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Rx_Weapon_SniperRifle_Modified.uc
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Rx_Weapon_SniperRifle_Modified.uc
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class Rx_Weapon_SniperRifle_Modified extends Rx_Weapon_Scoped_Modified;
DefaultProperties
{
CustomWeaponName="1337 Sniper"
Begin Object class=AnimNodeSequence Name=MeshSequenceA
End Object
// Weapon SkeletalMesh
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'RX_WP_SniperRifle.Mesh.SK_DSR50_1P'
AnimSets(0)=AnimSet'RX_WP_SniperRifle.Anims.AS_DSR50_1P'
Animations=MeshSequenceA
Scale=2.0
FOV=55
End Object
// Weapon SkeletalMesh
Begin Object Name=PickupMesh
SkeletalMesh=SkeletalMesh'RX_WP_SniperRifle.Mesh.SK_DSR50_Back' // SkeletalMesh'RX_WP_SniperRifle.Mesh.SK_WP_SniperRifle_Back'
// Translation=(X=-12)
Scale=1.0
End Object
ArmsAnimSet=AnimSet'RX_WP_SniperRifle.Anims.AS_DSR50_Arms'
PlayerViewOffset=(X=2.0,Y=0.0,Z=-1.0) // (X=-5.0,Y=-3.0,Z=-0.5)
LeftHandIK_Offset=(X=0.0,Y=0.0,Z=0.0)
RightHandIK_Offset=(X=3.0,Y=-1.0,Z=-2.0)
LeftHandIK_Relaxed_Offset = (X=2.0,Y=-1.5,Z=3.5)
//-------------- Recoil
//RecoilDelay = 0.00
//MinRecoil = 1.0
//MaxRecoil = 1.0
//MaxTotalRecoil = 1.0
//RecoilYawModifier = 0.0 // will be a random value between 0 and this value for every shot
//RecoilInterpSpeed = 0.0
//RecoilDeclinePct = 0.0
//RecoilDeclineSpeed = 10.0
//MaxSpread = 0.0
//RecoilSpreadIncreasePerShot = 0.0
//RecoilSpreadDeclineSpeed = 0.1
//RecoilSpreadDecreaseDelay = 0.3
//RecoilSpreadCrosshairScaling = 4000 // 2500
bInstantHit=true
bSplashJump=false
bRecommendSplashDamage=false
bSniping=true
GroupWeight=1
AimError=600
InventoryGroup=2
ShotCost(0)=0
ShotCost(1)=1
FireInterval(0)=+1.0
FireInterval(1)=+0.0
ReloadTime(0) = 4.0
ReloadTime(1) = 4.0
EquipTime=0.75
// PutDownTime=0.5
//Spread(0)=0.0 //0.1 //0.0
//IronSightAndScopedSpread(0)= 0.0
InstantHitDamage(0)=100
InstantHitDamage(1)=0
InstantHitMomentum(0)=10000.0
HeadShotDamageMult=3.5 //3.25 //3.0
// BotDamagePercentage = 0.4;
WeaponFireTypes(0)=EWFT_InstantHit
FiringStatesArray(1)=Active
InstantHitDamageTypes(0)=class'Rx_DmgType_SniperRifle'
InstantHitDamageTypes(1)=None
ClipSize = 999
InitalNumClips = 999
MaxClips = 999
bHasInfiniteAmmo=true
bAutoFire = false
BoltActionReload=true
BoltReloadTime(0) = 1.75 //2.0f (Factor in RefireBoltReloadInterrupt)
BoltReloadTime(1) = 1.75 //2.0f
ReloadAnimName(0) = "weaponreload"
ReloadAnimName(1) = "weaponreload"
ReloadArmAnimName(0) = "weaponreload"
ReloadArmAnimName(1) = "weaponreload"
BoltReloadAnimName(0) = "WeaponBolt"
BoltReloadAnimName(1) = "WeaponBolt"
BoltReloadArmAnimName(0) = "WeaponBolt"
BoltReloadArmAnimName(1) = "WeaponBolt"
WeaponFireSnd[0]=SoundCue'RX_WP_SniperRifle.Sounds.SC_DSR50_Fire'
WeaponFireSnd[1]=SoundCue'RX_WP_SniperRifle.Sounds.SC_DSR50_Fire'
WeaponPutDownSnd=SoundCue'RX_WP_SniperRifle.Sounds.SC_Sniper_PutDown'
WeaponEquipSnd=SoundCue'RX_WP_SniperRifle.Sounds.SC_Sniper_Equip'
ReloadSound(0)=SoundCue'RX_WP_SniperRifle.Sounds.SC_DSR50_Reload'
ReloadSound(1)=SoundCue'RX_WP_SniperRifle.Sounds.SC_DSR50_Reload'
BoltReloadSound(0)=SoundCue'RX_WP_SniperRifle.Sounds.SC_Sniper_BoltPull'
BoltReloadSound(1)=SoundCue'RX_WP_SniperRifle.Sounds.SC_Sniper_BoltPull'
PickupSound=SoundCue'RX_WP_SniperRifle.Sounds.SC_Sniper_Reload'
MuzzleFlashSocket=MuzzleFlashSocket
FireSocket=MuzzleFlashSocket
MuzzleFlashPSCTemplate=ParticleSystem'RX_WP_AutoRifle.Effects.MuzzleFlash_1P'
MuzzleFlashDuration=0.1
MuzzleFlashLightClass=class'Rx_Light_AutoRifle_MuzzleFlash'
// Configure the zoom
bZoomedFireMode(0)=0
bZoomedFireMode(1)=1
bInstantZoom=true
CrosshairWidth = 256
CrosshairHeight = 256
CrosshairMIC = MaterialInstanceConstant'RenX_AssetBase.UI.MI_Reticle_Simple'
CrosshairDotMIC = MaterialInstanceConstant'RenXHud.MI_Reticle_Dot'
CrossHairCoordinates=(U=256,V=64,UL=64,VL=64)
IconCoordinates=(U=726,V=532,UL=165,VL=51)
bDisplaycrosshair = true;
InventoryMovieGroup=5
// DroppedPickupClass = class'RxDroppedPickup_SniperRifle'
WeaponIconTexture=Texture2D'RX_WP_SniperRifle.UI.T_WeaponIcon_SniperRifle'
/*******************/
/*Veterancy*/
/******************/
Vet_DamageModifier(0)=1 //Applied to instant-hits only
Vet_DamageModifier(1)=1
Vet_DamageModifier(2)=1
Vet_DamageModifier(3)=1
Vet_ROFModifier(0) = 1
Vet_ROFModifier(1) = 1
Vet_ROFModifier(2) = 1
Vet_ROFModifier(3) = 1
Vet_ClipSizeModifier(0)=0 //Normal (should be 1)
Vet_ClipSizeModifier(1)=0 //Veteran
Vet_ClipSizeModifier(2)=0 //Elite
Vet_ClipSizeModifier(3)=0 //Heroic
Vet_ReloadSpeedModifier(0)=1 //Normal (should be 1)
Vet_ReloadSpeedModifier(1)=1 //Veteran
Vet_ReloadSpeedModifier(2)=1 //Elite
Vet_ReloadSpeedModifier(3)=1 //Heroic
/**********************/
bLocSync = true;
ROFTurnover = 2;
IronSightViewOffset=(X=-5,Y=-6.45,Z=0.84)
AttachmentClass=class'Rx_Attachment_SniperRifle_Nod'
/** one1: Added. */
BackWeaponAttachmentClass = class'Rx_BackWeaponAttachment_SniperRifle_Nod'
}