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- //=============================================================================
- // KFWeap_AssaultRifle_AK105
- //=============================================================================
- // AK-105 AR
- //=============================================================================
- // by n0wonmai
- //=============================================================================
- class KFWeap_AssaultRifle_AK105 extends KFWeap_RifleBase;
- var PlayerController KFPC;
- var KFWeapon OwningWeapon;
- var SkeletalMeshComponent SightMeshComponent;
- simulated function GetActiveWeapon()
- {
- if( KFPC != none )
- {
- OwningWeapon = KFWeapon(KFPC.Pawn.Weapon);
- }
- else
- {
- KFPC = GetALocalPlayerController();
- }
- }
- simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName )
- {
- super.AttachWeaponTo( MeshCpnt, SocketName );
- if ( MySkelMesh != None )
- {
- MySkelMesh.AttachComponent(SightMeshComponent, 'RW_Sight');
- //MySkelMesh.AttachComponentToSocket(SightMeshComponent, 'Scope');
- }
- }
- simulated function SetIronSights(bool bNewIronSights)
- {
- super.SetIronSights(bNewIronSights);
- if(!bUsingSights)
- {
- LaserSight.LaserSightMeshComp.SetSkeletalMesh(SkeletalMesh'FX_Wep_Laser_MESH.WEP_Laser_1P_SK');
- LaserSight.LaserDotMeshComp.SetStaticMesh(StaticMesh'FX_Wep_Laser_MESH.laser_dot_SM');
- }
- else
- {
- LaserSight.LaserSightMeshComp.SetSkeletalMesh(None);
- LaserSight.LaserDotMeshComp.SetStaticMesh(None);
- }
- }
- defaultproperties
- {
- bLoopingFireAnim(DEFAULT_FIREMODE)=false
- bLoopingFireSnd(DEFAULT_FIREMODE)=false
- // Inventory / Grouping
- InventorySize=7
- GroupPriority=75
- WeaponSelectTexture=Texture2D'WEP_UI_M14EBR_TEX.UI_WeaponSelect_SM14-EBR'
- AssociatedPerkClasses(0)=class'KFPerk_Commando'
- // FOV
- MeshFOV=70
- MeshIronSightFOV=27
- PlayerIronSightFOV=70
- // Depth of field
- DOF_BlendInSpeed=3.0
- DOF_FG_FocalRadius=0//70
- DOF_FG_MaxNearBlurSize=3.5
- // Content
- PackageKey="WEP_1P_AK105_MESH"
- FirstPersonMeshName="WEP_1P_AK105_MESH.AK105_1_Rig"
- FirstPersonAnimSetNames(0)="WEP_1P_AK105_MESH.Root"
- PickupMeshName="WEP_3P_AK105_MESH.AK105_StaticMesh"
- AttachmentArchetypeName="WEP_AK105_ARCH.Wep_AK105_3P"
- MuzzleFlashTemplateName="WEP_SCAR_ARCH.Wep_Scar_MuzzleFlash"
- LaserSightTemplate=KFLaserSightAttachment'FX_LaserSight_ARCH.LaserSight_WithAttachment_1P'
- // Ammo
- MagazineCapacity[0]=30
- SpareAmmoCapacity[0]=190
- InitialSpareMags[0]=2
- bCanBeReloaded=true
- bReloadFromMagazine=true
- // Zooming/Position
- //PlayerViewOffset=(X=17.0,Y=12.5,Z=-2)
- PlayerViewOffset=(X=14.0,Y=9.5,Z=0.0)
- IronSightPosition=(X=10.0,Y=0.6,Z=2.1)
- // AI warning system
- bWarnAIWhenAiming=true
- AimWarningDelay=(X=0.4f, Y=0.8f)
- AimWarningCooldown=0.0f
- // Recoil
- maxRecoilPitch=190
- minRecoilPitch=175
- maxRecoilYaw=185
- minRecoilYaw=-185
- RecoilRate=0.08
- RecoilMaxYawLimit=500
- RecoilMinYawLimit=65035
- RecoilMaxPitchLimit=900
- RecoilMinPitchLimit=65035
- RecoilISMaxYawLimit=150
- RecoilISMinYawLimit=65385
- RecoilISMaxPitchLimit=375
- RecoilISMinPitchLimit=65460
- RecoilViewRotationScale=0.6
- HippedRecoilModifier=1.5
- // DEFAULT_FIREMODE
- PenetrationPower(DEFAULT_FIREMODE)=1.5
- FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
- FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
- WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
- WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
- FireInterval(DEFAULT_FIREMODE)=0.0857 // 600 RPM
- InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AK12'
- Spread(DEFAULT_FIREMODE)=0.0085
- InstantHitDamage(DEFAULT_FIREMODE)=50.0
- // ALTFIRE_FIREMODE
- FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
- FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
- WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
- WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
- InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_AK12'
- FireInterval(ALTFIRE_FIREMODE)=+0.22 // 273 RPM
- PenetrationPower(ALTFIRE_FIREMODE)=1.5
- InstantHitDamage(ALTFIRE_FIREMODE)=50.0 //50
- Spread(ALTFIRE_FIREMODE)=0.007
- // BASH_FIREMODE
- InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_AK12'
- InstantHitDamage(BASH_FIREMODE)=29
- WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WEP_1P_AK105_MESH.Play_AK105_Fire_01', FirstPersonCue=AkEvent'WEP_1P_AK105_MESH.Play_AK105_Fire_01')
- WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WEP_1P_AK105_MESH.Play_AK105_Fire_01', FirstPersonCue=AkEvent'WEP_1P_AK105_MESH.Play_AK105_Fire_01')
- WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Handling_DryFire'
- WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Handling_DryFire'
- // Custom animations
- FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
- // Attachments
- bHasIronSights=true
- bHasFlashlight=false
- bHasLaserSight=false
- WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil'
- // Weapon Upgrade stat boosts
- //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
- //WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2)
- Begin Object Class=SkeletalMeshComponent Name=SightMeshComponent_0
- SkeletalMesh=SkeletalMesh'WeaponAttachments.Dot_Eotech'
- End Object
- SightMeshComponent=SightMeshComponent_0
- WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
- WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
- }
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