83 lines
3.6 KiB
Ucode
83 lines
3.6 KiB
Ucode
//=============================================================================
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// KFWeap_Edged_Zweihander
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//=============================================================================
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// A two-handed sword primarily of the Renaissance. It is a true two-handed
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// sword because it requires two hands to wield, unlike other large swords
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// that are wielded with two hands but can also be wielded with one.
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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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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFWeap_Edged_Zweihander extends KFWeap_MeleeBase;
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defaultproperties
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{
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// Zooming/Position
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PlayerViewOffset=(X=2,Y=0,Z=0)
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// Content
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PackageKey="Zweihander"
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FirstPersonMeshName="WEP_1P_Zweihander_MESH.Wep_1stP_Zweihander_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Zweihander_ANIM.Wep_1stP_Zweihander_Anim"
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PickupMeshName="WEP_3P_Zweihander_MESH.Wep_Zweihander_Pickup"
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AttachmentArchetypeName="WEP_Zweihander_ARCH.Wep_Zweihander_3P"
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Begin Object Name=MeleeHelper_0
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MaxHitRange=240 //330 //400
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// Override automatic hitbox creation (advanced)
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HitboxChain.Add((BoneOffset=(X=+3,Z=190)))
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HitboxChain.Add((BoneOffset=(X=-3,Z=170)))
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HitboxChain.Add((BoneOffset=(X=+3,Z=150)))
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HitboxChain.Add((BoneOffset=(X=-3,Z=130)))
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HitboxChain.Add((BoneOffset=(X=+3,Z=110)))
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HitboxChain.Add((BoneOffset=(X=-3,Z=90)))
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HitboxChain.Add((BoneOffset=(X=+3,Z=70)))
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HitboxChain.Add((BoneOffset=(X=-3,Z=50)))
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HitboxChain.Add((BoneOffset=(X=+3,Z=30)))
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HitboxChain.Add((BoneOffset=(Z=10)))
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WorldImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Bladed_melee_impact'
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MeleeImpactCamShakeScale=0.04f //0.5
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// modified combo sequences
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ChainSequence_F=(DIR_ForwardRight, DIR_ForwardLeft, DIR_ForwardRight, DIR_ForwardLeft)
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ChainSequence_B=(DIR_BackwardLeft, DIR_BackwardRight, DIR_BackwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right, DIR_Left)
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ChainSequence_L=(DIR_Right, DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_Right, DIR_Left)
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ChainSequence_R=(DIR_Left, DIR_Right, DIR_ForwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right)
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End Object
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Slashing_Zweihander'
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InstantHitMomentum(DEFAULT_FIREMODE)=30000.f
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InstantHitDamage(DEFAULT_FIREMODE)=85 //70
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InstantHitDamageTypes(HEAVY_ATK_FIREMODE)=class'KFDT_Slashing_ZweihanderHeavy'
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InstantHitMomentum(HEAVY_ATK_FIREMODE)=30000.f
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InstantHitDamage(HEAVY_ATK_FIREMODE)=195 //200
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Piercing_ZweihanderStab'
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InstantHitDamage(BASH_FIREMODE)=63
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// Inventory
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GroupPriority=75
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InventorySize=7
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WeaponSelectTexture=Texture2D'WEP_UI_Zweihander_TEX.UI_WeaponSelect_Zweihander'
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AssociatedPerkClasses(0)=class'KFPerk_Berserker'
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// Block Sounds
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BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Katana'
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ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Metal'
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ParryDamageMitigationPercent=0.4
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BlockDamageMitigation=0.5
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ParryStrength=5
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.05f,IncrementWeight=1)
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//WeaponUpgrades[2]=(IncrementDamage=1.1f,IncrementWeight=2)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.05f), (Stat=EWUS_Damage1, Scale=1.05f), (Stat=EWUS_Damage2, Scale=1.05f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Damage1, Scale=1.1f), (Stat=EWUS_Damage2, Scale=1.1f), (Stat=EWUS_Weight, Add=2)))
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}
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