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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_AssaultRifle_FNFal.uc
2023-09-21 22:31:11 +03:00

165 lines
5.5 KiB
Ucode

//=============================================================================
// KFWeap_AssaultRifle_FNFal
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 20177 Tripwire Interactive LLC
//=============================================================================
class KFWeap_AssaultRifle_FNFal extends KFWeap_ScopedBase;
simulated state WeaponSingleFiring
{
simulated event EndState( Name NextStateName )
{
Super.EndState(NextStateName);
if (WorldInfo.NetMode == NM_Client && bAllowClientAmmoTracking && FireInterval[CurrentFireMode] <= MinFireIntervalToTriggerSync)
{
SyncCurrentAmmoCount(CurrentFireMode, AmmoCount[CurrentFireMode]);
}
}
}
defaultproperties
{
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// 2D scene capture
Begin Object Name=SceneCapture2DComponent0
TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target'
FieldOfView=12.5 // "2.0X" = 25.0(our real world FOV determinant)/2.0
End Object
ScopedSensitivityMod = 8.0
ScopeLenseMICTemplate = MaterialInstanceConstant'WEP_1P_FNFAL_MAT.WEP_1P_FNFAL_Scope_MAT'
// FOV
MeshFOV=55 //60
MeshIronSightFOV=20
PlayerIronSightFOV=70
// Depth of field
DOF_BlendInSpeed=3.0
DOF_FG_FocalRadius=0//70
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
IronSightPosition=(X=15,Y=0,Z=0)
PlayerViewOffset=(X=22.0,Y=11,Z=-3.0)
// Content
PackageKey="FNFAL"
FirstPersonMeshName="WEP_1P_FNFAL_MESH.WEP_1stP_FNFAL_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_FNFAL_ANIM.Wep_1stP_FNFAL_Anim"
PickupMeshName="WEP_3P_FNFAL_MESH.WEP_3rdP_FNFAL_Pickup"
AttachmentArchetypeName="WEP_FNFAL_ARCH.Wep_FNFAL_3P"
MuzzleFlashTemplateName="WEP_FNFAL_ARCH.Wep_FNFAL_MuzzleFlash" //NEED To REPLACE
// Ammo
MagazineCapacity[0]=20
SpareAmmoCapacity[0]=160
InitialSpareMags[0]=3
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=200 //185
minRecoilPitch=165 //150
maxRecoilYaw=190 //175
minRecoilYaw=-165 //-150
RecoilRate=0.09
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=150
RecoilISMinYawLimit=65385
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.6
HippedRecoilModifier=1.5 //1.25
// Recoil
//maxRecoilPitch=150
//minRecoilPitch=125
//maxRecoilYaw=125
//minRecoilYaw=-125
//RecoilRate=0.085
//RecoilMaxYawLimit=500
//RecoilMinYawLimit=65035
//RecoilMaxPitchLimit=900
//RecoilMinPitchLimit=65035
//RecoilISMaxYawLimit=75
//RecoilISMinYawLimit=65460
//RecoilISMaxPitchLimit=375
//RecoilISMinPitchLimit=65460
//IronSightMeshFOVCompensationScale=4.0
// Inventory
InventorySize=8
GroupPriority=100
WeaponSelectTexture=Texture2D'WEP_UI_FNFAL_TEX.UI_WeaponSelect_FNFAL'
// 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_FNFal'
FireInterval(DEFAULT_FIREMODE)=+0.099 // 700 RPM 0.0857
PenetrationPower(DEFAULT_FIREMODE)=2.0
Spread(DEFAULT_FIREMODE)=0.007
InstantHitDamage(DEFAULT_FIREMODE)=70.0 //50
// ALTFIRE_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_FNFal'
FireInterval(ALTFIRE_FIREMODE)=+0.22 // 273 RPM
PenetrationPower(ALTFIRE_FIREMODE)=2.0
InstantHitDamage(ALTFIRE_FIREMODE)=70.0 //50
Spread(ALTFIRE_FIREMODE)=0.007
// default to alt fire mode
bUseAltFireMode=true
FireOffset=(X=30,Y=4.5,Z=-5)
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FNFAl'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
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')
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')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_FNFAL.Play_WEP_FNFAL_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
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')
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
AssociatedPerkClasses(1)=class'KFPerk_Commando'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
}