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KFWeap_AssaultRifle_ThompsonCustom

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Jul 25th, 2019
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  1. //=============================================================================
  2. // KFWeap_AssaultRifle_Thompson Custom version
  3. //=============================================================================
  4. //
  5. //=============================================================================
  6. // Killing Floor 2
  7. // Copyright (C) 2017 Tripwire Interactive LLC
  8. //=============================================================================
  9.  
  10. class KFWeap_AssaultRifle_ThompsonCustom extends KFWeap_AssaultRifle_Thompson;
  11.  
  12. defaultproperties
  13. {
  14. bHasFireLastAnims=true
  15. BonesToLockOnEmpty=(RW_Charging_Handle)
  16.  
  17. // Shooting Animations
  18. FireSightedAnims[0]=Shoot_Iron
  19. FireSightedAnims[1]=Shoot_Iron2
  20. FireSightedAnims[2]=Shoot_Iron3
  21.  
  22. // FOV
  23. MeshFOV=75
  24. MeshIronSightFOV=52
  25. PlayerIronSightFOV=70
  26.  
  27. // Depth of field
  28. DOF_FG_FocalRadius=85
  29. DOF_FG_MaxNearBlurSize=2.5
  30.  
  31. // Content
  32. PackageKey="TommyGun"
  33. FirstPersonMeshName="WEP_1P_TommyGun_MESH.Wep_1stP_TommyGun_Rig"
  34. FirstPersonAnimSetNames(0)="WEP_1P_TommyGun_ANIM.WEP_1stP_TommyGun_Anim"
  35. PickupMeshName="WEP_3P_TommyGun_MESH.Wep_3rdP_TommyGun_Pickup"
  36. AttachmentArchetypeName="WEP_TommyGun_ARCH.Wep_TommyGun_3P"
  37. MuzzleFlashTemplateName="WEP_TommyGun_ARCH.Wep_TommyGun_MuzzleFlash"
  38.  
  39. // Zooming/Position
  40. PlayerViewOffset=(X=5.0,Y=9,Z=-5)
  41. IronSightPosition=(X=5,Y=0,Z=0)
  42.  
  43. // Ammo
  44. MagazineCapacity[0]=75
  45. SpareAmmoCapacity[0]=300
  46. InitialSpareMags[0]=4
  47. bCanBeReloaded=true
  48. bReloadFromMagazine=true
  49.  
  50. // Recoil
  51. maxRecoilPitch=130 //165
  52. minRecoilPitch=115 //130
  53. maxRecoilYaw=115 //130
  54. minRecoilYaw=-115 //130
  55. RecoilRate=0.085
  56. RecoilMaxYawLimit=500
  57. RecoilMinYawLimit=65035
  58. RecoilMaxPitchLimit=900
  59. RecoilMinPitchLimit=65035
  60. RecoilISMaxYawLimit=75
  61. RecoilISMinYawLimit=65460
  62. RecoilISMaxPitchLimit=375
  63. RecoilISMinPitchLimit=65460
  64. RecoilViewRotationScale=0.25
  65. IronSightMeshFOVCompensationScale=1.5
  66. HippedRecoilModifier=1.5
  67.  
  68. // Inventory / Grouping
  69. InventorySize=6
  70. GroupPriority=50
  71. WeaponSelectTexture=Texture2D'WEP_UI_TommyGun_TEX.UI_WeaponSelect_TommyGun'
  72.  
  73. AssociatedPerkClasses(0)=class'KFPerk_SWAT'
  74.  
  75. // DEFAULT_FIREMODE
  76. FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
  77. FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
  78. WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
  79. WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
  80. InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Thompson'
  81. FireInterval(DEFAULT_FIREMODE)=+0.0833 // 720 RPM
  82. Spread(DEFAULT_FIREMODE)=0.015 //0.0085
  83. InstantHitDamage(DEFAULT_FIREMODE)=35.0 //25
  84. FireOffset=(X=30,Y=4.5,Z=-5)
  85.  
  86. // ALT_FIREMODE
  87. FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
  88. FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
  89. WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
  90. WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
  91. InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_Thompson'
  92. FireInterval(ALTFIRE_FIREMODE)=+0.0933 // 720 RPM
  93. InstantHitDamage(ALTFIRE_FIREMODE)=30.0 //25
  94. Spread(ALTFIRE_FIREMODE)=0.025 //0.0085
  95.  
  96. // BASH_FIREMODE
  97. InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Thompson'
  98. InstantHitDamage(BASH_FIREMODE)=26
  99.  
  100. // Fire Effects
  101. WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_1P_Loop')
  102. WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_1P_Single')
  103. WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Thompson.Play_WEP_Thompson_Fire_1P_EndLoop')
  104.  
  105. WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
  106. WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
  107.  
  108. // Advanced (High RPM) Fire Effects
  109. bLoopingFireAnim(DEFAULT_FIREMODE)=true
  110. bLoopingFireSnd(DEFAULT_FIREMODE)=true
  111. SingleFireSoundIndex=ALTFIRE_FIREMODE
  112.  
  113. // Attachments
  114. bHasIronSights=true
  115. bHasFlashlight=false
  116.  
  117. // Weapon Upgrade stat boosts
  118. //WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1)
  119. //WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
  120. //WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3)
  121.  
  122. WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
  123. WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
  124. WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Damage1, Scale=1.6f), (Stat=EWUS_Weight, Add=3)))
  125. }
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