165 lines
5.5 KiB
Ucode
165 lines
5.5 KiB
Ucode
//=============================================================================
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// KFWeap_AssaultRifle_FNFal
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//=============================================================================
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//
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 20177 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_AssaultRifle_FNFal extends KFWeap_ScopedBase;
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simulated state WeaponSingleFiring
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{
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simulated event EndState( Name NextStateName )
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{
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Super.EndState(NextStateName);
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if (WorldInfo.NetMode == NM_Client && bAllowClientAmmoTracking && FireInterval[CurrentFireMode] <= MinFireIntervalToTriggerSync)
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{
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SyncCurrentAmmoCount(CurrentFireMode, AmmoCount[CurrentFireMode]);
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}
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}
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}
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defaultproperties
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{
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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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// 2D scene capture
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Begin Object Name=SceneCapture2DComponent0
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TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target'
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FieldOfView=12.5 // "2.0X" = 25.0(our real world FOV determinant)/2.0
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End Object
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ScopedSensitivityMod = 8.0
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ScopeLenseMICTemplate = MaterialInstanceConstant'WEP_1P_FNFAL_MAT.WEP_1P_FNFAL_Scope_MAT'
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// FOV
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MeshFOV=55 //60
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MeshIronSightFOV=20
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PlayerIronSightFOV=70
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// Depth of field
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DOF_BlendInSpeed=3.0
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DOF_FG_FocalRadius=0//70
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DOF_FG_MaxNearBlurSize=3.5
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// Zooming/Position
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IronSightPosition=(X=15,Y=0,Z=0)
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PlayerViewOffset=(X=22.0,Y=11,Z=-3.0)
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// Content
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PackageKey="FNFAL"
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FirstPersonMeshName="WEP_1P_FNFAL_MESH.WEP_1stP_FNFAL_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_FNFAL_ANIM.Wep_1stP_FNFAL_Anim"
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PickupMeshName="WEP_3P_FNFAL_MESH.WEP_3rdP_FNFAL_Pickup"
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AttachmentArchetypeName="WEP_FNFAL_ARCH.Wep_FNFAL_3P"
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MuzzleFlashTemplateName="WEP_FNFAL_ARCH.Wep_FNFAL_MuzzleFlash" //NEED To REPLACE
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// Ammo
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MagazineCapacity[0]=20
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SpareAmmoCapacity[0]=160
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InitialSpareMags[0]=3
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=200 //185
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minRecoilPitch=165 //150
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maxRecoilYaw=190 //175
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minRecoilYaw=-165 //-150
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RecoilRate=0.09
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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=150
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RecoilISMinYawLimit=65385
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RecoilISMaxPitchLimit=375
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RecoilISMinPitchLimit=65460
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RecoilViewRotationScale=0.6
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HippedRecoilModifier=1.5 //1.25
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// Recoil
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//maxRecoilPitch=150
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//minRecoilPitch=125
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//maxRecoilYaw=125
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//minRecoilYaw=-125
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//RecoilRate=0.085
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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=4.0
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// Inventory
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InventorySize=8
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GroupPriority=100
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WeaponSelectTexture=Texture2D'WEP_UI_FNFAL_TEX.UI_WeaponSelect_FNFAL'
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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_FNFal'
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FireInterval(DEFAULT_FIREMODE)=+0.099 // 700 RPM 0.0857
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PenetrationPower(DEFAULT_FIREMODE)=2.0
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Spread(DEFAULT_FIREMODE)=0.007
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InstantHitDamage(DEFAULT_FIREMODE)=70.0 //50
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// ALTFIRE_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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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_FNFal'
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FireInterval(ALTFIRE_FIREMODE)=+0.22 // 273 RPM
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PenetrationPower(ALTFIRE_FIREMODE)=2.0
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InstantHitDamage(ALTFIRE_FIREMODE)=70.0 //50
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Spread(ALTFIRE_FIREMODE)=0.007
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// default to alt fire mode
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bUseAltFireMode=true
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FireOffset=(X=30,Y=4.5,Z=-5)
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FNFAl'
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InstantHitDamage(BASH_FIREMODE)=26
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_1P_Loop')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_Fire_1P_Single')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_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_FNFAL.Play_WEP_FNFAL_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_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=false
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AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
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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)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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}
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