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Copy pathRx_Weapon_RamjetRifle_Modified.uc
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Rx_Weapon_RamjetRifle_Modified.uc
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class Rx_Weapon_RamjetRifle_Modified extends Rx_Weapon_Scoped_Modified;
var SoundCue WeaponDistantFireSnd; // A second firing sound to be played when weapon fires. (Used for distant sound)
simulated function FireAmmunition()
{
super.FireAmmunition();
WeaponPlaySound(WeaponDistantFireSnd);
}
defaultproperties
{
CustomWeaponName = "Noobjet"
Begin Object class=AnimNodeSequence Name=MeshSequenceA
End Object
// Weapon SkeletalMesh
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'RX_WP_Ramjet.Mesh.SK_RamjetRifle_1P'
AnimSets(0)=AnimSet'RX_WP_Ramjet.Anims.AS_RamjetRifle_1P'
Animations=MeshSequenceA
FOV=55//50
Scale=2.0
End Object
// Weapon SkeletalMesh
Begin Object Name=PickupMesh
SkeletalMesh=SkeletalMesh'RX_WP_Ramjet.Mesh.SK_WP_Ramjet_Back'
//Translation=(X=-5)
Scale=1.0
End Object
AttachmentClass=class'Rx_Attachment_RamjetRifle'
LeftHandIK_Offset=(X=0.0,Y=0.0,Z=0.0)
RightHandIK_Offset=(X=2.0,Y=2.0,Z=-1.0)
LeftHandIK_Relaxed_Offset = (X=0.000000,Y=-0.500000,Z=0.000000)
LeftHandIK_Relaxed_Rotation = (Pitch=-3640,Yaw=0,Roll=0)
RightHandIK_Relaxed_Offset = (X=0.000000,Y=2.000000,Z=-4.000000)
RightHandIK_Relaxed_Rotation = (Pitch=-2730,Yaw=2730,Roll=5461)
ArmsAnimSet=AnimSet'RX_WP_Ramjet.Anims.AS_RamjetRifle_Arms'
FireOffset=(X=0,Y=0,Z=-3) //(X=0,Y=7,Z=-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
bAutoFire = false
bInstantHit=true
bSplashJump=false
bRecommendSplashDamage=false
bSniping=true
GroupWeight=1
AimError=600
PlayerViewOffset=(X=12.0,Y=1.0,Z=-2.75)
InventoryGroup=2
ShotCost(0)=0
ShotCost(1)=0
FireInterval(0)=+1.0
FireInterval(1)=+1.0
EquipTime=1.0
// PutDownTime=0.75
Spread(0)=0.0 //0.1 //0.0
IronSightAndScopedSpread(0)= 0.0
WeaponFireTypes(0)=EWFT_InstantHit
// WeaponFireTypes(0)=EWFT_Projectile
InstantHitDamageTypes(0)=class'Rx_DmgType_RamjetRifle'
InstantHitDamage(0)=180
InstantHitMomentum(0)=10000.0
// WeaponProjectiles(0)=class'Rx_Projectile_RamjetRifle'
FiringStatesArray(1)=Active
ClipSize = 999
InitalNumClips = 999
MaxClips = 999
bHasInfiniteAmmo = true
PerBulletReload = false
/** Shotgun uses a 3-state reloading system **/
ReloadAnimName(2) = "WeaponReloadStart"
ReloadArmAnimName(2) = "WeaponReloadStart"
ReloadAnim3PName(2) = "H_M_Shotgun_Reload_Start"
ReloadSound(2)=SoundCue'RX_WP_Ramjet.Sounds.SC_Ramjet_Reload_Start'
ReloadTime(2) = 0.6
ReloadAnimName(1) = "WeaponReloadLoop"
ReloadArmAnimName(1) = "WeaponReloadLoop"
ReloadAnim3PName(1) = "H_M_Shotgun_Reload_Loop"
ReloadSound(1)=SoundCue'RX_WP_Ramjet.Sounds.SC_Ramjet_Reload_Loop'
ReloadTime(1) = 0.7
ReloadAnimName(0) = "WeaponReloadStop"
ReloadArmAnimName(0) = "WeaponReloadStop"
ReloadAnim3PName(0) = "H_M_Shotgun_Reload_Stop"
ReloadSound(0)=SoundCue'RX_WP_Ramjet.Sounds.SC_Ramjet_Reload_Stop'
ReloadTime(0) = 1.7
WeaponFireSnd[0]=SoundCue'RX_WP_Ramjet.Sounds.Ramjet_FireCue'
WeaponFireSnd[1]=SoundCue'RX_WP_Ramjet.Sounds.Ramjet_FireCue'
WeaponDistantFireSnd=SoundCue'RX_WP_SniperRifle.Sounds.SC_SniperRifle_DistantFire'
WeaponPutDownSnd=SoundCue'RX_WP_Ramjet.Sounds.Ramjet_PutDownCue'
WeaponEquipSnd=SoundCue'RX_WP_Ramjet.Sounds.Ramjet_EquipCue'
PickupSound=SoundCue'RX_WP_TacticalRifle.Sounds.SC_TacticalRifle_Equip'
MuzzleFlashSocket=MuzzleFlashSocket
FireSocket=MuzzleFlashSocket
MuzzleFlashPSCTemplate=ParticleSystem'RX_WP_Ramjet.Effects.P_MuzzleFlash_1P'
MuzzleFlashDuration=0.1
MuzzleFlashLightClass=class'Rx_Light_AutoRifle_MuzzleFlash'
// Configure the zoom
HudMaterial=Material'RenX_AssetBase.PostProcess.M_SniperScope_2'
bZoomedFireMode(0)=0
bZoomedFireMode(1)=1
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)
InventoryMovieGroup=14
WeaponIconTexture=Texture2D'RX_WP_Ramjet.UI.T_WeaponIcon_Ramjet'
/** one1: Added. */
BackWeaponAttachmentClass = class'Rx_BackWeaponAttachment_RamjetRifle'
/*******************/
/*Veterancy*/
/******************/
Vet_DamageModifier(0)=1 //Applied to instant-hits only
Vet_DamageModifier(1)=1.10
Vet_DamageModifier(2)=1.25
Vet_DamageModifier(3)=1.50
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)=1 //Elite
Vet_ClipSizeModifier(3)=1 //Heroic
Vet_ReloadSpeedModifier(0)=1 //Normal (should be 1)
Vet_ReloadSpeedModifier(1)=0.95 //Veteran
Vet_ReloadSpeedModifier(2)=0.9 //Elite
Vet_ReloadSpeedModifier(3)=0.85 //Heroic
/**********************/
bLocSync = true;
ROFTurnover = 2;
//Bolt Stuff
BoltActionReload=true
BoltReloadTime(0) = 1.75 //2.0f (Factor in RefireBoltReloadInterrupt)
BoltReloadTime(1) = 1.75 //2.0f
BoltReloadAnimName(0) = "WeaponBolt"
BoltReloadAnimName(1) = "WeaponBolt"
BoltReloadArmAnimName(0) = "WeaponBolt"
BoltReloadArmAnimName(1) = "WeaponBolt"
BoltReloadSound(0)=SoundCue'RX_WP_Ramjet.Sounds.SC_Ramjet_Reload_Stop'
BoltReloadSound(1)=SoundCue'RX_WP_Ramjet.Sounds.SC_Ramjet_Reload_Stop'
//For instant hit weapons
bPierceInfantry = true
bPierceVehicles = false
MaximumPiercingAbility = 32
CurrentPiercingPower = 32
IronSightViewOffset=(X=4,Y=-6.45,Z=0.0)
ZoomRecoilMaxIntensity = 0.45
ZoomRecoilRecoveryRate = 5
ZoomRecoilRate = 90
}