This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
41 lines
1.3 KiB
Ucode
41 lines
1.3 KiB
Ucode
class NiceLAWFire extends NiceFire;
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defaultproperties
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{
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ProjSpawnOffset=(X=5.000000)
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KickMomentum=(X=-45.000000,Z=25.000000)
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ProjectileSpeed=7250.000000
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bulletClass=Class'NicePack.NiceRocket'
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ExplosionDamageType=Class'NicePack.NiceDamTypeLAWExplosion'
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ExplosionDamage=1200
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ExplosionRadius=400.000000
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explosionExponent=1.000000
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ExplosionMomentum=75000.000000
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explodeOnPawnHit=True
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explodeOnWallHit=True
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maxVerticalRecoilAngle=1000
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maxHorizontalRecoilAngle=250
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bRandomPitchFireSound=False
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FireSoundRef="KF_LAWSnd.LAW_Fire"
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StereoFireSoundRef="KF_LAWSnd.LAW_FireST"
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NoAmmoSoundRef="KF_LAWSnd.LAW_DryFire"
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DamageType=Class'NicePack.NiceDamTypeLAWBlunt'
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DamageMax=750
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bSplashDamage=True
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bRecommendSplashDamage=True
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bWaitForRelease=True
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TransientSoundVolume=1.800000
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FireAnim="AimFire"
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FireForce="redeemer_shoot"
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FireRate=0.000000
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AmmoClass=Class'NicePack.NiceLAWAmmo'
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ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
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ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
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ShakeRotTime=5.000000
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ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=3.000000
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BotRefireRate=3.250000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
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Spread=0.100000
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}
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