154 lines
5.3 KiB
Ucode
154 lines
5.3 KiB
Ucode
//=============================================================================
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// KFWeap_Bow_Crossbow
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//=============================================================================
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// A crossbow
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Bow_Crossbow extends KFWeap_ScopedBase;
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/** Return true if this weapon should play the fire last animation for this shoot animation */
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simulated function bool ShouldPlayFireLast(byte FireModeNum)
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{
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if( SpareAmmoCount[GetAmmoType(FireModeNum)] == 0 )
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{
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return true;
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}
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return false;
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}
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/** Returns animation to play based on reload type and status */
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simulated function name GetReloadAnimName( bool bTacticalReload )
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{
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if ( AmmoCount[0] > 0 )
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{
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// Disable half-reloads for now. This can happen if server gets out
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// of sync, but choosing the wrong animation will just make it worse!
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`warn("Grenade launcher reloading with non-empty mag");
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}
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return bTacticalReload ? ReloadEmptyMagEliteAnim : ReloadEmptyMagAnim;
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}
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/** Returns trader filter index based on weapon type (copied from riflebase) */
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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return FT_Projectile;
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}
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defaultproperties
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{
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// Inventory
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InventorySize=6
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GroupPriority=50
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WeaponSelectTexture=Texture2D'WEP_UI_Crossbow_TEX.UI_WeaponSelect_Crossbow'
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AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
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// FOV / Position
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MeshFOV=70
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MeshIronSightFOV=52
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PlayerIronSightFOV=70
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PlayerViewOffset=(X=1,Y=8,Z=-5)
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IronSightPosition=(X=-13,Y=0,Z=0)
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// AI warning system
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bWarnAIWhenAiming=true
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MaxAIWarningDistSQ=4000000
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AimWarningDelay=(X=0.4f, Y=0.8f)
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AimWarningCooldown=0.0f
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// 2D scene capture
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Begin Object Name=SceneCapture2DComponent0
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TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target'
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FieldOfView=18.5 // "2.0X" = 37(our real world FOV determinant)/2.0
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End Object
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ScopedSensitivityMod=12.0
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ScopeLenseMICTemplate=MaterialInstanceConstant'WEP_1P_Crossbow_MAT.WEP_1P_Crossbow_Scope_MAT'
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// Depth of field
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DOF_BlendInSpeed=3.0
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DOF_FG_FocalRadius=0.0
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DOF_FG_MaxNearBlurSize=3.5
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// Content
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PackageKey="Crossbow"
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FirstPersonMeshName="WEP_1P_Crossbow_MESH.Wep_1stP_Crossbow_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Crossbow_ANIM.Wep_1stP_Crossbow_Anim"
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PickupMeshName="WEP_3P_Crossbow_MESH.Wep_Crossbow_Pickup"
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AttachmentArchetypeName="WEP_Crossbow_ARCH.Wep_Crossbow_3P"
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MuzzleFlashTemplateName="WEP_Crossbow_ARCH.Wep_Crossbow_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=1
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SpareAmmoCapacity[0]=34
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InitialSpareMags[0]=13
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AmmoPickupScale[0]=3.0 // 3 arrows
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bCanBeReloaded=true
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bReloadFromMagazine=true // reloading from mag is one step, while NOT reloading from mag is multi-step (open bolt, load ammo, close bolt) and not applicable for bow
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// Recoil
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maxRecoilPitch=200
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minRecoilPitch=150
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maxRecoilYaw=100
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minRecoilYaw=-100
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RecoilRate=0.06
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=900
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RecoilMinPitchLimit=64785
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RecoilISMaxYawLimit=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=375
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RecoilISMinPitchLimit=65460
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletArrow'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFireAndReload
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bolt_Crossbow'
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InstantHitDamage(DEFAULT_FIREMODE)=350.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Piercing_Crossbow'
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PenetrationPower(DEFAULT_FIREMODE)=4.0
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FireInterval(DEFAULT_FIREMODE)=0.3 // For this weapon, this is not the fire rate, but the time when the auto reload anim kicks in
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Spread(DEFAULT_FIREMODE)=0.007 //0.007
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FireOffset=(X=25,Y=3.0,Z=-4.0)
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// ALT_FIREMODE
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Crossbow.Play_WEP_SA_Crossbow_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Crossbow.Play_WEP_SA_Crossbow_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Crossbow.Play_WEP_SA_Crossbow_DryFire'
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Crossbow'
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InstantHitDamage(BASH_FIREMODE)=26
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// Custom animations
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FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
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BonesToLockOnEmpty=(RW_Cable_Parent)
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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// Just like the launchers, this weapon has mag size of 1 and force reload which
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// causes significant ammo sync issues. This fix is far from perfect, but it helps.
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bAllowClientAmmoTracking=true
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1)
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//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
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//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Weight, Add=3)))
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}
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