140 lines
5.5 KiB
Ucode
140 lines
5.5 KiB
Ucode
//=============================================================================
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// KFWeap_Pistol_Medic
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//=============================================================================
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// A 9mm Pistol that fires healing medic darts
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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_Pistol_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_Pistol;
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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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// Inventory
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InventoryGroup=IG_Secondary
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InventorySize=1
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GroupPriority=25
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bCanThrow=true
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bDropOnDeath=true
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WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicPistol'
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SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
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AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
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AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
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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=86
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MeshIronSightFOV=77
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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=29.0,Y=13,Z=-4)
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//Content
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PackageKey="Medic_Pistol"
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FirstPersonMeshName="WEP_1P_Medic_Pistol_MESH.Wep_1stP_Medic_Pistol_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Medic_Pistol_ANIM.WEP_1P_Medic_Pistol_ANIM"
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PickupMeshName="wep_3p_medic_pistol_mesh.Wep_Medic_Pistol_Pickup"
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AttachmentArchetypeName="WEP_Medic_Pistol_ARCH.Wep_Medic_Pistol_3P"
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MuzzleFlashTemplateName="WEP_Medic_Pistol_ARCH.Wep_Medic_Pistol_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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IronSightPosition=(X=15,Y=0,Z=0)
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// Ammo
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MagazineCapacity[0]=15
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SpareAmmoCapacity[0]=240
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InitialSpareMags[0]=8
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=250
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minRecoilPitch=200
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maxRecoilYaw=100
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minRecoilYaw=-100
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RecoilRate=0.07
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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=250
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RecoilISMinPitchLimit=65485
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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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_Pistol9mm'
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FireInterval(DEFAULT_FIREMODE)=+0.175
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InstantHitDamage(DEFAULT_FIREMODE)=20.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Pistol_Medic'
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Pistol_Medic'
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Spread(DEFAULT_FIREMODE)=0.015
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FireOffset=(X=20,Y=4.0,Z=-3)
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// ALTFIRE_FIREMODE
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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
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// BASH_FIREMODE
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InstantHitDamage(BASH_FIREMODE)=21
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Handling_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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//WeaponUpgrades[1]=(IncrementDamage=1.7f,IncrementWeight=0, IncrementHealFullRecharge=.9)
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//WeaponUpgrades[2]=(IncrementDamage=2.0f,IncrementWeight=1, IncrementHealFullRecharge=.8)
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//WeaponUpgrades[3]=(IncrementDamage=2.55f,IncrementWeight=2, IncrementHealFullRecharge=.7)
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//WeaponUpgrades[4]=(IncrementDamage=3.0f,IncrementWeight=3, IncrementHealFullRecharge=.6)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.7f), (Stat=EWUS_HealFullRecharge, Scale=0.9f)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.8f)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.55f), (Stat=EWUS_Weight, Add=2), (Stat=EWUS_HealFullRecharge, Scale=0.7f)))
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WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=3.0f), (Stat=EWUS_Weight, Add=3), (Stat=EWUS_HealFullRecharge, Scale=0.6f)))
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}
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