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

123 lines
3.9 KiB
Ucode

//=============================================================================
// KFWeap_Pistol_Flare
//=============================================================================
// A pistol that fires napalm rounds
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Pistol_Flare extends KFWeap_PistolBase;
static simulated event EFilterTypeUI GetAltTraderFilter()
{
return FT_Flame;
}
defaultproperties
{
// Content
PackageKey="FlareGun"
FirstPersonMeshName="WEP_1P_FlareGun_MESH.Wep_1stP_FlareGun_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_FlareGun_ANIM.Wep_1stP_FlareGun_Anim"
PickupMeshName="WEP_3P_FlareGun_MESH.Wep_FlareGun_Pickup"
AttachmentArchetypeName="WEP_FlareGun_ARCH.Wep_FlareGun_3P"
MuzzleFlashTemplateName="WEP_FlareGun_ARCH.Wep_Flaregun_MuzzleFlash"
Begin Object Name=FirstPersonMesh
AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Animtree_Master_Revolver'
End Object
// Position and FOV
PlayerViewOffset=(X=12.0,Y=14,Z=-6)
IronSightPosition=(X=4,Y=0,Z=0)
MeshFOV=60
MeshIronSightFOV=55
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Ammo
MagazineCapacity[0]=6
SpareAmmoCapacity[0]=186
InitialSpareMags[0]=15
AmmoPickupScale[0]=2.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=400
minRecoilPitch=350
maxRecoilYaw=125
minRecoilYaw=-125
RecoilRate=0.08
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=400
RecoilISMinPitchLimit=65485
RecoilBlendOutRatio=0.75
IronSightMeshFOVCompensationScale=1.5
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_FlareGun'
FireInterval(DEFAULT_FIREMODE)=+0.2
InstantHitDamage(DEFAULT_FIREMODE)=40.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Fire_FlareGun'
Spread(DEFAULT_FIREMODE)=0.015
FireOffset=(X=20,Y=4.0,Z=-3)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamage(BASH_FIREMODE)=22
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FlareGun'
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_DryFire'
// Inventory
InventorySize=2
GroupPriority=15
bCanThrow=true
bDropOnDeath=true
WeaponSelectTexture=Texture2D'wep_ui_flaregun_tex.UI_WeaponSelect_Flaregun'
bIsBackupWeapon=false
DualClass=class'KFWeap_Pistol_DualFlare'
AssociatedPerkClasses(0)=class'KFPerk_Firebug'
AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
AssociatedPerkClasses(2)=class'KFPerk_Sharpshooter'
// Attachments
bHasIronSights=true
bHasFlashlight=true
// Hammer lock control
bHasFireLastAnims = true
BonesToLockOnEmpty = (RW_Hammer)
// Revolver
bRevolver=true
CylinderRotInfo=(Inc=-60.0, Time=0.0175/*about 0.07 in the anim divided by ratescale of 4*/)
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=0)
//WeaponUpgrades[2]=(IncrementDamage=1.5f,IncrementWeight=1)
//WeaponUpgrades[3]=(IncrementDamage=1.75f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.5f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.75f), (Stat=EWUS_Weight, Add=2)))
}