300 lines
10 KiB
Ucode
300 lines
10 KiB
Ucode
//=============================================================================
|
|
// KFWeap_Revolver_DualSW500
|
|
//=============================================================================
|
|
// A set of Smith & Wesson .500 revolvers
|
|
//=============================================================================
|
|
// Killing Floor 2
|
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
|
// Jeff Robinson
|
|
//=============================================================================
|
|
|
|
class KFWeap_Revolver_DualSW500 extends KFWeap_DualBase;
|
|
|
|
defaultproperties
|
|
{
|
|
// Content
|
|
PackageKey="Dual_SW_500"
|
|
FirstPersonMeshName="WEP_1P_Dual_SW_500_MESH.Wep_1stP_Dual_SW_500_Rig"
|
|
FirstPersonAnimSetNames(0)="WEP_1P_Dual_SW_500_ANIM.Wep_1stP_Dual_SW_500_Anim"
|
|
PickupMeshName="WEP_3P_Dual_SW_500_MESH.Wep_SW_500_Pickup"
|
|
AttachmentArchetypeName="WEP_Dual_SW_500_ARCH.Wep_Dual_SW_500_3P"
|
|
MuzzleFlashTemplateName="WEP_Dual_SW_500_ARCH.Wep_Dual_SW_500_MuzzleFlash"
|
|
|
|
Begin Object Name=FirstPersonMesh
|
|
// new anim tree with skelcontrol to rotate cylinders
|
|
AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Dual_Animtree_Master_Revolver'
|
|
End Object
|
|
|
|
FireOffset=(X=17,Y=4.0,Z=-2.25)
|
|
LeftFireOffset=(X=17,Y=-4,Z=-2.25)
|
|
|
|
// Zooming/Position
|
|
IronSightPosition=(X=7,Y=0,Z=0)
|
|
PlayerViewOffset=(X=29,Y=0,Z=-4)
|
|
QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0)
|
|
|
|
bCanThrow=true
|
|
bDropOnDeath=true
|
|
|
|
SingleClass=class'KFWeap_Revolver_SW500'
|
|
|
|
// FOV
|
|
MeshFOV=60
|
|
MeshIronSightFOV=60
|
|
PlayerIronSightFOV=77
|
|
|
|
// Depth of field
|
|
DOF_FG_FocalRadius=40
|
|
DOF_FG_MaxNearBlurSize=3.5
|
|
|
|
// Ammo
|
|
MagazineCapacity[0]=10 // twice as much as single
|
|
SpareAmmoCapacity[0]=95
|
|
InitialSpareMags[0]=2
|
|
AmmoPickupScale[0]=1.0
|
|
bCanBeReloaded=true
|
|
bReloadFromMagazine=true
|
|
|
|
// Recoil
|
|
maxRecoilPitch=850
|
|
minRecoilPitch=750
|
|
maxRecoilYaw=150
|
|
minRecoilYaw=-150
|
|
RecoilRate=0.1
|
|
RecoilMaxYawLimit=500
|
|
RecoilMinYawLimit=65035
|
|
RecoilMaxPitchLimit=900
|
|
RecoilMinPitchLimit=65035
|
|
RecoilISMaxYawLimit=50
|
|
RecoilISMinYawLimit=65485
|
|
RecoilISMaxPitchLimit=500
|
|
RecoilISMinPitchLimit=65485
|
|
IronSightMeshFOVCompensationScale=1.4
|
|
|
|
// DEFAULT_FIREMODE
|
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
|
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
|
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_RevolverSW500'
|
|
FireInterval(DEFAULT_FIREMODE)=+0.19 // 0.14 about twice as fast as single
|
|
InstantHitDamage(DEFAULT_FIREMODE)=160.0 //150
|
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_SW500_Dual'
|
|
PenetrationPower(DEFAULT_FIREMODE)=3.0
|
|
Spread(DEFAULT_FIREMODE)=0.015
|
|
|
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
|
|
|
|
// ALTFIRE_FIREMODE
|
|
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
|
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
|
|
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_RevolverSW500'
|
|
FireInterval(ALTFIRE_FIREMODE)=+0.19 // 0.14 about twice as fast as single
|
|
InstantHitDamage(ALTFIRE_FIREMODE)=160.0 //150
|
|
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_SW500_Dual'
|
|
PenetrationPower(ALTFIRE_FIREMODE)=3.0
|
|
Spread(ALTFIRE_FIREMODE)=0.015
|
|
|
|
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
|
|
|
|
// BASH_FIREMODE
|
|
InstantHitDamage(BASH_FIREMODE)=26
|
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_SW500'
|
|
|
|
// Fire Effects
|
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Fire_1P')
|
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Handling_DryFire'
|
|
|
|
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Fire_1P')
|
|
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Handling_DryFire'
|
|
|
|
// Attachments
|
|
bHasIronSights=true
|
|
bHasFlashlight=true
|
|
|
|
// Inventory
|
|
InventorySize=6
|
|
GroupPriority=50
|
|
WeaponSelectTexture=Texture2D'WEP_UI_Dual_SW_500_TEX.UI_WeaponSelect_DualSW500'
|
|
bIsBackupWeapon=false
|
|
AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
|
|
|
|
bHasFireLastAnims=true
|
|
BonesToLockOnEmpty=(RW_Hammer)
|
|
BonesToLockOnEmpty_L=(LW_Hammer)
|
|
|
|
// Revolver
|
|
bRevolver=true
|
|
CylinderRotInfo=(Inc=-72.0, Time=0.0875/*about 0.35 in the anim divided by ratescale of 4*/)
|
|
CylinderRotInfo_L=(Inc=-72.0, Time=0.0875/*about 0.35 in the anim divided by ratescale of 4*/)
|
|
|
|
// Revolver shell/cap replacement
|
|
UnusedBulletMeshTemplate=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
UsedBulletMeshTemplate=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_EmptyShell'
|
|
BulletFXSocketNames=(RW_Bullet_FX_5, LW_Bullet_FX_5, RW_Bullet_FX_4, LW_Bullet_FX_4, RW_Bullet_FX_3, LW_Bullet_FX_3, RW_Bullet_FX_2, LW_Bullet_FX_2, RW_Bullet_FX_1, LW_Bullet_FX_1)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp0
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp0)
|
|
BulletMeshComponents.Add(BulletMeshComp0)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp0_L
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp0_L)
|
|
BulletMeshComponents.Add(BulletMeshComp0_L)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp1
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp1)
|
|
BulletMeshComponents.Add(BulletMeshComp1)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp1_L
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp1_L)
|
|
BulletMeshComponents.Add(BulletMeshComp1_L)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp2
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp2)
|
|
BulletMeshComponents.Add(BulletMeshComp2)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp2_L
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp2_L)
|
|
BulletMeshComponents.Add(BulletMeshComp2_L)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp3
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp3)
|
|
BulletMeshComponents.Add(BulletMeshComp3)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp3_L
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp3_L)
|
|
BulletMeshComponents.Add(BulletMeshComp3_L)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp4
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp4)
|
|
BulletMeshComponents.Add(BulletMeshComp4)
|
|
|
|
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp4_L
|
|
SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet'
|
|
CollideActors=false
|
|
BlockActors=false
|
|
BlockZeroExtent=false
|
|
BlockNonZeroExtent=false
|
|
BlockRigidBody=false
|
|
bAcceptsStaticDecals=false
|
|
bAcceptsDecals=false
|
|
CastShadow=false
|
|
bUseAsOccluder=false
|
|
DepthPriorityGroup=SDPG_Foreground // First person only
|
|
End Object
|
|
Components.Add(BulletMeshComp4_L)
|
|
BulletMeshComponents.Add(BulletMeshComp4_L)
|
|
|
|
// Weapon Upgrade stat boosts
|
|
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=2)
|
|
|
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=2)))
|
|
}
|
|
|