas, int Index )
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{
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local vector WorldPos, ScreenPos;
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local float IconSize, IconScale;
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// Project world pos to canvas
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WorldPos = GetLockedTargetLoc( LockedTargets[Index] );
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ScreenPos = Canvas.Project( WorldPos );//WorldToCanvas(Canvas, WorldPos);
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// calculate scale based on resolution and distance
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IconScale = fMin( float(Canvas.SizeX) / 1024.f, 1.f );
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// Scale down up to 40 meters away, with a clamp at 20% size
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IconScale *= fClamp( 1.f - VSize(WorldPos - Instigator.Location) / 4000.f, 0.2f, 1.f );
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// Apply size scale
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IconSize = 200.f * IconScale;
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ScreenPos.X -= IconSize / 2.f;
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ScreenPos.Y -= IconSize / 2.f;
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// Off-screen check
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if( ScreenPos.X < 0 || ScreenPos.X > Canvas.SizeX || ScreenPos.Y < 0 || ScreenPos.Y > Canvas.SizeY )
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{
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return;
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}
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Canvas.SetPos( ScreenPos.X, ScreenPos.Y );
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// Draw the icon
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Canvas.DrawTile( LockedOnIcon, IconSize, IconSize, 0, 0, LockedOnIcon.SizeX, LockedOnIcon.SizeY, LockedIconColor );
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}
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/*********************************************************************************************
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* State WeaponSingleFiring
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* Fire must be released between every shot.
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*********************************************************************************************/
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simulated state WeaponSingleFiring
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{
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simulated function BeginState( Name PrevStateName )
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{
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LockedTargets.Length = 0;
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super.BeginState( PrevStateName );
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}
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}
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/*********************************************************************************************
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* State WeaponBurstFiring
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* Fires a burst of bullets. Fire must be released between every shot.
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*********************************************************************************************/
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simulated state WeaponBurstFiring
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{
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simulated function int GetBurstAmount()
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{
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// Clamp our bursts to either the number of targets or how much ammo we have remaining
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return Clamp( LockedTargets.Length, 1, AmmoCount[GetAmmoType(CurrentFireMode)] );
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}
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/** Overridden to apply scaled recoil when in multi-rocket mode */
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simulated function ModifyRecoil( out float CurrentRecoilModifier )
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{
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super.ModifyRecoil( CurrentRecoilModifier );
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CurrentRecoilModifier *= BurstFireRecoilModifier;
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}
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simulated function bool ShouldRefire()
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{
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return LockedTargets.Length > 0;
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}
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simulated function FireAmmunition()
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{
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super.FireAmmunition();
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if (Role < ROLE_Authority)
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{
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LockedTargets.Remove(0, 1);
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}
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}
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simulated event EndState( Name NextStateName )
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{
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LockedTargets.Length = 0;
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super.EndState( NextStateName );
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}
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}
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/**
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Reduce the damage received and apply it to the shield
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*/
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function AdjustDamage(out int InDamage, class<DamageType> DamageType, Actor DamageCauser)
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{
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super.AdjustDamage(InDamage, DamageType, DamageCauser);
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if (Instigator != none && DamageCauser.Instigator == Instigator)
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{
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InDamage *= SelfDamageReductionValue;
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}
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}
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defaultproperties
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{
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ForceReloadTime=0.4f
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// Inventory
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InventoryGroup=IG_Primary
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GroupPriority=100
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InventorySize=6
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WeaponSelectTexture=Texture2D'wep_ui_hrg_locust_tex.UI_WeaponSelect_HRG_Locust'
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// FOV
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MeshFOV=86
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MeshIronSightFOV=65
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PlayerIronSightFOV=70
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PlayerSprintFOV=95
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// Depth of field
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DOF_FG_FocalRadius=50
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DOF_FG_MaxNearBlurSize=2.5
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// Zooming/Position
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PlayerViewOffset=(X=20.0,Y=5,Z=-5)
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FastZoomOutTime=0.2
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// Content
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PackageKey="HRG_Locust"
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FirstPersonMeshName="wep_1p_hrg_locust_mesh.Wep_1stP_HRG_Locust_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_HRG_Locust_ANIM.Wep_1stP_HRG_Locust_Anim"
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PickupMeshName="wep_3p_hrg_locust_mesh.Wep_3rdP_HRG_Locust_Pickup"
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AttachmentArchetypeName="wep_hrg_locust_arch.Wep_HRG_Locust_3P"
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MuzzleFlashTemplateName="wep_hrg_locust_arch.Wep_HRG_Locust_MuzzleFlash"
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// Target Locking
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MinTargetDistFromCrosshairSQ=2500.0f // 0.5 meters
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TimeBetweenLockOns=0.06f
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TargetValidationCheckInterval=0.1f
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MaxLockMaintainFOVDotThreshold=0.36f
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// LockOn Visuals
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LockedOnIcon=Texture2D'Wep_Scope_TEX.Wep_1stP_Yellow_Red_Target'
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LockedIconColor=(R=1.f, G=0.f, B=0.f, A=0.5f)
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// Lock On/Lost Sounds
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LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_Railgun.Play_Railgun_Scope_Locked'
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LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_Railgun.Play_Railgun_Scope_Lost'
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// Zooming/Position
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IronSightPosition=(X=0,Y=-0.065,Z=-0.31)
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// Ammo
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MagazineCapacity[0]=6
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SpareAmmoCapacity[0]=84
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InitialSpareMags[0]=3
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AmmoPickupScale[0]=2.0
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=400
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minRecoilPitch=275
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maxRecoilYaw=200
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minRecoilYaw=-200
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RecoilRate=0.085
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RecoilBlendOutRatio=0.35
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1500
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RecoilMinPitchLimit=64785
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RecoilISMaxYawLimit=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=500
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RecoilISMinPitchLimit=65485
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RecoilViewRotationScale=0.8
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FallingRecoilModifier=1.5
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HippedRecoilModifier=1.25
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BurstFireRecoilModifier=0.15f // Reduce recoil between rockets when in burst mode
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'UI_FireModes_TEX.UI_FireModeSelect_Rocket'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_HRG_Locust'
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FireInterval(DEFAULT_FIREMODE)=+0.35
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InstantHitDamage(DEFAULT_FIREMODE)=1 //140 // 120.0 //100.00
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_Locust'
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Spread(DEFAULT_FIREMODE)=0.025
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FireOffset=(X=20,Y=4.0,Z=-3)
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)= Texture2D'UI_SecondaryAmmo_TEX.UI_FireModeSelect_AutoTarget'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponBurstFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HRG_Locust'
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FireInterval(ALTFIRE_FIREMODE)=+0.3 //0.1
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InstantHitDamage(ALTFIRE_FIREMODE)=1 //140 // 120.0 //100.00
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRG_Locust'
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Spread(ALTFIRE_FIREMODE)=0.025
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AmmoCost(ALTFIRE_FIREMODE)=1
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_Locust'
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InstantHitDamage(BASH_FIREMODE)=29
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// Fire Effects
|
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Fire_1P')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_RPG7.Play_WEP_SA_RPG7_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_RPG7.Play_WEP_SA_RPG7_DryFire'
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// Animation
|
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bHasFireLastAnims=true
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IdleFidgetAnims=(Guncheck_v1, Guncheck_v2)
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//BonesToLockOnEmpty=(RW_Grenade1)
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// Attachments
|
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bHasIronSights=true
|
|
bHasFlashlight=false
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|
|
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AssociatedPerkClasses(0)=class'KFPerk_Survivalist'
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
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// Audio
|
|
Begin Object Class=AkComponent name=IronsightsComponent0
|
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bForceOcclusionUpdateInterval=true
|
|
OcclusionUpdateInterval=0.f // never update occlusion for footsteps
|
|
bStopWhenOwnerDestroyed=true
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|
End Object
|
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IronsightsComponent=IronsightsComponent0
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|
Components.Add(IronsightsComponent0)
|
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IronsightsZoomInSound=AkEvent'WW_WEP_Seeker_6.Play_Seeker_6_Iron_In'
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IronsightsZoomOutSound=AkEvent'WW_WEP_Seeker_6.Play_Seeker_6_Iron_In_Out'
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// Weapon Upgrade stat boosts
|
|
//WeaponUpgrades[1]=(IncrementDamage=1.125f,IncrementWeight=1)
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|
|
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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|
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
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|
|
|
SelfDamageReductionValue = 0f;
|
|
}
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