Fix new line symbol issues
This commit is contained in:
parent
51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
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@ -1,6 +1,22 @@
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class NiceDamTypeL85A2Z extends NiceDamageTypeVetCommando
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abstract;
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defaultproperties
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{
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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
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}
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class NiceDamTypeL85A2Z extends NiceDamageTypeVetCommando
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abstract;
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defaultproperties
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{
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badDecapMod=0.8000
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HeadShotDamageMult=1.400000
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bSniperWeapon=True
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WeaponClass=Class'NicePack.NiceL85A2Z'
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DeathString="%k killed %o."
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FemaleSuicide="%o shot herself in the foot."
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MaleSuicide="%o shot himself in the foot."
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bRagdollBullet=True
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bBulletHit=True
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PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
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LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
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LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
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FlashFog=(X=600.000000)
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KDamageImpulse=4500.000000
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KDeathVel=200.000000
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KDeathUpKick=20.000000
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VehicleDamageScaling=0.800000
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}
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@ -1,5 +1,13 @@
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class NiceL85A2Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=InterfaceContent.utx
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defaultproperties
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{
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"
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}
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class NiceL85A2Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=InterfaceContent.utx
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defaultproperties
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{
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WeaponPickupClass=Class'NicePack.NiceL85A2Pickup'
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AmmoPickupAmount=15
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MaxAmmo=180
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InitialAmount=45
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PickupClass=Class'NicePack.NiceL85A2AmmoPickup'
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IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
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IconCoords=(X1=413,Y1=82,X2=457,Y2=125)
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ItemName="Stanag Magazines"
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}
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@ -1,4 +1,9 @@
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class NiceL85A2AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=30
InventoryType=Class'NicePack.NiceL85A2Ammo'
RespawnTime=0.000000
PickupMessage="Mag (5.56mm)"
StaticMesh=StaticMesh'KillingFloorStatics.DualiesAmmo'
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}
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class NiceL85A2AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
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AmmoAmount=30
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InventoryType=Class'NicePack.NiceL85A2Ammo'
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RespawnTime=0.000000
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PickupMessage="Mag (5.56mm)"
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StaticMesh=StaticMesh'KillingFloorStatics.DualiesAmmo'
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}
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@ -1,4 +1,56 @@
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class NiceL85A2Attachment extends NiceAttachment;
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defaultproperties
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{
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
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}
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class NiceL85A2Attachment extends NiceAttachment;
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defaultproperties
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{
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mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
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mTracerClass=Class'KFMod.KFNewTracer'
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mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
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MovementAnims(0)="JogF_M4"
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MovementAnims(1)="JogB_M4"
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MovementAnims(2)="JogL_M4"
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MovementAnims(3)="JogR_M4"
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TurnLeftAnim="TurnL_M4"
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TurnRightAnim="TurnR_M4"
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CrouchAnims(0)="CHWalkF_M4"
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CrouchAnims(1)="CHWalkB_M4"
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CrouchAnims(2)="CHWalkL_M4"
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CrouchAnims(3)="CHWalkR_M4"
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WalkAnims(0)="WalkF_M4"
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WalkAnims(1)="WalkB_M4"
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WalkAnims(2)="WalkL_M4"
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WalkAnims(3)="WalkR_M4"
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CrouchTurnRightAnim="CH_TurnR_M4"
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CrouchTurnLeftAnim="CH_TurnL_M4"
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IdleCrouchAnim="CHIdle_M4"
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IdleWeaponAnim="Idle_M4"
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IdleRestAnim="Idle_M4"
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IdleChatAnim="Idle_M4"
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IdleHeavyAnim="Idle_M4"
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IdleRifleAnim="Idle_M4"
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FireAnims(0)="Fire_M4"
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FireAnims(1)="Fire_M4"
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FireAnims(2)="Fire_M4"
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FireAnims(3)="Fire_M4"
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FireAltAnims(0)="Fire_M4"
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FireAltAnims(1)="Fire_M4"
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FireAltAnims(2)="Fire_M4"
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FireAltAnims(3)="Fire_M4"
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FireCrouchAnims(0)="CHFire_M4"
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FireCrouchAnims(1)="CHFire_M4"
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FireCrouchAnims(2)="CHFire_M4"
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FireCrouchAnims(3)="CHFire_M4"
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FireCrouchAltAnims(0)="CHFire_M4"
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FireCrouchAltAnims(1)="CHFire_M4"
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FireCrouchAltAnims(2)="CHFire_M4"
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FireCrouchAltAnims(3)="CHFire_M4"
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HitAnims(0)="HitF_M4"
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HitAnims(1)="HitB_M4"
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HitAnims(2)="HitL_M4"
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HitAnims(3)="HitR_M4"
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PostFireBlendStandAnim="Blend_M4"
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PostFireBlendCrouchAnim="CHBlend_M4"
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MeshRef="NicePackA.L85A2_3rd"
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bRapidFire=True
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bAltRapidFire=True
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SplashEffect=Class'ROEffects.BulletSplashEmitter'
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CullDistance=5000.000000
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}
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@ -1,4 +1,38 @@
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class NiceL85A2Fire extends NiceFire;
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defaultproperties
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{
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
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}
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class NiceL85A2Fire extends NiceFire;
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defaultproperties
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{
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zedTimeFireSpeedUp=2.500000
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ProjectileSpeed=46500.000000
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bBetterBurst=True
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FireAimedAnim="Fire_Iron"
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RecoilRate=0.050000
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maxVerticalRecoilAngle=75
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maxHorizontalRecoilAngle=37
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ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
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ShellEjectBoneName="Shell_eject"
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bRandomPitchFireSound=False
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FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M"
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StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S"
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NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
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DamageType=Class'NicePack.NiceDamTypeL85A2Z'
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DamageMin=81
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DamageMax=81
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Momentum=10000.000000
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bPawnRapidFireAnim=True
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bWaitForRelease=True
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bAttachSmokeEmitter=True
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TransientSoundVolume=1.800000
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TweenTime=0.025000
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FireForce="AssaultRifleFire"
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FireRate=0.250000
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AmmoClass=Class'NicePack.NiceL85A2Ammo'
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ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeRotTime=3.000000
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ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=2.000000
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BotRefireRate=0.350000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
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aimerror=30.000000
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}
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@ -1,4 +1,25 @@
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class NiceL85A2Pickup extends NiceWeaponPickup;
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defaultproperties
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{
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
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}
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class NiceL85A2Pickup extends NiceWeaponPickup;
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defaultproperties
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{
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Weight=5.000000
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cost=250
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AmmoCost=10
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BuyClipSize=15
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PowerValue=45
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SpeedValue=60
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RangeValue=70
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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."
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ItemName="L85A2"
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ItemShortName="L85A2"
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AmmoItemName="5.556x45mm Ammo"
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AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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CorrespondingPerkIndex=3
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EquipmentCategoryID=3
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InventoryType=Class'NicePack.NiceL85A2Z'
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PickupMessage="You got the L85A2"
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PickupSound=Sound'KF_FNFALSnd.FNFAL_Pickup'
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PickupForce="AssaultRiflePickup"
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StaticMesh=StaticMesh'NicePackSM.L85A2.L85A2_Static'
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CollisionRadius=25.000000
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CollisionHeight=5.000000
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}
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class NiceL85A2Z extends NiceScopedWeapon;
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#exec OBJ LOAD FILE=..\Textures\ScopeShaders.utx
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#exec OBJ LOAD FILE=..\Textures\NicePackT.utx
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defaultproperties
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{
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"
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}
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class NiceL85A2Z extends NiceScopedWeapon;
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#exec OBJ LOAD FILE=..\Textures\ScopeShaders.utx
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#exec OBJ LOAD FILE=..\Textures\NicePackT.utx
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defaultproperties
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{
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lenseMaterialID=3
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scopePortalFOVHigh=14.000000
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scopePortalFOV=14.000000
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ZoomMatRef="NicePackT.L85A2.Susat_Scope"
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ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb"
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CrosshairTexRef="NicePackT.L85A2.Susat_Scope"
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reloadPreEndFrame=0.270000
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reloadEndFrame=0.469000
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reloadChargeEndFrame=0.760000
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reloadMagStartFrame=0.385000
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reloadChargeStartFrame=0.570000
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MagazineBone="clip"
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FirstPersonFlashlightOffset=(X=-20.000000,Y=-22.000000,Z=8.000000)
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bHasScope=True
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ZoomedDisplayFOVHigh=65.000000
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MagCapacity=30
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ReloadRate=2.500000
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ReloadAnim="Reload"
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ReloadAnimRate=1.280000
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WeaponReloadAnim="Reload"
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Weight=5.000000
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bHasAimingMode=True
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IdleAimAnim="Idle_Iron"
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StandardDisplayFOV=70.000000
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SleeveNum=0
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TraderInfoTexture=Texture'NicePackT.L85A2.L85A2_Trader'
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bIsTier3Weapon=True
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MeshRef="NicePackA.L85A2_Weapon"
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SkinRefs(1)="NicePackT.L85A2.l85a1_diffuse_04"
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SkinRefs(2)="NicePackT.L85A2.susat_diffuse_01"
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HudImageRef="NicePackT.L85A2.L85A2_Unselected"
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SelectedHudImageRef="NicePackT.L85A2.L85A2_Selected"
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PlayerIronSightFOV=40.000000
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ZoomedDisplayFOV=65.000000
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FireModeClass(0)=Class'NicePack.NiceL85A2Fire'
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FireModeClass(1)=Class'KFMod.NoFire'
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PutDownAnim="PutDown"
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SelectAnimRate=1.500000
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BringUpTime=0.600000
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SelectSound=Sound'KF_9MMSnd.9mm_Select'
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AIRating=0.250000
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CurrentRating=0.250000
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bShowChargingBar=True
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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."
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DisplayFOV=70.000000
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Priority=100
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CustomCrosshair=11
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CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
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InventoryGroup=3
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GroupOffset=1
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PickupClass=Class'NicePack.NiceL85A2Pickup'
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PlayerViewOffset=(X=20.000000,Y=25.000000,Z=-10.000000)
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BobDamping=6.000000
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AttachmentClass=Class'NicePack.NiceL85A2Attachment'
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IconCoords=(X1=434,Y1=253,X2=506,Y2=292)
|
||||
ItemName="L85A2"
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue