209 lines
6.6 KiB
Ucode
209 lines
6.6 KiB
Ucode
//=============================================================================
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// KFWeap_Revolver_SW500
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//=============================================================================
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// A Smith & Wesson .500 "Bone Collector"
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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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// Jeff Robinson
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//=============================================================================
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class KFWeap_Revolver_SW500 extends KFWeap_PistolBase;
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defaultproperties
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{
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// FOV
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MeshFOV=60
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MeshIronSightFOV=60
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PlayerIronSightFOV=77
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// Depth of field
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DOF_FG_FocalRadius=40
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DOF_FG_MaxNearBlurSize=3.5
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// Zooming/Position
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PlayerViewOffset=(X=22,Y=12,Z=-6)
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// Content
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PackageKey="SW_500"
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FirstPersonMeshName="WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_SW_500_ANIM.WEP_1stP_SW_500_Anim"
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PickupMeshName="WEP_3P_SW_500_MESH.Wep_SW_500_Pickup"
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AttachmentArchetypeName="WEP_SW_500_ARCH.Wep_SW_500_3P"
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MuzzleFlashTemplateName="WEP_SW_500_ARCH.Wep_SW_500_MuzzleFlash"
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Begin Object Name=FirstPersonMesh
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// new anim tree with skelcontrol to rotate cylinders
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AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Dual_Animtree_Master_Revolver'
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End Object
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// Zooming/Position
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IronSightPosition=(X=2,Y=0,Z=0)
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// Ammo
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MagazineCapacity[0]=5
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SpareAmmoCapacity[0]=100
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InitialSpareMags[0]=5
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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=850
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minRecoilPitch=750
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maxRecoilYaw=150
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minRecoilYaw=-150
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RecoilRate=0.1
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=900
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RecoilMinPitchLimit=65035
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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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IronSightMeshFOVCompensationScale=1.4
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// DEFAULT_FIREMODE
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_RevolverSW500'
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FireInterval(DEFAULT_FIREMODE)=+0.24
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InstantHitDamage(DEFAULT_FIREMODE)=160.0 //150
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_SW500'
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Spread(DEFAULT_FIREMODE)=0.015
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PenetrationPower(DEFAULT_FIREMODE)=3.0
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FireOffset=(X=20,Y=4.0,Z=-3)
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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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// BASH_FIREMODE
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InstantHitDamage(BASH_FIREMODE)=23
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_SW500'
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Handling_DryFire'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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// Inventory
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InventorySize=3
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GroupPriority=30
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bCanThrow=true
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bDropOnDeath=true
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WeaponSelectTexture=Texture2D'WEP_UI_SW_500_TEX.UI_WeaponSelect_SW500'
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bIsBackupWeapon=false
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AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
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AssociatedPerkClasses(1)=class'KFPerk_Sharpshooter'
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DualClass=class'KFWeap_Revolver_DualSW500'
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// Custom animations
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FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
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IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4, Guncheck_v5)
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bHasFireLastAnims=true
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BonesToLockOnEmpty=(RW_Hammer)
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// Revolver
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bRevolver=true
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CylinderRotInfo=(Inc=-72.0, Time=0.0875/*about 0.35 in the anim divided by ratescale of 4*/)
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// Revolver shell/cap replacement
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UnusedBulletMeshTemplate=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
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UsedBulletMeshTemplate=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_EmptyShell'
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BulletFXSocketNames=(RW_Bullet_FX_5, RW_Bullet_FX_4, RW_Bullet_FX_3, RW_Bullet_FX_2, RW_Bullet_FX_1)
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Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp0
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SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
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CollideActors=false
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BlockActors=false
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BlockZeroExtent=false
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BlockNonZeroExtent=false
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BlockRigidBody=false
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bAcceptsStaticDecals=false
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bAcceptsDecals=false
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CastShadow=false
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bUseAsOccluder=false
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DepthPriorityGroup=SDPG_Foreground // First person only
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End Object
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Components.Add(BulletMeshComp0)
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BulletMeshComponents.Add(BulletMeshComp0)
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Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp1
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SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
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CollideActors=false
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BlockActors=false
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BlockZeroExtent=false
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BlockNonZeroExtent=false
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BlockRigidBody=false
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bAcceptsStaticDecals=false
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bAcceptsDecals=false
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CastShadow=false
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bUseAsOccluder=false
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DepthPriorityGroup=SDPG_Foreground // First person only
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End Object
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Components.Add(BulletMeshComp1)
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BulletMeshComponents.Add(BulletMeshComp1)
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Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp2
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SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
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CollideActors=false
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BlockActors=false
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BlockZeroExtent=false
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BlockNonZeroExtent=false
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BlockRigidBody=false
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bAcceptsStaticDecals=false
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bAcceptsDecals=false
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CastShadow=false
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bUseAsOccluder=false
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DepthPriorityGroup=SDPG_Foreground // First person only
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End Object
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Components.Add(BulletMeshComp2)
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BulletMeshComponents.Add(BulletMeshComp2)
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Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp3
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SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
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CollideActors=false
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BlockActors=false
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BlockZeroExtent=false
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BlockNonZeroExtent=false
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BlockRigidBody=false
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bAcceptsStaticDecals=false
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bAcceptsDecals=false
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CastShadow=false
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bUseAsOccluder=false
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DepthPriorityGroup=SDPG_Foreground // First person only
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End Object
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Components.Add(BulletMeshComp3)
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BulletMeshComponents.Add(BulletMeshComp3)
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Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp4
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SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
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CollideActors=false
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BlockActors=false
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BlockZeroExtent=false
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BlockNonZeroExtent=false
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BlockRigidBody=false
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bAcceptsStaticDecals=false
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bAcceptsDecals=false
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CastShadow=false
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bUseAsOccluder=false
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DepthPriorityGroup=SDPG_Foreground // First person only
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End Object
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Components.Add(BulletMeshComp4)
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BulletMeshComponents.Add(BulletMeshComp4)
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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} |