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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_SMG_MP5RAS.uc
2020-12-13 18:01:13 +03:00

115 lines
4.4 KiB
Ucode

//=============================================================================
// KFWeap_SMG_MP5RAS
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// - Brooks Butler
//=============================================================================
class KFWeap_SMG_MP5RAS extends KFWeap_SMGBase;
defaultproperties
{
// Inventory
InventorySize=4
GroupPriority=60
WeaponSelectTexture=Texture2D'WEP_UI_MP5RAS_TEX.UI_WeaponSelect_MP5RAS'
// FOV
MeshFOV=86
MeshIronSightFOV=50
PlayerIronSightFOV=75
// Zooming/Position
IronSightPosition=(X=10.f,Y=0,Z=0)
PlayerViewOffset=(X=17.f,Y=8,Z=-4.0)
// Content
PackageKey="MP5RAS"
FirstPersonMeshName="wep_1p_mp5ras_mesh.Wep_1stP_MP5RAS_Rig"
FirstPersonAnimSetNames(0)="wep_1p_mp5ras_anim.wep_1p_mp5ras_anim"
PickupMeshName="wep_3p_mp5ras_mesh.Wep_MP5RAS_Pickup"
AttachmentArchetypeName="wep_mp5ras_arch.Wep_MP5RAS_3P"
MuzzleFlashTemplateName="wep_mp5ras_arch.Wep_MP5RAS_MuzzleFlash"
// Ammo
MagazineCapacity[0]=40
SpareAmmoCapacity[0]=320 //360
InitialSpareMags[0]=4
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=60
minRecoilPitch=40
maxRecoilYaw=50
minRecoilYaw=-50
RecoilRate=0.06
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=550 //900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=1.6
WalkingRecoilModifier=1.1
JoggingRecoilModifier=1.2
// 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_MP5RAS'
FireInterval(DEFAULT_FIREMODE)=+.067 // 900 RPM
Spread(DEFAULT_FIREMODE)=0.01
InstantHitDamage(DEFAULT_FIREMODE)=25 //22
FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponBurstFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MP5RAS'
FireInterval(ALTFIRE_FIREMODE)=+.067 // 900 RPM
InstantHitDamage(ALTFIRE_FIREMODE)=25 //22
Spread(ALTFIRE_FIREMODE)=0.01
BurstAmount=3
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MP5RAS'
InstantHitDamage(BASH_FIREMODE)=24.0
//@todo: add akevents when we have them
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_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_MP5.Play_MP5_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_1P_EndLoop')
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_Swat'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3)
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=1.6f), (Stat=EWUS_Damage1, Scale=1.6f), (Stat=EWUS_Weight, Add=3)))
}