class [B]KFWeap_MYCUSTOMWEAPON_AA12[/B] extends KFWeap_Shotgun_AA12;
defaultproperties
{
// Inventory
InventorySize=10
GroupPriority=100
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_AA12'
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshFOV=86
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=85
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=15.0,Y=8.5,Z=0.0)
IronSightPosition=(X=8,Y=0,Z=0)
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'Wep_1P_AA12_MESH.Wep_1stP_AA12_Rig'
AnimSets(0)=AnimSet'Wep_1P_AA12_ANIM.Wep_1stP_AA12_Anim'
End Object
Begin Object Name=StaticPickupComponent
StaticMesh=StaticMesh'WEP_3P_Pickups_MESH.Wep_AA12_Pickup'
End Object
AttachmentArchetype=KFWeaponAttachment'WEP_AA12_ARCH.Wep_AA12_3P'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(DEFAULT_FIREMODE)=20.0 //25
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AA12Shotgun'
PenetrationPower(DEFAULT_FIREMODE)=2.0
FireInterval(DEFAULT_FIREMODE)=0.2 // 300 RPM
FireOffset=(X=30,Y=5,Z=-4)
// Shotgun
NumPellets(DEFAULT_FIREMODE)=7
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(ALTFIRE_FIREMODE)=20.0 //25
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_AA12Shotgun'
PenetrationPower(ALTFIRE_FIREMODE)=2.0
FireInterval(ALTFIRE_FIREMODE)=0.2 // 300 RPM
Spread(ALTFIRE_FIREMODE)=0.07
// Shotgun
NumPellets(ALTFIRE_FIREMODE)=7
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_AA12Shotgun'
InstantHitDamage(BASH_FIREMODE)=30
// Fire Effects
MuzzleFlashTemplate=KFMuzzleFlash'WEP_AA12_ARCH.Wep_AA12_MuzzleFlash'
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_1P')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Ammo
MagazineCapacity[0]=20
SpareAmmoCapacity[0]=120
[COLOR=#FFFF00] InitialSpareMags[0]=1
bCanBeReloaded=true[/COLOR]
bReloadFromMagazine=true
bHasFireLastAnims=false
// Recoil
maxRecoilPitch=250
minRecoilPitch=225
maxRecoilYaw=125
minRecoilYaw=-125
RecoilRate=0.075
RecoilBlendOutRatio=0.25
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.7
FallingRecoilModifier=1.5
HippedRecoilModifier=1.75
AssociatedPerkClass=class'KFPerk_Support'
}