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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Shotgun_AA12.uc
2020-12-13 18:01:13 +03:00

124 lines
4.2 KiB
Ucode

//=============================================================================
// KFWeap_Shotgun_AA12
//=============================================================================
// AA12 Auto Shotgun Weapon Class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_Shotgun_AA12 extends KFWeap_ShotgunBase;
defaultproperties
{
// Inventory
InventorySize=10
GroupPriority=100
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_AA12'
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshFOV=86
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=85
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=15.0,Y=8.5,Z=0.0)
IronSightPosition=(X=8,Y=0,Z=0)
// Content
PackageKey="AA12"
FirstPersonMeshName="Wep_1P_AA12_MESH.Wep_1stP_AA12_Rig"
FirstPersonAnimSetNames(0)="Wep_1P_AA12_ANIM.Wep_1stP_AA12_Anim"
PickupMeshName="WEP_3P_AA12_MESH.Wep_AA12_Pickup"
AttachmentArchetypeName="WEP_AA12_ARCH.Wep_AA12_3P"
MuzzleFlashTemplateName="WEP_AA12_ARCH.Wep_AA12_MuzzleFlash"
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(DEFAULT_FIREMODE)=20.0 //25 //20
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AA12Shotgun'
PenetrationPower(DEFAULT_FIREMODE)=2.0
FireInterval(DEFAULT_FIREMODE)=0.2 // 300 RPM
FireOffset=(X=30,Y=5,Z=-4)
// Shotgun
NumPellets(DEFAULT_FIREMODE)=7
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(ALTFIRE_FIREMODE)=20.0 //25 //20
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_AA12Shotgun'
PenetrationPower(ALTFIRE_FIREMODE)=2.0
FireInterval(ALTFIRE_FIREMODE)=0.2 // 300 RPM
Spread(ALTFIRE_FIREMODE)=0.07
// Shotgun
NumPellets(ALTFIRE_FIREMODE)=7
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_AA12Shotgun'
InstantHitDamage(BASH_FIREMODE)=30
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_1P')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Ammo
MagazineCapacity[0]=20
SpareAmmoCapacity[0]=120 //120
InitialSpareMags[0]=1
bCanBeReloaded=true
bReloadFromMagazine=true
bHasFireLastAnims=false
// Recoil
maxRecoilPitch=250
minRecoilPitch=225
maxRecoilYaw=125
minRecoilYaw=-125
RecoilRate=0.075
RecoilBlendOutRatio=0.25
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.7
FallingRecoilModifier=1.5
HippedRecoilModifier=1.75
AssociatedPerkClasses(0)=class'KFPerk_Support'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil'
// 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)))
}