141 lines
5.6 KiB
Ucode
141 lines
5.6 KiB
Ucode
//=============================================================================
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// KFWeap_AssaultRifle_Medic
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//=============================================================================
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// A Medic Assault Rifle
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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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// John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFWeap_AssaultRifle_Medic extends KFWeap_MedicBase;
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/*********************************************************************************************
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* @name Trader
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*********************************************************************************************/
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/** Returns trader filter index based on weapon type */
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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return FT_Assault;
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}
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defaultproperties
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{
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// Healing charge
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HealAmount=15
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HealFullRechargeSeconds=10
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// Inventory
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InventorySize=7
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GroupPriority=100
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WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicAssault'
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SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
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// Shooting Animations
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FireSightedAnims[0]=Shoot_Iron
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FireSightedAnims[1]=Shoot_Iron2
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FireSightedAnims[2]=Shoot_Iron3
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// FOV
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MeshFOV=75
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MeshIronSightFOV=52
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PlayerIronSightFOV=70
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// Depth of field
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DOF_FG_FocalRadius=85
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DOF_FG_MaxNearBlurSize=2.5
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// Content
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PackageKey="Medic_Assault"
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FirstPersonMeshName="WEP_1P_Medic_Assault_MESH.Wep_1stP_Medic_Assault_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Medic_Assault_ANIM.Wep_1stP_Medic_Assault_Anim"
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PickupMeshName="WEP_3P_Medic_Assault_MESH.Wep_Medic_Assault_Pickup"
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AttachmentArchetypeName="WEP_Medic_Assault_ARCH.Wep_Medic_Assault_3P"
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MuzzleFlashTemplateName="WEP_Medic_Assault_ARCH.Wep_Medic_Assault_MuzzleFlash"
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HealingDartDamageType=class'KFDT_Dart_Healing'
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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')
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LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P'
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LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P'
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LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P'
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HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal'
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HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt'
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OpticsUIClass=class'KFGFxWorld_MedicOptics'
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HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil'
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// Zooming/Position
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PlayerViewOffset=(X=15.0,Y=6.5,Z=-3)
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IronSightPosition=(X=12,Y=0,Z=0)
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// Ammo
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MagazineCapacity[0]=40 //30
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SpareAmmoCapacity[0]=400 //390
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InitialSpareMags[0]=2 //3
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=140 //200
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minRecoilPitch=105 //150
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maxRecoilYaw=122 //175
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minRecoilYaw=-122 //-125
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RecoilRate=0.075
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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=75
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RecoilISMinYawLimit=65460
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RecoilISMaxPitchLimit=375
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RecoilISMinPitchLimit=65460
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IronSightMeshFOVCompensationScale=1.5
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HippedRecoilModifier=1.5
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Assault_Medic'
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FireInterval(DEFAULT_FIREMODE)=+0.08 // //750 0.08 650 RPM 0.0923
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Spread(DEFAULT_FIREMODE)=0.0085
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InstantHitDamage(DEFAULT_FIREMODE)=35.0
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FireOffset=(X=30,Y=4.5,Z=-5)
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// ALTFIRE_FIREMODE
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AmmoCost(ALTFIRE_FIREMODE)=30
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase'
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic'
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InstantHitDamage(ALTFIRE_FIREMODE)=5.0
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// BASH_FIREMODE
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InstantHitDamage(BASH_FIREMODE)=27
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Assault_Medic'
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_Loop')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_Single')
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WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_EndLoop')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Handling_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
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// Advanced (High RPM) Fire Effects
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bLoopingFireAnim(DEFAULT_FIREMODE)=true
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bLoopingFireSnd(DEFAULT_FIREMODE)=true
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SingleFireSoundIndex=ALTFIRE_FIREMODE
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
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AssociatedPerkClasses(1)=class'KFPerk_Commando'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.15f, IncrementWeight=1, IncrementHealFullRecharge=.9)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.9f)))
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}
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