112 lines
4.0 KiB
Ucode
112 lines
4.0 KiB
Ucode
//=============================================================================
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// KFWeap_SMG_P90
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//=============================================================================
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// Class Description
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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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// - Author 11/20/2013
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//=============================================================================
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class KFWeap_SMG_P90 extends KFWeap_SMGBase;
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defaultproperties
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{
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// Inventory
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InventorySize=5
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GroupPriority=80
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WeaponSelectTexture=Texture2D'WEP_UI_P90_TEX.UI_WeaponSelect_FNP90'
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// FOV
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MeshFOV=75
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MeshIronSightFOV=55
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PlayerIronSightFOV=75
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// Zooming/Position
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IronSightPosition=(X=0.f,Y=0.f,Z=0.f)
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PlayerViewOffset=(X=19,Y=10,Z=-0.5)
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//Content
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PackageKey="P90"
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FirstPersonMeshName="wep_1p_p90_mesh.Wep_1stP_P90_Rig"
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FirstPersonAnimSetNames(0)="wep_1p_p90_anim.Wep_1stP_P90_Anim"
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PickupMeshName="wep_3p_p90_mesh.Wep_P90_Pickup"
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AttachmentArchetypeName="wep_p90_arch.Wep_P90_3P"
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MuzzleFlashTemplateName="wep_p90_arch.Wep_P90_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=50
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SpareAmmoCapacity[0]=350
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InitialSpareMags[0]=2
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=80
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minRecoilPitch=65
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maxRecoilYaw=60
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minRecoilYaw=-60
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RecoilRate=0.063
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RecoilMaxYawLimit=400
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RecoilMinYawLimit=65135
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RecoilMaxPitchLimit=800
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RecoilMinPitchLimit=65035
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RecoilISMaxYawLimit=150
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RecoilISMinYawLimit=65385
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RecoilISMaxPitchLimit=350
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RecoilISMinPitchLimit=65435
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IronSightMeshFOVCompensationScale=1.5
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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_P90'
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FireInterval(DEFAULT_FIREMODE)=+.07 // 900 RPM
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Spread(DEFAULT_FIREMODE)=0.015
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InstantHitDamage(DEFAULT_FIREMODE)=30
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FireOffset=(X=30,Y=4.5,Z=-5)
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// ALT_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_P90'
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FireInterval(ALTFIRE_FIREMODE)=+0.1
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InstantHitDamage(ALTFIRE_FIREMODE)=30
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Spread(ALTFIRE_FIREMODE)=0.015
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_P90'
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InstantHitDamage(BASH_FIREMODE)=25
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_P90.Play_P90_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_P90.Play_P90_Fire_1P_Loop')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_P90.Play_P90_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_P90.Play_P90_Fire_1P_Single')
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//@todo: add akevents when we have them
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WeaponDryFireSnd(DEFAULT_FIREMODE)=none
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=none
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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_P90.Play_P90_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_P90.Play_P90_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=true
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AssociatedPerkClasses(0)=class'KFPerk_Swat'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.14f,IncrementWeight=1)
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//WeaponUpgrades[2]=(IncrementDamage=1.28f,IncrementWeight=2)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.14f), (Stat=EWUS_Damage1, Scale=1.14f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.28f), (Stat=EWUS_Damage1, Scale=1.28f), (Stat=EWUS_Weight, Add=2)))
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}
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