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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_AssaultRifle_AR15.uc
2020-12-13 18:01:13 +03:00

120 lines
4.4 KiB
Ucode

//=============================================================================
// KFWeap_AssaultRifle_AR15
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Author 8/8/2013
//=============================================================================
class KFWeap_AssaultRifle_AR15 extends KFWeap_RifleBase;
defaultproperties
{
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=75
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=9.0,Y=10,Z=-4)
// Content
PackageKey="AR15_9mm"
FirstPersonMeshName="WEP_1P_AR15_9mm_MESH.Wep_1stP_AR15_9mm_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_AR15_9mm_ANIM.Wep_1stP_AR15_9mm_Anim"
PickupMeshName="WEP_3P_AR15_9mm_MESH.Wep_AR15_Pickup"
AttachmentArchetypeName="WEP_AR15_9mm_ARCH.Wep_AR15_9mm_3P"
MuzzleFlashTemplateName="WEP_AR15_9mm_ARCH.Wep_AR15_9MM_MuzzleFlash"
// Zooming/Position
IronSightPosition=(X=7,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=20
SpareAmmoCapacity[0]=240
InitialSpareMags[0]=6
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=225
minRecoilPitch=150
maxRecoilYaw=150
minRecoilYaw=-150
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=195
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.25
IronSightMeshFOVCompensationScale=1.5
// Inventory / Grouping
InventorySize=4
GroupPriority=25
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_AR15'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponBurstFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AR15'
FireInterval(DEFAULT_FIREMODE)=+0.12
InstantHitDamage(DEFAULT_FIREMODE)=30.0 //20
Spread(DEFAULT_FIREMODE)=0.01
FireOffset=(X=30,Y=4.5,Z=-4)
BurstAmount=3
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
FireInterval(ALTFIRE_FIREMODE)=+0.12 // 500 RPM
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_AR15'
InstantHitDamage(ALTFIRE_FIREMODE)=30.0 //20
Spread(ALTFIRE_FIREMODE)=0.01
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_AR15'
InstantHitDamage(BASH_FIREMODE)=24
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Fire_1P')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_Commando'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.8f,IncrementWeight=3)
//WeaponUpgrades[4]=(IncrementDamage=2.0f,IncrementWeight=4)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Damage1, Scale=1.8f), (Stat=EWUS_Weight, Add=3)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Damage1, Scale=2.0f), (Stat=EWUS_Weight, Add=4)))
}