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Treedestroyed

fat cock component

Dec 14th, 2020
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  1. //=============================================================================
  2. // KFWeap_AssaultRifle_AK105
  3. //=============================================================================
  4. // AK-105 AR
  5. //=============================================================================
  6. // by n0wonmai
  7. //=============================================================================
  8.  
  9. class KFWeap_AssaultRifle_AK105 extends KFWeap_RifleBase;
  10.  
  11. var PlayerController KFPC;
  12. var KFWeapon OwningWeapon;
  13.  
  14. var SkeletalMeshComponent SightMeshComponent;
  15.  
  16. simulated function GetActiveWeapon()
  17. {
  18.     if( KFPC != none )
  19.     {
  20.         OwningWeapon = KFWeapon(KFPC.Pawn.Weapon);
  21.     }
  22.     else
  23.     {
  24.         KFPC = GetALocalPlayerController();
  25.     }
  26. }
  27.  
  28. simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName )
  29. {
  30.     super.AttachWeaponTo( MeshCpnt, SocketName );
  31.    
  32.     if ( MySkelMesh != None )
  33.     {
  34.         MySkelMesh.AttachComponent(SightMeshComponent, 'RW_Sight');
  35.         //MySkelMesh.AttachComponentToSocket(SightMeshComponent, 'Scope');
  36.     }
  37. }
  38.  
  39.  
  40. simulated function SetIronSights(bool bNewIronSights)
  41. {
  42.     super.SetIronSights(bNewIronSights);
  43.  
  44.     if(!bUsingSights)
  45.     {
  46.         LaserSight.LaserSightMeshComp.SetSkeletalMesh(SkeletalMesh'FX_Wep_Laser_MESH.WEP_Laser_1P_SK');
  47.         LaserSight.LaserDotMeshComp.SetStaticMesh(StaticMesh'FX_Wep_Laser_MESH.laser_dot_SM');
  48.     }
  49.     else
  50.     {
  51.         LaserSight.LaserSightMeshComp.SetSkeletalMesh(None);
  52.         LaserSight.LaserDotMeshComp.SetStaticMesh(None);
  53.     }
  54. }
  55.  
  56. defaultproperties
  57. {
  58.     bLoopingFireAnim(DEFAULT_FIREMODE)=false
  59.     bLoopingFireSnd(DEFAULT_FIREMODE)=false
  60.     // Inventory / Grouping
  61.     InventorySize=7
  62.     GroupPriority=75
  63.     WeaponSelectTexture=Texture2D'WEP_UI_M14EBR_TEX.UI_WeaponSelect_SM14-EBR'
  64.     AssociatedPerkClasses(0)=class'KFPerk_Commando'
  65.  
  66.     // FOV
  67.     MeshFOV=70
  68.     MeshIronSightFOV=27
  69.     PlayerIronSightFOV=70
  70.  
  71.     // Depth of field
  72.     DOF_BlendInSpeed=3.0   
  73.     DOF_FG_FocalRadius=0//70
  74.     DOF_FG_MaxNearBlurSize=3.5
  75.    
  76.  
  77.     // Content
  78.     PackageKey="WEP_1P_AK105_MESH"
  79.     FirstPersonMeshName="WEP_1P_AK105_MESH.AK105_1_Rig"
  80.     FirstPersonAnimSetNames(0)="WEP_1P_AK105_MESH.Root"
  81.     PickupMeshName="WEP_3P_AK105_MESH.AK105_StaticMesh"
  82.     AttachmentArchetypeName="WEP_AK105_ARCH.Wep_AK105_3P"
  83.     MuzzleFlashTemplateName="WEP_SCAR_ARCH.Wep_Scar_MuzzleFlash"
  84.     LaserSightTemplate=KFLaserSightAttachment'FX_LaserSight_ARCH.LaserSight_WithAttachment_1P'
  85.  
  86.     // Ammo
  87.     MagazineCapacity[0]=30
  88.     SpareAmmoCapacity[0]=190
  89.     InitialSpareMags[0]=2
  90.     bCanBeReloaded=true
  91.     bReloadFromMagazine=true
  92.  
  93.     // Zooming/Position
  94.     //PlayerViewOffset=(X=17.0,Y=12.5,Z=-2)
  95.     PlayerViewOffset=(X=14.0,Y=9.5,Z=0.0)
  96.     IronSightPosition=(X=10.0,Y=0.6,Z=2.1)
  97.  
  98.     // AI warning system
  99.     bWarnAIWhenAiming=true
  100.     AimWarningDelay=(X=0.4f, Y=0.8f)
  101.     AimWarningCooldown=0.0f
  102.  
  103.     // Recoil
  104.     maxRecoilPitch=190
  105.     minRecoilPitch=175
  106.     maxRecoilYaw=185
  107.     minRecoilYaw=-185
  108.     RecoilRate=0.08
  109.     RecoilMaxYawLimit=500
  110.     RecoilMinYawLimit=65035
  111.     RecoilMaxPitchLimit=900
  112.     RecoilMinPitchLimit=65035
  113.     RecoilISMaxYawLimit=150
  114.     RecoilISMinYawLimit=65385
  115.     RecoilISMaxPitchLimit=375
  116.     RecoilISMinPitchLimit=65460
  117.     RecoilViewRotationScale=0.6
  118.     HippedRecoilModifier=1.5
  119.  
  120.     // DEFAULT_FIREMODE
  121.     PenetrationPower(DEFAULT_FIREMODE)=1.5
  122.     FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
  123.     FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
  124.     WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
  125.     WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
  126.     FireInterval(DEFAULT_FIREMODE)=0.0857 // 600 RPM
  127.     InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AK12'
  128.     Spread(DEFAULT_FIREMODE)=0.0085
  129.     InstantHitDamage(DEFAULT_FIREMODE)=50.0
  130.  
  131.     // ALTFIRE_FIREMODE
  132.     FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
  133.     FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
  134.     WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
  135.     WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
  136.     InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_AK12'
  137.     FireInterval(ALTFIRE_FIREMODE)=+0.22  // 273 RPM
  138.     PenetrationPower(ALTFIRE_FIREMODE)=1.5
  139.     InstantHitDamage(ALTFIRE_FIREMODE)=50.0 //50
  140.     Spread(ALTFIRE_FIREMODE)=0.007
  141.  
  142.  
  143.     // BASH_FIREMODE
  144.     InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_AK12'
  145.     InstantHitDamage(BASH_FIREMODE)=29
  146.  
  147.     WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WEP_1P_AK105_MESH.Play_AK105_Fire_01', FirstPersonCue=AkEvent'WEP_1P_AK105_MESH.Play_AK105_Fire_01')
  148.     WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WEP_1P_AK105_MESH.Play_AK105_Fire_01', FirstPersonCue=AkEvent'WEP_1P_AK105_MESH.Play_AK105_Fire_01')
  149.     WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Handling_DryFire'
  150.     WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Handling_DryFire'
  151.  
  152.     // Custom animations
  153.     FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
  154.  
  155.     // Attachments
  156.     bHasIronSights=true
  157.     bHasFlashlight=false
  158.     bHasLaserSight=false
  159.  
  160.     WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil'
  161.  
  162.     // Weapon Upgrade stat boosts
  163.     //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
  164.     //WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2)
  165.    
  166.     Begin Object Class=SkeletalMeshComponent Name=SightMeshComponent_0
  167.         SkeletalMesh=SkeletalMesh'WeaponAttachments.Dot_Eotech'
  168.     End Object
  169.     SightMeshComponent=SightMeshComponent_0
  170.  
  171.     WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
  172.     WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
  173. }
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