Fix new line symbol issues

This commit is contained in:
Anton Tarasenko 2020-04-19 00:44:48 +07:00
commit d66d86b2b1
846 changed files with 33896 additions and 12983 deletions

View file

@ -1,5 +1,13 @@
class NiceAK12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceAK12Pickup' AmmoPickupAmount=30 MaxAmmo=270 InitialAmount=60 PickupClass=Class'NicePack.NiceAK12AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="5.45x39mm"
}
class NiceAK12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceAK12Pickup'
AmmoPickupAmount=30
MaxAmmo=270
InitialAmount=60
PickupClass=Class'NicePack.NiceAK12AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="5.45x39mm"
}

View file

@ -1,4 +1,8 @@
class NiceAK12AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceAK12Ammo' PickupMessage="Rounds 5.45x39mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceAK12AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceAK12Ammo'
PickupMessage="Rounds 5.45x39mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,4 +1,62 @@
class NiceAK12AssaultRifle extends NiceAssaultRifle;
defaultproperties
{ bSemiAutoFireEnabled=False bBurstFireEnabled=True reloadPreEndFrame=0.158000 reloadEndFrame=0.521000 reloadChargeEndFrame=0.726000 reloadMagStartFrame=0.363000 reloadChargeStartFrame=0.726000 MagazineBone="Bone_Magazine" MagCapacity=30 ReloadRate=3.000000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_AK47" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=8 TraderInfoTexture=Texture'ScrnWeaponPack_T.AK12.AK12_trader' bIsTier3Weapon=True MeshRef="ScrnWeaponPack_A.AK12_mesh" SkinRefs(0)="ScrnWeaponPack_T.AK12.AK12_tex_1_cmb" SkinRefs(1)="ScrnWeaponPack_T.AK12.AK12_tex_2_cmb" SkinRefs(2)="ScrnWeaponPack_T.AK12.AK12_tex_3_cmb" SkinRefs(3)="ScrnWeaponPack_T.AK12.AK12_tex_4_cmb" SkinRefs(4)="ScrnWeaponPack_T.AK12.AK12_tex_5_cmb" SkinRefs(5)="ScrnWeaponPack_T.AK12.AK12_tex_6_cmb" SkinRefs(6)="ScrnWeaponPack_T.AK12.AK12_tex_7_cmb" SkinRefs(7)="ScrnWeaponPack_T.AK12.AK12_aimpoint_sh" SkinRefs(8)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb" SelectSoundRef="ScrnWeaponPack_SND.AK12.AK12_select" HudImageRef="ScrnWeaponPack_T.AK12.AK12_Unselect" SelectedHudImageRef="ScrnWeaponPack_T.AK12.AK12_select" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=20.000000 FireModeClass(0)=Class'NicePack.NiceAK12Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectAnimRate=1.300000 SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)" EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=145 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=7 PickupClass=Class'NicePack.NiceAK12Pickup' PlayerViewOffset=(X=-0.500000,Y=20.000000,Z=-3.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceAK12Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="AK12" TransientSoundVolume=1.250000
}
class NiceAK12AssaultRifle extends NiceAssaultRifle;
defaultproperties
{
bSemiAutoFireEnabled=False
bBurstFireEnabled=True
reloadPreEndFrame=0.158000
reloadEndFrame=0.521000
reloadChargeEndFrame=0.726000
reloadMagStartFrame=0.363000
reloadChargeStartFrame=0.726000
MagazineBone="Bone_Magazine"
MagCapacity=30
ReloadRate=3.000000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AK47"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
SleeveNum=8
TraderInfoTexture=Texture'ScrnWeaponPack_T.AK12.AK12_trader'
bIsTier3Weapon=True
MeshRef="ScrnWeaponPack_A.AK12_mesh"
SkinRefs(0)="ScrnWeaponPack_T.AK12.AK12_tex_1_cmb"
SkinRefs(1)="ScrnWeaponPack_T.AK12.AK12_tex_2_cmb"
SkinRefs(2)="ScrnWeaponPack_T.AK12.AK12_tex_3_cmb"
SkinRefs(3)="ScrnWeaponPack_T.AK12.AK12_tex_4_cmb"
SkinRefs(4)="ScrnWeaponPack_T.AK12.AK12_tex_5_cmb"
SkinRefs(5)="ScrnWeaponPack_T.AK12.AK12_tex_6_cmb"
SkinRefs(6)="ScrnWeaponPack_T.AK12.AK12_tex_7_cmb"
SkinRefs(7)="ScrnWeaponPack_T.AK12.AK12_aimpoint_sh"
SkinRefs(8)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
SelectSoundRef="ScrnWeaponPack_SND.AK12.AK12_select"
HudImageRef="ScrnWeaponPack_T.AK12.AK12_Unselect"
SelectedHudImageRef="ScrnWeaponPack_T.AK12.AK12_select"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=20.000000
FireModeClass(0)=Class'NicePack.NiceAK12Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectAnimRate=1.300000
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)"
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=145
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=7
PickupClass=Class'NicePack.NiceAK12Pickup'
PlayerViewOffset=(X=-0.500000,Y=20.000000,Z=-3.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceAK12Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="AK12"
TransientSoundVolume=1.250000
}

View file

@ -1,5 +1,57 @@
class NiceAK12Attachment extends NiceAttachment;
simulated function WeaponLight();
defaultproperties
{ bSpawnLight=False mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_AK47" MovementAnims(1)="JogB_AK47" MovementAnims(2)="JogL_AK47" MovementAnims(3)="JogR_AK47" TurnLeftAnim="TurnL_AK47" TurnRightAnim="TurnR_AK47" CrouchAnims(0)="CHWalkF_AK47" CrouchAnims(1)="CHWalkB_AK47" CrouchAnims(2)="CHWalkL_AK47" CrouchAnims(3)="CHWalkR_AK47" WalkAnims(0)="WalkF_AK47" WalkAnims(1)="WalkB_AK47" WalkAnims(2)="WalkL_AK47" WalkAnims(3)="WalkR_AK47" CrouchTurnRightAnim="CH_TurnR_AK47" CrouchTurnLeftAnim="CH_TurnL_AK47" IdleCrouchAnim="CHIdle_AK47" IdleWeaponAnim="Idle_AK47" IdleRestAnim="Idle_AK47" IdleChatAnim="Idle_AK47" IdleHeavyAnim="Idle_AK47" IdleRifleAnim="Idle_AK47" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="IS_Fire_AK47" FireAltAnims(1)="IS_Fire_AK47" FireAltAnims(2)="IS_Fire_AK47" FireAltAnims(3)="IS_Fire_AK47" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFire_AK47" FireCrouchAltAnims(1)="CHFire_AK47" FireCrouchAltAnims(2)="CHFire_AK47" FireCrouchAltAnims(3)="CHFire_AK47" HitAnims(0)="HitF_AK47" HitAnims(1)="HitB_AK47" HitAnims(2)="HitL_AK47" HitAnims(3)="HitR_AK47" PostFireBlendStandAnim="Blend_AK47" PostFireBlendCrouchAnim="CHBlend_AK47" MeshRef="ScrnWeaponPack_A.AK12_3rd" bHeavy=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceAK12Attachment extends NiceAttachment;
simulated function WeaponLight();
defaultproperties
{
bSpawnLight=False
mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_AK47"
MovementAnims(1)="JogB_AK47"
MovementAnims(2)="JogL_AK47"
MovementAnims(3)="JogR_AK47"
TurnLeftAnim="TurnL_AK47"
TurnRightAnim="TurnR_AK47"
CrouchAnims(0)="CHWalkF_AK47"
CrouchAnims(1)="CHWalkB_AK47"
CrouchAnims(2)="CHWalkL_AK47"
CrouchAnims(3)="CHWalkR_AK47"
WalkAnims(0)="WalkF_AK47"
WalkAnims(1)="WalkB_AK47"
WalkAnims(2)="WalkL_AK47"
WalkAnims(3)="WalkR_AK47"
CrouchTurnRightAnim="CH_TurnR_AK47"
CrouchTurnLeftAnim="CH_TurnL_AK47"
IdleCrouchAnim="CHIdle_AK47"
IdleWeaponAnim="Idle_AK47"
IdleRestAnim="Idle_AK47"
IdleChatAnim="Idle_AK47"
IdleHeavyAnim="Idle_AK47"
IdleRifleAnim="Idle_AK47"
FireAnims(0)="Fire_AK47"
FireAnims(1)="Fire_AK47"
FireAnims(2)="Fire_AK47"
FireAnims(3)="Fire_AK47"
FireAltAnims(0)="IS_Fire_AK47"
FireAltAnims(1)="IS_Fire_AK47"
FireAltAnims(2)="IS_Fire_AK47"
FireAltAnims(3)="IS_Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="ScrnWeaponPack_A.AK12_3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,36 @@
class NiceAK12Fire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=2.500000 ProjectileSpeed=44000.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.040000 maxVerticalRecoilAngle=240 maxHorizontalRecoilAngle=120 ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectAK12AR' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True bRandomPitchFireSound=False FireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot" StereoFireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot" NoAmmoSoundRef="ScrnWeaponPack_SND.AK12.AK12_empty" DamageType=Class'NicePack.NiceDamTypeAK12AssaultRifle' DamageMax=68 Momentum=18500.000000 bPawnRapidFireAnim=True TransientSoundVolume=3.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.095000 AmmoClass=Class'NicePack.NiceAK12Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000) ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000) ShakeRotTime=0.750000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR' aimerror=42.000000
}
class NiceAK12Fire extends NiceFire;
defaultproperties
{
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=44000.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.040000
maxVerticalRecoilAngle=240
maxHorizontalRecoilAngle=120
ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectAK12AR'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
bRandomPitchFireSound=False
FireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot"
StereoFireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot"
NoAmmoSoundRef="ScrnWeaponPack_SND.AK12.AK12_empty"
DamageType=Class'NicePack.NiceDamTypeAK12AssaultRifle'
DamageMax=68
Momentum=18500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=3.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.095000
AmmoClass=Class'NicePack.NiceAK12Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR'
aimerror=42.000000
}

View file

@ -1,4 +1,25 @@
class NiceAK12Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 cost=750 BuyClipSize=30 PowerValue=55 SpeedValue=80 RangeValue=30 Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)" ItemName="AK12" ItemShortName="AK12" AmmoItemName="5.45x39mm" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceAK12AssaultRifle' PickupMessage="You got the AK-12" PickupSound=Sound'ScrnWeaponPack_SND.AK12.AK12_select' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.AK12_st' DrawScale=1.100000 CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceAK12Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=6.000000
cost=750
BuyClipSize=30
PowerValue=55
SpeedValue=80
RangeValue=30
Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)"
ItemName="AK12"
ItemShortName="AK12"
AmmoItemName="5.45x39mm"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceAK12AssaultRifle'
PickupMessage="You got the AK-12"
PickupSound=Sound'ScrnWeaponPack_SND.AK12.AK12_select'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.AK12_st'
DrawScale=1.100000
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,5 +1,15 @@
class NiceDamTypeAK12AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ bPenetrationHSOnly=True MaxPenetrations=3 HeadShotDamageMult=1.300000 WeaponClass=Class'NicePack.NiceAK12AssaultRifle' DeathString="%k killed %o (AK12)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDeathVel=400.000000 KDeathUpKick=120.000000
}
class NiceDamTypeAK12AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
bPenetrationHSOnly=True
MaxPenetrations=3
HeadShotDamageMult=1.300000
WeaponClass=Class'NicePack.NiceAK12AssaultRifle'
DeathString="%k killed %o (AK12)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDeathVel=400.000000
KDeathUpKick=120.000000
}

View file

@ -1,5 +1,13 @@
class NiceAK47Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceAK47Pickup' AmmoPickupAmount=30 MaxAmmo=270 InitialAmount=90 PickupClass=Class'NicePack.NiceAK47AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="AK47 bullets"
}
class NiceAK47Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceAK47Pickup'
AmmoPickupAmount=30
MaxAmmo=270
InitialAmount=90
PickupClass=Class'NicePack.NiceAK47AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="AK47 bullets"
}

View file

@ -1,4 +1,8 @@
class NiceAK47AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceAK47Ammo' PickupMessage="Rounds 7.62mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceAK47AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceAK47Ammo'
PickupMessage="Rounds 7.62mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,7 +1,55 @@
class NiceAK47AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{ bSemiAutoFireEnabled=False bBurstFireEnabled=True reloadPreEndFrame=0.167000 reloadEndFrame=0.578000 reloadChargeEndFrame=0.800000 reloadMagStartFrame=0.433000 reloadChargeStartFrame=0.711000 MagazineBone="MagazineAK" MagCapacity=30 ReloadRate=3.000000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_AK47" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=60.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_AK_47' bIsTier2Weapon=True MeshRef="KF_Weapons2_Trip.AK47_Trip" SkinRefs(0)="KF_Weapons2_Trip_T.Rifles.AK47_cmb" SelectSoundRef="KF_AK47Snd.AK47_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.Ak_47_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Ak_47" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=32.000000 FireModeClass(0)=Class'NicePack.NiceAK47Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="A classic Russian assault rifle. Can be fired in semi or full auto with nice knock down power but not great accuracy." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=95 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=7 PickupClass=Class'NicePack.NiceAK47Pickup' PlayerViewOffset=(X=18.000000,Y=22.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceAK47Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="AK47" TransientSoundVolume=1.250000
}
class NiceAK47AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{
bSemiAutoFireEnabled=False
bBurstFireEnabled=True
reloadPreEndFrame=0.167000
reloadEndFrame=0.578000
reloadChargeEndFrame=0.800000
reloadMagStartFrame=0.433000
reloadChargeStartFrame=0.711000
MagazineBone="MagazineAK"
MagCapacity=30
ReloadRate=3.000000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AK47"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=60.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_AK_47'
bIsTier2Weapon=True
MeshRef="KF_Weapons2_Trip.AK47_Trip"
SkinRefs(0)="KF_Weapons2_Trip_T.Rifles.AK47_cmb"
SelectSoundRef="KF_AK47Snd.AK47_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.Ak_47_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Ak_47"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceAK47Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="A classic Russian assault rifle. Can be fired in semi or full auto with nice knock down power but not great accuracy."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=60.000000
Priority=95
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=7
PickupClass=Class'NicePack.NiceAK47Pickup'
PlayerViewOffset=(X=18.000000,Y=22.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceAK47Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="AK47"
TransientSoundVolume=1.250000
}

View file

@ -1,4 +1,56 @@
class NiceAK47Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_AK47" MovementAnims(1)="JogB_AK47" MovementAnims(2)="JogL_AK47" MovementAnims(3)="JogR_AK47" TurnLeftAnim="TurnL_AK47" TurnRightAnim="TurnR_AK47" CrouchAnims(0)="CHWalkF_AK47" CrouchAnims(1)="CHWalkB_AK47" CrouchAnims(2)="CHWalkL_AK47" CrouchAnims(3)="CHWalkR_AK47" WalkAnims(0)="WalkF_AK47" WalkAnims(1)="WalkB_AK47" WalkAnims(2)="WalkL_AK47" WalkAnims(3)="WalkR_AK47" CrouchTurnRightAnim="CH_TurnR_AK47" CrouchTurnLeftAnim="CH_TurnL_AK47" IdleCrouchAnim="CHIdle_AK47" IdleWeaponAnim="Idle_AK47" IdleRestAnim="Idle_AK47" IdleChatAnim="Idle_AK47" IdleHeavyAnim="Idle_AK47" IdleRifleAnim="Idle_AK47" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="Fire_AK47" FireAltAnims(1)="Fire_AK47" FireAltAnims(2)="Fire_AK47" FireAltAnims(3)="Fire_AK47" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFire_AK47" FireCrouchAltAnims(1)="CHFire_AK47" FireCrouchAltAnims(2)="CHFire_AK47" FireCrouchAltAnims(3)="CHFire_AK47" HitAnims(0)="HitF_AK47" HitAnims(1)="HitB_AK47" HitAnims(2)="HitL_AK47" HitAnims(3)="HitR_AK47" PostFireBlendStandAnim="Blend_AK47" PostFireBlendCrouchAnim="CHBlend_AK47" MeshRef="KF_Weapons3rd_Trip.AK47_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceAK47Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_AK47"
MovementAnims(1)="JogB_AK47"
MovementAnims(2)="JogL_AK47"
MovementAnims(3)="JogR_AK47"
TurnLeftAnim="TurnL_AK47"
TurnRightAnim="TurnR_AK47"
CrouchAnims(0)="CHWalkF_AK47"
CrouchAnims(1)="CHWalkB_AK47"
CrouchAnims(2)="CHWalkL_AK47"
CrouchAnims(3)="CHWalkR_AK47"
WalkAnims(0)="WalkF_AK47"
WalkAnims(1)="WalkB_AK47"
WalkAnims(2)="WalkL_AK47"
WalkAnims(3)="WalkR_AK47"
CrouchTurnRightAnim="CH_TurnR_AK47"
CrouchTurnLeftAnim="CH_TurnL_AK47"
IdleCrouchAnim="CHIdle_AK47"
IdleWeaponAnim="Idle_AK47"
IdleRestAnim="Idle_AK47"
IdleChatAnim="Idle_AK47"
IdleHeavyAnim="Idle_AK47"
IdleRifleAnim="Idle_AK47"
FireAnims(0)="Fire_AK47"
FireAnims(1)="Fire_AK47"
FireAnims(2)="Fire_AK47"
FireAnims(3)="Fire_AK47"
FireAltAnims(0)="Fire_AK47"
FireAltAnims(1)="Fire_AK47"
FireAltAnims(2)="Fire_AK47"
FireAltAnims(3)="Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="KF_Weapons3rd_Trip.AK47_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,37 @@
class NiceAK47Fire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=2.500000 ProjectileSpeed=35750.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.070000 maxVerticalRecoilAngle=210 maxHorizontalRecoilAngle=105 ShellEjectClass=Class'ROEffects.KFShellEjectAK' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True bRandomPitchFireSound=False FireSoundRef="KF_AK47Snd.AK47_Fire" StereoFireSoundRef="KF_AK47Snd.AK47_FireST" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeAK47AssaultRifle' DamageMin=60 DamageMax=60 Momentum=8500.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.109000 AmmoClass=Class'NicePack.NiceAK47Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000) ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000) ShakeRotTime=0.750000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceAK47Fire extends NiceFire;
defaultproperties
{
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=35750.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.070000
maxVerticalRecoilAngle=210
maxHorizontalRecoilAngle=105
ShellEjectClass=Class'ROEffects.KFShellEjectAK'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
bRandomPitchFireSound=False
FireSoundRef="KF_AK47Snd.AK47_Fire"
StereoFireSoundRef="KF_AK47Snd.AK47_FireST"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeAK47AssaultRifle'
DamageMin=60
DamageMax=60
Momentum=8500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.109000
AmmoClass=Class'NicePack.NiceAK47Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

View file

@ -1,4 +1,27 @@
class NiceAK47Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 cost=750 AmmoCost=30 BuyClipSize=30 PowerValue=40 SpeedValue=80 RangeValue=50 Description="Standard issue military rifle. Equipped with an integrated 2X scope." ItemName="AK47" ItemShortName="AK47" AmmoItemName="7.62mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 VariantClasses(0)=Class'KFMod.GoldenAK47pickup' VariantClasses(1)=Class'KFMod.NeonAK47Pickup' InventoryType=Class'NicePack.NiceAK47AssaultRifle' PickupMessage="You got the AK47" PickupSound=Sound'KF_AK47Snd.AK47_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.AK47_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceAK47Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=6.000000
cost=750
AmmoCost=30
BuyClipSize=30
PowerValue=40
SpeedValue=80
RangeValue=50
Description="Standard issue military rifle. Equipped with an integrated 2X scope."
ItemName="AK47"
ItemShortName="AK47"
AmmoItemName="7.62mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
VariantClasses(0)=Class'KFMod.GoldenAK47pickup'
VariantClasses(1)=Class'KFMod.NeonAK47Pickup'
InventoryType=Class'NicePack.NiceAK47AssaultRifle'
PickupMessage="You got the AK47"
PickupSound=Sound'KF_AK47Snd.AK47_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.AK47_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,5 +1,15 @@
class NiceDamTypeAK47AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ MaxPenetrations=1 HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceAK47AssaultRifle' DeathString="%k killed %o (AK47)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=5500.000000 KDeathVel=175.000000 KDeathUpKick=15.000000
}
class NiceDamTypeAK47AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
MaxPenetrations=1
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceAK47AssaultRifle'
DeathString="%k killed %o (AK47)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=5500.000000
KDeathVel=175.000000
KDeathUpKick=15.000000
}

View file

@ -1,5 +1,14 @@
class NiceDamTypeVALDT extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceVALDTAssaultRifle' DeathString="%k killed %o (AS 'VAL')." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}
class NiceDamTypeVALDT extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceVALDTAssaultRifle'
DeathString="%k killed %o (AS 'VAL')."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=2.000000
}

View file

@ -1,5 +1,13 @@
class NiceVALDTAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceVALDTPickup' AmmoPickupAmount=20 MaxAmmo=300 InitialAmount=75 PickupClass=Class'NicePack.NiceVALDTAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="9x39mm"
}
class NiceVALDTAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceVALDTPickup'
AmmoPickupAmount=20
MaxAmmo=300
InitialAmount=75
PickupClass=Class'NicePack.NiceVALDTAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="9x39mm"
}

View file

@ -1,4 +1,8 @@
class NiceVALDTAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=20 InventoryType=Class'NicePack.NiceVALDTAmmo' PickupMessage="9x39mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceVALDTAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=20
InventoryType=Class'NicePack.NiceVALDTAmmo'
PickupMessage="9x39mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,4 +1,54 @@
class NiceVALDTAssaultRifle extends NiceAssaultRifle;
defaultproperties
{ reloadPreEndFrame=0.121000 reloadEndFrame=0.477000 reloadChargeEndFrame=0.748000 reloadMagStartFrame=0.299000 reloadChargeStartFrame=0.598000 MagazineBone="clip" MagCapacity=20 ReloadRate=3.500000 ReloadAnim="Reload" ReloadAnimRate=1.100000 WeaponReloadAnim="Reload_AK47" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Iron_Idle" StandardDisplayFOV=65.000000 SleeveNum=3 TraderInfoTexture=Texture'ScrnWeaponPack_T.Val.ValDT_Trader' bIsTier2Weapon=True MeshRef="ScrnWeaponPack_A.ValDTmesh" SkinRefs(0)="ScrnWeaponPack_T.VAL.wpn_vss" SkinRefs(1)="ScrnWeaponPack_T.VAL.newvss" SkinRefs(2)="ScrnWeaponPack_T.VAL.wpn_bullet1_545" SkinRefs(3)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P" SelectSoundRef="KF_PumpSGSnd.SG_Select" HudImageRef="ScrnWeaponPack_T.VAL.ValDT_unselected" SelectedHudImageRef="ScrnWeaponPack_T.VAL.ValDT_selected" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=32.000000 FireModeClass(0)=Class'NicePack.NiceVALDTFire' FireModeClass(1)=Class'NicePack.NiceVALDTFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="The AS VAL (Avtomat Specialnyj Val or Special Automatic Rifle, code name: 'Shaft') is a Soviet designed assault rifle featuring an integrated suppressor. It was developed during the late 1980s by TsNIITochMash (Central Institute for Precision Machine Building) and is used by Russian Spetsnaz special forces and the MVD, FSB and select units of the Russian Army." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=65.000000 Priority=135 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=7 PickupClass=Class'NicePack.NiceVALDTPickup' PlayerViewOffset=(X=10.000000,Y=10.000000,Z=-5.000000) BobDamping=5.000000 AttachmentClass=Class'ScrnWeaponPack.VALDTAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="AS 'VAL'" TransientSoundVolume=1.250000
}
class NiceVALDTAssaultRifle extends NiceAssaultRifle;
defaultproperties
{
reloadPreEndFrame=0.121000
reloadEndFrame=0.477000
reloadChargeEndFrame=0.748000
reloadMagStartFrame=0.299000
reloadChargeStartFrame=0.598000
MagazineBone="clip"
MagCapacity=20
ReloadRate=3.500000
ReloadAnim="Reload"
ReloadAnimRate=1.100000
WeaponReloadAnim="Reload_AK47"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
SleeveNum=3
TraderInfoTexture=Texture'ScrnWeaponPack_T.Val.ValDT_Trader'
bIsTier2Weapon=True
MeshRef="ScrnWeaponPack_A.ValDTmesh"
SkinRefs(0)="ScrnWeaponPack_T.VAL.wpn_vss"
SkinRefs(1)="ScrnWeaponPack_T.VAL.newvss"
SkinRefs(2)="ScrnWeaponPack_T.VAL.wpn_bullet1_545"
SkinRefs(3)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P"
SelectSoundRef="KF_PumpSGSnd.SG_Select"
HudImageRef="ScrnWeaponPack_T.VAL.ValDT_unselected"
SelectedHudImageRef="ScrnWeaponPack_T.VAL.ValDT_selected"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceVALDTFire'
FireModeClass(1)=Class'NicePack.NiceVALDTFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="The AS VAL (Avtomat Specialnyj Val or Special Automatic Rifle, code name: 'Shaft') is a Soviet designed assault rifle featuring an integrated suppressor. It was developed during the late 1980s by TsNIITochMash (Central Institute for Precision Machine Building) and is used by Russian Spetsnaz special forces and the MVD, FSB and select units of the Russian Army."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=135
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=7
PickupClass=Class'NicePack.NiceVALDTPickup'
PlayerViewOffset=(X=10.000000,Y=10.000000,Z=-5.000000)
BobDamping=5.000000
AttachmentClass=Class'ScrnWeaponPack.VALDTAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="AS 'VAL'"
TransientSoundVolume=1.250000
}

View file

@ -1,4 +1,35 @@
class NiceVALDTFire extends NiceFire;
defaultproperties
{ FireAimedAnim="Fire" RecoilRate=0.070000 maxVerticalRecoilAngle=315 maxHorizontalRecoilAngle=158 ShellEjectClass=Class'ROEffects.KFShellEjectMac' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True bRandomPitchFireSound=False FireSoundRef="ScrnWeaponPack_SND.VSS.VSS_Fire" StereoFireSoundRef="ScrnWeaponPack_SND.VSS.VSS_Fire" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeVALDT' DamageMin=40 DamageMax=40 Momentum=18500.000000 bPawnRapidFireAnim=True TransientSoundVolume=2.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.089000 AmmoClass=Class'NicePack.NiceVALDTAmmo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000) ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000) ShakeRotTime=0.750000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlash3rdVALDT' aimerror=42.000000
}
class NiceVALDTFire extends NiceFire;
defaultproperties
{
FireAimedAnim="Fire"
RecoilRate=0.070000
maxVerticalRecoilAngle=315
maxHorizontalRecoilAngle=158
ShellEjectClass=Class'ROEffects.KFShellEjectMac'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
bRandomPitchFireSound=False
FireSoundRef="ScrnWeaponPack_SND.VSS.VSS_Fire"
StereoFireSoundRef="ScrnWeaponPack_SND.VSS.VSS_Fire"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeVALDT'
DamageMin=40
DamageMax=40
Momentum=18500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=2.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.089000
AmmoClass=Class'NicePack.NiceVALDTAmmo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlash3rdVALDT'
aimerror=42.000000
}

View file

@ -1,4 +1,25 @@
class NiceVALDTPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 AmmoCost=10 BuyClipSize=30 PowerValue=50 SpeedValue=95 RangeValue=50 Description="The AS VAL (Avtomat Specialnyj Val or Special Automatic Rifle, code name: 'Shaft') is a Soviet designed assault rifle featuring an integrated suppressor. It was developed during the late 1980s by TsNIITochMash (Central Institute for Precision Machine Building) and is used by Russian Spetsnaz special forces and the MVD, FSB and select units of the Russian Army." ItemName="AS 'VAL'" ItemShortName="VAL" AmmoItemName="9x39mm" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceVALDTAssaultRifle' PickupMessage="You've got a AS 'VAL'" PickupSound=Sound'KF_AK47Snd.AK47_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.ValDT_sm' DrawScale=1.300000 CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceVALDTPickup extends NiceWeaponPickup;
defaultproperties
{
Weight=5.000000
AmmoCost=10
BuyClipSize=30
PowerValue=50
SpeedValue=95
RangeValue=50
Description="The AS VAL (Avtomat Specialnyj Val or Special Automatic Rifle, code name: 'Shaft') is a Soviet designed assault rifle featuring an integrated suppressor. It was developed during the late 1980s by TsNIITochMash (Central Institute for Precision Machine Building) and is used by Russian Spetsnaz special forces and the MVD, FSB and select units of the Russian Army."
ItemName="AS 'VAL'"
ItemShortName="VAL"
AmmoItemName="9x39mm"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceVALDTAssaultRifle'
PickupMessage="You've got a AS 'VAL'"
PickupSound=Sound'KF_AK47Snd.AK47_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.ValDT_sm'
DrawScale=1.300000
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,7 +1,53 @@
class NiceBullpup extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{ reloadPreEndFrame=0.333000 reloadEndFrame=0.783000 reloadChargeEndFrame=-1.000000 reloadMagStartFrame=0.483000 reloadChargeStartFrame=-1.000000 MagCapacity=30 ReloadRate=1.966667 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_BullPup" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=70.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Bullpup' MeshRef="KF_Weapons_Trip.Bullpup_Trip" SkinRefs(0)="KF_Weapons_Trip_T.Rifles.bullpup_cmb" SkinRefs(1)="KF_Weapons_Trip_T.Rifles.reflex_sight_A_unlit" SelectSoundRef="KF_BullpupSnd.Bullpup_Select" HudImageRef="KillingFloorHUD.WeaponSelect.Bullpup_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Bullpup" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'NicePack.NiceBullpupFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="A military grade automatic rifle. Can be fired in semi-auto or full auto firemodes and comes equipped with a scope for increased accuracy." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=70.000000 Priority=70 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=1 PickupClass=Class'NicePack.NiceBullpupPickup' PlayerViewOffset=(X=20.000000,Y=21.500000,Z=-9.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceBullpupAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="Bullpup" TransientSoundVolume=1.250000
}
class NiceBullpup extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{
reloadPreEndFrame=0.333000
reloadEndFrame=0.783000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.483000
reloadChargeStartFrame=-1.000000
MagCapacity=30
ReloadRate=1.966667
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_BullPup"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=70.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Bullpup'
MeshRef="KF_Weapons_Trip.Bullpup_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Rifles.bullpup_cmb"
SkinRefs(1)="KF_Weapons_Trip_T.Rifles.reflex_sight_A_unlit"
SelectSoundRef="KF_BullpupSnd.Bullpup_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.Bullpup_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Bullpup"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceBullpupFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="A military grade automatic rifle. Can be fired in semi-auto or full auto firemodes and comes equipped with a scope for increased accuracy."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=70.000000
Priority=70
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=1
PickupClass=Class'NicePack.NiceBullpupPickup'
PlayerViewOffset=(X=20.000000,Y=21.500000,Z=-9.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceBullpupAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Bullpup"
TransientSoundVolume=1.250000
}

View file

@ -1,5 +1,13 @@
class NiceBullpupAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceBullpupPickup' AmmoPickupAmount=30 MaxAmmo=240 InitialAmount=45 PickupClass=Class'NicePack.NiceBullpupAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="Bullpup bullets"
}
class NiceBullpupAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceBullpupPickup'
AmmoPickupAmount=30
MaxAmmo=240
InitialAmount=45
PickupClass=Class'NicePack.NiceBullpupAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="Bullpup bullets"
}

View file

@ -1,4 +1,8 @@
class NiceBullpupAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceBullpupAmmo' PickupMessage="Rounds (5.56 NATO)" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceBullpupAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceBullpupAmmo'
PickupMessage="Rounds (5.56 NATO)"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,4 +1,20 @@
class NiceBullpupAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' TurnLeftAnim="TurnL_Bullpup" TurnRightAnim="TurnR_Bullpup" WalkAnims(0)="WalkF_Bullpup" WalkAnims(1)="WalkB_Bullpup" WalkAnims(2)="WalkL_Bullpup" WalkAnims(3)="WalkR_Bullpup" CrouchTurnRightAnim="CH_TurnR_Bullpup" CrouchTurnLeftAnim="CH_TurnL_Bullpup" MeshRef="KF_Weapons3rd_Trip.BullPup_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceBullpupAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
TurnLeftAnim="TurnL_Bullpup"
TurnRightAnim="TurnR_Bullpup"
WalkAnims(0)="WalkF_Bullpup"
WalkAnims(1)="WalkB_Bullpup"
WalkAnims(2)="WalkL_Bullpup"
WalkAnims(3)="WalkR_Bullpup"
CrouchTurnRightAnim="CH_TurnR_Bullpup"
CrouchTurnLeftAnim="CH_TurnL_Bullpup"
MeshRef="KF_Weapons3rd_Trip.BullPup_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,36 @@
class NiceBullpupFire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=5.000000 ProjectileSpeed=45500.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.070000 maxVerticalRecoilAngle=210 maxHorizontalRecoilAngle=105 ShellEjectClass=Class'ROEffects.KFShellEjectBullpup' ShellEjectBoneName="Bullpup" bAccuracyBonusForSemiAuto=True FireSoundRef="KF_BullpupSnd.Bullpup_Fire" StereoFireSoundRef="KF_BullpupSnd.Bullpup_FireST" NoAmmoSoundRef="KF_9MMSnd.9mm_DryFire" DamageType=Class'NicePack.NiceDamTypeBullpup' DamageMin=48 DamageMax=48 Momentum=8500.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.100000 AmmoClass=Class'NicePack.NiceBullpupAmmo' ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=0.500000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.000000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceBullpupFire extends NiceFire;
defaultproperties
{
zedTimeFireSpeedUp=5.000000
ProjectileSpeed=45500.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.070000
maxVerticalRecoilAngle=210
maxHorizontalRecoilAngle=105
ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
ShellEjectBoneName="Bullpup"
bAccuracyBonusForSemiAuto=True
FireSoundRef="KF_BullpupSnd.Bullpup_Fire"
StereoFireSoundRef="KF_BullpupSnd.Bullpup_FireST"
NoAmmoSoundRef="KF_9MMSnd.9mm_DryFire"
DamageType=Class'NicePack.NiceDamTypeBullpup'
DamageMin=48
DamageMax=48
Momentum=8500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.100000
AmmoClass=Class'NicePack.NiceBullpupAmmo'
ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=0.500000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.000000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

View file

@ -1,4 +1,24 @@
class NiceBullpupPickup extends NiceWeaponPickup;
defaultproperties
{ bBackupWeapon=True Weight=5.000000 cost=200 BuyClipSize=30 PowerValue=24 SpeedValue=90 RangeValue=60 Description="Standard issue military rifle. Equipped with an integrated 2X scope." ItemName="Bullpup" ItemShortName="Bullpup" AmmoItemName="5.56 NATO Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceBullpup' PickupMessage="You got the Bullpup" PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.Bullpup_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceBullpupPickup extends NiceWeaponPickup;
defaultproperties
{
bBackupWeapon=True
Weight=5.000000
cost=200
BuyClipSize=30
PowerValue=24
SpeedValue=90
RangeValue=60
Description="Standard issue military rifle. Equipped with an integrated 2X scope."
ItemName="Bullpup"
ItemShortName="Bullpup"
AmmoItemName="5.56 NATO Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceBullpup'
PickupMessage="You got the Bullpup"
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.Bullpup_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,5 +1,14 @@
class NiceDamTypeBullpup extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceBullpup' DeathString="%k killed %o (Bullpup)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}
class NiceDamTypeBullpup extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceBullpup'
DeathString="%k killed %o (Bullpup)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=2.000000
}

View file

@ -1,4 +1,8 @@
class NiceCZ805M extends CZ805M;
defaultproperties
{ FireModeClass(0)=Class'NicePack.NiceCZ805MFire' FireModeClass(1)=Class'NicePack.NiceCZ805MAltFire' PickupClass=Class'NicePack.NiceCZ805MPickup' ItemName="CZ-805M Medic/Assault Rifle NW"
}
class NiceCZ805M extends CZ805M;
defaultproperties
{
FireModeClass(0)=Class'NicePack.NiceCZ805MFire'
FireModeClass(1)=Class'NicePack.NiceCZ805MAltFire'
PickupClass=Class'NicePack.NiceCZ805MPickup'
ItemName="CZ-805M Medic/Assault Rifle NW"
}

View file

@ -1,4 +1,5 @@
class NiceCZ805MAltFire extends CZ805MAltFire;
defaultproperties
{ ProjectileClass=Class'NicePack.NiceCZ805MHealingProjectile'
}
class NiceCZ805MAltFire extends CZ805MAltFire;
defaultproperties
{
ProjectileClass=Class'NicePack.NiceCZ805MHealingProjectile'
}

View file

@ -1,4 +1,7 @@
class NiceCZ805MAmmo extends CZ805MAmmo;
defaultproperties
{ MaxAmmo=300 InitialAmount=150 PickupClass=Class'NicePack.NiceCZ805MAmmoPickup'
}
class NiceCZ805MAmmo extends CZ805MAmmo;
defaultproperties
{
MaxAmmo=300
InitialAmount=150
PickupClass=Class'NicePack.NiceCZ805MAmmoPickup'
}

View file

@ -1,4 +1,5 @@
class NiceCZ805MAmmoPickup extends CZ805MAmmoPickup;
defaultproperties
{ InventoryType=Class'NicePack.NiceCZ805MAmmo'
}
class NiceCZ805MAmmoPickup extends CZ805MAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceCZ805MAmmo'
}

View file

@ -1,4 +1,9 @@
class NiceCZ805MFire extends CZ805MFire;
defaultproperties
{ maxVerticalRecoilAngle=270 maxHorizontalRecoilAngle=135 DamageType=Class'NicePack.NiceDamTypeCZ805M' DamageMax=40 AmmoClass=Class'NicePack.NiceCZ805MAmmo'
}
class NiceCZ805MFire extends CZ805MFire;
defaultproperties
{
maxVerticalRecoilAngle=270
maxHorizontalRecoilAngle=135
DamageType=Class'NicePack.NiceDamTypeCZ805M'
DamageMax=40
AmmoClass=Class'NicePack.NiceCZ805MAmmo'
}

View file

@ -1,4 +1,5 @@
class NiceCZ805MHealingProjectile extends CZ805MHealingProjectile;
defaultproperties
{ HealBoostAmount=20
}
class NiceCZ805MHealingProjectile extends CZ805MHealingProjectile;
defaultproperties
{
HealBoostAmount=20
}

View file

@ -1,4 +1,11 @@
class NiceCZ805MPickup extends CZ805MPickup;
defaultproperties
{ cost=2500 BuyClipSize=30 Description="Horzine's modification of CZ-805 BREN rifle with attached healing dart launcher. Useful for both Medic and Commando perks." ItemName="CZ-805M NW" ItemShortName="CZ-805M NW" InventoryType=Class'NicePack.NiceCZ805M' PickupMessage="You got the CZ-805M NW"
}
class NiceCZ805MPickup extends CZ805MPickup;
defaultproperties
{
cost=2500
BuyClipSize=30
Description="Horzine's modification of CZ-805 BREN rifle with attached healing dart launcher. Useful for both Medic and Commando perks."
ItemName="CZ-805M NW"
ItemShortName="CZ-805M NW"
InventoryType=Class'NicePack.NiceCZ805M'
PickupMessage="You got the CZ-805M NW"
}

View file

@ -1,5 +1,14 @@
class NiceDamTypeCZ805M extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceCZ805M' DeathString="%k killed %o (CZ 805)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=5500.000000 KDeathVel=175.000000 KDeathUpKick=20.000000
}
class NiceDamTypeCZ805M extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceCZ805M'
DeathString="%k killed %o (CZ 805)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=5500.000000
KDeathVel=175.000000
KDeathUpKick=20.000000
}

View file

@ -1,5 +1,13 @@
class NiceFNFALAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceFNFAL_ACOG_Pickup' AmmoPickupAmount=20 MaxAmmo=180 InitialAmount=45 PickupClass=Class'NicePack.NiceFNFALAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="FNFAL bullets"
}
class NiceFNFALAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceFNFAL_ACOG_Pickup'
AmmoPickupAmount=20
MaxAmmo=180
InitialAmount=45
PickupClass=Class'NicePack.NiceFNFALAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="FNFAL bullets"
}

View file

@ -1,4 +1,8 @@
class NiceFNFALAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=20 InventoryType=Class'NicePack.NiceFNFALAmmo' PickupMessage="Rounds 7.62x51mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceFNFALAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=20
InventoryType=Class'NicePack.NiceFNFALAmmo'
PickupMessage="Rounds 7.62x51mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,4 +1,40 @@
class NiceFNFALFire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=2.500000 ProjectileSpeed=41150.000000 FireAimedAnim="Fire_Iron" FireEndAimedAnim="Fire_Iron_End" FireLoopAimedAnim="Fire_Iron_Loop" RecoilRate=0.080000 maxVerticalRecoilAngle=200 maxHorizontalRecoilAngle=100 ShellEjectClass=Class'KFMod.KFShellEjectFAL' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True bRandomPitchFireSound=False FireSoundRef="KF_FNFALSnd.FNFAL_Fire_Single_M" StereoFireSoundRef="KF_FNFALSnd.FNFAL_Fire_Single_S" NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire" DamageType=Class'NicePack.NiceDamTypeFNFALAssaultRifle' DamageMin=66 DamageMax=66 Momentum=8500.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.800000 FireLoopAnim="Fire_Loop" FireEndAnim="Fire_End" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.100000 AmmoClass=Class'NicePack.NiceFNFALAmmo' ShakeRotMag=(X=80.000000,Y=80.000000,Z=450.000000) ShakeRotRate=(X=7500.000000,Y=7500.000000,Z=7500.000000) ShakeRotTime=0.650000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=8.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.150000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceFNFALFire extends NiceFire;
defaultproperties
{
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=41150.000000
FireAimedAnim="Fire_Iron"
FireEndAimedAnim="Fire_Iron_End"
FireLoopAimedAnim="Fire_Iron_Loop"
RecoilRate=0.080000
maxVerticalRecoilAngle=200
maxHorizontalRecoilAngle=100
ShellEjectClass=Class'KFMod.KFShellEjectFAL'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
bRandomPitchFireSound=False
FireSoundRef="KF_FNFALSnd.FNFAL_Fire_Single_M"
StereoFireSoundRef="KF_FNFALSnd.FNFAL_Fire_Single_S"
NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire"
DamageType=Class'NicePack.NiceDamTypeFNFALAssaultRifle'
DamageMin=66
DamageMax=66
Momentum=8500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire_Loop"
FireEndAnim="Fire_End"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.100000
AmmoClass=Class'NicePack.NiceFNFALAmmo'
ShakeRotMag=(X=80.000000,Y=80.000000,Z=450.000000)
ShakeRotRate=(X=7500.000000,Y=7500.000000,Z=7500.000000)
ShakeRotTime=0.650000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=8.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.150000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

View file

@ -1,4 +1,51 @@
class NiceFNFAL_ACOG_AssaultRifle extends NiceAssaultRifle;
defaultproperties
{ reloadPreEndFrame=0.178000 reloadEndFrame=0.626000 reloadChargeEndFrame=0.882000 reloadMagStartFrame=0.411000 reloadChargeStartFrame=0.710000 MagCapacity=20 ReloadRate=3.600000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_Fal_Acog" Weight=8.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_FNFAL' bIsTier3Weapon=True MeshRef="KF_Wep_Fal_Acog.FAL_ACOG" SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.FAL_cmb" SkinRefs(1)="KF_Weapons5_Scopes_Trip_T.FNFAL.AcogShader" SelectSoundRef="KF_FNFALSnd.FNFAL_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.FNFAL_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.FNFAL" PlayerIronSightFOV=55.000000 ZoomedDisplayFOV=15.000000 FireModeClass(0)=Class'NicePack.NiceFNFALFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="Classic NATO battle rifle. Has a high rate of fire and decent accuracy, with good power." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=180 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=12 PickupClass=Class'NicePack.NiceFNFAL_ACOG_Pickup' PlayerViewOffset=(X=3.000000,Y=15.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceFNFAL_ACOG_Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="FNFAL" TransientSoundVolume=1.250000
}
class NiceFNFAL_ACOG_AssaultRifle extends NiceAssaultRifle;
defaultproperties
{
reloadPreEndFrame=0.178000
reloadEndFrame=0.626000
reloadChargeEndFrame=0.882000
reloadMagStartFrame=0.411000
reloadChargeStartFrame=0.710000
MagCapacity=20
ReloadRate=3.600000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_Fal_Acog"
Weight=8.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_FNFAL'
bIsTier3Weapon=True
MeshRef="KF_Wep_Fal_Acog.FAL_ACOG"
SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.FAL_cmb"
SkinRefs(1)="KF_Weapons5_Scopes_Trip_T.FNFAL.AcogShader"
SelectSoundRef="KF_FNFALSnd.FNFAL_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.FNFAL_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.FNFAL"
PlayerIronSightFOV=55.000000
ZoomedDisplayFOV=15.000000
FireModeClass(0)=Class'NicePack.NiceFNFALFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="Classic NATO battle rifle. Has a high rate of fire and decent accuracy, with good power."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=180
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=12
PickupClass=Class'NicePack.NiceFNFAL_ACOG_Pickup'
PlayerViewOffset=(X=3.000000,Y=15.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceFNFAL_ACOG_Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="FNFAL"
TransientSoundVolume=1.250000
}

View file

@ -1,4 +1,57 @@
class NiceFNFAL_ACOG_Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_AA12" MovementAnims(1)="JogB_AA12" MovementAnims(2)="JogL_AA12" MovementAnims(3)="JogR_AA12" TurnLeftAnim="TurnL_AA12" TurnRightAnim="TurnR_AA12" CrouchAnims(0)="CHWalkF_AA12" CrouchAnims(1)="CHWalkB_AA12" CrouchAnims(2)="CHWalkL_AA12" CrouchAnims(3)="CHWalkR_AA12" WalkAnims(0)="WalkF_AA12" WalkAnims(1)="WalkB_AA12" WalkAnims(2)="WalkL_AA12" WalkAnims(3)="WalkR_AA12" CrouchTurnRightAnim="CH_TurnR_AA12" CrouchTurnLeftAnim="CH_TurnL_AA12" IdleCrouchAnim="CHIdle_AA12" IdleWeaponAnim="Idle_AA12" IdleRestAnim="Idle_AA12" IdleChatAnim="Idle_AA12" IdleHeavyAnim="Idle_AA12" IdleRifleAnim="Idle_AA12" FireAnims(0)="Fire_AA12" FireAnims(1)="Fire_AA12" FireAnims(2)="Fire_AA12" FireAnims(3)="Fire_AA12" FireAltAnims(0)="Fire_AA12" FireAltAnims(1)="Fire_AA12" FireAltAnims(2)="Fire_AA12" FireAltAnims(3)="Fire_AA12" FireCrouchAnims(0)="CHFire_AA12" FireCrouchAnims(1)="CHFire_AA12" FireCrouchAnims(2)="CHFire_AA12" FireCrouchAnims(3)="CHFire_AA12" FireCrouchAltAnims(0)="CHFire_AA12" FireCrouchAltAnims(1)="CHFire_AA12" FireCrouchAltAnims(2)="CHFire_AA12" FireCrouchAltAnims(3)="CHFire_AA12" HitAnims(0)="HitF_AA12" HitAnims(1)="HitB_AA12" HitAnims(2)="HitL_AA12" HitAnims(3)="HitR_AA12" PostFireBlendStandAnim="Blend_AA12" PostFireBlendCrouchAnim="CHBlend_AA12" MeshRef="KF_Weapons3rd4_Trip.Fal_Acog_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceFNFAL_ACOG_Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_AA12"
MovementAnims(1)="JogB_AA12"
MovementAnims(2)="JogL_AA12"
MovementAnims(3)="JogR_AA12"
TurnLeftAnim="TurnL_AA12"
TurnRightAnim="TurnR_AA12"
CrouchAnims(0)="CHWalkF_AA12"
CrouchAnims(1)="CHWalkB_AA12"
CrouchAnims(2)="CHWalkL_AA12"
CrouchAnims(3)="CHWalkR_AA12"
WalkAnims(0)="WalkF_AA12"
WalkAnims(1)="WalkB_AA12"
WalkAnims(2)="WalkL_AA12"
WalkAnims(3)="WalkR_AA12"
CrouchTurnRightAnim="CH_TurnR_AA12"
CrouchTurnLeftAnim="CH_TurnL_AA12"
IdleCrouchAnim="CHIdle_AA12"
IdleWeaponAnim="Idle_AA12"
IdleRestAnim="Idle_AA12"
IdleChatAnim="Idle_AA12"
IdleHeavyAnim="Idle_AA12"
IdleRifleAnim="Idle_AA12"
FireAnims(0)="Fire_AA12"
FireAnims(1)="Fire_AA12"
FireAnims(2)="Fire_AA12"
FireAnims(3)="Fire_AA12"
FireAltAnims(0)="Fire_AA12"
FireAltAnims(1)="Fire_AA12"
FireAltAnims(2)="Fire_AA12"
FireAltAnims(3)="Fire_AA12"
FireCrouchAnims(0)="CHFire_AA12"
FireCrouchAnims(1)="CHFire_AA12"
FireCrouchAnims(2)="CHFire_AA12"
FireCrouchAnims(3)="CHFire_AA12"
FireCrouchAltAnims(0)="CHFire_AA12"
FireCrouchAltAnims(1)="CHFire_AA12"
FireCrouchAltAnims(2)="CHFire_AA12"
FireCrouchAltAnims(3)="CHFire_AA12"
HitAnims(0)="HitF_AA12"
HitAnims(1)="HitB_AA12"
HitAnims(2)="HitL_AA12"
HitAnims(3)="HitR_AA12"
PostFireBlendStandAnim="Blend_AA12"
PostFireBlendCrouchAnim="CHBlend_AA12"
MeshRef="KF_Weapons3rd4_Trip.Fal_Acog_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,25 @@
class NiceFNFAL_ACOG_Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=8.000000 cost=1250 AmmoCost=40 BuyClipSize=20 PowerValue=45 SpeedValue=90 RangeValue=70 Description="Classic NATO battle rifle. Has a high rate of fire and decent accuracy, with good power." ItemName="FNFAL" ItemShortName="FNFAL" AmmoItemName="7.62x51mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceFNFAL_ACOG_AssaultRifle' PickupMessage="You got the FN FAL with ACOG Sight" PickupSound=Sound'KF_FNFALSnd.FNFAL_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups4_Trip.Rifles.Fal_Acog_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceFNFAL_ACOG_Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=8.000000
cost=1250
AmmoCost=40
BuyClipSize=20
PowerValue=45
SpeedValue=90
RangeValue=70
Description="Classic NATO battle rifle. Has a high rate of fire and decent accuracy, with good power."
ItemName="FNFAL"
ItemShortName="FNFAL"
AmmoItemName="7.62x51mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceFNFAL_ACOG_AssaultRifle'
PickupMessage="You got the FN FAL with ACOG Sight"
PickupSound=Sound'KF_FNFALSnd.FNFAL_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups4_Trip.Rifles.Fal_Acog_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,4 +1,14 @@
class NiceDamTypeHK417AR extends NiceDamageTypeVetCommando;
defaultproperties
{ MaxPenetrations=2 HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceHK417AR' DeathString="%k killed %o (HK-417)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}
class NiceDamTypeHK417AR extends NiceDamageTypeVetCommando;
defaultproperties
{
MaxPenetrations=2
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceHK417AR'
DeathString="%k killed %o (HK-417)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=2.000000
}

View file

@ -1,4 +1,65 @@
class NiceHK417AR extends NiceScopedWeapon;
defaultproperties
{ lenseMaterialID=8 scopePortalFOVHigh=40.000000 scopePortalFOV=40.000000 ZoomMatRef="ScrnWeaponPack_T.HK417AR.HK417Scope_FB" ScriptedTextureFallbackRef="KF_Weapons_Trip_T.Rifles.CBLens_cmb" CrosshairTexRef="ScrnWeaponPack_T.HK417AR.HK417Scope" reloadPreEndFrame=0.158000 reloadEndFrame=0.653000 reloadChargeEndFrame=-1.000000 reloadMagStartFrame=0.284000 reloadChargeStartFrame=-1.000000 MagazineBone="clip" bHasScope=True ZoomedDisplayFOVHigh=60.000000 MagCapacity=20 ReloadRate=3.150000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Iron_Idle" StandardDisplayFOV=65.000000 SleeveNum=0 TraderInfoTexture=Texture'ScrnWeaponPack_T.HK417AR.HK417_Trader' MeshRef="ScrnWeaponPack_A.HK417_mesh" SkinRefs(0)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P" SkinRefs(1)="ScrnWeaponPack_T.HK417AR.hk417_sk1_d2" SkinRefs(2)="ScrnWeaponPack_T.HK417AR.mueller" SkinRefs(3)="ScrnWeaponPack_T.HK417AR.body" SkinRefs(4)="ScrnWeaponPack_T.HK417AR.body2" SkinRefs(5)="ScrnWeaponPack_T.HK417AR.hk416_5" SkinRefs(6)="ScrnWeaponPack_T.HK417AR.clip_hk417" SkinRefs(7)="ScrnWeaponPack_T.HK417AR.hk416_8" SkinRefs(8)="KF_Weapons_Trip_T.Rifles.CBLens_cmb" SelectSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_select" HudImageRef="ScrnWeaponPack_T.HK417AR.HK417_Unselected" SelectedHudImageRef="ScrnWeaponPack_T.HK417AR.HK417_selected" PlayerIronSightFOV=32.000000 ZoomedDisplayFOV=60.000000 FireModeClass(0)=Class'NicePack.NiceHK417Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectAnimRate=2.000000 BringUpTime=0.500000 SelectForce="SwitchToAssaultRifle" AIRating=0.650000 CurrentRating=0.650000 Description="The Heckler & Koch HK417 is a gas-operated, selective fire rifle with a rotating bolt and is essentially an enlarged HK416 assault rifle. Chambered for the full power 7.62x51mm NATO round, instead of a less powerful intermediate cartridge, the HK417 is intended for use as a designated marksman rifle, and in other roles where the greater penetrative power and range of the 7.62x51mm NATO round are required." DisplayFOV=65.000000 Priority=100 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=3 PickupClass=Class'NicePack.NiceHK417Pickup' PlayerViewOffset=(X=14.000000,Y=7.000000,Z=-4.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceHK417Attachment' IconCoords=(X1=253,Y1=146,X2=333,Y2=181) ItemName="HK-417"
}
class NiceHK417AR extends NiceScopedWeapon;
defaultproperties
{
lenseMaterialID=8
scopePortalFOVHigh=40.000000
scopePortalFOV=40.000000
ZoomMatRef="ScrnWeaponPack_T.HK417AR.HK417Scope_FB"
ScriptedTextureFallbackRef="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
CrosshairTexRef="ScrnWeaponPack_T.HK417AR.HK417Scope"
reloadPreEndFrame=0.158000
reloadEndFrame=0.653000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.284000
reloadChargeStartFrame=-1.000000
MagazineBone="clip"
bHasScope=True
ZoomedDisplayFOVHigh=60.000000
MagCapacity=20
ReloadRate=3.150000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_M4"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'ScrnWeaponPack_T.HK417AR.HK417_Trader'
MeshRef="ScrnWeaponPack_A.HK417_mesh"
SkinRefs(0)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P"
SkinRefs(1)="ScrnWeaponPack_T.HK417AR.hk417_sk1_d2"
SkinRefs(2)="ScrnWeaponPack_T.HK417AR.mueller"
SkinRefs(3)="ScrnWeaponPack_T.HK417AR.body"
SkinRefs(4)="ScrnWeaponPack_T.HK417AR.body2"
SkinRefs(5)="ScrnWeaponPack_T.HK417AR.hk416_5"
SkinRefs(6)="ScrnWeaponPack_T.HK417AR.clip_hk417"
SkinRefs(7)="ScrnWeaponPack_T.HK417AR.hk416_8"
SkinRefs(8)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
SelectSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_select"
HudImageRef="ScrnWeaponPack_T.HK417AR.HK417_Unselected"
SelectedHudImageRef="ScrnWeaponPack_T.HK417AR.HK417_selected"
PlayerIronSightFOV=32.000000
ZoomedDisplayFOV=60.000000
FireModeClass(0)=Class'NicePack.NiceHK417Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectAnimRate=2.000000
BringUpTime=0.500000
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="The Heckler & Koch HK417 is a gas-operated, selective fire rifle with a rotating bolt and is essentially an enlarged HK416 assault rifle. Chambered for the full power 7.62x51mm NATO round, instead of a less powerful intermediate cartridge, the HK417 is intended for use as a designated marksman rifle, and in other roles where the greater penetrative power and range of the 7.62x51mm NATO round are required."
DisplayFOV=65.000000
Priority=100
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=3
PickupClass=Class'NicePack.NiceHK417Pickup'
PlayerViewOffset=(X=14.000000,Y=7.000000,Z=-4.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceHK417Attachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="HK-417"
}

View file

@ -1,5 +1,13 @@
class NiceHK417Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceHK417Pickup' AmmoPickupAmount=20 MaxAmmo=180 InitialAmount=45 PickupClass=Class'ScrnWeaponPack.HK417AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=338,Y1=40,X2=393,Y2=79) ItemName="7.62x51mm NATO"
}
class NiceHK417Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceHK417Pickup'
AmmoPickupAmount=20
MaxAmmo=180
InitialAmount=45
PickupClass=Class'ScrnWeaponPack.HK417AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=338,Y1=40,X2=393,Y2=79)
ItemName="7.62x51mm NATO"
}

View file

@ -1,4 +1,7 @@
class NiceHK417AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=20 InventoryType=Class'NicePack.NiceHK417Ammo' PickupMessage="7.62x51mm NATO"
}
class NiceHK417AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=20
InventoryType=Class'NicePack.NiceHK417Ammo'
PickupMessage="7.62x51mm NATO"
}

View file

@ -1,4 +1,58 @@
class NiceHK417Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_SCAR" MovementAnims(1)="JogB_SCAR" MovementAnims(2)="JogL_SCAR" MovementAnims(3)="JogR_SCAR" TurnLeftAnim="TurnL_SCAR" TurnRightAnim="TurnR_SCAR" CrouchAnims(0)="CHWalkF_SCAR" CrouchAnims(1)="CHWalkB_SCAR" CrouchAnims(2)="CHWalkL_SCAR" CrouchAnims(3)="CHWalkR_SCAR" WalkAnims(0)="WalkF_SCAR" WalkAnims(1)="WalkB_SCAR" WalkAnims(2)="WalkL_SCAR" WalkAnims(3)="WalkR_SCAR" CrouchTurnRightAnim="CH_TurnR_SCAR" CrouchTurnLeftAnim="CH_TurnL_SCAR" IdleCrouchAnim="CHIdle_SCAR" IdleWeaponAnim="Idle_SCAR" IdleRestAnim="Idle_SCAR" IdleChatAnim="Idle_SCAR" IdleHeavyAnim="Idle_SCAR" IdleRifleAnim="Idle_SCAR" FireAnims(0)="Fire_SCAR" FireAnims(1)="Fire_SCAR" FireAnims(2)="Fire_SCAR" FireAnims(3)="Fire_SCAR" FireAltAnims(0)="Fire_SCAR" FireAltAnims(1)="Fire_SCAR" FireAltAnims(2)="Fire_SCAR" FireAltAnims(3)="Fire_SCAR" FireCrouchAnims(0)="CHFire_SCAR" FireCrouchAnims(1)="CHFire_SCAR" FireCrouchAnims(2)="CHFire_SCAR" FireCrouchAnims(3)="CHFire_SCAR" FireCrouchAltAnims(0)="CHFire_SCAR" FireCrouchAltAnims(1)="CHFire_SCAR" FireCrouchAltAnims(2)="CHFire_SCAR" FireCrouchAltAnims(3)="CHFire_SCAR" HitAnims(0)="HitF_SCAR" HitAnims(1)="HitB_SCAR" HitAnims(2)="HitL_SCAR" HitAnims(3)="HitR_SCAR" PostFireBlendStandAnim="Blend_SCAR" PostFireBlendCrouchAnim="CHBlend_SCAR" MeshRef="ScrnWeaponPack_A.HK417_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' DrawScale=0.600000
}
class NiceHK417Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_SCAR"
MovementAnims(1)="JogB_SCAR"
MovementAnims(2)="JogL_SCAR"
MovementAnims(3)="JogR_SCAR"
TurnLeftAnim="TurnL_SCAR"
TurnRightAnim="TurnR_SCAR"
CrouchAnims(0)="CHWalkF_SCAR"
CrouchAnims(1)="CHWalkB_SCAR"
CrouchAnims(2)="CHWalkL_SCAR"
CrouchAnims(3)="CHWalkR_SCAR"
WalkAnims(0)="WalkF_SCAR"
WalkAnims(1)="WalkB_SCAR"
WalkAnims(2)="WalkL_SCAR"
WalkAnims(3)="WalkR_SCAR"
CrouchTurnRightAnim="CH_TurnR_SCAR"
CrouchTurnLeftAnim="CH_TurnL_SCAR"
IdleCrouchAnim="CHIdle_SCAR"
IdleWeaponAnim="Idle_SCAR"
IdleRestAnim="Idle_SCAR"
IdleChatAnim="Idle_SCAR"
IdleHeavyAnim="Idle_SCAR"
IdleRifleAnim="Idle_SCAR"
FireAnims(0)="Fire_SCAR"
FireAnims(1)="Fire_SCAR"
FireAnims(2)="Fire_SCAR"
FireAnims(3)="Fire_SCAR"
FireAltAnims(0)="Fire_SCAR"
FireAltAnims(1)="Fire_SCAR"
FireAltAnims(2)="Fire_SCAR"
FireAltAnims(3)="Fire_SCAR"
FireCrouchAnims(0)="CHFire_SCAR"
FireCrouchAnims(1)="CHFire_SCAR"
FireCrouchAnims(2)="CHFire_SCAR"
FireCrouchAnims(3)="CHFire_SCAR"
FireCrouchAltAnims(0)="CHFire_SCAR"
FireCrouchAltAnims(1)="CHFire_SCAR"
FireCrouchAltAnims(2)="CHFire_SCAR"
FireCrouchAltAnims(3)="CHFire_SCAR"
HitAnims(0)="HitF_SCAR"
HitAnims(1)="HitB_SCAR"
HitAnims(2)="HitL_SCAR"
HitAnims(3)="HitR_SCAR"
PostFireBlendStandAnim="Blend_SCAR"
PostFireBlendCrouchAnim="CHBlend_SCAR"
MeshRef="ScrnWeaponPack_A.HK417_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
DrawScale=0.600000
}

View file

@ -1,4 +1,35 @@
class NiceHK417Fire extends NiceFire;
defaultproperties
{ ProjectileSpeed=40850.000000 FireAimedAnim="Iron_Idle" RecoilRate=0.070000 maxVerticalRecoilAngle=500 maxHorizontalRecoilAngle=250 ShellEjectClass=Class'ROEffects.KFShellEjectAK' ShellEjectBoneName="Shell_eject" FireSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_shot" StereoFireSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_shot" NoAmmoSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_empty" DamageType=Class'NicePack.NiceDamTypeHK417AR' DamageMin=75 DamageMax=75 Momentum=20000.000000 bPawnRapidFireAnim=True bWaitForRelease=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.230000 AmmoClass=Class'NicePack.NiceHK417Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000) ShakeRotRate=(X=9500.000000,Y=9500.000000,Z=9500.000000) ShakeRotTime=0.650000 ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=60.000000
}
class NiceHK417Fire extends NiceFire;
defaultproperties
{
ProjectileSpeed=40850.000000
FireAimedAnim="Iron_Idle"
RecoilRate=0.070000
maxVerticalRecoilAngle=500
maxHorizontalRecoilAngle=250
ShellEjectClass=Class'ROEffects.KFShellEjectAK'
ShellEjectBoneName="Shell_eject"
FireSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_shot"
StereoFireSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_shot"
NoAmmoSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_empty"
DamageType=Class'NicePack.NiceDamTypeHK417AR'
DamageMin=75
DamageMax=75
Momentum=20000.000000
bPawnRapidFireAnim=True
bWaitForRelease=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.230000
AmmoClass=Class'NicePack.NiceHK417Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000)
ShakeRotRate=(X=9500.000000,Y=9500.000000,Z=9500.000000)
ShakeRotTime=0.650000
ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=60.000000
}

View file

@ -1,4 +1,24 @@
class NiceHK417Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 AmmoCost=40 BuyClipSize=10 PowerValue=60 SpeedValue=30 RangeValue=95 Description="The Heckler & Koch HK417 is a gas-operated, selective fire rifle with a rotating bolt and is essentially an enlarged HK416 assault rifle. Chambered for the full power 7.62x51mm NATO round, instead of a less powerful intermediate cartridge, the HK417 is intended for use as a designated marksman rifle, and in other roles where the greater penetrative power and range of the 7.62x51mm NATO round are required." ItemName="HK-417" ItemShortName="HK-417" AmmoItemName="7.62x51mm NATO" CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceHK417AR' PickupMessage="You've got a HK-417" PickupSound=Sound'ScrnWeaponPack_SND.HK417AR.HK417_pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.HK417_st' DrawScale=0.800000 CollisionRadius=30.000000 CollisionHeight=5.000000
}
class NiceHK417Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=6.000000
AmmoCost=40
BuyClipSize=10
PowerValue=60
SpeedValue=30
RangeValue=95
Description="The Heckler & Koch HK417 is a gas-operated, selective fire rifle with a rotating bolt and is essentially an enlarged HK416 assault rifle. Chambered for the full power 7.62x51mm NATO round, instead of a less powerful intermediate cartridge, the HK417 is intended for use as a designated marksman rifle, and in other roles where the greater penetrative power and range of the 7.62x51mm NATO round are required."
ItemName="HK-417"
ItemShortName="HK-417"
AmmoItemName="7.62x51mm NATO"
CorrespondingPerkIndex=3
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceHK417AR'
PickupMessage="You've got a HK-417"
PickupSound=Sound'ScrnWeaponPack_SND.HK417AR.HK417_pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.HK417_st'
DrawScale=0.800000
CollisionRadius=30.000000
CollisionHeight=5.000000
}

View file

@ -1,6 +1,22 @@
class NiceDamTypeL85A2Z extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
badDecapMod=0.8000 HeadShotDamageMult=1.400000 bSniperWeapon=True WeaponClass=Class'NicePack.NiceL85A2Z' DeathString="%k killed %o." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True bBulletHit=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' FlashFog=(X=600.000000) KDamageImpulse=4500.000000 KDeathVel=200.000000 KDeathUpKick=20.000000 VehicleDamageScaling=0.800000
}
class NiceDamTypeL85A2Z extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
badDecapMod=0.8000
HeadShotDamageMult=1.400000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceL85A2Z'
DeathString="%k killed %o."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
KDamageImpulse=4500.000000
KDeathVel=200.000000
KDeathUpKick=20.000000
VehicleDamageScaling=0.800000
}

View file

@ -1,5 +1,13 @@
class NiceL85A2Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceL85A2Pickup' AmmoPickupAmount=15 MaxAmmo=180 InitialAmount=45 PickupClass=Class'NicePack.NiceL85A2AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=413,Y1=82,X2=457,Y2=125) ItemName="Stanag Magazines"
}
class NiceL85A2Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceL85A2Pickup'
AmmoPickupAmount=15
MaxAmmo=180
InitialAmount=45
PickupClass=Class'NicePack.NiceL85A2AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=413,Y1=82,X2=457,Y2=125)
ItemName="Stanag Magazines"
}

View file

@ -1,4 +1,9 @@
class NiceL85A2AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceL85A2Ammo' RespawnTime=0.000000 PickupMessage="Mag (5.56mm)" StaticMesh=StaticMesh'KillingFloorStatics.DualiesAmmo'
}
class NiceL85A2AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceL85A2Ammo'
RespawnTime=0.000000
PickupMessage="Mag (5.56mm)"
StaticMesh=StaticMesh'KillingFloorStatics.DualiesAmmo'
}

View file

@ -1,4 +1,56 @@
class NiceL85A2Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_M4" MovementAnims(1)="JogB_M4" MovementAnims(2)="JogL_M4" MovementAnims(3)="JogR_M4" TurnLeftAnim="TurnL_M4" TurnRightAnim="TurnR_M4" CrouchAnims(0)="CHWalkF_M4" CrouchAnims(1)="CHWalkB_M4" CrouchAnims(2)="CHWalkL_M4" CrouchAnims(3)="CHWalkR_M4" WalkAnims(0)="WalkF_M4" WalkAnims(1)="WalkB_M4" WalkAnims(2)="WalkL_M4" WalkAnims(3)="WalkR_M4" CrouchTurnRightAnim="CH_TurnR_M4" CrouchTurnLeftAnim="CH_TurnL_M4" IdleCrouchAnim="CHIdle_M4" IdleWeaponAnim="Idle_M4" IdleRestAnim="Idle_M4" IdleChatAnim="Idle_M4" IdleHeavyAnim="Idle_M4" IdleRifleAnim="Idle_M4" FireAnims(0)="Fire_M4" FireAnims(1)="Fire_M4" FireAnims(2)="Fire_M4" FireAnims(3)="Fire_M4" FireAltAnims(0)="Fire_M4" FireAltAnims(1)="Fire_M4" FireAltAnims(2)="Fire_M4" FireAltAnims(3)="Fire_M4" FireCrouchAnims(0)="CHFire_M4" FireCrouchAnims(1)="CHFire_M4" FireCrouchAnims(2)="CHFire_M4" FireCrouchAnims(3)="CHFire_M4" FireCrouchAltAnims(0)="CHFire_M4" FireCrouchAltAnims(1)="CHFire_M4" FireCrouchAltAnims(2)="CHFire_M4" FireCrouchAltAnims(3)="CHFire_M4" HitAnims(0)="HitF_M4" HitAnims(1)="HitB_M4" HitAnims(2)="HitL_M4" HitAnims(3)="HitR_M4" PostFireBlendStandAnim="Blend_M4" PostFireBlendCrouchAnim="CHBlend_M4" MeshRef="NicePackA.L85A2_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceL85A2Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_M4"
MovementAnims(1)="JogB_M4"
MovementAnims(2)="JogL_M4"
MovementAnims(3)="JogR_M4"
TurnLeftAnim="TurnL_M4"
TurnRightAnim="TurnR_M4"
CrouchAnims(0)="CHWalkF_M4"
CrouchAnims(1)="CHWalkB_M4"
CrouchAnims(2)="CHWalkL_M4"
CrouchAnims(3)="CHWalkR_M4"
WalkAnims(0)="WalkF_M4"
WalkAnims(1)="WalkB_M4"
WalkAnims(2)="WalkL_M4"
WalkAnims(3)="WalkR_M4"
CrouchTurnRightAnim="CH_TurnR_M4"
CrouchTurnLeftAnim="CH_TurnL_M4"
IdleCrouchAnim="CHIdle_M4"
IdleWeaponAnim="Idle_M4"
IdleRestAnim="Idle_M4"
IdleChatAnim="Idle_M4"
IdleHeavyAnim="Idle_M4"
IdleRifleAnim="Idle_M4"
FireAnims(0)="Fire_M4"
FireAnims(1)="Fire_M4"
FireAnims(2)="Fire_M4"
FireAnims(3)="Fire_M4"
FireAltAnims(0)="Fire_M4"
FireAltAnims(1)="Fire_M4"
FireAltAnims(2)="Fire_M4"
FireAltAnims(3)="Fire_M4"
FireCrouchAnims(0)="CHFire_M4"
FireCrouchAnims(1)="CHFire_M4"
FireCrouchAnims(2)="CHFire_M4"
FireCrouchAnims(3)="CHFire_M4"
FireCrouchAltAnims(0)="CHFire_M4"
FireCrouchAltAnims(1)="CHFire_M4"
FireCrouchAltAnims(2)="CHFire_M4"
FireCrouchAltAnims(3)="CHFire_M4"
HitAnims(0)="HitF_M4"
HitAnims(1)="HitB_M4"
HitAnims(2)="HitL_M4"
HitAnims(3)="HitR_M4"
PostFireBlendStandAnim="Blend_M4"
PostFireBlendCrouchAnim="CHBlend_M4"
MeshRef="NicePackA.L85A2_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,38 @@
class NiceL85A2Fire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=2.500000 ProjectileSpeed=46500.000000 bBetterBurst=True FireAimedAnim="Fire_Iron" RecoilRate=0.050000 maxVerticalRecoilAngle=75 maxHorizontalRecoilAngle=37 ShellEjectClass=Class'ROEffects.KFShellEjectSCAR' ShellEjectBoneName="Shell_eject" bRandomPitchFireSound=False FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M" StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeL85A2Z' DamageMin=81 DamageMax=81 Momentum=10000.000000 bPawnRapidFireAnim=True bWaitForRelease=True bAttachSmokeEmitter=True TransientSoundVolume=1.800000 TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.250000 AmmoClass=Class'NicePack.NiceL85A2Ammo' ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=2.000000 BotRefireRate=0.350000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=30.000000
}
class NiceL85A2Fire extends NiceFire;
defaultproperties
{
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=46500.000000
bBetterBurst=True
FireAimedAnim="Fire_Iron"
RecoilRate=0.050000
maxVerticalRecoilAngle=75
maxHorizontalRecoilAngle=37
ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
ShellEjectBoneName="Shell_eject"
bRandomPitchFireSound=False
FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M"
StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeL85A2Z'
DamageMin=81
DamageMax=81
Momentum=10000.000000
bPawnRapidFireAnim=True
bWaitForRelease=True
bAttachSmokeEmitter=True
TransientSoundVolume=1.800000
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.250000
AmmoClass=Class'NicePack.NiceL85A2Ammo'
ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=2.000000
BotRefireRate=0.350000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=30.000000
}

View file

@ -1,4 +1,25 @@
class NiceL85A2Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 cost=250 AmmoCost=10 BuyClipSize=15 PowerValue=45 SpeedValue=60 RangeValue=70 Description="This L85A2 is fine-tuned for sharpshooter's use: relatively low damage is compensated by sharpshooter's own abilities, while low recoil and simple reload allow for non-stop head-popping." ItemName="L85A2" ItemShortName="L85A2" AmmoItemName="5.556x45mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceL85A2Z' PickupMessage="You got the L85A2" PickupSound=Sound'KF_FNFALSnd.FNFAL_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.L85A2.L85A2_Static' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceL85A2Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=5.000000
cost=250
AmmoCost=10
BuyClipSize=15
PowerValue=45
SpeedValue=60
RangeValue=70
Description="This L85A2 is fine-tuned for sharpshooter's use: relatively low damage is compensated by sharpshooter's own abilities, while low recoil and simple reload allow for non-stop head-popping."
ItemName="L85A2"
ItemShortName="L85A2"
AmmoItemName="5.556x45mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceL85A2Z'
PickupMessage="You got the L85A2"
PickupSound=Sound'KF_FNFALSnd.FNFAL_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'NicePackSM.L85A2.L85A2_Static'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,6 +1,62 @@
class NiceL85A2Z extends NiceScopedWeapon;
#exec OBJ LOAD FILE=..\Textures\ScopeShaders.utx
#exec OBJ LOAD FILE=..\Textures\NicePackT.utx
defaultproperties
{ lenseMaterialID=3 scopePortalFOVHigh=14.000000 scopePortalFOV=14.000000 ZoomMatRef="NicePackT.L85A2.Susat_Scope" ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb" CrosshairTexRef="NicePackT.L85A2.Susat_Scope" reloadPreEndFrame=0.270000 reloadEndFrame=0.469000 reloadChargeEndFrame=0.760000 reloadMagStartFrame=0.385000 reloadChargeStartFrame=0.570000 MagazineBone="clip" FirstPersonFlashlightOffset=(X=-20.000000,Y=-22.000000,Z=8.000000) bHasScope=True ZoomedDisplayFOVHigh=65.000000 MagCapacity=30 ReloadRate=2.500000 ReloadAnim="Reload" ReloadAnimRate=1.280000 WeaponReloadAnim="Reload" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=70.000000 SleeveNum=0 TraderInfoTexture=Texture'NicePackT.L85A2.L85A2_Trader' bIsTier3Weapon=True MeshRef="NicePackA.L85A2_Weapon" SkinRefs(1)="NicePackT.L85A2.l85a1_diffuse_04" SkinRefs(2)="NicePackT.L85A2.susat_diffuse_01" HudImageRef="NicePackT.L85A2.L85A2_Unselected" SelectedHudImageRef="NicePackT.L85A2.L85A2_Selected" PlayerIronSightFOV=40.000000 ZoomedDisplayFOV=65.000000 FireModeClass(0)=Class'NicePack.NiceL85A2Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectAnimRate=1.500000 BringUpTime=0.600000 SelectSound=Sound'KF_9MMSnd.9mm_Select' AIRating=0.250000 CurrentRating=0.250000 bShowChargingBar=True Description="This L85A2 is fine-tuned for sharpshooter's use: relatively low damage is compensated by sharpshooter's own abilities, while low recoil and simple reload allow for non-stop head-popping." DisplayFOV=70.000000 Priority=100 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=1 PickupClass=Class'NicePack.NiceL85A2Pickup' PlayerViewOffset=(X=20.000000,Y=25.000000,Z=-10.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceL85A2Attachment' IconCoords=(X1=434,Y1=253,X2=506,Y2=292) ItemName="L85A2"
}
class NiceL85A2Z extends NiceScopedWeapon;
#exec OBJ LOAD FILE=..\Textures\ScopeShaders.utx
#exec OBJ LOAD FILE=..\Textures\NicePackT.utx
defaultproperties
{
lenseMaterialID=3
scopePortalFOVHigh=14.000000
scopePortalFOV=14.000000
ZoomMatRef="NicePackT.L85A2.Susat_Scope"
ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb"
CrosshairTexRef="NicePackT.L85A2.Susat_Scope"
reloadPreEndFrame=0.270000
reloadEndFrame=0.469000
reloadChargeEndFrame=0.760000
reloadMagStartFrame=0.385000
reloadChargeStartFrame=0.570000
MagazineBone="clip"
FirstPersonFlashlightOffset=(X=-20.000000,Y=-22.000000,Z=8.000000)
bHasScope=True
ZoomedDisplayFOVHigh=65.000000
MagCapacity=30
ReloadRate=2.500000
ReloadAnim="Reload"
ReloadAnimRate=1.280000
WeaponReloadAnim="Reload"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=70.000000
SleeveNum=0
TraderInfoTexture=Texture'NicePackT.L85A2.L85A2_Trader'
bIsTier3Weapon=True
MeshRef="NicePackA.L85A2_Weapon"
SkinRefs(1)="NicePackT.L85A2.l85a1_diffuse_04"
SkinRefs(2)="NicePackT.L85A2.susat_diffuse_01"
HudImageRef="NicePackT.L85A2.L85A2_Unselected"
SelectedHudImageRef="NicePackT.L85A2.L85A2_Selected"
PlayerIronSightFOV=40.000000
ZoomedDisplayFOV=65.000000
FireModeClass(0)=Class'NicePack.NiceL85A2Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectAnimRate=1.500000
BringUpTime=0.600000
SelectSound=Sound'KF_9MMSnd.9mm_Select'
AIRating=0.250000
CurrentRating=0.250000
bShowChargingBar=True
Description="This L85A2 is fine-tuned for sharpshooter's use: relatively low damage is compensated by sharpshooter's own abilities, while low recoil and simple reload allow for non-stop head-popping."
DisplayFOV=70.000000
Priority=100
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=1
PickupClass=Class'NicePack.NiceL85A2Pickup'
PlayerViewOffset=(X=20.000000,Y=25.000000,Z=-10.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceL85A2Attachment'
IconCoords=(X1=434,Y1=253,X2=506,Y2=292)
ItemName="L85A2"
}

View file

@ -1,5 +1,14 @@
class NiceDamTypeM4AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceM4AssaultRifle' DeathString="%k killed %o (M4)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}
class NiceDamTypeM4AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceM4AssaultRifle'
DeathString="%k killed %o (M4)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=2.000000
}

View file

@ -1,5 +1,13 @@
class NiceM4Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM4Pickup' AmmoPickupAmount=30 MaxAmmo=180 InitialAmount=45 PickupClass=Class'NicePack.NiceM4AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="M4 bullets"
}
class NiceM4Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceM4Pickup'
AmmoPickupAmount=30
MaxAmmo=180
InitialAmount=45
PickupClass=Class'NicePack.NiceM4AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="M4 bullets"
}

View file

@ -1,4 +1,8 @@
class NiceM4AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceM4Ammo' PickupMessage="Rounds 5.56mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceM4AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceM4Ammo'
PickupMessage="Rounds 5.56mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,7 +1,54 @@
class NiceM4AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{ reloadPreEndFrame=0.148000 reloadEndFrame=0.546000 reloadChargeEndFrame=0.778000 reloadMagStartFrame=0.306000 reloadChargeStartFrame=0.694000 MagCapacity=30 ReloadRate=3.633300 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=60.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M4' bIsTier2Weapon=True MeshRef="KF_Wep_M4.M4_Trip" SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.m4_cmb" SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="KF_M4RifleSnd.WEP_M4_Foley_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.M4_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M4" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceM4Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=130 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=10 PickupClass=Class'NicePack.NiceM4Pickup' PlayerViewOffset=(X=25.000000,Y=18.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceM4Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="M4" TransientSoundVolume=1.250000
}
class NiceM4AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{
reloadPreEndFrame=0.148000
reloadEndFrame=0.546000
reloadChargeEndFrame=0.778000
reloadMagStartFrame=0.306000
reloadChargeStartFrame=0.694000
MagCapacity=30
ReloadRate=3.633300
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_M4"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=60.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M4'
bIsTier2Weapon=True
MeshRef="KF_Wep_M4.M4_Trip"
SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.m4_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SelectSoundRef="KF_M4RifleSnd.WEP_M4_Foley_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.M4_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M4"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceM4Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=60.000000
Priority=130
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=10
PickupClass=Class'NicePack.NiceM4Pickup'
PlayerViewOffset=(X=25.000000,Y=18.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceM4Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="M4"
TransientSoundVolume=1.250000
}

View file

@ -1,4 +1,58 @@
class NiceM4Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_M4" MovementAnims(1)="JogB_M4" MovementAnims(2)="JogL_M4" MovementAnims(3)="JogR_M4" TurnLeftAnim="TurnL_M4" TurnRightAnim="TurnR_M4" CrouchAnims(0)="CHWalkF_M4" CrouchAnims(1)="CHWalkB_M4" CrouchAnims(2)="CHWalkL_M4" CrouchAnims(3)="CHWalkR_M4" WalkAnims(0)="WalkF_M4" WalkAnims(1)="WalkB_M4" WalkAnims(2)="WalkL_M4" WalkAnims(3)="WalkR_M4" CrouchTurnRightAnim="CH_TurnR_M4" CrouchTurnLeftAnim="CH_TurnL_M4" IdleCrouchAnim="CHIdle_M4" IdleWeaponAnim="Idle_M4" IdleRestAnim="Idle_M4" IdleChatAnim="Idle_M4" IdleHeavyAnim="Idle_M4" IdleRifleAnim="Idle_M4" FireAnims(0)="Fire_M4" FireAnims(1)="Fire_M4" FireAnims(2)="Fire_M4" FireAnims(3)="Fire_M4" FireAltAnims(0)="Fire_M4" FireAltAnims(1)="Fire_M4" FireAltAnims(2)="Fire_M4" FireAltAnims(3)="Fire_M4" FireCrouchAnims(0)="CHFire_M4" FireCrouchAnims(1)="CHFire_M4" FireCrouchAnims(2)="CHFire_M4" FireCrouchAnims(3)="CHFire_M4" FireCrouchAltAnims(0)="CHFire_M4" FireCrouchAltAnims(1)="CHFire_M4" FireCrouchAltAnims(2)="CHFire_M4" FireCrouchAltAnims(3)="CHFire_M4" HitAnims(0)="HitF_M4" HitAnims(1)="HitB_M4" HitAnims(2)="HitL_M4" HitAnims(3)="HitR_M4" PostFireBlendStandAnim="Blend_M4" PostFireBlendCrouchAnim="CHBlend_M4" MeshRef="KF_Weapons3rd3_Trip.M4_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceM4Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_M4"
MovementAnims(1)="JogB_M4"
MovementAnims(2)="JogL_M4"
MovementAnims(3)="JogR_M4"
TurnLeftAnim="TurnL_M4"
TurnRightAnim="TurnR_M4"
CrouchAnims(0)="CHWalkF_M4"
CrouchAnims(1)="CHWalkB_M4"
CrouchAnims(2)="CHWalkL_M4"
CrouchAnims(3)="CHWalkR_M4"
WalkAnims(0)="WalkF_M4"
WalkAnims(1)="WalkB_M4"
WalkAnims(2)="WalkL_M4"
WalkAnims(3)="WalkR_M4"
CrouchTurnRightAnim="CH_TurnR_M4"
CrouchTurnLeftAnim="CH_TurnL_M4"
IdleCrouchAnim="CHIdle_M4"
IdleWeaponAnim="Idle_M4"
IdleRestAnim="Idle_M4"
IdleChatAnim="Idle_M4"
IdleHeavyAnim="Idle_M4"
IdleRifleAnim="Idle_M4"
FireAnims(0)="Fire_M4"
FireAnims(1)="Fire_M4"
FireAnims(2)="Fire_M4"
FireAnims(3)="Fire_M4"
FireAltAnims(0)="Fire_M4"
FireAltAnims(1)="Fire_M4"
FireAltAnims(2)="Fire_M4"
FireAltAnims(3)="Fire_M4"
FireCrouchAnims(0)="CHFire_M4"
FireCrouchAnims(1)="CHFire_M4"
FireCrouchAnims(2)="CHFire_M4"
FireCrouchAnims(3)="CHFire_M4"
FireCrouchAltAnims(0)="CHFire_M4"
FireCrouchAltAnims(1)="CHFire_M4"
FireCrouchAltAnims(2)="CHFire_M4"
FireCrouchAltAnims(3)="CHFire_M4"
HitAnims(0)="HitF_M4"
HitAnims(1)="HitB_M4"
HitAnims(2)="HitL_M4"
HitAnims(3)="HitR_M4"
PostFireBlendStandAnim="Blend_M4"
PostFireBlendCrouchAnim="CHBlend_M4"
MeshRef="KF_Weapons3rd3_Trip.M4_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,32 @@
class NiceM4Fire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_M" FireEndStereoSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_S" AmbientFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop" zedTimeFireSpeedUp=2.500000 ProjectileSpeed=44000.000000 RecoilRate=0.065000 maxVerticalRecoilAngle=170 maxHorizontalRecoilAngle=85 ShellEjectClass=Class'ROEffects.KFShellEjectM4Rifle' ShellEjectBoneName="Shell_eject" FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M" StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle' DamageMin=69 DamageMax=69 Momentum=8500.000000 FireRate=0.075000 AmmoClass=Class'NicePack.NiceM4Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000) ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000) ShakeRotTime=0.750000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceM4Fire extends NiceHighROFFire;
defaultproperties
{
FireEndSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_M"
FireEndStereoSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_S"
AmbientFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop"
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=44000.000000
RecoilRate=0.065000
maxVerticalRecoilAngle=170
maxHorizontalRecoilAngle=85
ShellEjectClass=Class'ROEffects.KFShellEjectM4Rifle'
ShellEjectBoneName="Shell_eject"
FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M"
StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle'
DamageMin=69
DamageMax=69
Momentum=8500.000000
FireRate=0.075000
AmmoClass=Class'NicePack.NiceM4Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

View file

@ -1,4 +1,25 @@
class NiceM4Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 cost=500 BuyClipSize=30 PowerValue=30 SpeedValue=90 RangeValue=60 Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy." ItemName="M4" ItemShortName="M4" AmmoItemName="5.56mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 VariantClasses(0)=Class'KFMod.CamoM4Pickup' InventoryType=Class'NicePack.NiceM4AssaultRifle' PickupMessage="You got the M4" PickupSound=Sound'KF_M4RifleSnd.foley.WEP_M4_Foley_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.M4_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceM4Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=5.000000
cost=500
BuyClipSize=30
PowerValue=30
SpeedValue=90
RangeValue=60
Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy."
ItemName="M4"
ItemShortName="M4"
AmmoItemName="5.56mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
VariantClasses(0)=Class'KFMod.CamoM4Pickup'
InventoryType=Class'NicePack.NiceM4AssaultRifle'
PickupMessage="You got the M4"
PickupSound=Sound'KF_M4RifleSnd.foley.WEP_M4_Foley_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.M4_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,5 +1,14 @@
class NiceDamTypeM4M203AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceM4M203AssaultRifle' DeathString="%k killed %o (M4 M203)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}
class NiceDamTypeM4M203AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceM4M203AssaultRifle'
DeathString="%k killed %o (M4 M203)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=2.000000
}

View file

@ -1,4 +1,8 @@
class NiceM4203Pickup extends ScrnM4203Pickup;
defaultproperties
{ ItemName="M4 203 NW" ItemShortName="M4 203 N W" PrimaryWeaponPickup=Class'NicePack.NiceM4Pickup' InventoryType=Class'NicePack.NiceM4203AssaultRifle'
}
class NiceM4203Pickup extends ScrnM4203Pickup;
defaultproperties
{
ItemName="M4 203 NW"
ItemShortName="M4 203 N W"
PrimaryWeaponPickup=Class'NicePack.NiceM4Pickup'
InventoryType=Class'NicePack.NiceM4203AssaultRifle'
}

View file

@ -1,5 +1,13 @@
class NiceM4M203Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM4Pickup' AmmoPickupAmount=30 MaxAmmo=360 InitialAmount=90 PickupClass=Class'NicePack.NiceM4M203AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="M4 bullets"
}
class NiceM4M203Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceM4Pickup'
AmmoPickupAmount=30
MaxAmmo=360
InitialAmount=90
PickupClass=Class'NicePack.NiceM4M203AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="M4 bullets"
}

View file

@ -1,4 +1,8 @@
class NiceM4M203AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceM4M203Ammo' PickupMessage="Rounds 5.56mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceM4M203AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceM4M203Ammo'
PickupMessage="Rounds 5.56mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,20 +1,71 @@
class NiceM4M203AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
simulated function PostBeginPlay(){
local AutoReloadAnimDesc reloadDesc;
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.217;
reloadDesc.trashStartFrame = 0.679;
reloadDesc.resumeFrame = 0.32;
reloadDesc.speedFrame = 0.019;
reloadDesc.animName = 'Fire_Secondary';
autoReloadsDescriptions[0] = reloadDesc;
reloadDesc.animName = 'Fire_Iron_Secondary';
autoReloadsDescriptions[1] = reloadDesc;
super.PostBeginPlay();
}
defaultproperties
{ bSemiAutoFireEnabled=False reloadPreEndFrame=0.148000 reloadEndFrame=0.546000 reloadChargeEndFrame=0.778000 reloadMagStartFrame=0.306000 reloadChargeStartFrame=0.694000 autoReloadSpeedModifier=1.500000 ForceZoomOutOnAltFireTime=0.400000 MagCapacity=30 ReloadRate=3.633300 bHasSecondaryAmmo=True bReduceMagAmmoOnSecondaryFire=False ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4203" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=60.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M4_203' bIsTier2Weapon=True bIsTier3Weapon=True MeshRef="KF_Wep_M4M203.M4M203_Trip" SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.m4_cmb" SelectSoundRef="KF_M4RifleSnd.WEP_M4_Foley_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.M4_203_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M4_203" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceM4M203Fire' FireModeClass(1)=Class'NicePack.NiceM4M203NadeFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An assault rifle with an attached grenade launcher." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=190 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=8 PickupClass=Class'NicePack.NiceM4M203Pickup' PlayerViewOffset=(X=25.000000,Y=18.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceM4M203Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="M4 203" TransientSoundVolume=1.250000
}
class NiceM4M203AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
simulated function PostBeginPlay(){
local AutoReloadAnimDesc reloadDesc;
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.217;
reloadDesc.trashStartFrame = 0.679;
reloadDesc.resumeFrame = 0.32;
reloadDesc.speedFrame = 0.019;
reloadDesc.animName = 'Fire_Secondary';
autoReloadsDescriptions[0] = reloadDesc;
reloadDesc.animName = 'Fire_Iron_Secondary';
autoReloadsDescriptions[1] = reloadDesc;
super.PostBeginPlay();
}
defaultproperties
{
bSemiAutoFireEnabled=False
reloadPreEndFrame=0.148000
reloadEndFrame=0.546000
reloadChargeEndFrame=0.778000
reloadMagStartFrame=0.306000
reloadChargeStartFrame=0.694000
autoReloadSpeedModifier=1.500000
ForceZoomOutOnAltFireTime=0.400000
MagCapacity=30
ReloadRate=3.633300
bHasSecondaryAmmo=True
bReduceMagAmmoOnSecondaryFire=False
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_M4203"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=60.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M4_203'
bIsTier2Weapon=True
bIsTier3Weapon=True
MeshRef="KF_Wep_M4M203.M4M203_Trip"
SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.m4_cmb"
SelectSoundRef="KF_M4RifleSnd.WEP_M4_Foley_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.M4_203_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M4_203"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceM4M203Fire'
FireModeClass(1)=Class'NicePack.NiceM4M203NadeFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="An assault rifle with an attached grenade launcher."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=60.000000
Priority=190
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=8
PickupClass=Class'NicePack.NiceM4M203Pickup'
PlayerViewOffset=(X=25.000000,Y=18.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceM4M203Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="M4 203"
TransientSoundVolume=1.250000
}

View file

@ -1,4 +1,58 @@
class NiceM4M203Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_M4203" MovementAnims(1)="JogB_M4203" MovementAnims(2)="JogL_M4203" MovementAnims(3)="JogR_M4203" TurnLeftAnim="TurnL_M4203" TurnRightAnim="TurnR_M4203" CrouchAnims(0)="CHWalkF_M4203" CrouchAnims(1)="CHWalkB_M4203" CrouchAnims(2)="CHWalkL_M4203" CrouchAnims(3)="CHWalkR_M4203" WalkAnims(0)="WalkF_M4203" WalkAnims(1)="WalkB_M4203" WalkAnims(2)="WalkL_M4203" WalkAnims(3)="WalkR_M4203" CrouchTurnRightAnim="CH_TurnR_M4203" CrouchTurnLeftAnim="CH_TurnL_M4203" IdleCrouchAnim="CHIdle_M4203" IdleWeaponAnim="Idle_M4203" IdleRestAnim="Idle_M4203" IdleChatAnim="Idle_M4203" IdleHeavyAnim="Idle_M4203" IdleRifleAnim="Idle_M4203" FireAnims(0)="Fire_M4203" FireAnims(1)="Fire_M4203" FireAnims(2)="Fire_M4203" FireAnims(3)="Fire_M4203" FireAltAnims(0)="Reload_Secondary_M4203" FireAltAnims(1)="Reload_Secondary_M4203" FireAltAnims(2)="Reload_Secondary_M4203" FireAltAnims(3)="Reload_Secondary_M4203" FireCrouchAnims(0)="CHFire_M4203" FireCrouchAnims(1)="CHFire_M4203" FireCrouchAnims(2)="CHFire_M4203" FireCrouchAnims(3)="CHFire_M4203" FireCrouchAltAnims(0)="Reload_Secondary_M4203" FireCrouchAltAnims(1)="Reload_Secondary_M4203" FireCrouchAltAnims(2)="Reload_Secondary_M4203" FireCrouchAltAnims(3)="Reload_Secondary_M4203" HitAnims(0)="HitF_M4203" HitAnims(1)="HitB_M4203" HitAnims(2)="HitL_M4203" HitAnims(3)="HitR_M4203" PostFireBlendStandAnim="Blend_M4203" PostFireBlendCrouchAnim="CHBlend_M4203" MeshRef="KF_Weapons3rd3_Trip.M4M203_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceM4M203Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_M4203"
MovementAnims(1)="JogB_M4203"
MovementAnims(2)="JogL_M4203"
MovementAnims(3)="JogR_M4203"
TurnLeftAnim="TurnL_M4203"
TurnRightAnim="TurnR_M4203"
CrouchAnims(0)="CHWalkF_M4203"
CrouchAnims(1)="CHWalkB_M4203"
CrouchAnims(2)="CHWalkL_M4203"
CrouchAnims(3)="CHWalkR_M4203"
WalkAnims(0)="WalkF_M4203"
WalkAnims(1)="WalkB_M4203"
WalkAnims(2)="WalkL_M4203"
WalkAnims(3)="WalkR_M4203"
CrouchTurnRightAnim="CH_TurnR_M4203"
CrouchTurnLeftAnim="CH_TurnL_M4203"
IdleCrouchAnim="CHIdle_M4203"
IdleWeaponAnim="Idle_M4203"
IdleRestAnim="Idle_M4203"
IdleChatAnim="Idle_M4203"
IdleHeavyAnim="Idle_M4203"
IdleRifleAnim="Idle_M4203"
FireAnims(0)="Fire_M4203"
FireAnims(1)="Fire_M4203"
FireAnims(2)="Fire_M4203"
FireAnims(3)="Fire_M4203"
FireAltAnims(0)="Reload_Secondary_M4203"
FireAltAnims(1)="Reload_Secondary_M4203"
FireAltAnims(2)="Reload_Secondary_M4203"
FireAltAnims(3)="Reload_Secondary_M4203"
FireCrouchAnims(0)="CHFire_M4203"
FireCrouchAnims(1)="CHFire_M4203"
FireCrouchAnims(2)="CHFire_M4203"
FireCrouchAnims(3)="CHFire_M4203"
FireCrouchAltAnims(0)="Reload_Secondary_M4203"
FireCrouchAltAnims(1)="Reload_Secondary_M4203"
FireCrouchAltAnims(2)="Reload_Secondary_M4203"
FireCrouchAltAnims(3)="Reload_Secondary_M4203"
HitAnims(0)="HitF_M4203"
HitAnims(1)="HitB_M4203"
HitAnims(2)="HitL_M4203"
HitAnims(3)="HitR_M4203"
PostFireBlendStandAnim="Blend_M4203"
PostFireBlendCrouchAnim="CHBlend_M4203"
MeshRef="KF_Weapons3rd3_Trip.M4M203_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,31 @@
class NiceM4M203Fire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_M" FireEndStereoSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_S" AmbientFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop" ProjectileSpeed=44000.000000 RecoilRate=0.065000 maxVerticalRecoilAngle=170 maxHorizontalRecoilAngle=85 ShellEjectClass=Class'ROEffects.KFShellEjectM4Rifle' ShellEjectBoneName="Shell_eject" FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M" StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle' DamageMin=69 DamageMax=69 Momentum=8500.000000 FireRate=0.075000 AmmoClass=Class'NicePack.NiceM4M203Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000) ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000) ShakeRotTime=0.750000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceM4M203Fire extends NiceHighROFFire;
defaultproperties
{
FireEndSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_M"
FireEndStereoSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_S"
AmbientFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop"
ProjectileSpeed=44000.000000
RecoilRate=0.065000
maxVerticalRecoilAngle=170
maxHorizontalRecoilAngle=85
ShellEjectClass=Class'ROEffects.KFShellEjectM4Rifle'
ShellEjectBoneName="Shell_eject"
FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M"
StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle'
DamageMin=69
DamageMax=69
Momentum=8500.000000
FireRate=0.075000
AmmoClass=Class'NicePack.NiceM4M203Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

View file

@ -1,4 +1,12 @@
class NiceM4M203NadeAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM4M203Pickup' AmmoPickupAmount=2 MaxAmmo=12 InitialAmount=6 PickupClass=Class'NicePack.NiceM4M203AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=4,Y1=350,X2=110,Y2=395) ItemName="M203 Grenades"
}
class NiceM4M203NadeAmmo extends NiceAmmo;
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceM4M203Pickup'
AmmoPickupAmount=2
MaxAmmo=12
InitialAmount=6
PickupClass=Class'NicePack.NiceM4M203AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=4,Y1=350,X2=110,Y2=395)
ItemName="M203 Grenades"
}

View file

@ -1,4 +1,7 @@
class NiceM4M203NadeAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=2 InventoryType=Class'NicePack.NiceM4M203NadeAmmo' PickupMessage="M203 Grenades"
}
class NiceM4M203NadeAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=2
InventoryType=Class'NicePack.NiceM4M203NadeAmmo'
PickupMessage="M203 Grenades"
}

View file

@ -1,4 +1,28 @@
class NiceM4M203Pickup extends NiceWeaponPickup;
defaultproperties
{ crossPerkIndecies(0)=3 Weight=6.000000 cost=750 AmmoCost=40 BuyClipSize=1 PowerValue=30 SpeedValue=90 RangeValue=60 Description="An assault rifle with an attached grenade launcher." ItemName="M4 203" ItemShortName="M4 203" AmmoItemName="5.56mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' SecondaryAmmoShortName="M4 203 Grenades" PrimaryWeaponPickup=Class'NicePack.NiceM4Pickup' CorrespondingPerkIndex=6 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceM4M203AssaultRifle' PickupMessage="You got the M4 203" PickupSound=Sound'KF_M4RifleSnd.foley.WEP_M4_Foley_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.M4M203_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceM4M203Pickup extends NiceWeaponPickup;
defaultproperties
{
crossPerkIndecies(0)=3
Weight=6.000000
cost=750
AmmoCost=40
BuyClipSize=1
PowerValue=30
SpeedValue=90
RangeValue=60
Description="An assault rifle with an attached grenade launcher."
ItemName="M4 203"
ItemShortName="M4 203"
AmmoItemName="5.56mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
SecondaryAmmoShortName="M4 203 Grenades"
PrimaryWeaponPickup=Class'NicePack.NiceM4Pickup'
CorrespondingPerkIndex=6
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceM4M203AssaultRifle'
PickupMessage="You got the M4 203"
PickupSound=Sound'KF_M4RifleSnd.foley.WEP_M4_Foley_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.M4M203_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,4 +1,5 @@
class NiceM203Fire extends ScrnM203Fire;
defaultproperties
{ ProjectileClass=Class'NicePack.NiceM203GrenadeProjectile'
}
class NiceM203Fire extends ScrnM203Fire;
defaultproperties
{
ProjectileClass=Class'NicePack.NiceM203GrenadeProjectile'
}

View file

@ -1,4 +1,5 @@
class NiceM203MAmmo extends ScrnM203MAmmo;
defaultproperties
{ PickupClass=Class'NicePack.NiceM203MAmmoPickup'
}
class NiceM203MAmmo extends ScrnM203MAmmo;
defaultproperties
{
PickupClass=Class'NicePack.NiceM203MAmmoPickup'
}

View file

@ -1,4 +1,5 @@
class NiceM203MAmmoPickup extends ScrnM203MAmmoPickup;
defaultproperties
{ InventoryType=Class'NicePack.NiceM203MAmmo'
}
class NiceM203MAmmoPickup extends ScrnM203MAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceM203MAmmo'
}

View file

@ -1,4 +1,6 @@
class NiceM203MFire extends NiceM203Fire;
defaultproperties
{ AmmoClass=Class'NicePack.NiceM203MAmmo' ProjectileClass=Class'NicePack.NiceM203MGrenadeProjectile'
}
class NiceM203MFire extends NiceM203Fire;
defaultproperties
{
AmmoClass=Class'NicePack.NiceM203MAmmo'
ProjectileClass=Class'NicePack.NiceM203MGrenadeProjectile'
}

View file

@ -1,9 +1,10 @@
class NiceM203MGrenadeProjectile extends ScrnM79MGrenadeProjectile;
function SuccessfulHealMessage()
{
if ( ScrnM4203MMedicGun(InstigatorWeapon) != none ) ScrnM4203MMedicGun(InstigatorWeapon).ClientSuccessfulHeal(HealedPlayers.length, HealedHP);
}
defaultproperties
{
}
class NiceM203MGrenadeProjectile extends ScrnM79MGrenadeProjectile;
function SuccessfulHealMessage()
{
if ( ScrnM4203MMedicGun(InstigatorWeapon) != none )
ScrnM4203MMedicGun(InstigatorWeapon).ClientSuccessfulHeal(HealedPlayers.length, HealedHP);
}
defaultproperties
{
}

View file

@ -1,5 +1,9 @@
class NiceM4203AssaultRifle extends ScrnM4203AssaultRifle
config(user);
defaultproperties
{ FireModeClass(0)=Class'NicePack.NiceM4203BulletFire' FireModeClass(1)=Class'NicePack.NiceM203Fire' PickupClass=Class'NicePack.NiceM4203Pickup' ItemName="M4 203 NW"
}
class NiceM4203AssaultRifle extends ScrnM4203AssaultRifle
config(user);
defaultproperties
{
FireModeClass(0)=Class'NicePack.NiceM4203BulletFire'
FireModeClass(1)=Class'NicePack.NiceM203Fire'
PickupClass=Class'NicePack.NiceM4203Pickup'
ItemName="M4 203 NW"
}

View file

@ -1,4 +1,10 @@
class NiceM4203BulletFire extends ScrnM4203BulletFire;
defaultproperties
{ maxVerticalRecoilAngle=170 maxHorizontalRecoilAngle=85 DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle' DamageMin=46 DamageMax=46 FireRate=0.075000
}
class NiceM4203BulletFire extends ScrnM4203BulletFire;
defaultproperties
{
maxVerticalRecoilAngle=170
maxHorizontalRecoilAngle=85
DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle'
DamageMin=46
DamageMax=46
FireRate=0.075000
}

View file

@ -1,30 +1,56 @@
class NiceM4203MMedicGun extends NiceM4203AssaultRifle
config(user);
var localized string SuccessfulHealMessage;
var ScrnFakedHealingGrenade FakedNade;
replication
{ reliable if( Role == ROLE_Authority ) ClientSuccessfulHeal;
}
simulated function PostBeginPlay()
{
super.PostBeginPlay();
if ( Level.NetMode != NM_DedicatedServer ) { SetBoneScale (58, 0.0, 'M203_EmptyShell');
FakedNade = spawn(class'ScrnFakedHealingGrenade',self); if ( FakedNade != none ) { //FakedNade.SetDrawScale(4.0); SetBoneRotation('M203_Round', rot(0, 6000, 0)); // bone must have a size to properly adjust rotation SetBoneScale (59, 0.0001, 'M203_Round'); AttachToBone(FakedNade, 'M203_Round'); }
}
}
simulated function Destroyed()
{
if ( FakedNade != none ) FakedNade.Destroy();
super.Destroyed();
}
// The server lets the client know they successfully healed someone
simulated function ClientSuccessfulHeal(int HealedPlayerCount, int HealedAmount)
{
local string str;
if( PlayerController(Instigator.Controller) != none ) { str = SuccessfulHealMessage; ReplaceText(str, "%c", String(HealedPlayerCount)); ReplaceText(str, "%a", String(HealedAmount)); PlayerController(Instigator.controller).ClientMessage(str, 'CriticalEvent');
}
}
defaultproperties
{ SuccessfulHealMessage="You healed %c player(-s) with %ahp" bIsTier2Weapon=False SkinRefs(0)="ScrnTex.Weapons.M4203M" FireModeClass(0)=Class'NicePack.NiceM4203MBulletFire' FireModeClass(1)=Class'NicePack.NiceM203MFire' Description="An assault rifle with an attached healing grenade launcher. Shoots in 3-bullet fixed-burst mode." Priority=70 InventoryGroup=4 PickupClass=Class'NicePack.NiceM4203MPickup' ItemName="M4-203M Medic Rifle NW"
}
class NiceM4203MMedicGun extends NiceM4203AssaultRifle
config(user);
var localized string SuccessfulHealMessage;
var ScrnFakedHealingGrenade FakedNade;
replication
{
reliable if( Role == ROLE_Authority )
ClientSuccessfulHeal;
}
simulated function PostBeginPlay()
{
super.PostBeginPlay();
if ( Level.NetMode != NM_DedicatedServer ) {
SetBoneScale (58, 0.0, 'M203_EmptyShell');
FakedNade = spawn(class'ScrnFakedHealingGrenade',self);
if ( FakedNade != none ) {
//FakedNade.SetDrawScale(4.0);
SetBoneRotation('M203_Round', rot(0, 6000, 0));
// bone must have a size to properly adjust rotation
SetBoneScale (59, 0.0001, 'M203_Round');
AttachToBone(FakedNade, 'M203_Round');
}
}
}
simulated function Destroyed()
{
if ( FakedNade != none )
FakedNade.Destroy();
super.Destroyed();
}
// The server lets the client know they successfully healed someone
simulated function ClientSuccessfulHeal(int HealedPlayerCount, int HealedAmount)
{
local string str;
if( PlayerController(Instigator.Controller) != none ) {
str = SuccessfulHealMessage;
ReplaceText(str, "%c", String(HealedPlayerCount));
ReplaceText(str, "%a", String(HealedAmount));
PlayerController(Instigator.controller).ClientMessage(str, 'CriticalEvent');
}
}
defaultproperties
{
SuccessfulHealMessage="You healed %c player(-s) with %ahp"
bIsTier2Weapon=False
SkinRefs(0)="ScrnTex.Weapons.M4203M"
FireModeClass(0)=Class'NicePack.NiceM4203MBulletFire'
FireModeClass(1)=Class'NicePack.NiceM203MFire'
Description="An assault rifle with an attached healing grenade launcher. Shoots in 3-bullet fixed-burst mode."
Priority=70
InventoryGroup=4
PickupClass=Class'NicePack.NiceM4203MPickup'
ItemName="M4-203M Medic Rifle NW"
}

View file

@ -1,4 +1,13 @@
class NiceM4203MPickup extends NiceM4203Pickup;
defaultproperties
{ cost=1250 AmmoCost=40 PowerValue=30 Description="An assault rifle with an attached healing grenade launcher. Shoots in 3-bullet fixed-burst mode." ItemName="M4-203M Medic Rifle NW" ItemShortName="M4-203M NW" CorrespondingPerkIndex=0 InventoryType=Class'NicePack.NiceM4203MMedicGun' PickupMessage="You got the M4-203M Medic Rifle NW"
}
class NiceM4203MPickup extends NiceM4203Pickup;
defaultproperties
{
cost=1250
AmmoCost=40
PowerValue=30
Description="An assault rifle with an attached healing grenade launcher. Shoots in 3-bullet fixed-burst mode."
ItemName="M4-203M Medic Rifle NW"
ItemShortName="M4-203M NW"
CorrespondingPerkIndex=0
InventoryType=Class'NicePack.NiceM4203MMedicGun'
PickupMessage="You got the M4-203M Medic Rifle NW"
}

View file

@ -1,5 +1,13 @@
class NiceMKb42Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceMKb42Pickup' AmmoPickupAmount=30 MaxAmmo=240 InitialAmount=60 PickupClass=Class'NicePack.NiceMKb42AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="MKb42 bullets"
}
class NiceMKb42Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceMKb42Pickup'
AmmoPickupAmount=30
MaxAmmo=240
InitialAmount=60
PickupClass=Class'NicePack.NiceMKb42AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="MKb42 bullets"
}

View file

@ -1,4 +1,8 @@
class NiceMKb42AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceMKb42Ammo' PickupMessage="Rounds 7.92mm Kurz" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceMKb42AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceMKb42Ammo'
PickupMessage="Rounds 7.92mm Kurz"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,4 +1,51 @@
class NiceMKb42AssaultRifle extends NiceAssaultRifle;
defaultproperties
{ bSemiAutoFireEnabled=False bBurstFireEnabled=True reloadPreEndFrame=0.110000 reloadEndFrame=0.510000 reloadChargeEndFrame=0.670000 reloadMagStartFrame=0.240000 reloadChargeStartFrame=0.560000 MagCapacity=30 ReloadRate=3.000000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=60.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_MKB42' bIsTier2Weapon=True MeshRef="KF_Wep_MKB42.MKB42" SkinRefs(0)="KF_Weapons8_Trip_T.Weapons.MKB42_cmb" SelectSoundRef="KF_AK47Snd.AK47_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.MKB42_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.MKB42" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=35.000000 FireModeClass(0)=Class'NicePack.NiceMKb42Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="German WWII prototype assault rifle. Used by heroes from the Battle of Stalingrad to the present day!" EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=115 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=13 PickupClass=Class'NicePack.NiceMKb42Pickup' PlayerViewOffset=(X=20.000000,Y=18.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceMKb42Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="MKb42" TransientSoundVolume=1.250000
}
class NiceMKb42AssaultRifle extends NiceAssaultRifle;
defaultproperties
{
bSemiAutoFireEnabled=False
bBurstFireEnabled=True
reloadPreEndFrame=0.110000
reloadEndFrame=0.510000
reloadChargeEndFrame=0.670000
reloadMagStartFrame=0.240000
reloadChargeStartFrame=0.560000
MagCapacity=30
ReloadRate=3.000000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_M4"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=60.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_MKB42'
bIsTier2Weapon=True
MeshRef="KF_Wep_MKB42.MKB42"
SkinRefs(0)="KF_Weapons8_Trip_T.Weapons.MKB42_cmb"
SelectSoundRef="KF_AK47Snd.AK47_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.MKB42_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.MKB42"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=35.000000
FireModeClass(0)=Class'NicePack.NiceMKb42Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="German WWII prototype assault rifle. Used by heroes from the Battle of Stalingrad to the present day!"
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=60.000000
Priority=115
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=13
PickupClass=Class'NicePack.NiceMKb42Pickup'
PlayerViewOffset=(X=20.000000,Y=18.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceMKb42Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="MKb42"
TransientSoundVolume=1.250000
}

View file

@ -1,4 +1,56 @@
class NiceMKb42Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_M4" MovementAnims(1)="JogB_M4" MovementAnims(2)="JogL_M4" MovementAnims(3)="JogR_M4" TurnLeftAnim="TurnL_M4" TurnRightAnim="TurnR_M4" CrouchAnims(0)="CHWalkF_M4" CrouchAnims(1)="CHWalkB_M4" CrouchAnims(2)="CHWalkL_M4" CrouchAnims(3)="CHWalkR_M4" WalkAnims(0)="WalkF_M4" WalkAnims(1)="WalkB_M4" WalkAnims(2)="WalkL_M4" WalkAnims(3)="WalkR_M4" CrouchTurnRightAnim="CH_TurnR_M4" CrouchTurnLeftAnim="CH_TurnL_M4" IdleCrouchAnim="CHIdle_M4" IdleWeaponAnim="Idle_M4" IdleRestAnim="Idle_M4" IdleChatAnim="Idle_M4" IdleHeavyAnim="Idle_M4" IdleRifleAnim="Idle_M4" FireAnims(0)="Fire_M4" FireAnims(1)="Fire_M4" FireAnims(2)="Fire_M4" FireAnims(3)="Fire_M4" FireAltAnims(0)="Fire_M4" FireAltAnims(1)="Fire_M4" FireAltAnims(2)="Fire_M4" FireAltAnims(3)="Fire_M4" FireCrouchAnims(0)="CHFire_M4" FireCrouchAnims(1)="CHFire_M4" FireCrouchAnims(2)="CHFire_M4" FireCrouchAnims(3)="CHFire_M4" FireCrouchAltAnims(0)="CHFire_M4" FireCrouchAltAnims(1)="CHFire_M4" FireCrouchAltAnims(2)="CHFire_M4" FireCrouchAltAnims(3)="CHFire_M4" HitAnims(0)="HitF_M4" HitAnims(1)="HitB_M4" HitAnims(2)="HitL_M4" HitAnims(3)="HitR_M4" PostFireBlendStandAnim="Blend_M4" PostFireBlendCrouchAnim="CHBlend_M4" MeshRef="KF_Weapons3rd5_Trip.MKB42_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceMKb42Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_M4"
MovementAnims(1)="JogB_M4"
MovementAnims(2)="JogL_M4"
MovementAnims(3)="JogR_M4"
TurnLeftAnim="TurnL_M4"
TurnRightAnim="TurnR_M4"
CrouchAnims(0)="CHWalkF_M4"
CrouchAnims(1)="CHWalkB_M4"
CrouchAnims(2)="CHWalkL_M4"
CrouchAnims(3)="CHWalkR_M4"
WalkAnims(0)="WalkF_M4"
WalkAnims(1)="WalkB_M4"
WalkAnims(2)="WalkL_M4"
WalkAnims(3)="WalkR_M4"
CrouchTurnRightAnim="CH_TurnR_M4"
CrouchTurnLeftAnim="CH_TurnL_M4"
IdleCrouchAnim="CHIdle_M4"
IdleWeaponAnim="Idle_M4"
IdleRestAnim="Idle_M4"
IdleChatAnim="Idle_M4"
IdleHeavyAnim="Idle_M4"
IdleRifleAnim="Idle_M4"
FireAnims(0)="Fire_M4"
FireAnims(1)="Fire_M4"
FireAnims(2)="Fire_M4"
FireAnims(3)="Fire_M4"
FireAltAnims(0)="Fire_M4"
FireAltAnims(1)="Fire_M4"
FireAltAnims(2)="Fire_M4"
FireAltAnims(3)="Fire_M4"
FireCrouchAnims(0)="CHFire_M4"
FireCrouchAnims(1)="CHFire_M4"
FireCrouchAnims(2)="CHFire_M4"
FireCrouchAnims(3)="CHFire_M4"
FireCrouchAltAnims(0)="CHFire_M4"
FireCrouchAltAnims(1)="CHFire_M4"
FireCrouchAltAnims(2)="CHFire_M4"
FireCrouchAltAnims(3)="CHFire_M4"
HitAnims(0)="HitF_M4"
HitAnims(1)="HitB_M4"
HitAnims(2)="HitL_M4"
HitAnims(3)="HitR_M4"
PostFireBlendStandAnim="Blend_M4"
PostFireBlendCrouchAnim="CHBlend_M4"
MeshRef="KF_Weapons3rd5_Trip.MKB42_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,25 @@
class NiceMKb42Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 cost=750 AmmoCost=30 BuyClipSize=30 PowerValue=40 SpeedValue=85 RangeValue=55 Description="German WWII era prototype assault rifle. Many heroes were known to have used this weapon in Stalingrad." ItemName="MKb42" ItemShortName="MKb42" AmmoItemName="7.92mm Kurz Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceMKb42AssaultRifle' PickupMessage="You got the MKb42" PickupSound=Sound'KF_mkb42Snd.Handling.mkb42_Handling_Bolt_Back' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups5_Trip.Rifles.MKB42_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceMKb42Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=6.000000
cost=750
AmmoCost=30
BuyClipSize=30
PowerValue=40
SpeedValue=85
RangeValue=55
Description="German WWII era prototype assault rifle. Many heroes were known to have used this weapon in Stalingrad."
ItemName="MKb42"
ItemShortName="MKb42"
AmmoItemName="7.92mm Kurz Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceMKb42AssaultRifle'
PickupMessage="You got the MKb42"
PickupSound=Sound'KF_mkb42Snd.Handling.mkb42_Handling_Bolt_Back'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups5_Trip.Rifles.MKB42_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,5 +1,13 @@
class NiceSCARMK17Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceSCARMK17Pickup' AmmoPickupAmount=20 MaxAmmo=180 InitialAmount=45 PickupClass=Class'NicePack.NiceSCARMK17AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="SCARMK17 bullets"
}
class NiceSCARMK17Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceSCARMK17Pickup'
AmmoPickupAmount=20
MaxAmmo=180
InitialAmount=45
PickupClass=Class'NicePack.NiceSCARMK17AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="SCARMK17 bullets"
}

View file

@ -1,4 +1,8 @@
class NiceSCARMK17AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=20 InventoryType=Class'NicePack.NiceSCARMK17Ammo' PickupMessage="Rounds 7.62x51mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceSCARMK17AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=20
InventoryType=Class'NicePack.NiceSCARMK17Ammo'
PickupMessage="Rounds 7.62x51mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,4 +1,37 @@
class NiceSCARMK17AssaultRifle extends NiceAK47AssaultRifle;
defaultproperties
{ bSemiAutoFireEnabled=True bBurstFireEnabled=False reloadPreEndFrame=0.175000 reloadEndFrame=0.737500 reloadChargeEndFrame=-1.000000 reloadMagStartFrame=0.300000 reloadChargeStartFrame=-1.000000 MagazineBone="Magazine" MagCapacity=20 ReloadRate=2.966000 WeaponReloadAnim="Reload_SCAR" Weight=8.000000 StandardDisplayFOV=55.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Scar' bIsTier3Weapon=True MeshRef="KF_Weapons2_Trip.SCAR_Trip" SkinRefs(0)="KF_Weapons2_Trip_T.Rifle.Scar_cmb" SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="KF_SCARSnd.SCAR_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.Scar_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Scar" ZoomedDisplayFOV=20.000000 FireModeClass(0)=Class'NicePack.NiceSCARMK17Fire' Description="An advanced tactical assault rifle. Equipped with an aimpoint sight. Fires in semi or full auto with great power and accuracy." DisplayFOV=55.000000 Priority=175 InventoryGroup=4 GroupOffset=4 PickupClass=Class'NicePack.NiceSCARMK17Pickup' PlayerViewOffset=(X=25.000000,Y=20.000000) AttachmentClass=Class'NicePack.NiceSCARMK17Attachment' ItemName="SCAR MK17"
}
class NiceSCARMK17AssaultRifle extends NiceAK47AssaultRifle;
defaultproperties
{
bSemiAutoFireEnabled=True
bBurstFireEnabled=False
reloadPreEndFrame=0.175000
reloadEndFrame=0.737500
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.300000
reloadChargeStartFrame=-1.000000
MagazineBone="Magazine"
MagCapacity=20
ReloadRate=2.966000
WeaponReloadAnim="Reload_SCAR"
Weight=8.000000
StandardDisplayFOV=55.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Scar'
bIsTier3Weapon=True
MeshRef="KF_Weapons2_Trip.SCAR_Trip"
SkinRefs(0)="KF_Weapons2_Trip_T.Rifle.Scar_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SelectSoundRef="KF_SCARSnd.SCAR_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.Scar_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Scar"
ZoomedDisplayFOV=20.000000
FireModeClass(0)=Class'NicePack.NiceSCARMK17Fire'
Description="An advanced tactical assault rifle. Equipped with an aimpoint sight. Fires in semi or full auto with great power and accuracy."
DisplayFOV=55.000000
Priority=175
InventoryGroup=4
GroupOffset=4
PickupClass=Class'NicePack.NiceSCARMK17Pickup'
PlayerViewOffset=(X=25.000000,Y=20.000000)
AttachmentClass=Class'NicePack.NiceSCARMK17Attachment'
ItemName="SCAR MK17"
}

View file

@ -1,4 +1,56 @@
class NiceSCARMK17Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_SCAR" MovementAnims(1)="JogB_SCAR" MovementAnims(2)="JogL_SCAR" MovementAnims(3)="JogR_SCAR" TurnLeftAnim="TurnL_SCAR" TurnRightAnim="TurnR_SCAR" CrouchAnims(0)="CHWalkF_SCAR" CrouchAnims(1)="CHWalkB_SCAR" CrouchAnims(2)="CHWalkL_SCAR" CrouchAnims(3)="CHWalkR_SCAR" WalkAnims(0)="WalkF_SCAR" WalkAnims(1)="WalkB_SCAR" WalkAnims(2)="WalkL_SCAR" WalkAnims(3)="WalkR_SCAR" CrouchTurnRightAnim="CH_TurnR_SCAR" CrouchTurnLeftAnim="CH_TurnL_SCAR" IdleCrouchAnim="CHIdle_SCAR" IdleWeaponAnim="Idle_SCAR" IdleRestAnim="Idle_SCAR" IdleChatAnim="Idle_SCAR" IdleHeavyAnim="Idle_SCAR" IdleRifleAnim="Idle_SCAR" FireAnims(0)="Fire_SCAR" FireAnims(1)="Fire_SCAR" FireAnims(2)="Fire_SCAR" FireAnims(3)="Fire_SCAR" FireAltAnims(0)="Fire_SCAR" FireAltAnims(1)="Fire_SCAR" FireAltAnims(2)="Fire_SCAR" FireAltAnims(3)="Fire_SCAR" FireCrouchAnims(0)="CHFire_SCAR" FireCrouchAnims(1)="CHFire_SCAR" FireCrouchAnims(2)="CHFire_SCAR" FireCrouchAnims(3)="CHFire_SCAR" FireCrouchAltAnims(0)="CHFire_SCAR" FireCrouchAltAnims(1)="CHFire_SCAR" FireCrouchAltAnims(2)="CHFire_SCAR" FireCrouchAltAnims(3)="CHFire_SCAR" HitAnims(0)="HitF_SCAR" HitAnims(1)="HitB_SCAR" HitAnims(2)="HitL_SCAR" HitAnims(3)="HitR_SCAR" PostFireBlendStandAnim="Blend_SCAR" PostFireBlendCrouchAnim="CHBlend_SCAR" MeshRef="KF_Weapons3rd2_Trip.scar_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceSCARMK17Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_SCAR"
MovementAnims(1)="JogB_SCAR"
MovementAnims(2)="JogL_SCAR"
MovementAnims(3)="JogR_SCAR"
TurnLeftAnim="TurnL_SCAR"
TurnRightAnim="TurnR_SCAR"
CrouchAnims(0)="CHWalkF_SCAR"
CrouchAnims(1)="CHWalkB_SCAR"
CrouchAnims(2)="CHWalkL_SCAR"
CrouchAnims(3)="CHWalkR_SCAR"
WalkAnims(0)="WalkF_SCAR"
WalkAnims(1)="WalkB_SCAR"
WalkAnims(2)="WalkL_SCAR"
WalkAnims(3)="WalkR_SCAR"
CrouchTurnRightAnim="CH_TurnR_SCAR"
CrouchTurnLeftAnim="CH_TurnL_SCAR"
IdleCrouchAnim="CHIdle_SCAR"
IdleWeaponAnim="Idle_SCAR"
IdleRestAnim="Idle_SCAR"
IdleChatAnim="Idle_SCAR"
IdleHeavyAnim="Idle_SCAR"
IdleRifleAnim="Idle_SCAR"
FireAnims(0)="Fire_SCAR"
FireAnims(1)="Fire_SCAR"
FireAnims(2)="Fire_SCAR"
FireAnims(3)="Fire_SCAR"
FireAltAnims(0)="Fire_SCAR"
FireAltAnims(1)="Fire_SCAR"
FireAltAnims(2)="Fire_SCAR"
FireAltAnims(3)="Fire_SCAR"
FireCrouchAnims(0)="CHFire_SCAR"
FireCrouchAnims(1)="CHFire_SCAR"
FireCrouchAnims(2)="CHFire_SCAR"
FireCrouchAnims(3)="CHFire_SCAR"
FireCrouchAltAnims(0)="CHFire_SCAR"
FireCrouchAltAnims(1)="CHFire_SCAR"
FireCrouchAltAnims(2)="CHFire_SCAR"
FireCrouchAltAnims(3)="CHFire_SCAR"
HitAnims(0)="HitF_SCAR"
HitAnims(1)="HitB_SCAR"
HitAnims(2)="HitL_SCAR"
HitAnims(3)="HitR_SCAR"
PostFireBlendStandAnim="Blend_SCAR"
PostFireBlendCrouchAnim="CHBlend_SCAR"
MeshRef="KF_Weapons3rd2_Trip.scar_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,36 @@
class NiceSCARMK17Fire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=2.500000 ProjectileSpeed=43500.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.070000 maxVerticalRecoilAngle=280 maxHorizontalRecoilAngle=140 ShellEjectClass=Class'ROEffects.KFShellEjectSCAR' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True FireSoundRef="KF_SCARSnd.SCAR_Fire" StereoFireSoundRef="KF_SCARSnd.SCAR_FireST" NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire" DamageType=Class'NicePack.NiceDamTypeSCARMK17AssaultRifle' DamageMin=74 DamageMax=74 Momentum=8500.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.096000 AmmoClass=Class'NicePack.NiceSCARMK17Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000) ShakeRotRate=(X=7500.000000,Y=7500.000000,Z=7500.000000) ShakeRotTime=0.650000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.150000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceSCARMK17Fire extends NiceFire;
defaultproperties
{
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=43500.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.070000
maxVerticalRecoilAngle=280
maxHorizontalRecoilAngle=140
ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
FireSoundRef="KF_SCARSnd.SCAR_Fire"
StereoFireSoundRef="KF_SCARSnd.SCAR_FireST"
NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire"
DamageType=Class'NicePack.NiceDamTypeSCARMK17AssaultRifle'
DamageMin=74
DamageMax=74
Momentum=8500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.096000
AmmoClass=Class'NicePack.NiceSCARMK17Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000)
ShakeRotRate=(X=7500.000000,Y=7500.000000,Z=7500.000000)
ShakeRotTime=0.650000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.150000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

View file

@ -1,4 +1,26 @@
class NiceSCARMK17Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=8.000000 cost=1250 AmmoCost=40 BuyClipSize=20 PowerValue=45 SpeedValue=85 RangeValue=70 Description="An advanced tactical assault rifle. Equipped with an aimpoint sight. Fires in semi or full auto with great power and accuracy." ItemName="SCAR MK17" ItemShortName="SCAR MK17" AmmoItemName="7.62x51mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=3 VariantClasses(0)=Class'KFMod.NeonSCARMK17Pickup' InventoryType=Class'NicePack.NiceSCARMK17AssaultRifle' PickupMessage="You got the SCARMK17" PickupSound=Sound'KF_SCARSnd.SCAR_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups2_Trip.Rifles.SCAR_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceSCARMK17Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=8.000000
cost=1250
AmmoCost=40
BuyClipSize=20
PowerValue=45
SpeedValue=85
RangeValue=70
Description="An advanced tactical assault rifle. Equipped with an aimpoint sight. Fires in semi or full auto with great power and accuracy."
ItemName="SCAR MK17"
ItemShortName="SCAR MK17"
AmmoItemName="7.62x51mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=3
VariantClasses(0)=Class'KFMod.NeonSCARMK17Pickup'
InventoryType=Class'NicePack.NiceSCARMK17AssaultRifle'
PickupMessage="You got the SCARMK17"
PickupSound=Sound'KF_SCARSnd.SCAR_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups2_Trip.Rifles.SCAR_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,5 +1,14 @@
class NiceDamTypeThom extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceTactThom' DeathString="%k killed %o (Tactical-Thompson)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}
class NiceDamTypeThom extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceTactThom'
DeathString="%k killed %o (Tactical-Thompson)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=2.000000
}

View file

@ -1,17 +1,69 @@
class NiceTactThom extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
simulated function AltFire(float F){
ToggleLaser();
}
simulated function ToggleLaser(){
if(!Instigator.IsLocallyControlled()) return;
// Will redo this bit later, but so far it'll have to do
if(LaserType == 0) LaserType = 1;
else LaserType = 0;
ApplyLaserState();
}
defaultproperties
{ LaserAttachmentBone="bone_laser" reloadPreEndFrame=0.110000 reloadEndFrame=0.380000 reloadChargeEndFrame=0.650000 reloadMagStartFrame=0.260000 reloadChargeStartFrame=0.460000 MagazineBone="thomson-mag" MagCapacity=30 ReloadRate=2.880000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4" SelectedHudImage=Texture'NicePackT.TactThompson.tact_sel' Weight=4.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=70.000000 SleeveNum=2 TraderInfoTexture=Texture'NicePackT.TactThompson.tact_trader' bIsTier2Weapon=True MeshRef="NicePackA.tact_tom" SkinRefs(0)="NicePackT.TactThompson.EOTECH" SkinRefs(1)="NicePackT.TactThompson.holosight_fb" SelectSoundRef="NicePackSnd.TactThompson.tact_deploy" HudImageRef="NicePackT.TactThompson.tact_unsel" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'NicePack.NiceTactThomFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An excellent tactical Thompson. Not much better than a bullpup, but has lots of ammo and some penetration." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=70.000000 Priority=70 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=1 PickupClass=Class'NicePack.NiceTactThomPickup' PlayerViewOffset=(X=20.000000,Y=21.500000,Z=-9.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceTactThomAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="Tactical Thompson" TransientSoundVolume=1.250000
}
class NiceTactThom extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
simulated function AltFire(float F){
ToggleLaser();
}
simulated function ToggleLaser(){
if(!Instigator.IsLocallyControlled())
return;
// Will redo this bit later, but so far it'll have to do
if(LaserType == 0)
LaserType = 1;
else
LaserType = 0;
ApplyLaserState();
}
defaultproperties
{
LaserAttachmentBone="bone_laser"
reloadPreEndFrame=0.110000
reloadEndFrame=0.380000
reloadChargeEndFrame=0.650000
reloadMagStartFrame=0.260000
reloadChargeStartFrame=0.460000
MagazineBone="thomson-mag"
MagCapacity=30
ReloadRate=2.880000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_M4"
SelectedHudImage=Texture'NicePackT.TactThompson.tact_sel'
Weight=4.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=70.000000
SleeveNum=2
TraderInfoTexture=Texture'NicePackT.TactThompson.tact_trader'
bIsTier2Weapon=True
MeshRef="NicePackA.tact_tom"
SkinRefs(0)="NicePackT.TactThompson.EOTECH"
SkinRefs(1)="NicePackT.TactThompson.holosight_fb"
SelectSoundRef="NicePackSnd.TactThompson.tact_deploy"
HudImageRef="NicePackT.TactThompson.tact_unsel"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceTactThomFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="An excellent tactical Thompson. Not much better than a bullpup, but has lots of ammo and some penetration."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=70.000000
Priority=70
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=1
PickupClass=Class'NicePack.NiceTactThomPickup'
PlayerViewOffset=(X=20.000000,Y=21.500000,Z=-9.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceTactThomAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Tactical Thompson"
TransientSoundVolume=1.250000
}

View file

@ -1,5 +1,12 @@
class NiceTactThomAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceTactThomPickup' MaxAmmo=270 InitialAmount=60 PickupClass=Class'NicePack.NiceTactThomAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="Tact-Thom bullets"
}
class NiceTactThomAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceTactThomPickup'
MaxAmmo=270
InitialAmount=60
PickupClass=Class'NicePack.NiceTactThomAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="Tact-Thom bullets"
}

View file

@ -1,4 +1,8 @@
class NiceTactThomAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceTactThomAmmo' PickupMessage="Rounds (Tact-Thom)" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceTactThomAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceTactThomAmmo'
PickupMessage="Rounds (Tact-Thom)"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -1,4 +1,56 @@
class NiceTactThomAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_M4" MovementAnims(1)="JogB_M4" MovementAnims(2)="JogL_M4" MovementAnims(3)="JogR_M4" TurnLeftAnim="TurnL_M4" TurnRightAnim="TurnR_M4" CrouchAnims(0)="CHWalkF_M4" CrouchAnims(1)="CHWalkB_M4" CrouchAnims(2)="CHWalkL_M4" CrouchAnims(3)="CHWalkR_M4" WalkAnims(0)="WalkF_M4" WalkAnims(1)="WalkB_M4" WalkAnims(2)="WalkL_M4" WalkAnims(3)="WalkR_M4" CrouchTurnRightAnim="CH_TurnR_M4" CrouchTurnLeftAnim="CH_TurnL_M4" IdleCrouchAnim="CHIdle_M4" IdleWeaponAnim="Idle_M4" IdleRestAnim="Idle_M4" IdleChatAnim="Idle_M4" IdleHeavyAnim="Idle_M4" IdleRifleAnim="Idle_M4" FireAnims(0)="Fire_M4" FireAnims(1)="Fire_M4" FireAnims(2)="Fire_M4" FireAnims(3)="Fire_M4" FireAltAnims(0)="Fire_M4" FireAltAnims(1)="Fire_M4" FireAltAnims(2)="Fire_M4" FireAltAnims(3)="Fire_M4" FireCrouchAnims(0)="CHFire_M4" FireCrouchAnims(1)="CHFire_M4" FireCrouchAnims(2)="CHFire_M4" FireCrouchAnims(3)="CHFire_M4" FireCrouchAltAnims(0)="CHFire_M4" FireCrouchAltAnims(1)="CHFire_M4" FireCrouchAltAnims(2)="CHFire_M4" FireCrouchAltAnims(3)="CHFire_M4" HitAnims(0)="HitF_M4" HitAnims(1)="HitB_M4" HitAnims(2)="HitL_M4" HitAnims(3)="HitR_M4" PostFireBlendStandAnim="Blend_M4" PostFireBlendCrouchAnim="CHBlend_M4" MeshRef="NicePackA.tact_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceTactThomAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_M4"
MovementAnims(1)="JogB_M4"
MovementAnims(2)="JogL_M4"
MovementAnims(3)="JogR_M4"
TurnLeftAnim="TurnL_M4"
TurnRightAnim="TurnR_M4"
CrouchAnims(0)="CHWalkF_M4"
CrouchAnims(1)="CHWalkB_M4"
CrouchAnims(2)="CHWalkL_M4"
CrouchAnims(3)="CHWalkR_M4"
WalkAnims(0)="WalkF_M4"
WalkAnims(1)="WalkB_M4"
WalkAnims(2)="WalkL_M4"
WalkAnims(3)="WalkR_M4"
CrouchTurnRightAnim="CH_TurnR_M4"
CrouchTurnLeftAnim="CH_TurnL_M4"
IdleCrouchAnim="CHIdle_M4"
IdleWeaponAnim="Idle_M4"
IdleRestAnim="Idle_M4"
IdleChatAnim="Idle_M4"
IdleHeavyAnim="Idle_M4"
IdleRifleAnim="Idle_M4"
FireAnims(0)="Fire_M4"
FireAnims(1)="Fire_M4"
FireAnims(2)="Fire_M4"
FireAnims(3)="Fire_M4"
FireAltAnims(0)="Fire_M4"
FireAltAnims(1)="Fire_M4"
FireAltAnims(2)="Fire_M4"
FireAltAnims(3)="Fire_M4"
FireCrouchAnims(0)="CHFire_M4"
FireCrouchAnims(1)="CHFire_M4"
FireCrouchAnims(2)="CHFire_M4"
FireCrouchAnims(3)="CHFire_M4"
FireCrouchAltAnims(0)="CHFire_M4"
FireCrouchAltAnims(1)="CHFire_M4"
FireCrouchAltAnims(2)="CHFire_M4"
FireCrouchAltAnims(3)="CHFire_M4"
HitAnims(0)="HitF_M4"
HitAnims(1)="HitB_M4"
HitAnims(2)="HitL_M4"
HitAnims(3)="HitR_M4"
PostFireBlendStandAnim="Blend_M4"
PostFireBlendCrouchAnim="CHBlend_M4"
MeshRef="NicePackA.tact_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

View file

@ -1,4 +1,35 @@
class NiceTactThomFire extends NiceFire;
defaultproperties
{ ProjectileSpeed=14250.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.080000 maxVerticalRecoilAngle=240 maxHorizontalRecoilAngle=120 ShellEjectClass=Class'ROEffects.KFShellEjectBullpup' ShellEjectBoneName="bone_ejector" bAccuracyBonusForSemiAuto=True FireSoundRef="NicePackSnd.TactThompson.tact_fire_m" StereoFireSoundRef="NicePackSnd.TactThompson.tacT_fire_s" NoAmmoSoundRef="KF_9MMSnd.9mm_DryFire" DamageType=Class'NicePack.NiceDamTypeThom' DamageMin=20 DamageMax=20 Momentum=8500.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.080000 AmmoClass=Class'NicePack.NiceTactThomAmmo' ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=0.500000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.000000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceTactThomFire extends NiceFire;
defaultproperties
{
ProjectileSpeed=14250.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.080000
maxVerticalRecoilAngle=240
maxHorizontalRecoilAngle=120
ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
ShellEjectBoneName="bone_ejector"
bAccuracyBonusForSemiAuto=True
FireSoundRef="NicePackSnd.TactThompson.tact_fire_m"
StereoFireSoundRef="NicePackSnd.TactThompson.tacT_fire_s"
NoAmmoSoundRef="KF_9MMSnd.9mm_DryFire"
DamageType=Class'NicePack.NiceDamTypeThom'
DamageMin=20
DamageMax=20
Momentum=8500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.080000
AmmoClass=Class'NicePack.NiceTactThomAmmo'
ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=0.500000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.000000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

View file

@ -1,4 +1,24 @@
class NiceTactThomPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=4.000000 cost=200 AmmoCost=12 BuyClipSize=40 PowerValue=56 SpeedValue=95 RangeValue=70 Description="An excellent tactical Thompson. Weakest weapon in commando's arsenal, but it is extremely light." ItemName="Tactical Thompson" ItemShortName="Tact Thom" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceTactThom' PickupMessage="You got the Tactical-Thompson." PickupSound=Sound'NicePackSnd.TactThompson.bolt_pull' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.TactThompson.tact_pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceTactThomPickup extends NiceWeaponPickup;
defaultproperties
{
Weight=4.000000
cost=200
AmmoCost=12
BuyClipSize=40
PowerValue=56
SpeedValue=95
RangeValue=70
Description="An excellent tactical Thompson. Weakest weapon in commando's arsenal, but it is extremely light."
ItemName="Tactical Thompson"
ItemShortName="Tact Thom"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceTactThom'
PickupMessage="You got the Tactical-Thompson."
PickupSound=Sound'NicePackSnd.TactThompson.bolt_pull'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'NicePackSM.TactThompson.tact_pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

View file

@ -1,5 +1,14 @@
class NiceDamTypeThompsonDrum extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceThompsonDrumSMG' DeathString="%k killed %o (Rising Storm Tommy Gun)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}
class NiceDamTypeThompsonDrum extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceThompsonDrumSMG'
DeathString="%k killed %o (Rising Storm Tommy Gun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=2.000000
}

Some files were not shown because too many files have changed in this diff Show more