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

134 lines
5.6 KiB
Ucode

//=============================================================================
// KFWeap_SMG_Medic
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Greg Felber 7/31/2014
//=============================================================================
class KFWeap_SMG_Medic extends KFWeap_MedicBase;
/*********************************************************************************************
* @name Trader
*********************************************************************************************/
/** Returns trader filter index based on weapon type */
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_SMG;
}
defaultproperties
{
// Healing charge
HealAmount=15
HealFullRechargeSeconds=13 //15
// Inventory
InventorySize=3
GroupPriority=50
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicSMG'
SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
// FOV
MeshFOV=81
MeshIronSightFOV=64
PlayerIronSightFOV=70
// Zooming/Position
IronSightPosition=(X=8,Y=0,Z=0)
PlayerViewOffset=(X=22,Y=10,Z=-4.5)
// Content
PackageKey="Medic_SMG"
FirstPersonMeshName="WEP_1P_Medic_SMG_MESH.Wep_1stP_Medic_SMG_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Medic_SMG_ANIM.Wep_1stP_Medic_SMG_Anim"
PickupMeshName="wep_3p_medic_smg_mesh.Wep_Medic_SMG_Pickup"
AttachmentArchetypeName="WEP_Medic_SMG_ARCH.Wep_Medic_SMG_3P"
MuzzleFlashTemplateName="WEP_Medic_SMG_ARCH.Wep_Medic_SMG_MuzzleFlash"
HealingDartDamageType=class'KFDT_Dart_Healing'
DartFireSnd=(DefaultCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_1P')
LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P'
LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P'
LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P'
HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal'
HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt'
OpticsUIClass=class'KFGFxWorld_MedicOptics'
HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil'
// Ammo
MagazineCapacity[0]=40
SpareAmmoCapacity[0]=480
InitialSpareMags[0]=5
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=75
minRecoilPitch=50
maxRecoilYaw=50
minRecoilYaw=-50
RecoilRate=0.06
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=1.5
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_SMG_Medic'
FireInterval(DEFAULT_FIREMODE)=+.075 // 800 RPM
Spread(DEFAULT_FIREMODE)=0.007
InstantHitDamage(DEFAULT_FIREMODE)=20.0 //15.0
FireOffset=(X=30,Y=4.5,Z=-5)
// ALTFIRE_FIREMODE
AmmoCost(ALTFIRE_FIREMODE)=40
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic'
// BASH_FIREMODE
InstantHitDamage(BASH_FIREMODE)=23.0
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_SMG_Medic'
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_1P_Single')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Fire_1P_EndLoop')
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
AssociatedPerkClasses(1)=class'KFPerk_SWAT'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=1, IncrementHealFullRecharge=.8)
//WeaponUpgrades[2]=(IncrementDamage=1.59f,IncrementWeight=2, IncrementHealFullRecharge=.7)
//WeaponUpgrades[3]=(IncrementDamage=1.85f,IncrementWeight=3, IncrementHealFullRecharge=.6)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.85f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2), (Stat=EWUS_HealFullRecharge, Scale=0.77f)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Weight, Add=3), (Stat=EWUS_HealFullRecharge, Scale=0.6f)))
}