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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Rifle_M99.uc
2020-12-13 18:01:13 +03:00

122 lines
3.7 KiB
Ucode

//=============================================================================
// KFWeap_Rifle_M99
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_Rifle_M99 extends KFWeap_ScopedBase;
defaultproperties
{
// Inventory / Grouping
InventorySize=12 //11
GroupPriority=125
WeaponSelectTexture=Texture2D'WEP_UI_M99_TEX.UI_WeaponSelect_M99'
AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
// 2D scene capture
Begin Object Name=SceneCapture2DComponent0
TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target'
FieldOfView=12.5 // "2.0X" = 25.0(our real world FOV determinant)/2.0
End Object
ScopedSensitivityMod=8.0
ScopeLenseMICTemplate=MaterialInstanceConstant'WEP_1P_M99_MAT.WEP_1P_M99_Scope_MAT'
// FOV
MeshFOV=60 //70
MeshIronSightFOV=27
PlayerIronSightFOV=70
// Depth of field
DOF_BlendInSpeed=3.0
DOF_FG_FocalRadius=0//70
DOF_FG_MaxNearBlurSize=3.5
// Content
PackageKey="M99"
FirstPersonMeshName="WEP_1P_M99_MESH.Wep_1stP_M99_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_M99_ANIM.Wep_1stP_M99_Anim"
PickupMeshName="WEP_3P_M99_MESH.Wep_3rdP_M99_Pickup"
AttachmentArchetypeName="WEP_M99_ARCH.Wep_M99_3P"
MuzzleFlashTemplateName="WEP_M99_ARCH.Wep_M99_MuzzleFlash"
LaserSightTemplate=KFLaserSightAttachment'FX_LaserSight_ARCH.LaserSight_WithAttachment_1P'
// Ammo
MagazineCapacity[0]=1
SpareAmmoCapacity[0]=20 //30
InitialSpareMags[0]=6
bCanBeReloaded=true
bReloadFromMagazine=true
AmmoPickupScale[0]=2.0
// Zooming/Position
PlayerViewOffset=(X=15.0,Y=11.5,Z=-4)
IronSightPosition=(X=0.0,Y=0,Z=0)
// AI warning system
bWarnAIWhenAiming=true
AimWarningDelay=(X=0.4f, Y=0.8f)
AimWarningCooldown=0.0f
// Recoil
maxRecoilPitch=1200
minRecoilPitch=775
maxRecoilYaw=800
minRecoilYaw=-500
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=150
RecoilISMinYawLimit=65385
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.8
FallingRecoilModifier=1.0
HippedRecoilModifier=3.0
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_M99'
InstantHitDamage(DEFAULT_FIREMODE)=850 //850
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_M99'
FireInterval(DEFAULT_FIREMODE)=0.2 //0.2
PenetrationPower(DEFAULT_FIREMODE)=5.0
Spread(DEFAULT_FIREMODE)=0.006
FireOffset=(X=30,Y=3.0,Z=-2.5)
ForceReloadTimeOnEmpty=0.5
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE) = WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE) = EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_M99'
InstantHitDamage(BASH_FIREMODE)=30
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_M99.Play_WEP_M99_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_M99.Play_WEP_M99_Fire_1P_Single')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_M99.Play_WEP_M99_DryFire''
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
// Attachments
bHasIronSights=true
bHasFlashlight=false
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil'
}