Fix new line symbol issues
This commit is contained in:
parent
51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
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@ -1,4 +1,24 @@
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class NiceDamTypeSVD extends NiceDamageTypeVetSharpshooter;
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defaultproperties
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{
prReqMultiplier=0.400000
prReqPrecise=0.400000
MaxPenetrations=3
BigZedPenDmgReduction=0.750000
MediumZedPenDmgReduction=0.900000
PenDmgReduction=0.950000
HeadShotDamageMult=4.200000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceSVD'
DeathString="%k killed %o (SVD)."
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
KDamageImpulse=4000.000000
KDeathVel=170.000000
KDeathUpKick=10.000000
VehicleDamageScaling=0.700000
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}
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class NiceDamTypeSVD extends NiceDamageTypeVetSharpshooter;
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defaultproperties
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{
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prReqMultiplier=0.400000
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prReqPrecise=0.400000
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MaxPenetrations=3
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BigZedPenDmgReduction=0.750000
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MediumZedPenDmgReduction=0.900000
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PenDmgReduction=0.950000
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HeadShotDamageMult=4.200000
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bSniperWeapon=True
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WeaponClass=Class'NicePack.NiceSVD'
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DeathString="%k killed %o (SVD)."
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bRagdollBullet=True
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bBulletHit=True
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PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
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LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
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LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
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FlashFog=(X=600.000000)
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KDamageImpulse=4000.000000
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KDeathVel=170.000000
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KDeathUpKick=10.000000
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VehicleDamageScaling=0.700000
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}
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@ -1,4 +1,22 @@
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class NiceDamTypeSVDS extends NiceDamageTypeVetSharpshooter;
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defaultproperties
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{
MaxPenetrations=1
BigZedPenDmgReduction=0.750000
MediumZedPenDmgReduction=0.900000
PenDmgReduction=0.950000
HeadShotDamageMult=4.200000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceSVDS'
DeathString="%k killed %o (SVD)."
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
KDamageImpulse=4000.000000
KDeathVel=170.000000
KDeathUpKick=10.000000
VehicleDamageScaling=0.700000
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}
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class NiceDamTypeSVDS extends NiceDamageTypeVetSharpshooter;
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defaultproperties
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{
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MaxPenetrations=1
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BigZedPenDmgReduction=0.750000
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MediumZedPenDmgReduction=0.900000
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PenDmgReduction=0.950000
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HeadShotDamageMult=4.200000
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bSniperWeapon=True
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WeaponClass=Class'NicePack.NiceSVDS'
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DeathString="%k killed %o (SVD)."
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bRagdollBullet=True
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bBulletHit=True
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PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
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LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
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LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
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FlashFog=(X=600.000000)
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KDamageImpulse=4000.000000
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KDeathVel=170.000000
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KDeathUpKick=10.000000
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VehicleDamageScaling=0.700000
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}
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@ -1,5 +1,13 @@
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class NiceDamTypeSVDm extends KFWeaponDamageType
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abstract;
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defaultproperties
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{
HeadShotDamageMult=1.000000
bIsMeleeDamage=True
WeaponClass=Class'NicePack.NiceSVD'
DeathString="%k killed %o (SVD)."
PawnDamageSounds(0)=Sound'KFPawnDamageSound.MeleeDamageSounds.axehitflesh'
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=1.000000
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}
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class NiceDamTypeSVDm extends KFWeaponDamageType
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abstract;
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defaultproperties
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{
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HeadShotDamageMult=1.000000
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bIsMeleeDamage=True
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WeaponClass=Class'NicePack.NiceSVD'
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DeathString="%k killed %o (SVD)."
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PawnDamageSounds(0)=Sound'KFPawnDamageSound.MeleeDamageSounds.axehitflesh'
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KDamageImpulse=1500.000000
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KDeathVel=110.000000
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KDeathUpKick=1.000000
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}
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@ -1,4 +1,41 @@
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class NiceSVD extends NiceSVDS;
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defaultproperties
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{
lenseMaterialID=4
scopePortalFOVHigh=12.000000
scopePortalFOV=12.000000
reloadPreEndFrame=0.115000
reloadEndFrame=0.607000
reloadChargeEndFrame=0.870000
reloadMagStartFrame=0.251000
reloadChargeStartFrame=0.730000
MagazineBone="Bone_Magazine"
ZoomedDisplayFOVHigh=32.000000
MagCapacity=10
ReloadRate=3.600000
ReloadAnimRate=1.250000
WeaponReloadAnim="Reload_AK47"
Weight=8.000000
IdleAimAnim="Idle_Iron"
TraderInfoTexture=Texture'ScrnWeaponPack_T.SVD.SVD_Trader'
MeshRef="ScrnWeaponPack_A.SVD_mesh"
SkinRefs(0)="ScrnWeaponPack_T.SVD.SVD_tex_1_cmb"
SkinRefs(1)="KF_Weapons5_Trip_T.First_Sleeves.Steampunk_DJ_Scully_First_Person_Sleeves"
SkinRefs(2)="ScrnWeaponPack_T.SVD.SVD_tex_2_cmb"
SkinRefs(3)="ScrnWeaponPack_T.SVD.SVD_tex_3_cmb"
SkinRefs(4)="ScrnWeaponPack_T.SVD.AlphaLens"
SkinRefs(5)="ScrnWeaponPack_T.SVD.SVD_tex_4_cmb"
HudImageRef="ScrnWeaponPack_T.SVD.SVD_Unselected"
SelectedHudImageRef="ScrnWeaponPack_T.SVD.SVD_selected"
PlayerIronSightFOV=22.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceSVDFire'
FireModeClass(1)=Class'NicePack.NiceSVDFireB'
Description="The Dragunov sniper rifle is a semi-automatic sniper rifle/designated marksman rifle. It's shots are extra powerful, but require more precision."
Priority=190
PickupClass=Class'NicePack.NiceSVDPickup'
PlayerViewOffset=(X=6.000000,Y=22.000000,Z=-12.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceSVDAttachment'
ItemName="SVD (Dragunov)"
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}
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class NiceSVD extends NiceSVDS;
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defaultproperties
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{
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lenseMaterialID=4
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scopePortalFOVHigh=12.000000
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scopePortalFOV=12.000000
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reloadPreEndFrame=0.115000
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reloadEndFrame=0.607000
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reloadChargeEndFrame=0.870000
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reloadMagStartFrame=0.251000
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reloadChargeStartFrame=0.730000
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MagazineBone="Bone_Magazine"
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ZoomedDisplayFOVHigh=32.000000
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MagCapacity=10
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ReloadRate=3.600000
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ReloadAnimRate=1.250000
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WeaponReloadAnim="Reload_AK47"
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Weight=8.000000
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IdleAimAnim="Idle_Iron"
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TraderInfoTexture=Texture'ScrnWeaponPack_T.SVD.SVD_Trader'
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MeshRef="ScrnWeaponPack_A.SVD_mesh"
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SkinRefs(0)="ScrnWeaponPack_T.SVD.SVD_tex_1_cmb"
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SkinRefs(1)="KF_Weapons5_Trip_T.First_Sleeves.Steampunk_DJ_Scully_First_Person_Sleeves"
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SkinRefs(2)="ScrnWeaponPack_T.SVD.SVD_tex_2_cmb"
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SkinRefs(3)="ScrnWeaponPack_T.SVD.SVD_tex_3_cmb"
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SkinRefs(4)="ScrnWeaponPack_T.SVD.AlphaLens"
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SkinRefs(5)="ScrnWeaponPack_T.SVD.SVD_tex_4_cmb"
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HudImageRef="ScrnWeaponPack_T.SVD.SVD_Unselected"
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SelectedHudImageRef="ScrnWeaponPack_T.SVD.SVD_selected"
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PlayerIronSightFOV=22.000000
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ZoomedDisplayFOV=32.000000
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FireModeClass(0)=Class'NicePack.NiceSVDFire'
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FireModeClass(1)=Class'NicePack.NiceSVDFireB'
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Description="The Dragunov sniper rifle is a semi-automatic sniper rifle/designated marksman rifle. It's shots are extra powerful, but require more precision."
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Priority=190
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PickupClass=Class'NicePack.NiceSVDPickup'
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PlayerViewOffset=(X=6.000000,Y=22.000000,Z=-12.000000)
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BobDamping=6.000000
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AttachmentClass=Class'NicePack.NiceSVDAttachment'
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ItemName="SVD (Dragunov)"
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}
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@ -1,4 +1,11 @@
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class NiceSVDAmmo extends NiceAmmo;
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceSVDPickup'
AmmoPickupAmount=10
MaxAmmo=60
InitialAmount=15
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=338,Y1=40,X2=393,Y2=79)
ItemName="7.62x54mm"
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}
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class NiceSVDAmmo extends NiceAmmo;
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defaultproperties
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{
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WeaponPickupClass=Class'NicePack.NiceSVDPickup'
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AmmoPickupAmount=10
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MaxAmmo=60
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InitialAmount=15
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IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
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IconCoords=(X1=338,Y1=40,X2=393,Y2=79)
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ItemName="7.62x54mm"
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}
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@ -1,4 +1,58 @@
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class NiceSVDAttachment extends NiceAttachment;
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defaultproperties
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{
bSecondaryModeNoEffects=True
mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlash3rdSVD'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'ScrnWeaponPack.KFShellSpewerSVD'
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)="FastAttack2_Knife"
FireAltAnims(1)="FastAttack2_Knife"
FireAltAnims(2)="FastAttack2_Knife"
FireAltAnims(3)="FastAttack2_Knife"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFastAttack2_Knife"
FireCrouchAltAnims(1)="CHFastAttack2_Knife"
FireCrouchAltAnims(2)="CHFastAttack2_Knife"
FireCrouchAltAnims(3)="CHFastAttack2_Knife"
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.SVD_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
LightBrightness=0.000000
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}
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class NiceSVDAttachment extends NiceAttachment;
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defaultproperties
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{
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bSecondaryModeNoEffects=True
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mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlash3rdSVD'
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mTracerClass=Class'KFMod.KFNewTracer'
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mShellCaseEmitterClass=Class'ScrnWeaponPack.KFShellSpewerSVD'
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MovementAnims(0)="JogF_AK47"
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MovementAnims(1)="JogB_AK47"
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MovementAnims(2)="JogL_AK47"
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MovementAnims(3)="JogR_AK47"
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TurnLeftAnim="TurnL_AK47"
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TurnRightAnim="TurnR_AK47"
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CrouchAnims(0)="CHWalkF_AK47"
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CrouchAnims(1)="CHWalkB_AK47"
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CrouchAnims(2)="CHWalkL_AK47"
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CrouchAnims(3)="CHWalkR_AK47"
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WalkAnims(0)="WalkF_AK47"
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WalkAnims(1)="WalkB_AK47"
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WalkAnims(2)="WalkL_AK47"
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WalkAnims(3)="WalkR_AK47"
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CrouchTurnRightAnim="CH_TurnR_AK47"
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CrouchTurnLeftAnim="CH_TurnL_AK47"
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IdleCrouchAnim="CHIdle_AK47"
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IdleWeaponAnim="Idle_AK47"
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IdleRestAnim="Idle_AK47"
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IdleChatAnim="Idle_AK47"
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IdleHeavyAnim="Idle_AK47"
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IdleRifleAnim="Idle_AK47"
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FireAnims(0)="Fire_AK47"
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FireAnims(1)="Fire_AK47"
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FireAnims(2)="Fire_AK47"
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FireAnims(3)="Fire_AK47"
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FireAltAnims(0)="FastAttack2_Knife"
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FireAltAnims(1)="FastAttack2_Knife"
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FireAltAnims(2)="FastAttack2_Knife"
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FireAltAnims(3)="FastAttack2_Knife"
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FireCrouchAnims(0)="CHFire_AK47"
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FireCrouchAnims(1)="CHFire_AK47"
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FireCrouchAnims(2)="CHFire_AK47"
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FireCrouchAnims(3)="CHFire_AK47"
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FireCrouchAltAnims(0)="CHFastAttack2_Knife"
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FireCrouchAltAnims(1)="CHFastAttack2_Knife"
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FireCrouchAltAnims(2)="CHFastAttack2_Knife"
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FireCrouchAltAnims(3)="CHFastAttack2_Knife"
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HitAnims(0)="HitF_AK47"
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HitAnims(1)="HitB_AK47"
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HitAnims(2)="HitL_AK47"
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HitAnims(3)="HitR_AK47"
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PostFireBlendStandAnim="Blend_AK47"
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PostFireBlendCrouchAnim="CHBlend_AK47"
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MeshRef="ScrnWeaponPack_A.SVD_3rd"
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WeaponAmbientScale=2.000000
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bRapidFire=True
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bAltRapidFire=True
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SplashEffect=Class'ROEffects.BulletSplashEmitter'
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LightBrightness=0.000000
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}
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class NiceSVDFire extends NiceSVDSFire;
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defaultproperties
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{
ProjectileSpeed=41500.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.150000
maxVerticalRecoilAngle=375
maxHorizontalRecoilAngle=150
DamageType=Class'NicePack.NiceDamTypeSVD'
DamageMin=180
DamageMax=180
FireAnimRate=0.500000
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.700000
AmmoClass=Class'NicePack.NiceSVDAmmo'
BotRefireRate=1.200000
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}
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class NiceSVDFire extends NiceSVDSFire;
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defaultproperties
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{
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ProjectileSpeed=41500.000000
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FireAimedAnim="Fire_Iron"
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RecoilRate=0.150000
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maxVerticalRecoilAngle=375
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maxHorizontalRecoilAngle=150
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DamageType=Class'NicePack.NiceDamTypeSVD'
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DamageMin=180
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DamageMax=180
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FireAnimRate=0.500000
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TweenTime=0.025000
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FireForce="AssaultRifleFire"
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FireRate=0.700000
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AmmoClass=Class'NicePack.NiceSVDAmmo'
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BotRefireRate=1.200000
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}
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class NiceSVDFireB extends KFMeleeFire;
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simulated function bool AllowFire()
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{
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if(KFWeapon(Weapon).bIsReloading)
return false;
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if(KFPawn(Instigator).SecondaryItem!=none)
return false;
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if(KFPawn(Instigator).bThrowingNade)
return false;
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if ( KFWeapon(Weapon).bAimingRifle )
return false;
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return Super.AllowFire();
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}
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defaultproperties
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{
MeleeDamage=65
ProxySize=0.150000
weaponRange=90.000000
DamagedelayMin=0.160000
DamagedelayMax=0.160000
hitDamageClass=Class'NicePack.NiceDamTypeSVDm'
MeleeHitSounds(0)=Sound'KF_AxeSnd.AxeImpactBase.Axe_HitFlesh4'
HitEffectClass=Class'ScrnWeaponPack.SVDHitEffect'
bWaitForRelease=True
FireAnim="MeleeAttack"
FireRate=1.100000
BotRefireRate=1.100000
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}
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class NiceSVDFireB extends KFMeleeFire;
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simulated function bool AllowFire()
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{
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if(KFWeapon(Weapon).bIsReloading)
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return false;
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if(KFPawn(Instigator).SecondaryItem!=none)
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return false;
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if(KFPawn(Instigator).bThrowingNade)
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return false;
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if ( KFWeapon(Weapon).bAimingRifle )
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return false;
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return Super.AllowFire();
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}
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defaultproperties
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{
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MeleeDamage=65
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ProxySize=0.150000
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weaponRange=90.000000
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DamagedelayMin=0.160000
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DamagedelayMax=0.160000
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hitDamageClass=Class'NicePack.NiceDamTypeSVDm'
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MeleeHitSounds(0)=Sound'KF_AxeSnd.AxeImpactBase.Axe_HitFlesh4'
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HitEffectClass=Class'ScrnWeaponPack.SVDHitEffect'
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bWaitForRelease=True
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FireAnim="MeleeAttack"
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FireRate=1.100000
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BotRefireRate=1.100000
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}
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@ -1,7 +1,26 @@
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class NiceSVDPickup extends NiceWeaponPickup;
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#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
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#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
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defaultproperties
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{
Weight=8.000000
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cost=1250
AmmoCost=50
BuyClipSize=10
PowerValue=90
SpeedValue=40
RangeValue=100
Description="The Dragunov sniper rifle is a semi-automatic sniper rifle/designated marksman rifle. It's shots are extra powerful, but require more precision."
ItemName="SVD (Dragunov) "
ItemShortName="SVD"
AmmoItemName="7.64x54mm"
CorrespondingPerkIndex=2
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceSVD'
PickupMessage="You've got the Dragunov Sniper Rifle (SVD)"
PickupSound=Sound'ScrnWeaponPack_SND.SVD.SVD_pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.SVD_st'
CollisionRadius=30.000000
CollisionHeight=5.000000
|
||||
}
|
||||
class NiceSVDPickup extends NiceWeaponPickup;
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
|
||||
defaultproperties
|
||||
{
|
||||
Weight=8.000000
|
||||
cost=1250
|
||||
AmmoCost=50
|
||||
BuyClipSize=10
|
||||
PowerValue=90
|
||||
SpeedValue=40
|
||||
RangeValue=100
|
||||
Description="The Dragunov sniper rifle is a semi-automatic sniper rifle/designated marksman rifle. It's shots are extra powerful, but require more precision."
|
||||
ItemName="SVD (Dragunov) "
|
||||
ItemShortName="SVD"
|
||||
AmmoItemName="7.64x54mm"
|
||||
CorrespondingPerkIndex=2
|
||||
EquipmentCategoryID=2
|
||||
InventoryType=Class'NicePack.NiceSVD'
|
||||
PickupMessage="You've got the Dragunov Sniper Rifle (SVD)"
|
||||
PickupSound=Sound'ScrnWeaponPack_SND.SVD.SVD_pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'ScrnWeaponPack_SM.SVD_st'
|
||||
CollisionRadius=30.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,57 @@
|
|||
class NiceSVDS extends NiceScopedWeapon;
|
||||
defaultproperties
|
||||
{
lenseMaterialID=3
scopePortalFOVHigh=10.000000
scopePortalFOV=10.000000
ZoomMatRef="ScrnWeaponPack_T.SVD.PSO1ScopeFinalBlend"
ScriptedTextureFallbackRef="ScrnWeaponPack_T.SVD.AlphaLens"
CrosshairTexRef="ScrnWeaponPack_T.SVD.PSO1Scope"
reloadPreEndFrame=0.140000
reloadEndFrame=0.610000
reloadChargeEndFrame=0.920000
reloadMagStartFrame=0.354000
reloadChargeStartFrame=0.610000
MagazineBone="clip"
bHasScope=True
ZoomedDisplayFOVHigh=55.000000
MagCapacity=5
ReloadRate=3.500000
ReloadAnim="Reload"
ReloadAnimRate=0.800000
WeaponReloadAnim="Reload_M14"
Weight=7.000000
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'ScrnWeaponPack_T.SVDS.SVD-cTrader'
MeshRef="ScrnWeaponPack_A.SVDS_mesh"
SkinRefs(0)="ScrnWeaponPack_T.SVDS.Svd_D_Sh"
SkinRefs(1)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P"
SkinRefs(2)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
SkinRefs(3)="ScrnWeaponPack_T.SVD.AlphaLens"
SelectSoundRef="ScrnWeaponPack_SND.SVD.SVD_select"
HudImageRef="ScrnWeaponPack_T.SVDS.SVD-cUnselected"
SelectedHudImageRef="ScrnWeaponPack_T.SVDS.SVD-cSelected"
PlayerIronSightFOV=32.000000
ZoomedDisplayFOV=50.000000
FireModeClass(0)=Class'NicePack.NiceSVDSFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="The Dragunov sniper rifle with folding stock (formally Russian: Snayperskaya Vintovka Dragunova Skladnaya, SVDS) is a compact variant of the SVD, which was developed in the early 1990s. It features a tubular metal stock that folds to the right side of the receiver and a synthetic pistol grip."
DisplayFOV=65.000000
Priority=150
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=3
PickupClass=Class'NicePack.NiceSVDSPickup'
PlayerViewOffset=(X=7.000000,Y=9.000000,Z=-4.000000)
BobDamping=5.000000
AttachmentClass=Class'NicePack.NiceSVDSAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="SVDS"
|
||||
}
|
||||
class NiceSVDS extends NiceScopedWeapon;
|
||||
defaultproperties
|
||||
{
|
||||
lenseMaterialID=3
|
||||
scopePortalFOVHigh=10.000000
|
||||
scopePortalFOV=10.000000
|
||||
ZoomMatRef="ScrnWeaponPack_T.SVD.PSO1ScopeFinalBlend"
|
||||
ScriptedTextureFallbackRef="ScrnWeaponPack_T.SVD.AlphaLens"
|
||||
CrosshairTexRef="ScrnWeaponPack_T.SVD.PSO1Scope"
|
||||
reloadPreEndFrame=0.140000
|
||||
reloadEndFrame=0.610000
|
||||
reloadChargeEndFrame=0.920000
|
||||
reloadMagStartFrame=0.354000
|
||||
reloadChargeStartFrame=0.610000
|
||||
MagazineBone="clip"
|
||||
bHasScope=True
|
||||
ZoomedDisplayFOVHigh=55.000000
|
||||
MagCapacity=5
|
||||
ReloadRate=3.500000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=0.800000
|
||||
WeaponReloadAnim="Reload_M14"
|
||||
Weight=7.000000
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Iron_Idle"
|
||||
StandardDisplayFOV=65.000000
|
||||
TraderInfoTexture=Texture'ScrnWeaponPack_T.SVDS.SVD-cTrader'
|
||||
MeshRef="ScrnWeaponPack_A.SVDS_mesh"
|
||||
SkinRefs(0)="ScrnWeaponPack_T.SVDS.Svd_D_Sh"
|
||||
SkinRefs(1)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P"
|
||||
SkinRefs(2)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
|
||||
SkinRefs(3)="ScrnWeaponPack_T.SVD.AlphaLens"
|
||||
SelectSoundRef="ScrnWeaponPack_SND.SVD.SVD_select"
|
||||
HudImageRef="ScrnWeaponPack_T.SVDS.SVD-cUnselected"
|
||||
SelectedHudImageRef="ScrnWeaponPack_T.SVDS.SVD-cSelected"
|
||||
PlayerIronSightFOV=32.000000
|
||||
ZoomedDisplayFOV=50.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceSVDSFire'
|
||||
FireModeClass(1)=Class'KFMod.NoFire'
|
||||
PutDownAnim="PutDown"
|
||||
SelectForce="SwitchToAssaultRifle"
|
||||
AIRating=0.650000
|
||||
CurrentRating=0.650000
|
||||
Description="The Dragunov sniper rifle with folding stock (formally Russian: Snayperskaya Vintovka Dragunova Skladnaya, SVDS) is a compact variant of the SVD, which was developed in the early 1990s. It features a tubular metal stock that folds to the right side of the receiver and a synthetic pistol grip."
|
||||
DisplayFOV=65.000000
|
||||
Priority=150
|
||||
CustomCrosshair=11
|
||||
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
|
||||
InventoryGroup=4
|
||||
GroupOffset=3
|
||||
PickupClass=Class'NicePack.NiceSVDSPickup'
|
||||
PlayerViewOffset=(X=7.000000,Y=9.000000,Z=-4.000000)
|
||||
BobDamping=5.000000
|
||||
AttachmentClass=Class'NicePack.NiceSVDSAttachment'
|
||||
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
|
||||
ItemName="SVDS"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,12 @@
|
|||
class NiceSVDSAmmo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceSVDSPickup'
AmmoPickupAmount=5
MaxAmmo=60
InitialAmount=15
PickupClass=Class'NicePack.NiceSVDSAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="7.62x54mm"
|
||||
}
|
||||
class NiceSVDSAmmo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceSVDSPickup'
|
||||
AmmoPickupAmount=5
|
||||
MaxAmmo=60
|
||||
InitialAmount=15
|
||||
PickupClass=Class'NicePack.NiceSVDSAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
|
||||
ItemName="7.62x54mm"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceSVDSAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=5
InventoryType=Class'NicePack.NiceSVDSAmmo'
PickupMessage="7x62mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
}
|
||||
class NiceSVDSAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=5
|
||||
InventoryType=Class'NicePack.NiceSVDSAmmo'
|
||||
PickupMessage="7x62mm"
|
||||
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,56 @@
|
|||
class NiceSVDSAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
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)="IS_Fire_AK47"
FireAltAnims(1)="IS_Fire_AK47"
FireAltAnims(2)="IS_Fire_AK47"
FireAltAnims(3)="IS_Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="ScrnWeaponPack_A.SVDS_3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
|
||||
}
|
||||
class NiceSVDSAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
|
||||
mTracerClass=Class'KFMod.KFNewTracer'
|
||||
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
|
||||
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)="IS_Fire_AK47"
|
||||
FireAltAnims(1)="IS_Fire_AK47"
|
||||
FireAltAnims(2)="IS_Fire_AK47"
|
||||
FireAltAnims(3)="IS_Fire_AK47"
|
||||
FireCrouchAnims(0)="CHFire_AK47"
|
||||
FireCrouchAnims(1)="CHFire_AK47"
|
||||
FireCrouchAnims(2)="CHFire_AK47"
|
||||
FireCrouchAnims(3)="CHFire_AK47"
|
||||
FireCrouchAltAnims(0)="CHFire_AK47"
|
||||
FireCrouchAltAnims(1)="CHFire_AK47"
|
||||
FireCrouchAltAnims(2)="CHFire_AK47"
|
||||
FireCrouchAltAnims(3)="CHFire_AK47"
|
||||
HitAnims(0)="HitF_AK47"
|
||||
HitAnims(1)="HitB_AK47"
|
||||
HitAnims(2)="HitL_AK47"
|
||||
HitAnims(3)="HitR_AK47"
|
||||
PostFireBlendStandAnim="Blend_AK47"
|
||||
PostFireBlendCrouchAnim="CHBlend_AK47"
|
||||
MeshRef="ScrnWeaponPack_A.SVDS_3rd"
|
||||
bHeavy=True
|
||||
SplashEffect=Class'ROEffects.BulletSplashEmitter'
|
||||
CullDistance=5000.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,32 @@
|
|||
class NiceSVDSFire extends NiceFire;
|
||||
defaultproperties
|
||||
{
FireAimedAnim="Fire"
RecoilRate=0.200000
maxVerticalRecoilAngle=500
maxHorizontalRecoilAngle=15
ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectSVD'
ShellEjectBoneName="Shell_eject"
FireSoundRef="ScrnWeaponPack_SND.SVD.SVD_shot"
StereoFireSoundRef="ScrnWeaponPack_SND.SVD.SVD_shot"
NoAmmoSoundRef="ScrnWeaponPack_SND.SVD.SVD_empty"
DamageType=Class'NicePack.NiceDamTypeSVDS'
DamageMin=125
DamageMax=125
bWaitForRelease=True
bModeExclusive=False
TransientSoundVolume=3.800000
FireLoopAnim="Fire"
FireForce="ShockRifleFire"
FireRate=0.750000
AmmoClass=Class'NicePack.NiceSVDSAmmo'
ShakeRotMag=(X=100.000000,Y=100.000000,Z=500.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=2.000000
ShakeOffsetMag=(X=10.000000,Y=3.000000,Z=12.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=2.000000
BotRefireRate=0.550000
FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlash1rdSVD'
aimerror=0.000000
|
||||
}
|
||||
class NiceSVDSFire extends NiceFire;
|
||||
defaultproperties
|
||||
{
|
||||
FireAimedAnim="Fire"
|
||||
RecoilRate=0.200000
|
||||
maxVerticalRecoilAngle=500
|
||||
maxHorizontalRecoilAngle=15
|
||||
ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectSVD'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
FireSoundRef="ScrnWeaponPack_SND.SVD.SVD_shot"
|
||||
StereoFireSoundRef="ScrnWeaponPack_SND.SVD.SVD_shot"
|
||||
NoAmmoSoundRef="ScrnWeaponPack_SND.SVD.SVD_empty"
|
||||
DamageType=Class'NicePack.NiceDamTypeSVDS'
|
||||
DamageMin=125
|
||||
DamageMax=125
|
||||
bWaitForRelease=True
|
||||
bModeExclusive=False
|
||||
TransientSoundVolume=3.800000
|
||||
FireLoopAnim="Fire"
|
||||
FireForce="ShockRifleFire"
|
||||
FireRate=0.750000
|
||||
AmmoClass=Class'NicePack.NiceSVDSAmmo'
|
||||
ShakeRotMag=(X=100.000000,Y=100.000000,Z=500.000000)
|
||||
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
|
||||
ShakeRotTime=2.000000
|
||||
ShakeOffsetMag=(X=10.000000,Y=3.000000,Z=12.000000)
|
||||
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
|
||||
ShakeOffsetTime=2.000000
|
||||
BotRefireRate=0.550000
|
||||
FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlash1rdSVD'
|
||||
aimerror=0.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,25 @@
|
|||
class NiceSVDSPickup extends NiceWeaponPickup;
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
|
||||
defaultproperties
|
||||
{
Weight=7.000000
cost=1500
AmmoCost=10
BuyClipSize=5
PowerValue=80
SpeedValue=40
RangeValue=100
Description="The Dragunov sniper rifle with folding stock (formally Russian: Snayperskaya Vintovka Dragunova Skladnaya, SVDS) is a compact variant of the SVD, which was developed in the early 1990s. It features a tubular metal stock that folds to the right side of the receiver and a synthetic pistol grip."
ItemName="SVDS"
ItemShortName="SVDS"
AmmoItemName="7.64x54mm"
CorrespondingPerkIndex=2
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceSVDS'
PickupMessage="You've got the Dragunov Sniper Rifle (SVDS)"
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.svd_c'
CollisionRadius=30.000000
CollisionHeight=5.000000
|
||||
}
|
||||
class NiceSVDSPickup extends NiceWeaponPickup;
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
|
||||
defaultproperties
|
||||
{
|
||||
Weight=7.000000
|
||||
cost=1500
|
||||
AmmoCost=10
|
||||
BuyClipSize=5
|
||||
PowerValue=80
|
||||
SpeedValue=40
|
||||
RangeValue=100
|
||||
Description="The Dragunov sniper rifle with folding stock (formally Russian: Snayperskaya Vintovka Dragunova Skladnaya, SVDS) is a compact variant of the SVD, which was developed in the early 1990s. It features a tubular metal stock that folds to the right side of the receiver and a synthetic pistol grip."
|
||||
ItemName="SVDS"
|
||||
ItemShortName="SVDS"
|
||||
AmmoItemName="7.64x54mm"
|
||||
CorrespondingPerkIndex=2
|
||||
EquipmentCategoryID=2
|
||||
InventoryType=Class'NicePack.NiceSVDS'
|
||||
PickupMessage="You've got the Dragunov Sniper Rifle (SVDS)"
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'ScrnWeaponPack_SM.svd_c'
|
||||
CollisionRadius=30.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue