Fix new line symbol issues
This commit is contained in:
parent
51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
|
|
@ -1,5 +1,12 @@
|
|||
class NiceAA12Ammo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceAA12Pickup'
AmmoPickupAmount=20
MaxAmmo=100
InitialAmount=25
PickupClass=Class'NicePack.NiceAA12AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceAA12Ammo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceAA12Pickup'
|
||||
AmmoPickupAmount=20
|
||||
MaxAmmo=100
|
||||
InitialAmount=25
|
||||
PickupClass=Class'NicePack.NiceAA12AmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceAA12AmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=20
InventoryType=Class'NicePack.NiceAA12Ammo'
PickupMessage="12-Gauge Drum"
StaticMesh=None
|
||||
}
|
||||
class NiceAA12AmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=20
|
||||
InventoryType=Class'NicePack.NiceAA12Ammo'
|
||||
PickupMessage="12-Gauge Drum"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,51 @@
|
|||
class NiceAA12Attachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
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_Weapons3rd2_Trip.AA12_3rd"
|
||||
}
|
||||
class NiceAA12Attachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
|
||||
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
|
||||
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_Weapons3rd2_Trip.AA12_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,15 +1,57 @@
|
|||
class NiceAA12AutoShotgun extends NiceWeapon;
|
||||
|
||||
// Use alt fire to switch fire modes
|
||||
simulated function AltFire(float F){
|
||||
DoToggle();
|
||||
}
|
||||
|
||||
exec function SwitchModes(){
|
||||
DoToggle();
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
reloadPreEndFrame=0.473000
reloadEndFrame=0.828000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.591000
reloadChargeStartFrame=-1.000000
MagCapacity=20
|
||||
Weight=6.000000
ReloadRate=3.133000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AA12"
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_AA12'
bIsTier3Weapon=True
MeshRef="KF_Weapons2_Trip.AA12_Trip"
SkinRefs(0)="KF_Weapons2_Trip_T.Special.AA12_cmb"
SelectSoundRef="KF_AA12Snd.AA12_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.AA12_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.AA12"
PlayerIronSightFOV=80.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceAA12Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="An advanced fully automatic shotgun."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=200
InventoryGroup=4
GroupOffset=10
PickupClass=Class'NicePack.NiceAA12Pickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-2.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceAA12Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="AA12 Shotgun"
TransientSoundVolume=1.250000
|
||||
class NiceAA12AutoShotgun extends NiceWeapon;
|
||||
|
||||
// Use alt fire to switch fire modes
|
||||
simulated function AltFire(float F){
|
||||
DoToggle();
|
||||
}
|
||||
|
||||
exec function SwitchModes(){
|
||||
DoToggle();
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
reloadPreEndFrame=0.473000
|
||||
reloadEndFrame=0.828000
|
||||
reloadChargeEndFrame=-1.000000
|
||||
reloadMagStartFrame=0.591000
|
||||
reloadChargeStartFrame=-1.000000
|
||||
MagCapacity=20
|
||||
Weight=6.000000
|
||||
ReloadRate=3.133000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.000000
|
||||
WeaponReloadAnim="Reload_AA12"
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Idle_Iron"
|
||||
StandardDisplayFOV=65.000000
|
||||
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_AA12'
|
||||
bIsTier3Weapon=True
|
||||
MeshRef="KF_Weapons2_Trip.AA12_Trip"
|
||||
SkinRefs(0)="KF_Weapons2_Trip_T.Special.AA12_cmb"
|
||||
SelectSoundRef="KF_AA12Snd.AA12_Select"
|
||||
HudImageRef="KillingFloor2HUD.WeaponSelect.AA12_unselected"
|
||||
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.AA12"
|
||||
PlayerIronSightFOV=80.000000
|
||||
ZoomedDisplayFOV=45.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceAA12Fire'
|
||||
FireModeClass(1)=Class'KFMod.NoFire'
|
||||
PutDownAnim="PutDown"
|
||||
SelectForce="SwitchToAssaultRifle"
|
||||
AIRating=0.550000
|
||||
CurrentRating=0.550000
|
||||
bShowChargingBar=True
|
||||
Description="An advanced fully automatic shotgun."
|
||||
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
|
||||
DisplayFOV=65.000000
|
||||
Priority=200
|
||||
InventoryGroup=4
|
||||
GroupOffset=10
|
||||
PickupClass=Class'NicePack.NiceAA12Pickup'
|
||||
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-2.000000)
|
||||
BobDamping=6.000000
|
||||
AttachmentClass=Class'NicePack.NiceAA12Attachment'
|
||||
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
|
||||
ItemName="AA12 Shotgun"
|
||||
TransientSoundVolume=1.250000
|
||||
}
|
||||
|
|
@ -1,4 +1,25 @@
|
|||
class NiceAA12Fire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
ProjPerFire=5
KickMomentum=(X=-35.000000,Z=5.000000)
maxVerticalRecoilAngle=1000
maxHorizontalRecoilAngle=500
ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
ShellEjectBoneName="Shell_eject"
FireSoundRef="KF_AA12Snd.AA12_Fire"
StereoFireSoundRef="KF_AA12Snd.AA12_FireST"
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
DamageType=Class'NicePack.NiceDamTypeAA12Shotgun'
DamageMax=48
Momentum=60000.000000
bWaitForRelease=False
FireAnimRate=1.000000
FireRate=0.200000
AmmoClass=Class'NicePack.NiceAA12Ammo'
ShakeRotMag=(Z=250.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(Z=6.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.250000
|
||||
}
|
||||
class NiceAA12Fire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
|
||||
ProjPerFire=5
|
||||
KickMomentum=(X=-35.000000,Z=5.000000)
|
||||
maxVerticalRecoilAngle=1000
|
||||
maxHorizontalRecoilAngle=500
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
FireSoundRef="KF_AA12Snd.AA12_Fire"
|
||||
StereoFireSoundRef="KF_AA12Snd.AA12_FireST"
|
||||
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
|
||||
DamageType=Class'NicePack.NiceDamTypeAA12Shotgun'
|
||||
DamageMax=48
|
||||
Momentum=60000.000000
|
||||
bWaitForRelease=False
|
||||
FireAnimRate=1.000000
|
||||
FireRate=0.200000
|
||||
AmmoClass=Class'NicePack.NiceAA12Ammo'
|
||||
ShakeRotMag=(Z=250.000000)
|
||||
ShakeRotTime=3.000000
|
||||
ShakeOffsetMag=(Z=6.000000)
|
||||
ShakeOffsetTime=1.250000
|
||||
BotRefireRate=0.250000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,24 @@
|
|||
class NiceAA12Pickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
cost=1250
AmmoCost=80
BuyClipSize=20
PowerValue=85
SpeedValue=65
RangeValue=20
Description="An advanced fully automatic shotgun."
ItemName="AA12 Shotgun"
ItemShortName="AA12 Shotgun"
AmmoItemName="12-gauge drum"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
VariantClasses(0)=Class'KFMod.GoldenAA12Pickup'
InventoryType=Class'NicePack.NiceAA12AutoShotgun'
PickupMessage="You got the AA12 auto shotgun."
PickupSound=Sound'KF_AA12Snd.AA12_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups2_Trip.Shotguns.AA12_Pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
class NiceAA12Pickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
cost=1250
|
||||
AmmoCost=80
|
||||
BuyClipSize=20
|
||||
PowerValue=85
|
||||
SpeedValue=65
|
||||
RangeValue=20
|
||||
Description="An advanced fully automatic shotgun."
|
||||
ItemName="AA12 Shotgun"
|
||||
ItemShortName="AA12 Shotgun"
|
||||
AmmoItemName="12-gauge drum"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=3
|
||||
VariantClasses(0)=Class'KFMod.GoldenAA12Pickup'
|
||||
InventoryType=Class'NicePack.NiceAA12AutoShotgun'
|
||||
PickupMessage="You got the AA12 auto shotgun."
|
||||
PickupSound=Sound'KF_AA12Snd.AA12_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_pickups2_Trip.Shotguns.AA12_Pickup'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
@ -1,5 +1,19 @@
|
|||
class NiceDamTypeAA12Shotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
MaxPenetrations=5
PenDmgReduction=0.900000
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceAA12AutoShotgun'
DeathString="%k killed %o (AA12 Shotgun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
|
||||
class NiceDamTypeAA12Shotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
MaxPenetrations=5
|
||||
PenDmgReduction=0.900000
|
||||
bIsPowerWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceAA12AutoShotgun'
|
||||
DeathString="%k killed %o (AA12 Shotgun)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
bBulletHit=True
|
||||
FlashFog=(X=600.000000)
|
||||
KDamageImpulse=10000.000000
|
||||
KDeathVel=300.000000
|
||||
KDeathUpKick=100.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
@ -1,4 +1,11 @@
|
|||
class NiceBenelliAmmo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceBenelliPickup'
AmmoPickupAmount=6
MaxAmmo=60
InitialAmount=15
PickupClass=Class'NicePack.NiceBenelliAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceBenelliAmmo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceBenelliPickup'
|
||||
AmmoPickupAmount=6
|
||||
MaxAmmo=60
|
||||
InitialAmount=15
|
||||
PickupClass=Class'NicePack.NiceBenelliAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceBenelliAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=6
InventoryType=Class'NicePack.NiceBenelliAmmo'
PickupMessage="12-Gauge Shells"
StaticMesh=None
|
||||
}
|
||||
class NiceBenelliAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=6
|
||||
InventoryType=Class'NicePack.NiceBenelliAmmo'
|
||||
PickupMessage="12-Gauge Shells"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,21 @@
|
|||
class NiceBenelliAttachment extends NiceShotgunAttachment;
|
||||
defaultproperties
|
||||
{
FireAnims(0)="Fire_Benelli"
FireAnims(1)="Fire_Benelli"
FireAnims(2)="Fire_Benelli"
FireAnims(3)="Fire_Benelli"
FireAltAnims(0)="Fire_Benelli"
FireAltAnims(1)="Fire_Benelli"
FireAltAnims(2)="Fire_Benelli"
FireAltAnims(3)="Fire_Benelli"
FireCrouchAnims(0)="CHFire_Benelli"
FireCrouchAnims(1)="CHFire_Benelli"
FireCrouchAnims(2)="CHFire_Benelli"
FireCrouchAnims(3)="CHFire_Benelli"
FireCrouchAltAnims(0)="CHFire_Benelli"
FireCrouchAltAnims(1)="CHFire_Benelli"
FireCrouchAltAnims(2)="CHFire_Benelli"
FireCrouchAltAnims(3)="CHFire_Benelli"
MeshRef="KF_Weapons3rd3_Trip.Benelli_3rd"
|
||||
}
|
||||
class NiceBenelliAttachment extends NiceShotgunAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
FireAnims(0)="Fire_Benelli"
|
||||
FireAnims(1)="Fire_Benelli"
|
||||
FireAnims(2)="Fire_Benelli"
|
||||
FireAnims(3)="Fire_Benelli"
|
||||
FireAltAnims(0)="Fire_Benelli"
|
||||
FireAltAnims(1)="Fire_Benelli"
|
||||
FireAltAnims(2)="Fire_Benelli"
|
||||
FireAltAnims(3)="Fire_Benelli"
|
||||
FireCrouchAnims(0)="CHFire_Benelli"
|
||||
FireCrouchAnims(1)="CHFire_Benelli"
|
||||
FireCrouchAnims(2)="CHFire_Benelli"
|
||||
FireCrouchAnims(3)="CHFire_Benelli"
|
||||
FireCrouchAltAnims(0)="CHFire_Benelli"
|
||||
FireCrouchAltAnims(1)="CHFire_Benelli"
|
||||
FireCrouchAltAnims(2)="CHFire_Benelli"
|
||||
FireCrouchAltAnims(3)="CHFire_Benelli"
|
||||
MeshRef="KF_Weapons3rd3_Trip.Benelli_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,12 @@
|
|||
class NiceBenelliFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
KickMomentum=(X=-45.000000,Z=10.000000)
ShellEjectClass=Class'ROEffects.KFShellEjectBenelli'
ShellEjectBoneName="Shell_eject"
DamageType=Class'NicePack.NiceDamTypeBenelli'
FireAnimRate=1.000000
FireRate=0.200000
AmmoClass=Class'NicePack.NiceBenelliAmmo'
BotRefireRate=0.200000
|
||||
}
|
||||
class NiceBenelliFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
|
||||
KickMomentum=(X=-45.000000,Z=10.000000)
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectBenelli'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
DamageType=Class'NicePack.NiceDamTypeBenelli'
|
||||
FireAnimRate=1.000000
|
||||
FireRate=0.200000
|
||||
AmmoClass=Class'NicePack.NiceBenelliAmmo'
|
||||
BotRefireRate=0.200000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,24 @@
|
|||
class NiceBenelliPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
Weight=8.000000
cost=500
BuyClipSize=6
PowerValue=70
SpeedValue=60
RangeValue=15
Description="A military tactical shotgun with semi automatic fire capability. Holds up to 6 shells. "
ItemName="Benelli shotgun"
ItemShortName="Benelli shotgun"
AmmoItemName="12-gauge shells"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
VariantClasses(0)=Class'KFMod.GoldenBenelliPickup'
InventoryType=Class'NicePack.NiceBenelliShotgun'
PickupMessage="You got the Benelli shotgun"
PickupSound=Sound'KF_M4ShotgunSnd.foley.WEP_Benelli_Foley_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.Benelli_Pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
class NiceBenelliPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
Weight=8.000000
|
||||
cost=500
|
||||
BuyClipSize=6
|
||||
PowerValue=70
|
||||
SpeedValue=60
|
||||
RangeValue=15
|
||||
Description="A military tactical shotgun with semi automatic fire capability. Holds up to 6 shells. "
|
||||
ItemName="Benelli shotgun"
|
||||
ItemShortName="Benelli shotgun"
|
||||
AmmoItemName="12-gauge shells"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=2
|
||||
VariantClasses(0)=Class'KFMod.GoldenBenelliPickup'
|
||||
InventoryType=Class'NicePack.NiceBenelliShotgun'
|
||||
PickupMessage="You got the Benelli shotgun"
|
||||
PickupSound=Sound'KF_M4ShotgunSnd.foley.WEP_Benelli_Foley_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.Benelli_Pickup'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
@ -1,8 +1,52 @@
|
|||
class NiceBenelliShotgun extends NiceWeapon;
|
||||
simulated function fillSubReloadStages(){
|
||||
// Loading 6 shells during 174 frames tops, with first shell loaded at frame 22, with 24 frames between load moments
|
||||
generateReloadStages(6, 174, 22, 24);
|
||||
}
|
||||
defaultproperties
|
||||
{
bChangeClipIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
reloadType=RTYPE_SINGLE
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
MagCapacity=6
ReloadRate=0.750000
ReloadAnim="Reload"
ReloadAnimRate=1.200000
bHoldToReload=True
WeaponReloadAnim="Reload_Shotgun"
Weight=5.000000
bTorchEnabled=True
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Beneli'
bIsTier2Weapon=True
MeshRef="KF_Wep_Benelli.Benelli_Trip"
SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.Benelli_M4_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SelectSoundRef="KF_M4ShotgunSnd.WEP_Benelli_Foley_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.Beneli_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Beneli"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceBenelliFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
AIRating=0.600000
CurrentRating=0.600000
bShowChargingBar=True
Description="A military tactical shotgun with semi automatic fire capability. Holds up to 6 shells. "
DisplayFOV=65.000000
Priority=170
InventoryGroup=3
GroupOffset=9
PickupClass=Class'NicePack.NiceBenelliPickup'
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
BobDamping=7.000000
AttachmentClass=Class'NicePack.NiceBenelliAttachment'
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
ItemName="Benelli shotgun"
TransientSoundVolume=1.000000
|
||||
}
|
||||
class NiceBenelliShotgun extends NiceWeapon;
|
||||
simulated function fillSubReloadStages(){
|
||||
// Loading 6 shells during 174 frames tops, with first shell loaded at frame 22, with 24 frames between load moments
|
||||
generateReloadStages(6, 174, 22, 24);
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
bChangeClipIcon=True
|
||||
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
|
||||
reloadType=RTYPE_SINGLE
|
||||
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
|
||||
MagCapacity=6
|
||||
ReloadRate=0.750000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.200000
|
||||
bHoldToReload=True
|
||||
WeaponReloadAnim="Reload_Shotgun"
|
||||
Weight=5.000000
|
||||
bTorchEnabled=True
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Idle_Iron"
|
||||
StandardDisplayFOV=65.000000
|
||||
SleeveNum=2
|
||||
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Beneli'
|
||||
bIsTier2Weapon=True
|
||||
MeshRef="KF_Wep_Benelli.Benelli_Trip"
|
||||
SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.Benelli_M4_cmb"
|
||||
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
|
||||
SelectSoundRef="KF_M4ShotgunSnd.WEP_Benelli_Foley_Select"
|
||||
HudImageRef="KillingFloor2HUD.WeaponSelect.Beneli_unselected"
|
||||
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Beneli"
|
||||
PlayerIronSightFOV=70.000000
|
||||
ZoomedDisplayFOV=40.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceBenelliFire'
|
||||
FireModeClass(1)=Class'KFMod.NoFire'
|
||||
PutDownAnim="PutDown"
|
||||
AIRating=0.600000
|
||||
CurrentRating=0.600000
|
||||
bShowChargingBar=True
|
||||
Description="A military tactical shotgun with semi automatic fire capability. Holds up to 6 shells. "
|
||||
DisplayFOV=65.000000
|
||||
Priority=170
|
||||
InventoryGroup=3
|
||||
GroupOffset=9
|
||||
PickupClass=Class'NicePack.NiceBenelliPickup'
|
||||
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
|
||||
BobDamping=7.000000
|
||||
AttachmentClass=Class'NicePack.NiceBenelliAttachment'
|
||||
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
|
||||
ItemName="Benelli shotgun"
|
||||
TransientSoundVolume=1.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,19 @@
|
|||
class NiceDamTypeBenelli extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
MaxPenetrations=3
MediumZedPenDmgReduction=1.000000
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceBenelliShotgun'
DeathString="%k killed %o (Benelli Shotgun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
|
||||
}
|
||||
class NiceDamTypeBenelli extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
MaxPenetrations=3
|
||||
MediumZedPenDmgReduction=1.000000
|
||||
bIsPowerWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceBenelliShotgun'
|
||||
DeathString="%k killed %o (Benelli Shotgun)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
bBulletHit=True
|
||||
FlashFog=(X=600.000000)
|
||||
KDamageImpulse=10000.000000
|
||||
KDeathVel=300.000000
|
||||
KDeathUpKick=100.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,51 @@
|
|||
class NiceBoomStickAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_HuntingShotgun"
MovementAnims(1)="JogB_HuntingShotgun"
MovementAnims(2)="JogL_HuntingShotgun"
MovementAnims(3)="JogR_HuntingShotgun"
TurnLeftAnim="TurnL_HuntingShotgun"
TurnRightAnim="TurnR_HuntingShotgun"
CrouchAnims(0)="CHwalkF_HuntingShotgun"
CrouchAnims(1)="CHwalkB_HuntingShotgun"
CrouchAnims(2)="CHwalkL_HuntingShotgun"
CrouchAnims(3)="CHwalkR_HuntingShotgun"
WalkAnims(0)="WalkF_HuntingShotgun"
WalkAnims(1)="WalkB_HuntingShotgun"
WalkAnims(2)="WalkL_HuntingShotgun"
WalkAnims(3)="WalkR_HuntingShotgun"
CrouchTurnRightAnim="CH_TurnR_HuntingShotgun"
CrouchTurnLeftAnim="CH_TurnL_HuntingShotgun"
IdleCrouchAnim="CHIdle_HuntingShotgun"
IdleWeaponAnim="Idle_HuntingShotgun"
IdleRestAnim="Idle_HuntingShotgun"
IdleChatAnim="Idle_HuntingShotgun"
IdleHeavyAnim="Idle_HuntingShotgun"
IdleRifleAnim="Idle_HuntingShotgun"
FireAnims(0)="Fire_HuntingShotgun"
FireAnims(1)="Fire_HuntingShotgun"
FireAnims(2)="Fire_HuntingShotgun"
FireAnims(3)="Fire_HuntingShotgun"
FireAltAnims(0)="Fire_HuntingShotgun"
FireAltAnims(1)="Fire_HuntingShotgun"
FireAltAnims(2)="Fire_HuntingShotgun"
FireAltAnims(3)="Fire_HuntingShotgun"
FireCrouchAnims(0)="CHFire_HuntingShotgun"
FireCrouchAnims(1)="CHFire_HuntingShotgun"
FireCrouchAnims(2)="CHFire_HuntingShotgun"
FireCrouchAnims(3)="CHFire_HuntingShotgun"
FireCrouchAltAnims(0)="CHFire_HuntingShotgun"
FireCrouchAltAnims(1)="CHFire_HuntingShotgun"
FireCrouchAltAnims(2)="CHFire_HuntingShotgun"
FireCrouchAltAnims(3)="CHFire_HuntingShotgun"
HitAnims(0)="HitF_HuntingShotgun"
HitAnims(1)="HitB_HuntingShotgun"
HitAnims(2)="HitL_HuntingShotgun"
HitAnims(3)="HitR_HuntingShotgun"
PostFireBlendStandAnim="Blend_HuntingShotgun"
PostFireBlendCrouchAnim="CHBlend_HuntingShotgun"
MeshRef="KF_Weapons3rd_Trip.HuntingShot_3rd"
|
||||
}
|
||||
class NiceBoomStickAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
|
||||
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
|
||||
MovementAnims(0)="JogF_HuntingShotgun"
|
||||
MovementAnims(1)="JogB_HuntingShotgun"
|
||||
MovementAnims(2)="JogL_HuntingShotgun"
|
||||
MovementAnims(3)="JogR_HuntingShotgun"
|
||||
TurnLeftAnim="TurnL_HuntingShotgun"
|
||||
TurnRightAnim="TurnR_HuntingShotgun"
|
||||
CrouchAnims(0)="CHwalkF_HuntingShotgun"
|
||||
CrouchAnims(1)="CHwalkB_HuntingShotgun"
|
||||
CrouchAnims(2)="CHwalkL_HuntingShotgun"
|
||||
CrouchAnims(3)="CHwalkR_HuntingShotgun"
|
||||
WalkAnims(0)="WalkF_HuntingShotgun"
|
||||
WalkAnims(1)="WalkB_HuntingShotgun"
|
||||
WalkAnims(2)="WalkL_HuntingShotgun"
|
||||
WalkAnims(3)="WalkR_HuntingShotgun"
|
||||
CrouchTurnRightAnim="CH_TurnR_HuntingShotgun"
|
||||
CrouchTurnLeftAnim="CH_TurnL_HuntingShotgun"
|
||||
IdleCrouchAnim="CHIdle_HuntingShotgun"
|
||||
IdleWeaponAnim="Idle_HuntingShotgun"
|
||||
IdleRestAnim="Idle_HuntingShotgun"
|
||||
IdleChatAnim="Idle_HuntingShotgun"
|
||||
IdleHeavyAnim="Idle_HuntingShotgun"
|
||||
IdleRifleAnim="Idle_HuntingShotgun"
|
||||
FireAnims(0)="Fire_HuntingShotgun"
|
||||
FireAnims(1)="Fire_HuntingShotgun"
|
||||
FireAnims(2)="Fire_HuntingShotgun"
|
||||
FireAnims(3)="Fire_HuntingShotgun"
|
||||
FireAltAnims(0)="Fire_HuntingShotgun"
|
||||
FireAltAnims(1)="Fire_HuntingShotgun"
|
||||
FireAltAnims(2)="Fire_HuntingShotgun"
|
||||
FireAltAnims(3)="Fire_HuntingShotgun"
|
||||
FireCrouchAnims(0)="CHFire_HuntingShotgun"
|
||||
FireCrouchAnims(1)="CHFire_HuntingShotgun"
|
||||
FireCrouchAnims(2)="CHFire_HuntingShotgun"
|
||||
FireCrouchAnims(3)="CHFire_HuntingShotgun"
|
||||
FireCrouchAltAnims(0)="CHFire_HuntingShotgun"
|
||||
FireCrouchAltAnims(1)="CHFire_HuntingShotgun"
|
||||
FireCrouchAltAnims(2)="CHFire_HuntingShotgun"
|
||||
FireCrouchAltAnims(3)="CHFire_HuntingShotgun"
|
||||
HitAnims(0)="HitF_HuntingShotgun"
|
||||
HitAnims(1)="HitB_HuntingShotgun"
|
||||
HitAnims(2)="HitL_HuntingShotgun"
|
||||
HitAnims(3)="HitR_HuntingShotgun"
|
||||
PostFireBlendStandAnim="Blend_HuntingShotgun"
|
||||
PostFireBlendCrouchAnim="CHBlend_HuntingShotgun"
|
||||
MeshRef="KF_Weapons3rd_Trip.HuntingShot_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,13 @@
|
|||
class NiceDBShotgunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceBoomStickPickup'
AmmoPickupAmount=6
MaxAmmo=64
InitialAmount=16
PickupClass=Class'NicePack.NiceDBShotgunAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
ItemName="Shotgun Ammo"
|
||||
}
|
||||
class NiceDBShotgunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceBoomStickPickup'
|
||||
AmmoPickupAmount=6
|
||||
MaxAmmo=64
|
||||
InitialAmount=16
|
||||
PickupClass=Class'NicePack.NiceDBShotgunAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
ItemName="Shotgun Ammo"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceDBShotgunAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=6
InventoryType=Class'NicePack.NiceDBShotgunAmmo'
PickupMessage="12 Gauge Premium Slugs"
StaticMesh=None
|
||||
}
|
||||
class NiceDBShotgunAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=6
|
||||
InventoryType=Class'NicePack.NiceDBShotgunAmmo'
|
||||
PickupMessage="12 Gauge Premium Slugs"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,20 @@
|
|||
class NiceDamTypeDBShotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
MaxPenetrations=4
MediumZedPenDmgReduction=1.000000
PenDmgReduction=0.800000
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceBoomStick'
DeathString="%k killed %o (Hunting shotgun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
|
||||
}
|
||||
class NiceDamTypeDBShotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
MaxPenetrations=4
|
||||
MediumZedPenDmgReduction=1.000000
|
||||
PenDmgReduction=0.800000
|
||||
bIsPowerWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceBoomStick'
|
||||
DeathString="%k killed %o (Hunting shotgun)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
bBulletHit=True
|
||||
FlashFog=(X=600.000000)
|
||||
KDamageImpulse=10000.000000
|
||||
KDeathVel=300.000000
|
||||
KDeathUpKick=100.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,21 @@
|
|||
class NiceDamTypeKSGShotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
MaxPenetrations=3
BigZedPenDmgReduction=0.000000
MediumZedPenDmgReduction=0.250000
PenDmgReduction=0.900000
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceKSGShotgun'
DeathString="%k killed %o (HSG Shotgun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
|
||||
}
|
||||
class NiceDamTypeKSGShotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
MaxPenetrations=3
|
||||
BigZedPenDmgReduction=0.000000
|
||||
MediumZedPenDmgReduction=0.250000
|
||||
PenDmgReduction=0.900000
|
||||
bIsPowerWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceKSGShotgun'
|
||||
DeathString="%k killed %o (HSG Shotgun)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
bBulletHit=True
|
||||
FlashFog=(X=600.000000)
|
||||
KDamageImpulse=10000.000000
|
||||
KDeathVel=300.000000
|
||||
KDeathUpKick=100.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,10 @@
|
|||
class NiceKSGAltFire extends NiceKSGFire;
|
||||
defaultproperties
|
||||
{
ProjPerFire=18
DamageMax=19
bWaitForRelease=False
FireAnimRate=1.000000
FireRate=0.820000
Spread=1500.000000
|
||||
}
|
||||
class NiceKSGAltFire extends NiceKSGFire;
|
||||
defaultproperties
|
||||
{
|
||||
ProjPerFire=18
|
||||
DamageMax=19
|
||||
bWaitForRelease=False
|
||||
FireAnimRate=1.000000
|
||||
FireRate=0.820000
|
||||
Spread=1500.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
class NiceKSGAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceKSGPickup'
AmmoPickupAmount=12
MaxAmmo=84
InitialAmount=15
PickupClass=Class'NicePack.NiceKSGAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceKSGAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceKSGPickup'
|
||||
AmmoPickupAmount=12
|
||||
MaxAmmo=84
|
||||
InitialAmount=15
|
||||
PickupClass=Class'NicePack.NiceKSGAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceKSGAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=12
InventoryType=Class'KFMod.ShotgunAmmo'
PickupMessage="12-Gauge Drum"
StaticMesh=None
|
||||
}
|
||||
class NiceKSGAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=12
|
||||
InventoryType=Class'KFMod.ShotgunAmmo'
|
||||
PickupMessage="12-Gauge Drum"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,51 @@
|
|||
class NiceKSGAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_MP5"
MovementAnims(1)="JogB_MP5"
MovementAnims(2)="JogL_MP5"
MovementAnims(3)="JogR_MP5"
TurnLeftAnim="TurnL_MP5"
TurnRightAnim="TurnR_MP5"
CrouchAnims(0)="CHWalkF_MP5"
CrouchAnims(1)="CHWalkB_MP5"
CrouchAnims(2)="CHWalkL_MP5"
CrouchAnims(3)="CHWalkR_MP5"
WalkAnims(0)="WalkF_MP5"
WalkAnims(1)="WalkB_MP5"
WalkAnims(2)="WalkL_MP5"
WalkAnims(3)="WalkR_MP5"
CrouchTurnRightAnim="CH_TurnR_MP5"
CrouchTurnLeftAnim="CH_TurnL_MP5"
IdleCrouchAnim="CHIdle_MP5"
IdleWeaponAnim="Idle_MP5"
IdleRestAnim="Idle_MP5"
IdleChatAnim="Idle_MP5"
IdleHeavyAnim="Idle_MP5"
IdleRifleAnim="Idle_MP5"
FireAnims(0)="Fire_KSG"
FireAnims(1)="Fire_KSG"
FireAnims(2)="Fire_KSG"
FireAnims(3)="Fire_KSG"
FireAltAnims(0)="Fire_KSG"
FireAltAnims(1)="Fire_KSG"
FireAltAnims(2)="Fire_KSG"
FireAltAnims(3)="Fire_KSG"
FireCrouchAnims(0)="CHFire_KSG"
FireCrouchAnims(1)="CHFire_KSG"
FireCrouchAnims(2)="CHFire_KSG"
FireCrouchAnims(3)="CHFire_KSG"
FireCrouchAltAnims(0)="CHFire_KSG"
FireCrouchAltAnims(1)="CHFire_KSG"
FireCrouchAltAnims(2)="CHFire_KSG"
FireCrouchAltAnims(3)="CHFire_KSG"
HitAnims(0)="HitF_MP5"
HitAnims(1)="HitB_MP5"
HitAnims(2)="HitL_MP5"
HitAnims(3)="HitR_MP5"
PostFireBlendStandAnim="Blend_MP5"
PostFireBlendCrouchAnim="CHBlend_MP5"
MeshRef="KF_Weapons3rd4_Trip.KSG_3rd"
|
||||
}
|
||||
class NiceKSGAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
|
||||
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
|
||||
MovementAnims(0)="JogF_MP5"
|
||||
MovementAnims(1)="JogB_MP5"
|
||||
MovementAnims(2)="JogL_MP5"
|
||||
MovementAnims(3)="JogR_MP5"
|
||||
TurnLeftAnim="TurnL_MP5"
|
||||
TurnRightAnim="TurnR_MP5"
|
||||
CrouchAnims(0)="CHWalkF_MP5"
|
||||
CrouchAnims(1)="CHWalkB_MP5"
|
||||
CrouchAnims(2)="CHWalkL_MP5"
|
||||
CrouchAnims(3)="CHWalkR_MP5"
|
||||
WalkAnims(0)="WalkF_MP5"
|
||||
WalkAnims(1)="WalkB_MP5"
|
||||
WalkAnims(2)="WalkL_MP5"
|
||||
WalkAnims(3)="WalkR_MP5"
|
||||
CrouchTurnRightAnim="CH_TurnR_MP5"
|
||||
CrouchTurnLeftAnim="CH_TurnL_MP5"
|
||||
IdleCrouchAnim="CHIdle_MP5"
|
||||
IdleWeaponAnim="Idle_MP5"
|
||||
IdleRestAnim="Idle_MP5"
|
||||
IdleChatAnim="Idle_MP5"
|
||||
IdleHeavyAnim="Idle_MP5"
|
||||
IdleRifleAnim="Idle_MP5"
|
||||
FireAnims(0)="Fire_KSG"
|
||||
FireAnims(1)="Fire_KSG"
|
||||
FireAnims(2)="Fire_KSG"
|
||||
FireAnims(3)="Fire_KSG"
|
||||
FireAltAnims(0)="Fire_KSG"
|
||||
FireAltAnims(1)="Fire_KSG"
|
||||
FireAltAnims(2)="Fire_KSG"
|
||||
FireAltAnims(3)="Fire_KSG"
|
||||
FireCrouchAnims(0)="CHFire_KSG"
|
||||
FireCrouchAnims(1)="CHFire_KSG"
|
||||
FireCrouchAnims(2)="CHFire_KSG"
|
||||
FireCrouchAnims(3)="CHFire_KSG"
|
||||
FireCrouchAltAnims(0)="CHFire_KSG"
|
||||
FireCrouchAltAnims(1)="CHFire_KSG"
|
||||
FireCrouchAltAnims(2)="CHFire_KSG"
|
||||
FireCrouchAltAnims(3)="CHFire_KSG"
|
||||
HitAnims(0)="HitF_MP5"
|
||||
HitAnims(1)="HitB_MP5"
|
||||
HitAnims(2)="HitL_MP5"
|
||||
HitAnims(3)="HitR_MP5"
|
||||
PostFireBlendStandAnim="Blend_MP5"
|
||||
PostFireBlendCrouchAnim="CHBlend_MP5"
|
||||
MeshRef="KF_Weapons3rd4_Trip.KSG_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,19 @@
|
|||
class NiceKSGFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
ProjPerFire=12
maxVerticalRecoilAngle=1000
maxHorizontalRecoilAngle=500
ShellEjectClass=Class'KFMod.KSGShellEject'
ShellEjectBoneName="Shell_eject"
FireSoundRef="KF_KSGSnd.KSG_Fire_M"
StereoFireSoundRef="KF_KSGSnd.KSG_Fire_S"
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
DamageType=Class'NicePack.NiceDamTypeKSGShotgun'
DamageMax=25
FireAnimRate=0.869565
FireRate=0.943000
AmmoClass=Class'NicePack.NiceKSGAmmo'
BotRefireRate=0.250000
Spread=1000.000000
|
||||
}
|
||||
class NiceKSGFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
|
||||
ProjPerFire=12
|
||||
maxVerticalRecoilAngle=1000
|
||||
maxHorizontalRecoilAngle=500
|
||||
ShellEjectClass=Class'KFMod.KSGShellEject'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
FireSoundRef="KF_KSGSnd.KSG_Fire_M"
|
||||
StereoFireSoundRef="KF_KSGSnd.KSG_Fire_S"
|
||||
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
|
||||
DamageType=Class'NicePack.NiceDamTypeKSGShotgun'
|
||||
DamageMax=25
|
||||
FireAnimRate=0.869565
|
||||
FireRate=0.943000
|
||||
AmmoClass=Class'NicePack.NiceKSGAmmo'
|
||||
BotRefireRate=0.250000
|
||||
Spread=1000.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,25 @@
|
|||
class NiceKSGPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
Weight=7.000000
cost=500
AmmoCost=15
BuyClipSize=12
PowerValue=70
SpeedValue=50
RangeValue=30
Description="An advanced Horzine prototype tactical shotgun. Features a large capacity ammo magazine and selectable tight/wide spread fire modes."
ItemName="HSG-1 Shotgun"
ItemShortName="HSG-1 Shotgun"
AmmoItemName="12-gauge mag"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
VariantClasses(0)=Class'KFMod.NeonKSGPickup'
InventoryType=Class'NicePack.NiceKSGShotgun'
PickupMessage="You got the Horzine HSG-1 shotgun"
PickupSound=Sound'KF_KSGSnd.KSG_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups4_Trip.Shotguns.KSG_Pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
}
|
||||
class NiceKSGPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
Weight=7.000000
|
||||
cost=500
|
||||
AmmoCost=15
|
||||
BuyClipSize=12
|
||||
PowerValue=70
|
||||
SpeedValue=50
|
||||
RangeValue=30
|
||||
Description="An advanced Horzine prototype tactical shotgun. Features a large capacity ammo magazine and selectable tight/wide spread fire modes."
|
||||
ItemName="HSG-1 Shotgun"
|
||||
ItemShortName="HSG-1 Shotgun"
|
||||
AmmoItemName="12-gauge mag"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=3
|
||||
VariantClasses(0)=Class'KFMod.NeonKSGPickup'
|
||||
InventoryType=Class'NicePack.NiceKSGShotgun'
|
||||
PickupMessage="You got the Horzine HSG-1 shotgun"
|
||||
PickupSound=Sound'KF_KSGSnd.KSG_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_pickups4_Trip.Shotguns.KSG_Pickup'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,50 @@
|
|||
class NiceKSGShotgun extends NiceWeapon;
|
||||
defaultproperties
|
||||
{
reloadPreEndFrame=0.126000
reloadEndFrame=0.650000
reloadChargeEndFrame=0.850000
reloadMagStartFrame=0.316000
reloadChargeStartFrame=0.820000
activeSlowdown=0.800000
activeSpeedup=1.300000
ForceZoomOutOnFireTime=0.010000
MagCapacity=12
ReloadRate=3.160000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_KSG"
Weight=7.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_KSG'
bIsTier2Weapon=True
MeshRef="KF_Wep_KSG_Shotgun.KSG_Shotgun"
SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.KSG_SHDR"
SelectSoundRef="KF_KSGSnd.KSG_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.KSG_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.KSG"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceKSGFire'
FireModeClass(1)=Class'NicePack.NiceKSGAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="An advanced Horzine prototype tactical shotgun. Features a large capacity ammo magazine and selectable tight/wide spread fire modes."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=100
InventoryGroup=3
GroupOffset=12
PickupClass=Class'NicePack.NiceKSGPickup'
PlayerViewOffset=(X=15.000000,Y=20.000000,Z=-7.000000)
BobDamping=4.500000
AttachmentClass=Class'NicePack.NiceKSGAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="HSG-1 Shotgun"
TransientSoundVolume=1.250000
|
||||
}
|
||||
class NiceKSGShotgun extends NiceWeapon;
|
||||
defaultproperties
|
||||
{
|
||||
reloadPreEndFrame=0.126000
|
||||
reloadEndFrame=0.650000
|
||||
reloadChargeEndFrame=0.850000
|
||||
reloadMagStartFrame=0.316000
|
||||
reloadChargeStartFrame=0.820000
|
||||
activeSlowdown=0.800000
|
||||
activeSpeedup=1.300000
|
||||
ForceZoomOutOnFireTime=0.010000
|
||||
MagCapacity=12
|
||||
ReloadRate=3.160000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.000000
|
||||
WeaponReloadAnim="Reload_KSG"
|
||||
Weight=7.000000
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Idle_Iron"
|
||||
StandardDisplayFOV=65.000000
|
||||
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_KSG'
|
||||
bIsTier2Weapon=True
|
||||
MeshRef="KF_Wep_KSG_Shotgun.KSG_Shotgun"
|
||||
SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.KSG_SHDR"
|
||||
SelectSoundRef="KF_KSGSnd.KSG_Select"
|
||||
HudImageRef="KillingFloor2HUD.WeaponSelect.KSG_unselected"
|
||||
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.KSG"
|
||||
PlayerIronSightFOV=70.000000
|
||||
ZoomedDisplayFOV=40.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceKSGFire'
|
||||
FireModeClass(1)=Class'NicePack.NiceKSGAltFire'
|
||||
PutDownAnim="PutDown"
|
||||
SelectForce="SwitchToAssaultRifle"
|
||||
AIRating=0.550000
|
||||
CurrentRating=0.550000
|
||||
bShowChargingBar=True
|
||||
Description="An advanced Horzine prototype tactical shotgun. Features a large capacity ammo magazine and selectable tight/wide spread fire modes."
|
||||
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
|
||||
DisplayFOV=65.000000
|
||||
Priority=100
|
||||
InventoryGroup=3
|
||||
GroupOffset=12
|
||||
PickupClass=Class'NicePack.NiceKSGPickup'
|
||||
PlayerViewOffset=(X=15.000000,Y=20.000000,Z=-7.000000)
|
||||
BobDamping=4.500000
|
||||
AttachmentClass=Class'NicePack.NiceKSGAttachment'
|
||||
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
|
||||
ItemName="HSG-1 Shotgun"
|
||||
TransientSoundVolume=1.250000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,18 @@
|
|||
class NiceDamTypeMoss12Z extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
MaxPenetrations=3
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceMoss12Z'
DeathString="%k killed %o (Moss 12)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
|
||||
}
|
||||
class NiceDamTypeMoss12Z extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
MaxPenetrations=3
|
||||
bIsPowerWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceMoss12Z'
|
||||
DeathString="%k killed %o (Moss 12)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
bBulletHit=True
|
||||
FlashFog=(X=600.000000)
|
||||
KDamageImpulse=10000.000000
|
||||
KDeathVel=300.000000
|
||||
KDeathUpKick=100.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
class NiceMoss12Ammo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceMoss12Pickup'
AmmoPickupAmount=6
MaxAmmo=60
InitialAmount=16
PickupClass=Class'NicePack.NiceMoss12AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceMoss12Ammo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceMoss12Pickup'
|
||||
AmmoPickupAmount=6
|
||||
MaxAmmo=60
|
||||
InitialAmount=16
|
||||
PickupClass=Class'NicePack.NiceMoss12AmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceMoss12AmmoPickup extends KFAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=6
InventoryType=Class'NicePack.NiceMoss12Ammo'
PickupMessage="12-Gauge Shells"
StaticMesh=None
|
||||
}
|
||||
class NiceMoss12AmmoPickup extends KFAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=6
|
||||
InventoryType=Class'NicePack.NiceMoss12Ammo'
|
||||
PickupMessage="12-Gauge Shells"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,59 @@
|
|||
class NiceMoss12Attachment extends NiceAttachment;
|
||||
simulated function DoFlashEmitter(){
|
||||
if (mMuzFlash3rd == none){
mMuzFlash3rd = Spawn(mMuzFlashClass);
AttachToBone(mMuzFlash3rd, 'tip');
|
||||
}
|
||||
if(mMuzFlash3rd != none)
mMuzFlash3rd.SpawnParticle(1);
|
||||
}
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_Shotgun"
MovementAnims(1)="JogB_Shotgun"
MovementAnims(2)="JogL_Shotgun"
MovementAnims(3)="JogR_Shotgun"
TurnLeftAnim="TurnL_Shotgun"
TurnRightAnim="TurnR_Shotgun"
CrouchAnims(0)="CHwalkF_Shotgun"
CrouchAnims(1)="CHwalkB_Shotgun"
CrouchAnims(2)="CHwalkL_Shotgun"
CrouchAnims(3)="CHwalkR_Shotgun"
WalkAnims(0)="WalkF_Shotgun"
WalkAnims(1)="WalkB_Shotgun"
WalkAnims(2)="WalkL_Shotgun"
WalkAnims(3)="WalkR_Shotgun"
CrouchTurnRightAnim="CH_TurnR_Shotgun"
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
IdleCrouchAnim="CHIdle_Shotgun"
IdleWeaponAnim="Idle_Shotgun"
IdleRestAnim="Idle_Shotgun"
IdleChatAnim="Idle_Shotgun"
IdleHeavyAnim="Idle_Shotgun"
IdleRifleAnim="Idle_Shotgun"
FireAnims(0)="Fire_Shotgun"
FireAnims(1)="Fire_Shotgun"
FireAnims(2)="Fire_Shotgun"
FireAnims(3)="Fire_Shotgun"
FireAltAnims(0)="Fire_Shotgun"
FireAltAnims(1)="Fire_Shotgun"
FireAltAnims(2)="Fire_Shotgun"
FireAltAnims(3)="Fire_Shotgun"
FireCrouchAnims(0)="CHFire_Shotgun"
FireCrouchAnims(1)="CHFire_Shotgun"
FireCrouchAnims(2)="CHFire_Shotgun"
FireCrouchAnims(3)="CHFire_Shotgun"
FireCrouchAltAnims(0)="CHFire_Shotgun"
FireCrouchAltAnims(1)="CHFire_Shotgun"
FireCrouchAltAnims(2)="CHFire_Shotgun"
FireCrouchAltAnims(3)="CHFire_Shotgun"
HitAnims(0)="HitF_Shotgun"
HitAnims(1)="HitB_Shotgun"
HitAnims(2)="HitL_Shotgun"
HitAnims(3)="HitR_Shotgun"
PostFireBlendStandAnim="Blend_Shotgun"
PostFireBlendCrouchAnim="CHBlend_Shotgun"
MeshRef="NicePackA.Moss12_3rd"
|
||||
}
|
||||
class NiceMoss12Attachment extends NiceAttachment;
|
||||
simulated function DoFlashEmitter(){
|
||||
if (mMuzFlash3rd == none){
|
||||
mMuzFlash3rd = Spawn(mMuzFlashClass);
|
||||
AttachToBone(mMuzFlash3rd, 'tip');
|
||||
}
|
||||
if(mMuzFlash3rd != none)
|
||||
mMuzFlash3rd.SpawnParticle(1);
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
|
||||
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
|
||||
MovementAnims(0)="JogF_Shotgun"
|
||||
MovementAnims(1)="JogB_Shotgun"
|
||||
MovementAnims(2)="JogL_Shotgun"
|
||||
MovementAnims(3)="JogR_Shotgun"
|
||||
TurnLeftAnim="TurnL_Shotgun"
|
||||
TurnRightAnim="TurnR_Shotgun"
|
||||
CrouchAnims(0)="CHwalkF_Shotgun"
|
||||
CrouchAnims(1)="CHwalkB_Shotgun"
|
||||
CrouchAnims(2)="CHwalkL_Shotgun"
|
||||
CrouchAnims(3)="CHwalkR_Shotgun"
|
||||
WalkAnims(0)="WalkF_Shotgun"
|
||||
WalkAnims(1)="WalkB_Shotgun"
|
||||
WalkAnims(2)="WalkL_Shotgun"
|
||||
WalkAnims(3)="WalkR_Shotgun"
|
||||
CrouchTurnRightAnim="CH_TurnR_Shotgun"
|
||||
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
|
||||
IdleCrouchAnim="CHIdle_Shotgun"
|
||||
IdleWeaponAnim="Idle_Shotgun"
|
||||
IdleRestAnim="Idle_Shotgun"
|
||||
IdleChatAnim="Idle_Shotgun"
|
||||
IdleHeavyAnim="Idle_Shotgun"
|
||||
IdleRifleAnim="Idle_Shotgun"
|
||||
FireAnims(0)="Fire_Shotgun"
|
||||
FireAnims(1)="Fire_Shotgun"
|
||||
FireAnims(2)="Fire_Shotgun"
|
||||
FireAnims(3)="Fire_Shotgun"
|
||||
FireAltAnims(0)="Fire_Shotgun"
|
||||
FireAltAnims(1)="Fire_Shotgun"
|
||||
FireAltAnims(2)="Fire_Shotgun"
|
||||
FireAltAnims(3)="Fire_Shotgun"
|
||||
FireCrouchAnims(0)="CHFire_Shotgun"
|
||||
FireCrouchAnims(1)="CHFire_Shotgun"
|
||||
FireCrouchAnims(2)="CHFire_Shotgun"
|
||||
FireCrouchAnims(3)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(0)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(1)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(2)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(3)="CHFire_Shotgun"
|
||||
HitAnims(0)="HitF_Shotgun"
|
||||
HitAnims(1)="HitB_Shotgun"
|
||||
HitAnims(2)="HitL_Shotgun"
|
||||
HitAnims(3)="HitR_Shotgun"
|
||||
PostFireBlendStandAnim="Blend_Shotgun"
|
||||
PostFireBlendCrouchAnim="CHBlend_Shotgun"
|
||||
MeshRef="NicePackA.Moss12_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,11 @@
|
|||
class NiceMoss12Fire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
ProjectileSpeed=3500.000000
FireSoundRef="NicePackSnd.SG_Fire"
StereoFireSoundRef="NicePackSnd.SG_FireST"
NoAmmoSoundRef="NicePackSnd.SG_DryFire"
DamageType=Class'NicePack.NiceDamTypeMoss12Z'
DamageMax=25
AmmoClass=Class'NicePack.NiceMoss12Ammo'
|
||||
}
|
||||
class NiceMoss12Fire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
|
||||
ProjectileSpeed=3500.000000
|
||||
FireSoundRef="NicePackSnd.SG_Fire"
|
||||
StereoFireSoundRef="NicePackSnd.SG_FireST"
|
||||
NoAmmoSoundRef="NicePackSnd.SG_DryFire"
|
||||
DamageType=Class'NicePack.NiceDamTypeMoss12Z'
|
||||
DamageMax=25
|
||||
AmmoClass=Class'NicePack.NiceMoss12Ammo'
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,25 @@
|
|||
class NiceMoss12Pickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
bBackupWeapon=True
Weight=6.000000
cost=200
AmmoCost=15
BuyClipSize=6
PowerValue=70
SpeedValue=40
RangeValue=15
Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload."
ItemName="Moss 12"
ItemShortName="Moss 12"
AmmoItemName="12-gauge shells"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceMoss12Z'
PickupMessage="You got the Moss 12"
PickupSound=Sound'NicePackSnd.Moss12.SG_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'NicePackSM.Moss12.KF_Moss12'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
}
|
||||
class NiceMoss12Pickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
bBackupWeapon=True
|
||||
Weight=6.000000
|
||||
cost=200
|
||||
AmmoCost=15
|
||||
BuyClipSize=6
|
||||
PowerValue=70
|
||||
SpeedValue=40
|
||||
RangeValue=15
|
||||
Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload."
|
||||
ItemName="Moss 12"
|
||||
ItemShortName="Moss 12"
|
||||
AmmoItemName="12-gauge shells"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=2
|
||||
InventoryType=Class'NicePack.NiceMoss12Z'
|
||||
PickupMessage="You got the Moss 12"
|
||||
PickupSound=Sound'NicePackSnd.Moss12.SG_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'NicePackSM.Moss12.KF_Moss12'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,15 +1,53 @@
|
|||
class NiceMoss12Z extends NiceWeapon;
|
||||
var() float ThrowGrenadeAnimRate;
|
||||
var() name ThrowGrenadeAnim;
|
||||
simulated function fillSubReloadStages(){
|
||||
// Loading 8 shells during 175 frames tops, with first shell loaded at frame 16, with 17 frames between load moments
|
||||
generateReloadStages(8, 175, 16, 17);
|
||||
reloadStages[3] = 69.0 / 175.0;
|
||||
reloadStages[4] = 87.0 / 175.0;
|
||||
reloadStages[5] = 105.0 / 175.0;
|
||||
reloadStages[6] = 123.0 / 175.0;
|
||||
reloadStages[7] = 140.0 / 175.0;
|
||||
}
|
||||
defaultproperties
|
||||
{
reloadType=RTYPE_SINGLE
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
MagCapacity=6
ReloadRate=0.444444
ReloadAnim="Reload"
ReloadAnimRate=1.200000
bHoldToReload=True
WeaponReloadAnim="Reload_Shotgun"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'NicePackT.Moss12.Trader_Moss12'
MeshRef="NicePackA.Moss12Weapon"
SkinRefs(0)="NicePackT.Moss12.Moss12_2048x2048"
SelectSoundRef="NicePackSnd.SG_Select"
HudImageRef="NicePackT.Moss12.Trader_Moss12_unselected"
SelectedHudImageRef="NicePackT.Moss12.Trader_Moss12_selected"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceMoss12Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
AIRating=0.600000
CurrentRating=0.600000
Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload."
DisplayFOV=65.000000
Priority=15
InventoryGroup=3
GroupOffset=1
PickupClass=Class'NicePack.NiceMoss12Pickup'
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
BobDamping=7.000000
AttachmentClass=Class'NicePack.NiceMoss12Attachment'
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
ItemName="Moss 12"
TransientSoundVolume=1.000000
|
||||
}
|
||||
class NiceMoss12Z extends NiceWeapon;
|
||||
var() float ThrowGrenadeAnimRate;
|
||||
var() name ThrowGrenadeAnim;
|
||||
simulated function fillSubReloadStages(){
|
||||
// Loading 8 shells during 175 frames tops, with first shell loaded at frame 16, with 17 frames between load moments
|
||||
generateReloadStages(8, 175, 16, 17);
|
||||
reloadStages[3] = 69.0 / 175.0;
|
||||
reloadStages[4] = 87.0 / 175.0;
|
||||
reloadStages[5] = 105.0 / 175.0;
|
||||
reloadStages[6] = 123.0 / 175.0;
|
||||
reloadStages[7] = 140.0 / 175.0;
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
reloadType=RTYPE_SINGLE
|
||||
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
|
||||
MagCapacity=6
|
||||
ReloadRate=0.444444
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.200000
|
||||
bHoldToReload=True
|
||||
WeaponReloadAnim="Reload_Shotgun"
|
||||
Weight=6.000000
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Idle_Iron"
|
||||
StandardDisplayFOV=65.000000
|
||||
SleeveNum=0
|
||||
TraderInfoTexture=Texture'NicePackT.Moss12.Trader_Moss12'
|
||||
MeshRef="NicePackA.Moss12Weapon"
|
||||
SkinRefs(0)="NicePackT.Moss12.Moss12_2048x2048"
|
||||
SelectSoundRef="NicePackSnd.SG_Select"
|
||||
HudImageRef="NicePackT.Moss12.Trader_Moss12_unselected"
|
||||
SelectedHudImageRef="NicePackT.Moss12.Trader_Moss12_selected"
|
||||
PlayerIronSightFOV=70.000000
|
||||
ZoomedDisplayFOV=40.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceMoss12Fire'
|
||||
FireModeClass(1)=Class'KFMod.NoFire'
|
||||
PutDownAnim="PutDown"
|
||||
AIRating=0.600000
|
||||
CurrentRating=0.600000
|
||||
Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload."
|
||||
DisplayFOV=65.000000
|
||||
Priority=15
|
||||
InventoryGroup=3
|
||||
GroupOffset=1
|
||||
PickupClass=Class'NicePack.NiceMoss12Pickup'
|
||||
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
|
||||
BobDamping=7.000000
|
||||
AttachmentClass=Class'NicePack.NiceMoss12Attachment'
|
||||
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
|
||||
ItemName="Moss 12"
|
||||
TransientSoundVolume=1.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,18 @@
|
|||
class NiceDamTypeNailGun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
MaxPenetrations=3
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceNailGun'
DeathString="%k killed %o (Nail)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
|
||||
}
|
||||
class NiceDamTypeNailGun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
MaxPenetrations=3
|
||||
bIsPowerWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceNailGun'
|
||||
DeathString="%k killed %o (Nail)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
bBulletHit=True
|
||||
FlashFog=(X=600.000000)
|
||||
KDamageImpulse=10000.000000
|
||||
KDeathVel=300.000000
|
||||
KDeathUpKick=100.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,10 @@
|
|||
class NiceNail extends NiceShotgunPellet;
|
||||
defaultproperties
|
||||
{
bDisableComplexMovement=False
movementAcceleration=(Z=-300.000000)
bShouldBounce=True
trailXClass=Class'KFMod.NailGunTracer'
regularImpact=(bPlayROEffect=False,decalClass=Class'KFMod.NailGunDecal',EmitterClass=Class'ROEffects.ROBulletHitMetalEffect',emitterShiftWall=20.000000,emitterShiftPawn=20.000000,noiseRef="ProjectileSounds.Bullets.Impact_Metal",noiseVolume=1.000000)
StaticMeshRef="EffectsSM.Weapons.Vlad_9000_Nail"
|
||||
}
|
||||
class NiceNail extends NiceShotgunPellet;
|
||||
defaultproperties
|
||||
{
|
||||
bDisableComplexMovement=False
|
||||
movementAcceleration=(Z=-300.000000)
|
||||
bShouldBounce=True
|
||||
trailXClass=Class'KFMod.NailGunTracer'
|
||||
regularImpact=(bPlayROEffect=False,decalClass=Class'KFMod.NailGunDecal',EmitterClass=Class'ROEffects.ROBulletHitMetalEffect',emitterShiftWall=20.000000,emitterShiftPawn=20.000000,noiseRef="ProjectileSounds.Bullets.Impact_Metal",noiseVolume=1.000000)
|
||||
StaticMeshRef="EffectsSM.Weapons.Vlad_9000_Nail"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,7 +1,51 @@
|
|||
class NiceNailGun extends NiceWeapon;
|
||||
simulated function bool AltFireCanForceInterruptReload(){
|
||||
return GetMagazineAmmo() > 0;
|
||||
}
|
||||
defaultproperties
|
||||
{
reloadPreEndFrame=0.178000
reloadEndFrame=0.700000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.278000
reloadChargeStartFrame=-1.000000
FirstPersonFlashlightOffset=(X=-20.000000,Y=-22.000000,Z=8.000000)
MagCapacity=42
ReloadRate=2.600000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_Vlad9000"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Vlad9000'
bIsTier2Weapon=True
MeshRef="KF_Wep_Vlad9000.Vlad9000"
SkinRefs(0)="KF_Weapons8_Trip_T.Weapons.Vlad_9000_cmb"
SelectSoundRef="KF_NailShotgun.KF_NailShotgun_Pickup"
HudImageRef="KillingFloor2HUD.WeaponSelect.Vlad9000_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Vlad9000"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceNailGunFire'
FireModeClass(1)=Class'NicePack.NiceNailGunAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="The Black and Wrecker Vlad 9000 nail gun. Designed for putting barns together. Or nailing Zeds to them."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=150
InventoryGroup=3
GroupOffset=15
PickupClass=Class'NicePack.NiceNailGunPickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-10.000000)
BobDamping=4.500000
AttachmentClass=Class'NicePack.NiceNailGunAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Vlad the Impaler"
TransientSoundVolume=1.250000
|
||||
}
|
||||
class NiceNailGun extends NiceWeapon;
|
||||
simulated function bool AltFireCanForceInterruptReload(){
|
||||
return GetMagazineAmmo() > 0;
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
reloadPreEndFrame=0.178000
|
||||
reloadEndFrame=0.700000
|
||||
reloadChargeEndFrame=-1.000000
|
||||
reloadMagStartFrame=0.278000
|
||||
reloadChargeStartFrame=-1.000000
|
||||
FirstPersonFlashlightOffset=(X=-20.000000,Y=-22.000000,Z=8.000000)
|
||||
MagCapacity=42
|
||||
ReloadRate=2.600000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.000000
|
||||
WeaponReloadAnim="Reload_Vlad9000"
|
||||
Weight=5.000000
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Idle_Iron"
|
||||
StandardDisplayFOV=65.000000
|
||||
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Vlad9000'
|
||||
bIsTier2Weapon=True
|
||||
MeshRef="KF_Wep_Vlad9000.Vlad9000"
|
||||
SkinRefs(0)="KF_Weapons8_Trip_T.Weapons.Vlad_9000_cmb"
|
||||
SelectSoundRef="KF_NailShotgun.KF_NailShotgun_Pickup"
|
||||
HudImageRef="KillingFloor2HUD.WeaponSelect.Vlad9000_unselected"
|
||||
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Vlad9000"
|
||||
PlayerIronSightFOV=70.000000
|
||||
ZoomedDisplayFOV=40.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceNailGunFire'
|
||||
FireModeClass(1)=Class'NicePack.NiceNailGunAltFire'
|
||||
PutDownAnim="PutDown"
|
||||
SelectForce="SwitchToAssaultRifle"
|
||||
AIRating=0.550000
|
||||
CurrentRating=0.550000
|
||||
bShowChargingBar=True
|
||||
Description="The Black and Wrecker Vlad 9000 nail gun. Designed for putting barns together. Or nailing Zeds to them."
|
||||
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
|
||||
DisplayFOV=65.000000
|
||||
Priority=150
|
||||
InventoryGroup=3
|
||||
GroupOffset=15
|
||||
PickupClass=Class'NicePack.NiceNailGunPickup'
|
||||
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-10.000000)
|
||||
BobDamping=4.500000
|
||||
AttachmentClass=Class'NicePack.NiceNailGunAttachment'
|
||||
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
|
||||
ItemName="Vlad the Impaler"
|
||||
TransientSoundVolume=1.250000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceNailGunAltFire extends NiceNailGunFire;
|
||||
defaultproperties
|
||||
{
bCanFireIncomplete=True
ProjectileSpeed=3500.000000
AmmoPerFire=7
SpreadStyle=SS_Random
|
||||
}
|
||||
class NiceNailGunAltFire extends NiceNailGunFire;
|
||||
defaultproperties
|
||||
{
|
||||
bCanFireIncomplete=True
|
||||
ProjectileSpeed=3500.000000
|
||||
AmmoPerFire=7
|
||||
SpreadStyle=SS_Random
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,11 @@
|
|||
class NiceNailGunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceNailGunPickup'
AmmoPickupAmount=42
MaxAmmo=210
InitialAmount=105
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceNailGunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceNailGunPickup'
|
||||
AmmoPickupAmount=42
|
||||
MaxAmmo=210
|
||||
InitialAmount=105
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,14 @@
|
|||
class NiceNailGunAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdNailGun'
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_Weapons3rd5_Trip.Vlad9000_3rd"
|
||||
}
|
||||
class NiceNailGunAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdNailGun'
|
||||
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_Weapons3rd5_Trip.Vlad9000_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,7 +1,29 @@
|
|||
class NiceNailGunFire extends NiceShotgunFire;
|
||||
simulated function bool ShouldBounce(){
|
||||
return true;
|
||||
}
|
||||
defaultproperties
|
||||
{
ProjPerFire=1
KickMomentum=(X=-25.000000,Z=0.000000)
ProjectileSpeed=9260.0
bShouldBounce=True
bCausePain=True
bulletClass=Class'NicePack.NiceNail'
maxVerticalRecoilAngle=1250
maxHorizontalRecoilAngle=750
bRandomPitchFireSound=True
FireSoundRef="KF_NailShotgun.NailShotgun_Fire_Single_M"
StereoFireSoundRef="KF_NailShotgun.NailShotgun_Fire_Single_S"
NoAmmoSoundRef="KF_NailShotgun.KF_NailShotgun_Dryfire"
DamageType=Class'NicePack.NiceDamTypeNailGun'
DamageMax=66
FireAnimRate=1.250000
FireRate=0.400000
AmmoClass=Class'NicePack.NiceNailGunAmmo'
ShakeRotTime=3.000000
ShakeOffsetTime=2.000000
BotRefireRate=0.500000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNailGun'
SpreadStyle=SS_None
|
||||
class NiceNailGunFire extends NiceShotgunFire;
|
||||
simulated function bool ShouldBounce(){
|
||||
return true;
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
ProjPerFire=1
|
||||
KickMomentum=(X=-25.000000,Z=0.000000)
|
||||
ProjectileSpeed=9260.0
|
||||
bShouldBounce=True
|
||||
bCausePain=True
|
||||
bulletClass=Class'NicePack.NiceNail'
|
||||
maxVerticalRecoilAngle=1250
|
||||
maxHorizontalRecoilAngle=750
|
||||
bRandomPitchFireSound=True
|
||||
FireSoundRef="KF_NailShotgun.NailShotgun_Fire_Single_M"
|
||||
StereoFireSoundRef="KF_NailShotgun.NailShotgun_Fire_Single_S"
|
||||
NoAmmoSoundRef="KF_NailShotgun.KF_NailShotgun_Dryfire"
|
||||
DamageType=Class'NicePack.NiceDamTypeNailGun'
|
||||
DamageMax=66
|
||||
FireAnimRate=1.250000
|
||||
FireRate=0.400000
|
||||
AmmoClass=Class'NicePack.NiceNailGunAmmo'
|
||||
ShakeRotTime=3.000000
|
||||
ShakeOffsetTime=2.000000
|
||||
BotRefireRate=0.500000
|
||||
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNailGun'
|
||||
SpreadStyle=SS_None
|
||||
}
|
||||
|
|
@ -1,4 +1,24 @@
|
|||
class NiceNailGunPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
Weight=8.000000
cost=250
AmmoCost=30
BuyClipSize=42
PowerValue=70
SpeedValue=55
RangeValue=25
Description="The Black and Wrecker Vlad 9000 nail gun. Designed for putting barns together. Or nailing Zeds to them."
ItemName="Vlad the Impaler"
ItemShortName="Vlad 9000"
AmmoItemName="Nails"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceNailGun'
PickupMessage="You got the Vlad 9000."
PickupSound=Sound'KF_NailShotgun.Handling.KF_NailShotgun_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups5_Trip.Rifles.Vlad9000_Pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
class NiceNailGunPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
Weight=8.000000
|
||||
cost=250
|
||||
AmmoCost=30
|
||||
BuyClipSize=42
|
||||
PowerValue=70
|
||||
SpeedValue=55
|
||||
RangeValue=25
|
||||
Description="The Black and Wrecker Vlad 9000 nail gun. Designed for putting barns together. Or nailing Zeds to them."
|
||||
ItemName="Vlad the Impaler"
|
||||
ItemShortName="Vlad 9000"
|
||||
AmmoItemName="Nails"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=3
|
||||
InventoryType=Class'NicePack.NiceNailGun'
|
||||
PickupMessage="You got the Vlad 9000."
|
||||
PickupSound=Sound'KF_NailShotgun.Handling.KF_NailShotgun_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_pickups5_Trip.Rifles.Vlad9000_Pickup'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
@ -1,9 +1,22 @@
|
|||
class NiceDamTypeShotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
/*MaxPenetrations=3
bIsPowerWeapon=True*/
|
||||
MaxPenetrations=4
|
||||
MediumZedPenDmgReduction=1.000000
|
||||
PenDmgReduction=0.800000
|
||||
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceShotgun'
DeathString="%k killed %o (Shotgun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
|
||||
}
|
||||
class NiceDamTypeShotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
/*MaxPenetrations=3
|
||||
bIsPowerWeapon=True*/
|
||||
MaxPenetrations=4
|
||||
MediumZedPenDmgReduction=1.000000
|
||||
PenDmgReduction=0.800000
|
||||
bIsPowerWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceShotgun'
|
||||
DeathString="%k killed %o (Shotgun)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
bBulletHit=True
|
||||
FlashFog=(X=600.000000)
|
||||
KDamageImpulse=10000.000000
|
||||
KDeathVel=300.000000
|
||||
KDeathUpKick=100.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,14 +1,56 @@
|
|||
class NiceShotgun extends NiceWeapon;
|
||||
|
||||
simulated function fillSubReloadStages(){
|
||||
// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
|
||||
generateReloadStages(8, 173, 15, 18);
|
||||
// Make corrections, based on notify sound positioning
|
||||
/*reloadStages[0] = 16.0 / 173.0;
|
||||
reloadStages[2] = 50.0 / 173.0;
|
||||
reloadStages[7] = 140.0 / 173.0;*/
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
bChangeClipIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
reloadType=RTYPE_SINGLE
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
ForceZoomOutOnFireTime=0.010000
MagCapacity=8
ReloadRate=0.666667
ReloadAnim="Reload"
ReloadAnimRate=1.000000
bHoldToReload=True
WeaponReloadAnim="Reload_Shotgun"
Weight=4.000000
bTorchEnabled=True
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Combat_Shotgun'
MeshRef="KF_Weapons_Trip.Shotgun_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.shotgun_cmb"
SelectSoundRef="KF_PumpSGSnd.SG_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceShotgunFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
AIRating=0.600000
CurrentRating=0.600000
bShowChargingBar=True
Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession."
DisplayFOV=65.000000
Priority=135
InventoryGroup=3
GroupOffset=2
PickupClass=Class'NicePack.NiceShotgunPickup'
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
BobDamping=7.000000
AttachmentClass=Class'NicePack.NiceShotgunAttachment'
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
ItemName="Shotgun"
TransientSoundVolume=1.000000
|
||||
class NiceShotgun extends NiceWeapon;
|
||||
|
||||
simulated function fillSubReloadStages(){
|
||||
// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
|
||||
generateReloadStages(8, 173, 15, 18);
|
||||
// Make corrections, based on notify sound positioning
|
||||
/*reloadStages[0] = 16.0 / 173.0;
|
||||
reloadStages[2] = 50.0 / 173.0;
|
||||
reloadStages[7] = 140.0 / 173.0;*/
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
bChangeClipIcon=True
|
||||
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
|
||||
reloadType=RTYPE_SINGLE
|
||||
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
|
||||
ForceZoomOutOnFireTime=0.010000
|
||||
MagCapacity=8
|
||||
ReloadRate=0.666667
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.000000
|
||||
bHoldToReload=True
|
||||
WeaponReloadAnim="Reload_Shotgun"
|
||||
Weight=4.000000
|
||||
bTorchEnabled=True
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Idle_Iron"
|
||||
StandardDisplayFOV=65.000000
|
||||
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Combat_Shotgun'
|
||||
MeshRef="KF_Weapons_Trip.Shotgun_Trip"
|
||||
SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.shotgun_cmb"
|
||||
SelectSoundRef="KF_PumpSGSnd.SG_Select"
|
||||
HudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun_unselected"
|
||||
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun"
|
||||
PlayerIronSightFOV=70.000000
|
||||
ZoomedDisplayFOV=40.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceShotgunFire'
|
||||
FireModeClass(1)=Class'KFMod.NoFire'
|
||||
PutDownAnim="PutDown"
|
||||
AIRating=0.600000
|
||||
CurrentRating=0.600000
|
||||
bShowChargingBar=True
|
||||
Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession."
|
||||
DisplayFOV=65.000000
|
||||
Priority=135
|
||||
InventoryGroup=3
|
||||
GroupOffset=2
|
||||
PickupClass=Class'NicePack.NiceShotgunPickup'
|
||||
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
|
||||
BobDamping=7.000000
|
||||
AttachmentClass=Class'NicePack.NiceShotgunAttachment'
|
||||
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
|
||||
ItemName="Shotgun"
|
||||
TransientSoundVolume=1.000000
|
||||
}
|
||||
|
|
@ -1,5 +1,12 @@
|
|||
class NiceShotgunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceShotgunPickup'
AmmoPickupAmount=4
MaxAmmo=32
InitialAmount=8
PickupClass=Class'NicePack.NiceShotgunAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
class NiceShotgunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceShotgunPickup'
|
||||
AmmoPickupAmount=4
|
||||
MaxAmmo=32
|
||||
InitialAmount=8
|
||||
PickupClass=Class'NicePack.NiceShotgunAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceShotgunAmmoPickup extends KFAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=4
InventoryType=Class'NicePack.NiceShotgunAmmo'
PickupMessage="12-Gauge Shells"
StaticMesh=None
|
||||
class NiceShotgunAmmoPickup extends KFAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=4
|
||||
InventoryType=Class'NicePack.NiceShotgunAmmo'
|
||||
PickupMessage="12-Gauge Shells"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
@ -1,29 +1,99 @@
|
|||
class NiceShotgunAttachment extends NiceAttachment;
|
||||
var Actor TacShine;
|
||||
var Effects TacShineCorona;
|
||||
var bool bBeamEnabled;
|
||||
simulated event ThirdPersonEffects(){
|
||||
if(FiringMode == 1)
return;
|
||||
super.ThirdPersonEffects();
|
||||
}
|
||||
simulated function Destroyed()
|
||||
{
|
||||
if(TacShineCorona != none)
TacShineCorona.Destroy();
|
||||
if (TacShine != none)
TacShine.Destroy();
|
||||
super.Destroyed();
|
||||
}
|
||||
simulated function UpdateTacBeam( float Dist ){
|
||||
local vector Sc;
|
||||
if(!bBeamEnabled){
if(TacShine == none){
TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,);
AttachToBone(TacShine,'FlashLight');
TacShine.RemoteRole = ROLE_none;
}
else
TacShine.bHidden = False;
if(TacShineCorona == none){
TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,);
AttachToBone(TacShineCorona,'FlashLight');
TacShineCorona.RemoteRole = ROLE_none;
}
TacShineCorona.bHidden = False;
bBeamEnabled = True;
|
||||
}
|
||||
Sc = TacShine.DrawScale3D;
|
||||
Sc.Y = FClamp(Dist/90.f,0.02,1.f);
|
||||
if(TacShine.DrawScale3D != Sc)
TacShine.SetDrawScale3D(Sc);
|
||||
}
|
||||
simulated function TacBeamGone(){
|
||||
if(bBeamEnabled){
if(TacShine != none)
TacShine.bHidden = True;
if(TacShineCorona != none)
TacShineCorona.bHidden = True;
bBeamEnabled = False;
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_Shotgun"
MovementAnims(1)="JogB_Shotgun"
MovementAnims(2)="JogL_Shotgun"
MovementAnims(3)="JogR_Shotgun"
TurnLeftAnim="TurnL_Shotgun"
TurnRightAnim="TurnR_Shotgun"
CrouchAnims(0)="CHwalkF_Shotgun"
CrouchAnims(1)="CHwalkB_Shotgun"
CrouchAnims(2)="CHwalkL_Shotgun"
CrouchAnims(3)="CHwalkR_Shotgun"
WalkAnims(0)="WalkF_Shotgun"
WalkAnims(1)="WalkB_Shotgun"
WalkAnims(2)="WalkL_Shotgun"
WalkAnims(3)="WalkR_Shotgun"
CrouchTurnRightAnim="CH_TurnR_Shotgun"
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
IdleCrouchAnim="CHIdle_Shotgun"
IdleWeaponAnim="Idle_Shotgun"
IdleRestAnim="Idle_Shotgun"
IdleChatAnim="Idle_Shotgun"
IdleHeavyAnim="Idle_Shotgun"
IdleRifleAnim="Idle_Shotgun"
FireAnims(0)="Fire_Shotgun"
FireAnims(1)="Fire_Shotgun"
FireAnims(2)="Fire_Shotgun"
FireAnims(3)="Fire_Shotgun"
FireAltAnims(0)="Fire_Shotgun"
FireAltAnims(1)="Fire_Shotgun"
FireAltAnims(2)="Fire_Shotgun"
FireAltAnims(3)="Fire_Shotgun"
FireCrouchAnims(0)="CHFire_Shotgun"
FireCrouchAnims(1)="CHFire_Shotgun"
FireCrouchAnims(2)="CHFire_Shotgun"
FireCrouchAnims(3)="CHFire_Shotgun"
FireCrouchAltAnims(0)="CHFire_Shotgun"
FireCrouchAltAnims(1)="CHFire_Shotgun"
FireCrouchAltAnims(2)="CHFire_Shotgun"
FireCrouchAltAnims(3)="CHFire_Shotgun"
HitAnims(0)="HitF_Shotgun"
HitAnims(1)="HitB_Shotgun"
HitAnims(2)="HitL_Shotgun"
HitAnims(3)="HitR_Shotgun"
PostFireBlendStandAnim="Blend_Shotgun"
PostFireBlendCrouchAnim="CHBlend_Shotgun"
MeshRef="KF_Weapons3rd_Trip.Shotgun_3rd"
|
||||
}
|
||||
class NiceShotgunAttachment extends NiceAttachment;
|
||||
var Actor TacShine;
|
||||
var Effects TacShineCorona;
|
||||
var bool bBeamEnabled;
|
||||
simulated event ThirdPersonEffects(){
|
||||
if(FiringMode == 1)
|
||||
return;
|
||||
super.ThirdPersonEffects();
|
||||
}
|
||||
simulated function Destroyed()
|
||||
{
|
||||
if(TacShineCorona != none)
|
||||
TacShineCorona.Destroy();
|
||||
if (TacShine != none)
|
||||
TacShine.Destroy();
|
||||
super.Destroyed();
|
||||
}
|
||||
simulated function UpdateTacBeam( float Dist ){
|
||||
local vector Sc;
|
||||
if(!bBeamEnabled){
|
||||
if(TacShine == none){
|
||||
TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,);
|
||||
AttachToBone(TacShine,'FlashLight');
|
||||
TacShine.RemoteRole = ROLE_none;
|
||||
}
|
||||
else
|
||||
TacShine.bHidden = False;
|
||||
if(TacShineCorona == none){
|
||||
TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,);
|
||||
AttachToBone(TacShineCorona,'FlashLight');
|
||||
TacShineCorona.RemoteRole = ROLE_none;
|
||||
}
|
||||
TacShineCorona.bHidden = False;
|
||||
bBeamEnabled = True;
|
||||
}
|
||||
Sc = TacShine.DrawScale3D;
|
||||
Sc.Y = FClamp(Dist/90.f,0.02,1.f);
|
||||
if(TacShine.DrawScale3D != Sc)
|
||||
TacShine.SetDrawScale3D(Sc);
|
||||
}
|
||||
simulated function TacBeamGone(){
|
||||
if(bBeamEnabled){
|
||||
if(TacShine != none)
|
||||
TacShine.bHidden = True;
|
||||
if(TacShineCorona != none)
|
||||
TacShineCorona.bHidden = True;
|
||||
bBeamEnabled = False;
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
|
||||
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
|
||||
MovementAnims(0)="JogF_Shotgun"
|
||||
MovementAnims(1)="JogB_Shotgun"
|
||||
MovementAnims(2)="JogL_Shotgun"
|
||||
MovementAnims(3)="JogR_Shotgun"
|
||||
TurnLeftAnim="TurnL_Shotgun"
|
||||
TurnRightAnim="TurnR_Shotgun"
|
||||
CrouchAnims(0)="CHwalkF_Shotgun"
|
||||
CrouchAnims(1)="CHwalkB_Shotgun"
|
||||
CrouchAnims(2)="CHwalkL_Shotgun"
|
||||
CrouchAnims(3)="CHwalkR_Shotgun"
|
||||
WalkAnims(0)="WalkF_Shotgun"
|
||||
WalkAnims(1)="WalkB_Shotgun"
|
||||
WalkAnims(2)="WalkL_Shotgun"
|
||||
WalkAnims(3)="WalkR_Shotgun"
|
||||
CrouchTurnRightAnim="CH_TurnR_Shotgun"
|
||||
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
|
||||
IdleCrouchAnim="CHIdle_Shotgun"
|
||||
IdleWeaponAnim="Idle_Shotgun"
|
||||
IdleRestAnim="Idle_Shotgun"
|
||||
IdleChatAnim="Idle_Shotgun"
|
||||
IdleHeavyAnim="Idle_Shotgun"
|
||||
IdleRifleAnim="Idle_Shotgun"
|
||||
FireAnims(0)="Fire_Shotgun"
|
||||
FireAnims(1)="Fire_Shotgun"
|
||||
FireAnims(2)="Fire_Shotgun"
|
||||
FireAnims(3)="Fire_Shotgun"
|
||||
FireAltAnims(0)="Fire_Shotgun"
|
||||
FireAltAnims(1)="Fire_Shotgun"
|
||||
FireAltAnims(2)="Fire_Shotgun"
|
||||
FireAltAnims(3)="Fire_Shotgun"
|
||||
FireCrouchAnims(0)="CHFire_Shotgun"
|
||||
FireCrouchAnims(1)="CHFire_Shotgun"
|
||||
FireCrouchAnims(2)="CHFire_Shotgun"
|
||||
FireCrouchAnims(3)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(0)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(1)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(2)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(3)="CHFire_Shotgun"
|
||||
HitAnims(0)="HitF_Shotgun"
|
||||
HitAnims(1)="HitB_Shotgun"
|
||||
HitAnims(2)="HitL_Shotgun"
|
||||
HitAnims(3)="HitR_Shotgun"
|
||||
PostFireBlendStandAnim="Blend_Shotgun"
|
||||
PostFireBlendCrouchAnim="CHBlend_Shotgun"
|
||||
MeshRef="KF_Weapons3rd_Trip.Shotgun_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,43 @@
|
|||
class NiceShotgunFire extends NiceFire;
|
||||
defaultproperties
|
||||
{
bProjectileFire=True
ProjPerFire=10//7
ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000)
EffectiveRange=700.000000
KickMomentum=(X=-85.000000,Z=15.000000)
LowGravKickMomentumScale=10.000000
ProjectileSpeed=18200.000000
bulletClass=Class'NicePack.NiceShotgunPellet'
FireAimedAnim="Fire_Iron"
RecoilRate=0.050000
maxVerticalRecoilAngle=1500
maxHorizontalRecoilAngle=900
bRandomPitchFireSound=False
FireSoundRef="KF_PumpSGSnd.SG_Fire"
StereoFireSoundRef="KF_PumpSGSnd.SG_FireST"
NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
DamageType=Class'NicePack.NiceDamTypeShotgun'
DamageMax=63//56
Momentum=50000.000000
bWaitForRelease=True
bAttachSmokeEmitter=True
TransientSoundVolume=2.000000
TransientSoundRadius=500.000000
FireEndAnim=
FireAnimRate=0.950000
FireForce="FlakCannonFire"
FireRate=0.965000
AmmoClass=Class'NicePack.NiceShotgunAmmo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
ShakeRotTime=5.000000
ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=3.000000
BotRefireRate=1.500000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
aimerror=1.000000
Spread=3000.0//1125.000000
SpreadStyle=SS_Random
|
||||
class NiceShotgunFire extends NiceFire;
|
||||
defaultproperties
|
||||
{
|
||||
bProjectileFire=True
|
||||
ProjPerFire=10//7
|
||||
ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000)
|
||||
EffectiveRange=700.000000
|
||||
KickMomentum=(X=-85.000000,Z=15.000000)
|
||||
LowGravKickMomentumScale=10.000000
|
||||
ProjectileSpeed=18200.000000
|
||||
bulletClass=Class'NicePack.NiceShotgunPellet'
|
||||
FireAimedAnim="Fire_Iron"
|
||||
RecoilRate=0.050000
|
||||
maxVerticalRecoilAngle=1500
|
||||
maxHorizontalRecoilAngle=900
|
||||
bRandomPitchFireSound=False
|
||||
FireSoundRef="KF_PumpSGSnd.SG_Fire"
|
||||
StereoFireSoundRef="KF_PumpSGSnd.SG_FireST"
|
||||
NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
|
||||
DamageType=Class'NicePack.NiceDamTypeShotgun'
|
||||
DamageMax=63//56
|
||||
Momentum=50000.000000
|
||||
bWaitForRelease=True
|
||||
bAttachSmokeEmitter=True
|
||||
TransientSoundVolume=2.000000
|
||||
TransientSoundRadius=500.000000
|
||||
FireEndAnim=
|
||||
FireAnimRate=0.950000
|
||||
FireForce="FlakCannonFire"
|
||||
FireRate=0.965000
|
||||
AmmoClass=Class'NicePack.NiceShotgunAmmo'
|
||||
ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
|
||||
ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
|
||||
ShakeRotTime=5.000000
|
||||
ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
|
||||
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
|
||||
ShakeOffsetTime=3.000000
|
||||
BotRefireRate=1.500000
|
||||
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
|
||||
aimerror=1.000000
|
||||
Spread=3000.0//1125.000000
|
||||
SpreadStyle=SS_Random
|
||||
}
|
||||
|
|
@ -1,4 +1,6 @@
|
|||
class NiceShotgunPellet extends NiceBullet;
|
||||
defaultproperties
|
||||
{
movementAcceleration=(Z=-1200.000000)
regularImpact=(decalClass=Class'KFMod.ShotgunDecal')
|
||||
}
|
||||
class NiceShotgunPellet extends NiceBullet;
|
||||
defaultproperties
|
||||
{
|
||||
movementAcceleration=(Z=-1200.000000)
|
||||
regularImpact=(decalClass=Class'KFMod.ShotgunDecal')
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,27 @@
|
|||
class NiceShotgunPickup extends NiceWeaponPickup;
|
||||
|
||||
defaultproperties
|
||||
{
bBackupWeapon=True
Weight=6.000000
cost=200
AmmoCost=15
BuyClipSize=8
PowerValue=70
SpeedValue=40
RangeValue=15
Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession."
ItemName="Shotgun"
ItemShortName="Shotgun"
AmmoItemName="12-gauge shells"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
VariantClasses(0)=Class'KFMod.CamoShotgunPickup'
InventoryType=Class'NicePack.NiceShotgun'
PickupMessage="You got the Shotgun"
PickupSound=Sound'KF_PumpSGSnd.SG_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Shotgun.shotgun_pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
class NiceShotgunPickup extends NiceWeaponPickup;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
bBackupWeapon=True
|
||||
Weight=6.000000
|
||||
cost=200
|
||||
AmmoCost=15
|
||||
BuyClipSize=8
|
||||
PowerValue=70
|
||||
SpeedValue=40
|
||||
RangeValue=15
|
||||
Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession."
|
||||
ItemName="Shotgun"
|
||||
ItemShortName="Shotgun"
|
||||
AmmoItemName="12-gauge shells"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=2
|
||||
VariantClasses(0)=Class'KFMod.CamoShotgunPickup'
|
||||
InventoryType=Class'NicePack.NiceShotgun'
|
||||
PickupMessage="You got the Shotgun"
|
||||
PickupSound=Sound'KF_PumpSGSnd.SG_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_pickups_Trip.Shotgun.shotgun_pickup'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
Binary file not shown.
|
|
@ -1,4 +1,51 @@
|
|||
class NiceSaiga12c extends NiceWeapon;
|
||||
defaultproperties
|
||||
{
reloadPreEndFrame=0.250000
reloadEndFrame=0.525000
reloadChargeEndFrame=0.788000
reloadMagStartFrame=0.444000
reloadChargeStartFrame=0.596000
MagazineBone="wpn_mag"
MagCapacity=8
ReloadRate=3.133000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AK47"
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
SleeveNum=2
TraderInfoTexture=Texture'ScrnWeaponPack_T.saiga.Saiga_Trader'
bIsTier3Weapon=True
MeshRef="ScrnWeaponPack_A.saigacmesh"
SkinRefs(0)="ScrnWeaponPack_T.saiga.saiga"
SkinRefs(1)="ScrnWeaponPack_T.saiga.saigaparts"
SkinRefs(2)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
SkinRefs(3)="ScrnWeaponPack_T.saiga.wpn_gilza1"
SelectSoundRef="KF_PumpSGSnd.SG_Select"
HudImageRef="ScrnWeaponPack_T.saiga.Saiga_Unselected"
SelectedHudImageRef="ScrnWeaponPack_T.saiga.Saiga_selected"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceSaiga12cFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
Description="12-gauge combat shotgun, visually patterned after the Kalashnikov series of assault rifles. Shoots small amount of high-damage projectiles."
EffectOffset=(X=100.000000,Y=25.000000,Z=-100.000000)
DisplayFOV=65.000000
Priority=160
InventoryGroup=4
GroupOffset=10
PickupClass=Class'NicePack.NiceSaiga12cPickup'
PlayerViewOffset=(X=10.000000,Y=8.000000,Z=-4.000000)
BobDamping=4.000000
AttachmentClass=Class'NicePack.NiceSaiga12cAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Saiga-12s"
DrawScale=0.850000
TransientSoundVolume=1.250000
|
||||
}
|
||||
class NiceSaiga12c extends NiceWeapon;
|
||||
defaultproperties
|
||||
{
|
||||
reloadPreEndFrame=0.250000
|
||||
reloadEndFrame=0.525000
|
||||
reloadChargeEndFrame=0.788000
|
||||
reloadMagStartFrame=0.444000
|
||||
reloadChargeStartFrame=0.596000
|
||||
MagazineBone="wpn_mag"
|
||||
MagCapacity=8
|
||||
ReloadRate=3.133000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.000000
|
||||
WeaponReloadAnim="Reload_AK47"
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Iron_Idle"
|
||||
StandardDisplayFOV=65.000000
|
||||
SleeveNum=2
|
||||
TraderInfoTexture=Texture'ScrnWeaponPack_T.saiga.Saiga_Trader'
|
||||
bIsTier3Weapon=True
|
||||
MeshRef="ScrnWeaponPack_A.saigacmesh"
|
||||
SkinRefs(0)="ScrnWeaponPack_T.saiga.saiga"
|
||||
SkinRefs(1)="ScrnWeaponPack_T.saiga.saigaparts"
|
||||
SkinRefs(2)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
|
||||
SkinRefs(3)="ScrnWeaponPack_T.saiga.wpn_gilza1"
|
||||
SelectSoundRef="KF_PumpSGSnd.SG_Select"
|
||||
HudImageRef="ScrnWeaponPack_T.saiga.Saiga_Unselected"
|
||||
SelectedHudImageRef="ScrnWeaponPack_T.saiga.Saiga_selected"
|
||||
PlayerIronSightFOV=65.000000
|
||||
ZoomedDisplayFOV=32.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceSaiga12cFire'
|
||||
FireModeClass(1)=Class'KFMod.NoFire'
|
||||
PutDownAnim="PutDown"
|
||||
SelectForce="SwitchToAssaultRifle"
|
||||
AIRating=0.550000
|
||||
CurrentRating=0.550000
|
||||
Description="12-gauge combat shotgun, visually patterned after the Kalashnikov series of assault rifles. Shoots small amount of high-damage projectiles."
|
||||
EffectOffset=(X=100.000000,Y=25.000000,Z=-100.000000)
|
||||
DisplayFOV=65.000000
|
||||
Priority=160
|
||||
InventoryGroup=4
|
||||
GroupOffset=10
|
||||
PickupClass=Class'NicePack.NiceSaiga12cPickup'
|
||||
PlayerViewOffset=(X=10.000000,Y=8.000000,Z=-4.000000)
|
||||
BobDamping=4.000000
|
||||
AttachmentClass=Class'NicePack.NiceSaiga12cAttachment'
|
||||
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
|
||||
ItemName="Saiga-12s"
|
||||
DrawScale=0.850000
|
||||
TransientSoundVolume=1.250000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
class NiceSaiga12cAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceSaiga12cPickup'
AmmoPickupAmount=8
MaxAmmo=72
InitialAmount=18
PickupClass=Class'NicePack.NiceSaiga12cAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceSaiga12cAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceSaiga12cPickup'
|
||||
AmmoPickupAmount=8
|
||||
MaxAmmo=72
|
||||
InitialAmount=18
|
||||
PickupClass=Class'NicePack.NiceSaiga12cAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceSaiga12cAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=8
InventoryType=Class'NicePack.NiceSaiga12cAmmo'
PickupMessage="12-gauge"
StaticMesh=None
|
||||
}
|
||||
class NiceSaiga12cAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=8
|
||||
InventoryType=Class'NicePack.NiceSaiga12cAmmo'
|
||||
PickupMessage="12-gauge"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,57 @@
|
|||
class NiceSaiga12cAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
ShellEjectBoneName="wpn_scope"
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="ScrnWeaponPack_A.saigac3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
DrawScale=0.650000
|
||||
}
|
||||
class NiceSaiga12cAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
|
||||
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
|
||||
ShellEjectBoneName="wpn_scope"
|
||||
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="ScrnWeaponPack_A.saigac3rd"
|
||||
bRapidFire=True
|
||||
bAltRapidFire=True
|
||||
SplashEffect=Class'ROEffects.BulletSplashEmitter'
|
||||
CullDistance=5000.000000
|
||||
DrawScale=0.650000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,27 @@
|
|||
class NiceSaiga12cFire extends NiceShotgunFire;
|
||||
function InitEffects()
|
||||
{
|
||||
Super.InitEffects();
|
||||
if(FlashEmitter != none)
Weapon.AttachToBone(FlashEmitter, 'tip');
|
||||
}
|
||||
defaultproperties
|
||||
{
ProjPerFire=4
KickMomentum=(X=-95.000000,Z=25.000000)
ProjectileSpeed=3500.000000
FireAimedAnim="Fire"
maxVerticalRecoilAngle=1300
maxHorizontalRecoilAngle=700
FireSoundRef="ScrnWeaponPack_SND.saiga.shot_mono"
StereoFireSoundRef="ScrnWeaponPack_SND.saiga.shot_stereo"
NoAmmoSoundRef="ScrnWeaponPack_SND.saiga.Saiga_empty"
DamageType=Class'NicePack.NiceDamTypeSaiga12c'
DamageMax=66
Momentum=60000.000000
bModeExclusive=False
FireRate=0.600000
AmmoClass=Class'NicePack.NiceSaiga12cAmmo'
BotRefireRate=0.250000
Spread=825.000000
|
||||
}
|
||||
class NiceSaiga12cFire extends NiceShotgunFire;
|
||||
function InitEffects()
|
||||
{
|
||||
Super.InitEffects();
|
||||
if(FlashEmitter != none)
|
||||
Weapon.AttachToBone(FlashEmitter, 'tip');
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
ProjPerFire=4
|
||||
KickMomentum=(X=-95.000000,Z=25.000000)
|
||||
ProjectileSpeed=3500.000000
|
||||
FireAimedAnim="Fire"
|
||||
maxVerticalRecoilAngle=1300
|
||||
maxHorizontalRecoilAngle=700
|
||||
FireSoundRef="ScrnWeaponPack_SND.saiga.shot_mono"
|
||||
StereoFireSoundRef="ScrnWeaponPack_SND.saiga.shot_stereo"
|
||||
NoAmmoSoundRef="ScrnWeaponPack_SND.saiga.Saiga_empty"
|
||||
DamageType=Class'NicePack.NiceDamTypeSaiga12c'
|
||||
DamageMax=66
|
||||
Momentum=60000.000000
|
||||
bModeExclusive=False
|
||||
FireRate=0.600000
|
||||
AmmoClass=Class'NicePack.NiceSaiga12cAmmo'
|
||||
BotRefireRate=0.250000
|
||||
Spread=825.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,22 @@
|
|||
class NiceSaiga12cPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
AmmoCost=50
BuyClipSize=8
PowerValue=87
SpeedValue=45
RangeValue=20
Description="12-gauge combat shotgun, visually patterned after the Kalashnikov series of assault rifles. Shoots small amount of high-damage projectiles."
ItemName="Saiga-12s"
ItemShortName="Saiga-12s"
AmmoItemName="12-gauge"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceSaiga12c'
PickupMessage="You've got Saiga-12s"
PickupSound=Sound'KF_AA12Snd.AA12_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.saiga_sm'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
}
|
||||
class NiceSaiga12cPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoCost=50
|
||||
BuyClipSize=8
|
||||
PowerValue=87
|
||||
SpeedValue=45
|
||||
RangeValue=20
|
||||
Description="12-gauge combat shotgun, visually patterned after the Kalashnikov series of assault rifles. Shoots small amount of high-damage projectiles."
|
||||
ItemName="Saiga-12s"
|
||||
ItemShortName="Saiga-12s"
|
||||
AmmoItemName="12-gauge"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=3
|
||||
InventoryType=Class'NicePack.NiceSaiga12c'
|
||||
PickupMessage="You've got Saiga-12s"
|
||||
PickupSound=Sound'KF_AA12Snd.AA12_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'ScrnWeaponPack_SM.saiga_sm'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,7 @@
|
|||
class NiceDamTypeSpas extends NiceDamTypeShotgun
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
WeaponClass=Class'NicePack.NiceSpas'
DeathString="%k killed %o (SPAS-12)."
|
||||
}
|
||||
class NiceDamTypeSpas extends NiceDamTypeShotgun
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
WeaponClass=Class'NicePack.NiceSpas'
|
||||
DeathString="%k killed %o (SPAS-12)."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,9 @@
|
|||
class NiceSpasAltFire extends NiceSpasFire;
|
||||
defaultproperties
|
||||
{
maxVerticalRecoilAngle=300
maxHorizontalRecoilAngle=180
FireAnimRate=0.650000
FireRate=1.400000
Spread=0.000000
|
||||
}
|
||||
class NiceSpasAltFire extends NiceSpasFire;
|
||||
defaultproperties
|
||||
{
|
||||
maxVerticalRecoilAngle=300
|
||||
maxHorizontalRecoilAngle=180
|
||||
FireAnimRate=0.650000
|
||||
FireRate=1.400000
|
||||
Spread=0.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
class NiceSpasAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceSpasPickup'
AmmoPickupAmount=8
MaxAmmo=64
InitialAmount=16
PickupClass=Class'NicePack.NiceSpasAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceSpasAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceSpasPickup'
|
||||
AmmoPickupAmount=8
|
||||
MaxAmmo=64
|
||||
InitialAmount=16
|
||||
PickupClass=Class'NicePack.NiceSpasAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceSpasAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=8
InventoryType=Class'NicePack.NiceSpasAmmo'
PickupMessage="12-Gauge Shells"
StaticMesh=None
|
||||
}
|
||||
class NiceSpasAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=8
|
||||
InventoryType=Class'NicePack.NiceSpasAmmo'
|
||||
PickupMessage="12-Gauge Shells"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,51 @@
|
|||
class NiceSpasAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_Shotgun"
MovementAnims(1)="JogB_Shotgun"
MovementAnims(2)="JogL_Shotgun"
MovementAnims(3)="JogR_Shotgun"
TurnLeftAnim="TurnL_Shotgun"
TurnRightAnim="TurnR_Shotgun"
CrouchAnims(0)="CHwalkF_Shotgun"
CrouchAnims(1)="CHwalkB_Shotgun"
CrouchAnims(2)="CHwalkL_Shotgun"
CrouchAnims(3)="CHwalkR_Shotgun"
WalkAnims(0)="WalkF_Shotgun"
WalkAnims(1)="WalkB_Shotgun"
WalkAnims(2)="WalkL_Shotgun"
WalkAnims(3)="WalkR_Shotgun"
CrouchTurnRightAnim="CH_TurnR_Shotgun"
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
IdleCrouchAnim="CHIdle_Shotgun"
IdleWeaponAnim="Idle_Shotgun"
IdleRestAnim="Idle_Shotgun"
IdleChatAnim="Idle_Shotgun"
IdleHeavyAnim="Idle_Shotgun"
IdleRifleAnim="Idle_Shotgun"
FireAnims(0)="Fire_Shotgun"
FireAnims(1)="Fire_Shotgun"
FireAnims(2)="Fire_Shotgun"
FireAnims(3)="Fire_Shotgun"
FireAltAnims(0)="Fire_Shotgun"
FireAltAnims(1)="Fire_Shotgun"
FireAltAnims(2)="Fire_Shotgun"
FireAltAnims(3)="Fire_Shotgun"
FireCrouchAnims(0)="CHFire_Shotgun"
FireCrouchAnims(1)="CHFire_Shotgun"
FireCrouchAnims(2)="CHFire_Shotgun"
FireCrouchAnims(3)="CHFire_Shotgun"
FireCrouchAltAnims(0)="CHFire_Shotgun"
FireCrouchAltAnims(1)="CHFire_Shotgun"
FireCrouchAltAnims(2)="CHFire_Shotgun"
FireCrouchAltAnims(3)="CHFire_Shotgun"
HitAnims(0)="HitF_Shotgun"
HitAnims(1)="HitB_Shotgun"
HitAnims(2)="HitL_Shotgun"
HitAnims(3)="HitR_Shotgun"
PostFireBlendStandAnim="Blend_Shotgun"
PostFireBlendCrouchAnim="CHBlend_Shotgun"
MeshRef="ScrnWeaponPack_A.Spas12_3rd"
|
||||
}
|
||||
class NiceSpasAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
|
||||
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
|
||||
MovementAnims(0)="JogF_Shotgun"
|
||||
MovementAnims(1)="JogB_Shotgun"
|
||||
MovementAnims(2)="JogL_Shotgun"
|
||||
MovementAnims(3)="JogR_Shotgun"
|
||||
TurnLeftAnim="TurnL_Shotgun"
|
||||
TurnRightAnim="TurnR_Shotgun"
|
||||
CrouchAnims(0)="CHwalkF_Shotgun"
|
||||
CrouchAnims(1)="CHwalkB_Shotgun"
|
||||
CrouchAnims(2)="CHwalkL_Shotgun"
|
||||
CrouchAnims(3)="CHwalkR_Shotgun"
|
||||
WalkAnims(0)="WalkF_Shotgun"
|
||||
WalkAnims(1)="WalkB_Shotgun"
|
||||
WalkAnims(2)="WalkL_Shotgun"
|
||||
WalkAnims(3)="WalkR_Shotgun"
|
||||
CrouchTurnRightAnim="CH_TurnR_Shotgun"
|
||||
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
|
||||
IdleCrouchAnim="CHIdle_Shotgun"
|
||||
IdleWeaponAnim="Idle_Shotgun"
|
||||
IdleRestAnim="Idle_Shotgun"
|
||||
IdleChatAnim="Idle_Shotgun"
|
||||
IdleHeavyAnim="Idle_Shotgun"
|
||||
IdleRifleAnim="Idle_Shotgun"
|
||||
FireAnims(0)="Fire_Shotgun"
|
||||
FireAnims(1)="Fire_Shotgun"
|
||||
FireAnims(2)="Fire_Shotgun"
|
||||
FireAnims(3)="Fire_Shotgun"
|
||||
FireAltAnims(0)="Fire_Shotgun"
|
||||
FireAltAnims(1)="Fire_Shotgun"
|
||||
FireAltAnims(2)="Fire_Shotgun"
|
||||
FireAltAnims(3)="Fire_Shotgun"
|
||||
FireCrouchAnims(0)="CHFire_Shotgun"
|
||||
FireCrouchAnims(1)="CHFire_Shotgun"
|
||||
FireCrouchAnims(2)="CHFire_Shotgun"
|
||||
FireCrouchAnims(3)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(0)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(1)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(2)="CHFire_Shotgun"
|
||||
FireCrouchAltAnims(3)="CHFire_Shotgun"
|
||||
HitAnims(0)="HitF_Shotgun"
|
||||
HitAnims(1)="HitB_Shotgun"
|
||||
HitAnims(2)="HitL_Shotgun"
|
||||
HitAnims(3)="HitR_Shotgun"
|
||||
PostFireBlendStandAnim="Blend_Shotgun"
|
||||
PostFireBlendCrouchAnim="CHBlend_Shotgun"
|
||||
MeshRef="ScrnWeaponPack_A.Spas12_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,6 @@
|
|||
class NiceSpasFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
DamageType=Class'NicePack.NiceDamTypeSpas'
AmmoClass=Class'NicePack.NiceSpasAmmo'
|
||||
}
|
||||
class NiceSpasFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
|
||||
DamageType=Class'NicePack.NiceDamTypeSpas'
|
||||
AmmoClass=Class'NicePack.NiceSpasAmmo'
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,24 @@
|
|||
class NiceSpasPickup extends NiceWeaponPickup;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
cost=750
Weight=8.000000
BuyClipSize=10
PowerValue=55
SpeedValue=40
RangeValue=17
Description="The SPAS12 is a dual-mode shotgun, that can also be used for firing slugs."
ItemName="SPAS-12"
ItemShortName="SPAS-12"
AmmoItemName="12-gauge shells"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceSpas'
PickupMessage="You got the SPAS-12"
PickupSound=Sound'KF_PumpSGSnd.SG_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.spas12_pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
class NiceSpasPickup extends NiceWeaponPickup;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
cost=750
|
||||
Weight=8.000000
|
||||
BuyClipSize=10
|
||||
PowerValue=55
|
||||
SpeedValue=40
|
||||
RangeValue=17
|
||||
Description="The SPAS12 is a dual-mode shotgun, that can also be used for firing slugs."
|
||||
ItemName="SPAS-12"
|
||||
ItemShortName="SPAS-12"
|
||||
AmmoItemName="12-gauge shells"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=2
|
||||
InventoryType=Class'NicePack.NiceSpas'
|
||||
PickupMessage="You got the SPAS-12"
|
||||
PickupSound=Sound'KF_PumpSGSnd.SG_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'ScrnWeaponPack_SM.spas12_pickup'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
@ -1,5 +1,19 @@
|
|||
class NiceDamTypeSPShotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
MaxPenetrations=5
PenDmgReduction=0.900000
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceSPAutoShotgun'
DeathString="%k killed %o (M.C.Z. Thrower)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
|
||||
}
|
||||
class NiceDamTypeSPShotgun extends NiceDamageTypeVetEnforcer
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
MaxPenetrations=5
|
||||
PenDmgReduction=0.900000
|
||||
bIsPowerWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceSPAutoShotgun'
|
||||
DeathString="%k killed %o (M.C.Z. Thrower)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
bBulletHit=True
|
||||
FlashFog=(X=600.000000)
|
||||
KDamageImpulse=10000.000000
|
||||
KDeathVel=300.000000
|
||||
KDeathUpKick=100.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,19 +1,72 @@
|
|||
class NiceSPAutoShotgun extends NiceWeapon;
|
||||
// Toggle semi/auto fire
|
||||
simulated function DoToggle (){}
|
||||
// Set the new fire mode on the server
|
||||
function ServerChangeFireMode(bool bNewWaitForRelease){}
|
||||
exec function SwitchModes(){}
|
||||
simulated function WeaponTick(float dt)
|
||||
{
|
||||
local float SteamCharge;
|
||||
local rotator DialRot;
|
||||
super.WeaponTick(dt);
|
||||
if(Level.NetMode!=NM_DedicatedServer){
if(FireMode[1].NextFireTime >= Level.TimeSeconds)
SteamCharge = 1.0 - ((FireMode[1].NextFireTime - Level.TimeSeconds)/FireMode[1].FireRate);
else
SteamCharge = 1.0;
|
||||
if(SteamCharge > 0.1 && FireMode[0].NextFireTime >= Level.TimeSeconds)
SteamCharge -= 0.1 * ((FireMode[0].NextFireTime - Level.TimeSeconds)/FireMode[0].FireRate);
|
||||
DialRot.roll = 26500 - ( 53000 * SteamCharge );
SetBoneRotation('Dail2',DialRot,1.0);
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
reloadPreEndFrame=0.143000
reloadEndFrame=0.633000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.276000
reloadChargeStartFrame=-1.000000
MagCapacity=10
ReloadRate=2.640000
ReloadAnim="Reload"
ReloadAnimRate=1.250000
WeaponReloadAnim="Reload_IJC_spJackHammer"
Weight=7.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'KF_IJC_HUD.Trader_Weapon_Icons.Trader_Jackhammer'
MeshRef="KF_IJC_Summer_Weps1.Jackhammer"
SkinRefs(0)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
SkinRefs(1)="KF_IJC_Summer_Weapons.Jackhammer.jackhammer_cmb"
SkinRefs(2)="KF_Weapons_Trip_T.Rifles.crossbow_cmb"
SelectSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Select"
HudImageRef="KF_IJC_HUD.WeaponSelect.Jackhammer_unselected"
SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.Jackhammer"
PlayerIronSightFOV=80.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceSPShotgunFire'
FireModeClass(1)=Class'NicePack.NiceSPShotgunAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="A device for throwing lead and getting sodding enemies out of your face."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=167
InventoryGroup=4
GroupOffset=15
PickupClass=Class'NicePack.NiceSPShotgunPickup'
PlayerViewOffset=(X=20.000000,Y=23.000000,Z=-2.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceSPShotgunAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Multichamber ZED Thrower"
TransientSoundVolume=1.250000
|
||||
}
|
||||
class NiceSPAutoShotgun extends NiceWeapon;
|
||||
// Toggle semi/auto fire
|
||||
simulated function DoToggle (){}
|
||||
// Set the new fire mode on the server
|
||||
function ServerChangeFireMode(bool bNewWaitForRelease){}
|
||||
exec function SwitchModes(){}
|
||||
simulated function WeaponTick(float dt)
|
||||
{
|
||||
local float SteamCharge;
|
||||
local rotator DialRot;
|
||||
super.WeaponTick(dt);
|
||||
if(Level.NetMode!=NM_DedicatedServer){
|
||||
if(FireMode[1].NextFireTime >= Level.TimeSeconds)
|
||||
SteamCharge = 1.0 - ((FireMode[1].NextFireTime - Level.TimeSeconds)/FireMode[1].FireRate);
|
||||
else
|
||||
SteamCharge = 1.0;
|
||||
|
||||
if(SteamCharge > 0.1 && FireMode[0].NextFireTime >= Level.TimeSeconds)
|
||||
SteamCharge -= 0.1 * ((FireMode[0].NextFireTime - Level.TimeSeconds)/FireMode[0].FireRate);
|
||||
|
||||
DialRot.roll = 26500 - ( 53000 * SteamCharge );
|
||||
SetBoneRotation('Dail2',DialRot,1.0);
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
reloadPreEndFrame=0.143000
|
||||
reloadEndFrame=0.633000
|
||||
reloadChargeEndFrame=-1.000000
|
||||
reloadMagStartFrame=0.276000
|
||||
reloadChargeStartFrame=-1.000000
|
||||
MagCapacity=10
|
||||
ReloadRate=2.640000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.250000
|
||||
WeaponReloadAnim="Reload_IJC_spJackHammer"
|
||||
Weight=7.000000
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Idle_Iron"
|
||||
StandardDisplayFOV=65.000000
|
||||
SleeveNum=0
|
||||
TraderInfoTexture=Texture'KF_IJC_HUD.Trader_Weapon_Icons.Trader_Jackhammer'
|
||||
MeshRef="KF_IJC_Summer_Weps1.Jackhammer"
|
||||
SkinRefs(0)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
|
||||
SkinRefs(1)="KF_IJC_Summer_Weapons.Jackhammer.jackhammer_cmb"
|
||||
SkinRefs(2)="KF_Weapons_Trip_T.Rifles.crossbow_cmb"
|
||||
SelectSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Select"
|
||||
HudImageRef="KF_IJC_HUD.WeaponSelect.Jackhammer_unselected"
|
||||
SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.Jackhammer"
|
||||
PlayerIronSightFOV=80.000000
|
||||
ZoomedDisplayFOV=45.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceSPShotgunFire'
|
||||
FireModeClass(1)=Class'NicePack.NiceSPShotgunAltFire'
|
||||
PutDownAnim="PutDown"
|
||||
SelectForce="SwitchToAssaultRifle"
|
||||
AIRating=0.550000
|
||||
CurrentRating=0.550000
|
||||
bShowChargingBar=True
|
||||
Description="A device for throwing lead and getting sodding enemies out of your face."
|
||||
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
|
||||
DisplayFOV=65.000000
|
||||
Priority=167
|
||||
InventoryGroup=4
|
||||
GroupOffset=15
|
||||
PickupClass=Class'NicePack.NiceSPShotgunPickup'
|
||||
PlayerViewOffset=(X=20.000000,Y=23.000000,Z=-2.000000)
|
||||
BobDamping=6.000000
|
||||
AttachmentClass=Class'NicePack.NiceSPShotgunAttachment'
|
||||
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
|
||||
ItemName="Multichamber ZED Thrower"
|
||||
TransientSoundVolume=1.250000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceSPGrenadeAmmo extends SPGrenadeAmmo;
|
||||
defaultproperties
|
||||
{
AmmoPickupAmount=2
MaxAmmo=16
InitialAmount=8
PickupClass=Class'NicePack.NiceSPGrenadeAmmoPickup'
|
||||
}
|
||||
class NiceSPGrenadeAmmo extends SPGrenadeAmmo;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoPickupAmount=2
|
||||
MaxAmmo=16
|
||||
InitialAmount=8
|
||||
PickupClass=Class'NicePack.NiceSPGrenadeAmmoPickup'
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,6 @@
|
|||
class NiceSPGrenadeAmmoPickup extends SPGrenadeAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=2
InventoryType=Class'NicePack.NiceSPGrenadeAmmo'
|
||||
}
|
||||
class NiceSPGrenadeAmmoPickup extends SPGrenadeAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=2
|
||||
InventoryType=Class'NicePack.NiceSPGrenadeAmmo'
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,6 @@
|
|||
class NiceSPGrenadeFire extends SPGrenadeFire;
|
||||
defaultproperties
|
||||
{
AmmoClass=Class'NicePack.NiceSPGrenadeAmmo'
ProjectileClass=Class'NicePack.NiceSPGrenadeProjectile'
|
||||
}
|
||||
class NiceSPGrenadeFire extends SPGrenadeFire;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoClass=Class'NicePack.NiceSPGrenadeAmmo'
|
||||
ProjectileClass=Class'NicePack.NiceSPGrenadeProjectile'
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceSPGrenadeLauncher extends SPGrenadeLauncher;
|
||||
defaultproperties
|
||||
{
AppID=0
FireModeClass(0)=Class'NicePack.NiceSPGrenadeFire'
PickupClass=Class'NicePack.NiceSPGrenadePickup'
ItemName="The Orca Bomb Propeller NW"
|
||||
}
|
||||
class NiceSPGrenadeLauncher extends SPGrenadeLauncher;
|
||||
defaultproperties
|
||||
{
|
||||
AppID=0
|
||||
FireModeClass(0)=Class'NicePack.NiceSPGrenadeFire'
|
||||
PickupClass=Class'NicePack.NiceSPGrenadePickup'
|
||||
ItemName="The Orca Bomb Propeller NW"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceSPGrenadePickup extends SPGrenadePickup;
|
||||
defaultproperties
|
||||
{
AmmoCost=12
ItemName="The Orca Bomb Propeller NW"
ItemShortName="The Orca NW"
InventoryType=Class'NicePack.NiceSPGrenadeLauncher'
|
||||
}
|
||||
class NiceSPGrenadePickup extends SPGrenadePickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoCost=12
|
||||
ItemName="The Orca Bomb Propeller NW"
|
||||
ItemShortName="The Orca NW"
|
||||
InventoryType=Class'NicePack.NiceSPGrenadeLauncher'
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
class NiceSPGrenadeProjectile extends SPGrenadeProjectile;
|
||||
#exec OBJ LOAD FILE=ProjectileSounds.uax
|
||||
defaultproperties
|
||||
{
Damage=450.000000
|
||||
}
|
||||
class NiceSPGrenadeProjectile extends SPGrenadeProjectile;
|
||||
#exec OBJ LOAD FILE=ProjectileSounds.uax
|
||||
defaultproperties
|
||||
{
|
||||
Damage=450.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,54 +1,112 @@
|
|||
class NiceSPShotgunAltFire extends NiceShotgunFire;
|
||||
var InterpCurve AppliedMomentumCurve; // How much momentum to apply to a zed based on how much mass it has
|
||||
var float WideDamageMinHitAngle; // The angle to do sweeping strikes in front of the player. If zero do no strikes
|
||||
var float PushRange; // The range to push zeds away when firing
|
||||
simulated function bool AllowFire(){
|
||||
if(currentContext.sourceWeapon == none || KFPawn(Instigator) == none)
return false;
|
||||
if(currentContext.sourceWeapon.bIsReloading)
return false;
|
||||
if(KFPawn(Instigator).SecondaryItem!=none)
return false;
|
||||
if(KFPawn(Instigator).bThrowingNade)
return false;
|
||||
// No ammo so just always fire
|
||||
return true;
|
||||
}
|
||||
// No need to client-side this one
|
||||
function bool IsClientSide(){
|
||||
return false;
|
||||
}
|
||||
// And there's nothing to force
|
||||
function bool shouldFireProjectile(){
|
||||
return false;
|
||||
}
|
||||
function DoFireEffect(){
|
||||
local Vector StartProj, StartTrace, X,Y,Z;
|
||||
local Rotator Aim;
|
||||
local Vector HitLocation, HitNormal;
|
||||
local Actor Other;
|
||||
local Pawn Victims;
|
||||
local vector dir, lookdir;
|
||||
local float DiffAngle, VictimDist;
|
||||
local float AppliedMomentum;
|
||||
local vector vMomentum;
|
||||
Instigator.MakeNoise(1.0);
|
||||
Weapon.GetViewAxes(X,Y,Z);
|
||||
StartTrace = Instigator.Location + Instigator.EyePosition();
|
||||
StartProj = StartTrace + X*ProjSpawnOffset.X;
|
||||
if (!Weapon.WeaponCentered() && !KFWeap.bAimingRifle)
StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
|
||||
// check if projectile would spawn through a wall and adjust start location accordingly
|
||||
Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
|
||||
if(Other != none)
StartProj = HitLocation;
|
||||
Aim = AdjustAim(StartProj, AimError);
|
||||
if(WideDamageMinHitAngle > 0){
foreach Weapon.VisibleCollidingActors(class'Pawn', Victims, (PushRange * 2), StartTrace){
if(Victims.Health <= 0)
continue;
if(Victims != Instigator){
// Don't push team mates
if(Victims.GetTeamNum() == Instigator.GetTeamNum())
continue;
VictimDist = VSizeSquared(Instigator.Location - Victims.Location);
if(VictimDist > (((PushRange * 1.1) * (PushRange * 1.1)) + (Victims.CollisionRadius * Victims.CollisionRadius)))
continue;
|
||||
lookdir = Normal(Vector(Instigator.GetViewRotation()));
dir = Normal(Victims.Location - Instigator.Location);
DiffAngle = lookdir dot dir;
dir = Normal((Victims.Location + Victims.EyePosition()) - Instigator.Location);
|
||||
if(DiffAngle > WideDamageMinHitAngle){
AppliedMomentum = InterpCurveEval(AppliedMomentumCurve,Victims.Mass);
HandleAchievement( Victims );
|
||||
vMomentum = (dir * AppliedMomentum)/Victims.Mass;
Victims.AddVelocity(vMomentum);
if(KFMonster(Victims) != none)
KFMonster(Victims).BreakGrapple();
}
}
}
|
||||
}
|
||||
if(Instigator != none && Instigator.Physics == PHYS_Falling && Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
Instigator.AddVelocity((KickMomentum * 10.0) >> Instigator.GetViewRotation());
|
||||
}
|
||||
function HandleAchievement(Pawn Victim){
|
||||
local KFSteamStatsAndAchievements KFSteamStats;
|
||||
if(Victim.IsA('NiceZombieScrake')){
if(PlayerController(Instigator.Controller) != none){
KFSteamStats = KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements);
if(KFSteamStats != none)
KFSteamStats.CheckAndSetAchievementComplete(KFSteamStats.KFACHIEVEMENT_PushScrakeSPJ);
}
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
AppliedMomentumCurve=(Points=((OutVal=10000.000000),(InVal=350.000000,OutVal=175000.000000),(InVal=600.000000,OutVal=250000.000000)))
WideDamageMinHitAngle=0.600000
PushRange=150.000000
ProjPerFire=0
KickMomentum=(X=-35.000000,Z=5.000000)
maxVerticalRecoilAngle=3200
FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Secondary_Fire_M"
StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Secondary_Fire_S"
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
bWaitForRelease=False
bModeExclusive=False
FireAnimRate=1.000000
FireRate=1.200000
AmmoClass=None
AmmoPerFire=0
ShakeRotMag=(Z=250.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(Z=6.000000)
ShakeOffsetTime=1.250000
BotRefireRate=1.750000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSPShotgunAlt'
Spread=0.000000
|
||||
}
|
||||
class NiceSPShotgunAltFire extends NiceShotgunFire;
|
||||
var InterpCurve AppliedMomentumCurve; // How much momentum to apply to a zed based on how much mass it has
|
||||
var float WideDamageMinHitAngle; // The angle to do sweeping strikes in front of the player. If zero do no strikes
|
||||
var float PushRange; // The range to push zeds away when firing
|
||||
simulated function bool AllowFire(){
|
||||
if(currentContext.sourceWeapon == none || KFPawn(Instigator) == none)
|
||||
return false;
|
||||
if(currentContext.sourceWeapon.bIsReloading)
|
||||
return false;
|
||||
if(KFPawn(Instigator).SecondaryItem!=none)
|
||||
return false;
|
||||
if(KFPawn(Instigator).bThrowingNade)
|
||||
return false;
|
||||
// No ammo so just always fire
|
||||
return true;
|
||||
}
|
||||
// No need to client-side this one
|
||||
function bool IsClientSide(){
|
||||
return false;
|
||||
}
|
||||
// And there's nothing to force
|
||||
function bool shouldFireProjectile(){
|
||||
return false;
|
||||
}
|
||||
function DoFireEffect(){
|
||||
local Vector StartProj, StartTrace, X,Y,Z;
|
||||
local Rotator Aim;
|
||||
local Vector HitLocation, HitNormal;
|
||||
local Actor Other;
|
||||
local Pawn Victims;
|
||||
local vector dir, lookdir;
|
||||
local float DiffAngle, VictimDist;
|
||||
local float AppliedMomentum;
|
||||
local vector vMomentum;
|
||||
Instigator.MakeNoise(1.0);
|
||||
Weapon.GetViewAxes(X,Y,Z);
|
||||
StartTrace = Instigator.Location + Instigator.EyePosition();
|
||||
StartProj = StartTrace + X*ProjSpawnOffset.X;
|
||||
if (!Weapon.WeaponCentered() && !KFWeap.bAimingRifle)
|
||||
StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
|
||||
// check if projectile would spawn through a wall and adjust start location accordingly
|
||||
Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
|
||||
if(Other != none)
|
||||
StartProj = HitLocation;
|
||||
Aim = AdjustAim(StartProj, AimError);
|
||||
if(WideDamageMinHitAngle > 0){
|
||||
foreach Weapon.VisibleCollidingActors(class'Pawn', Victims, (PushRange * 2), StartTrace){
|
||||
if(Victims.Health <= 0)
|
||||
continue;
|
||||
if(Victims != Instigator){
|
||||
// Don't push team mates
|
||||
if(Victims.GetTeamNum() == Instigator.GetTeamNum())
|
||||
continue;
|
||||
VictimDist = VSizeSquared(Instigator.Location - Victims.Location);
|
||||
if(VictimDist > (((PushRange * 1.1) * (PushRange * 1.1)) + (Victims.CollisionRadius * Victims.CollisionRadius)))
|
||||
continue;
|
||||
|
||||
lookdir = Normal(Vector(Instigator.GetViewRotation()));
|
||||
dir = Normal(Victims.Location - Instigator.Location);
|
||||
DiffAngle = lookdir dot dir;
|
||||
dir = Normal((Victims.Location + Victims.EyePosition()) - Instigator.Location);
|
||||
|
||||
if(DiffAngle > WideDamageMinHitAngle){
|
||||
AppliedMomentum = InterpCurveEval(AppliedMomentumCurve,Victims.Mass);
|
||||
HandleAchievement( Victims );
|
||||
|
||||
vMomentum = (dir * AppliedMomentum)/Victims.Mass;
|
||||
Victims.AddVelocity(vMomentum);
|
||||
if(KFMonster(Victims) != none)
|
||||
KFMonster(Victims).BreakGrapple();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(Instigator != none && Instigator.Physics == PHYS_Falling && Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
|
||||
Instigator.AddVelocity((KickMomentum * 10.0) >> Instigator.GetViewRotation());
|
||||
}
|
||||
function HandleAchievement(Pawn Victim){
|
||||
local KFSteamStatsAndAchievements KFSteamStats;
|
||||
if(Victim.IsA('NiceZombieScrake')){
|
||||
if(PlayerController(Instigator.Controller) != none){
|
||||
KFSteamStats = KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements);
|
||||
if(KFSteamStats != none)
|
||||
KFSteamStats.CheckAndSetAchievementComplete(KFSteamStats.KFACHIEVEMENT_PushScrakeSPJ);
|
||||
}
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
AppliedMomentumCurve=(Points=((OutVal=10000.000000),(InVal=350.000000,OutVal=175000.000000),(InVal=600.000000,OutVal=250000.000000)))
|
||||
WideDamageMinHitAngle=0.600000
|
||||
PushRange=150.000000
|
||||
ProjPerFire=0
|
||||
KickMomentum=(X=-35.000000,Z=5.000000)
|
||||
maxVerticalRecoilAngle=3200
|
||||
FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Secondary_Fire_M"
|
||||
StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Secondary_Fire_S"
|
||||
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
|
||||
bWaitForRelease=False
|
||||
bModeExclusive=False
|
||||
FireAnimRate=1.000000
|
||||
FireRate=1.200000
|
||||
AmmoClass=None
|
||||
AmmoPerFire=0
|
||||
ShakeRotMag=(Z=250.000000)
|
||||
ShakeRotTime=3.000000
|
||||
ShakeOffsetMag=(Z=6.000000)
|
||||
ShakeOffsetTime=1.250000
|
||||
BotRefireRate=1.750000
|
||||
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSPShotgunAlt'
|
||||
Spread=0.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
class NiceSPShotgunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceSPShotgunPickup'
AmmoPickupAmount=10
MaxAmmo=80
InitialAmount=20
PickupClass=Class'NicePack.NiceSPShotgunAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceSPShotgunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceSPShotgunPickup'
|
||||
AmmoPickupAmount=10
|
||||
MaxAmmo=80
|
||||
InitialAmount=20
|
||||
PickupClass=Class'NicePack.NiceSPShotgunAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceSPShotgunAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=10
InventoryType=Class'NicePack.NiceSPShotgunAmmo'
PickupMessage="12-Gauge Drum"
StaticMesh=None
|
||||
}
|
||||
class NiceSPShotgunAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=10
|
||||
InventoryType=Class'NicePack.NiceSPShotgunAmmo'
|
||||
PickupMessage="12-Gauge Drum"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,50 @@
|
|||
class NiceSPShotgunAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSPShotgun'
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_Weapons3rd2_IJC.spJackHammer_3rd"
|
||||
}
|
||||
class NiceSPShotgunAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSPShotgun'
|
||||
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_Weapons3rd2_IJC.spJackHammer_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,26 @@
|
|||
class NiceSPShotgunFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
KickMomentum=(X=-35.000000,Z=5.000000)
ProjectileSpeed=3500.000000
maxVerticalRecoilAngle=1000
maxHorizontalRecoilAngle=500
ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
ShellEjectBoneName="Shell_eject"
FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_M"
StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_S"
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
DamageType=Class'NicePack.NiceDamTypeSPShotgun'
DamageMax=30
Momentum=60000.000000
bWaitForRelease=False
FireAnimRate=1.200000
FireRate=0.292000
AmmoClass=Class'NicePack.NiceSPShotgunAmmo'
ShakeRotMag=(Z=250.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(Z=6.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.250000
Spread=1500.000000
|
||||
}
|
||||
class NiceSPShotgunFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
|
||||
KickMomentum=(X=-35.000000,Z=5.000000)
|
||||
ProjectileSpeed=3500.000000
|
||||
maxVerticalRecoilAngle=1000
|
||||
maxHorizontalRecoilAngle=500
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_M"
|
||||
StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_S"
|
||||
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
|
||||
DamageType=Class'NicePack.NiceDamTypeSPShotgun'
|
||||
DamageMax=30
|
||||
Momentum=60000.000000
|
||||
bWaitForRelease=False
|
||||
FireAnimRate=1.200000
|
||||
FireRate=0.292000
|
||||
AmmoClass=Class'NicePack.NiceSPShotgunAmmo'
|
||||
ShakeRotMag=(Z=250.000000)
|
||||
ShakeRotTime=3.000000
|
||||
ShakeOffsetMag=(Z=6.000000)
|
||||
ShakeOffsetTime=1.250000
|
||||
BotRefireRate=0.250000
|
||||
Spread=1500.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,23 @@
|
|||
class NiceSPShotgunPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
Weight=7.000000
AmmoCost=30
BuyClipSize=8
PowerValue=60
SpeedValue=50
RangeValue=20
Description="A device for throwing lead and getting sodding enemies out of your face."
ItemName="Multichamber ZED Thrower"
ItemShortName="M.C.Z. Thrower"
AmmoItemName="M.C.Z. Drum"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceSPAutoShotgun'
PickupMessage="You got the Multichamber Lead Thrower."
PickupSound=Sound'KF_SP_ZEDThrowerSnd.KFO_Shotgun_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_IJC_Summer_Weps.Jackhammer'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
}
|
||||
class NiceSPShotgunPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
Weight=7.000000
|
||||
AmmoCost=30
|
||||
BuyClipSize=8
|
||||
PowerValue=60
|
||||
SpeedValue=50
|
||||
RangeValue=20
|
||||
Description="A device for throwing lead and getting sodding enemies out of your face."
|
||||
ItemName="Multichamber ZED Thrower"
|
||||
ItemShortName="M.C.Z. Thrower"
|
||||
AmmoItemName="M.C.Z. Drum"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=3
|
||||
InventoryType=Class'NicePack.NiceSPAutoShotgun'
|
||||
PickupMessage="You got the Multichamber Lead Thrower."
|
||||
PickupSound=Sound'KF_SP_ZEDThrowerSnd.KFO_Shotgun_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_IJC_Summer_Weps.Jackhammer'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue