115 lines
4.4 KiB
Ucode
115 lines
4.4 KiB
Ucode
//=============================================================================
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// KFWeap_SMG_MP5RAS
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//=============================================================================
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// Class Description
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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// - Brooks Butler
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//=============================================================================
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class KFWeap_SMG_MP5RAS extends KFWeap_SMGBase;
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defaultproperties
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{
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// Inventory
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InventorySize=4
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GroupPriority=60
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WeaponSelectTexture=Texture2D'WEP_UI_MP5RAS_TEX.UI_WeaponSelect_MP5RAS'
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// FOV
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MeshFOV=86
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MeshIronSightFOV=50
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PlayerIronSightFOV=75
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// Zooming/Position
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IronSightPosition=(X=10.f,Y=0,Z=0)
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PlayerViewOffset=(X=17.f,Y=8,Z=-4.0)
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// Content
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PackageKey="MP5RAS"
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FirstPersonMeshName="wep_1p_mp5ras_mesh.Wep_1stP_MP5RAS_Rig"
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FirstPersonAnimSetNames(0)="wep_1p_mp5ras_anim.wep_1p_mp5ras_anim"
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PickupMeshName="wep_3p_mp5ras_mesh.Wep_MP5RAS_Pickup"
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AttachmentArchetypeName="wep_mp5ras_arch.Wep_MP5RAS_3P"
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MuzzleFlashTemplateName="wep_mp5ras_arch.Wep_MP5RAS_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=40
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SpareAmmoCapacity[0]=320 //360
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InitialSpareMags[0]=4
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=60
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minRecoilPitch=40
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maxRecoilYaw=50
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minRecoilYaw=-50
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RecoilRate=0.06
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=550 //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=1.6
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WalkingRecoilModifier=1.1
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JoggingRecoilModifier=1.2
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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_MP5RAS'
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FireInterval(DEFAULT_FIREMODE)=+.067 // 900 RPM
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Spread(DEFAULT_FIREMODE)=0.01
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InstantHitDamage(DEFAULT_FIREMODE)=25 //22
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FireOffset=(X=30,Y=4.5,Z=-5)
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponBurstFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MP5RAS'
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FireInterval(ALTFIRE_FIREMODE)=+.067 // 900 RPM
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InstantHitDamage(ALTFIRE_FIREMODE)=25 //22
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Spread(ALTFIRE_FIREMODE)=0.01
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BurstAmount=3
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MP5RAS'
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InstantHitDamage(BASH_FIREMODE)=24.0
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//@todo: add akevents when we have them
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_1P_Loop')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_1P_Single')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_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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WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_1P_EndLoop')
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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_Swat'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1)
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//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
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//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Damage1, Scale=1.6f), (Stat=EWUS_Weight, Add=3)))
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}
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