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sight time, evolution, misc fix
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- M46 (C) grenade fire delay reduced
- Classic gun sighting time now depends on gun weight and presence of scopes
- Killstreaks can be saved and loaded again
- M925 biohazard camo fixed
- Reload scale added to game
- A42 now plays both fire anims
- BORT (C) now detonates on impact
- AR23 pickup size reduced
- Chaff pickup size reduced (no longer car sized)
- Z250 pickup size increased
- PD97 pickup size increased
- Evolution values tweaked
- MAGSAW icon corrected
- MAGSAW impact sound effects corrected
- LS14 overheat DTs added
- fixed red a42 impact effects
- health and armor pickup values set to defaults (5,35,100 - 50,100)
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MarcMoylan committed Jul 11, 2023
1 parent 2489345 commit 82ea6c7
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Showing 131 changed files with 487 additions and 276 deletions.
3 changes: 3 additions & 0 deletions BCoreProV55/Classes/BC_GameStyle.uc
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,7 @@ var string StyleName;
var() config float SwayScale; // Scales weapon sway
var() config float RecoilScale; // Scales weapon recoil pattern (results in tighter pattern and lower apparent recoil)
var() config float RecoilShotScale; // Scales weapon recoil per shot (results in slower progress along the pattern)
var() config float ReloadScale; // Scales reload speed
var() config float DamageScale; // Scales anti-player damage
var() config float VehicleDamageScale; // Scales anti-vehicle damage

Expand Down Expand Up @@ -60,6 +61,7 @@ static final function InitializeReplicationInfo(BallisticReplicationInfo rep)
rep.VehicleDamageScale = default.VehicleDamageScale;
rep.RecoilScale = default.RecoilScale;
rep.RecoilShotScale = default.RecoilShotScale;
rep.ReloadScale = default.ReloadScale;
rep.MaxInventoryCapacity = default.MaxInventoryCapacity;
rep.bKillstreaks = default.bKillstreaks;
rep.PlayerWalkSpeedFactor = default.PlayerWalkSpeedFactor;
Expand All @@ -79,6 +81,7 @@ defaultproperties
SwayScale=1.0f
RecoilScale=1.0f
RecoilShotScale=1.0f
ReloadScale=1.0f
DamageScale=1.0f
VehicleDamageScale=1.0f

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2 changes: 1 addition & 1 deletion BCoreProV55/Classes/BC_GameStyle_Config.uc
Original file line number Diff line number Diff line change
Expand Up @@ -107,7 +107,7 @@ static protected function FillReplicationInfo(BallisticReplicationInfo rep)
rep.StaminaChargeRate = default.StaminaChargeRate;
rep.StaminaDrainRate = default.StaminaDrainRate;
rep.SprintSpeedFactor = default.SprintSpeedFactor;
rep.JumpDrain = default.JumpDrain;
rep.JumpDrain = default.JumpDrain;

rep.HealthKillReward = default.HealthKillReward;
rep.KillRewardHealthMax = default.KillRewardHealthMax;
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7 changes: 7 additions & 0 deletions BCoreProV55/Classes/BallisticReplicationInfo.uc
Original file line number Diff line number Diff line change
Expand Up @@ -26,6 +26,7 @@ var BC_GameStyle.EGameStyle GameStyle;
var float AccuracyScale; // Used for scaling general weapon accuracy.
var float RecoilScale; // Used for scaling weapon recoil patterns.
var float RecoilShotScale; // Used for scaling weapon recoil per shot.
var float ReloadScale; // Scales reload speeds
var float DamageScale; // Scales anti-player weapon damage
var float VehicleDamageScale; // Scales anti-vehicle weapon damage
var bool bWeaponJumpOffsetting; // Allows weapons to offset when sprinting or jumping
Expand Down Expand Up @@ -108,6 +109,7 @@ var struct GeneralRep
var float AccuracyScale; // Used for scaling general weapon accuracy.
var float RecoilScale; // Used for scaling weapon recoil patterns.
var float RecoilShotScale; // Used for scaling weapon recoil per shot.
var float ReloadScale; // Scales reload speeds.
var float DamageScale; // Scales anti-player weapon damage
var float VehicleDamageScale; // Scales anti-vehicle weapon damage
var bool bWeaponJumpOffsetting; // Allows weapons to offset when sprinting or jumping
Expand Down Expand Up @@ -171,6 +173,7 @@ final function BindToReplication()
GRep.AccuracyScale = AccuracyScale;
GRep.RecoilScale = RecoilScale;
GRep.RecoilShotScale = RecoilShotScale;
GRep.ReloadScale = ReloadScale;
GRep.DamageScale = DamageScale;
GRep.VehicleDamageScale = VehicleDamageScale;

Expand Down Expand Up @@ -233,6 +236,7 @@ simulated final function BindFromReplication()
AccuracyScale = GRep.AccuracyScale;
RecoilScale = GRep.RecoilScale;
RecoilShotScale = GRep.RecoilShotScale;
ReloadScale = GRep.ReloadScale;
DamageScale = GRep.DamageScale;
VehicleDamageScale = GRep.VehicleDamageScale;

Expand Down Expand Up @@ -282,6 +286,7 @@ simulated final function BindDefaults()
class.default.AccuracyScale = AccuracyScale;
class.default.RecoilScale = RecoilScale;
class.default.RecoilShotScale = RecoilShotScale;
class.default.ReloadScale = ReloadScale;
class.default.DamageScale = DamageScale;
class.default.VehicleDamageScale = VehicleDamageScale;

Expand Down Expand Up @@ -335,6 +340,7 @@ simulated final function BindDefaults()
Log("Accuracy Scale: "$AccuracyScale);
Log("Recoil Scale: "$RecoilScale);
Log("Recoil Shot Scale: "$RecoilShotScale);
Log("Reload Scale: "$ReloadScale);
Log("Sprint/Jump Weapon Offsetting: "$bWeaponJumpOffsetting);
Log("Long Weapon Offsetting: "$bLongWeaponOffsetting);
Log("Reloading: "$ !bNoReloading);
Expand Down Expand Up @@ -398,6 +404,7 @@ defaultproperties
AccuracyScale=1
RecoilScale=1
RecoilShotScale=1
ReloadScale=1
DamageScale=1
VehicleDamageScale=1

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2 changes: 2 additions & 0 deletions BCoreProV55/Classes/BallisticWeapon.uc
Original file line number Diff line number Diff line change
Expand Up @@ -833,6 +833,8 @@ simulated function OnWeaponParamsChanged()

ReloadAnimRate = WeaponParams.ReloadAnimRate;
default.ReloadAnimRate = WeaponParams.ReloadAnimRate;
ReloadAnimRate *= class'BallisticReplicationInfo'.default.ReloadScale;
default.ReloadAnimRate *= class'BallisticReplicationInfo'.default.ReloadScale;

CockAnimRate = WeaponParams.CockAnimRate;
default.CockAnimRate = WeaponParams.CockAnimRate;
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2 changes: 1 addition & 1 deletion BWBP_APC_Pro/Classes/FM13Shotgun.uc
Original file line number Diff line number Diff line change
Expand Up @@ -329,7 +329,7 @@ defaultproperties
ManualLines(0)="Long-ranged pump-action shotgun fire. Tight spread and high damage, but relatively slow fire rate. Sustained damage output is lower than that of shorter-ranged shotguns."
ManualLines(1)="Loads a gas shell. Once loaded, the gas shell can be fired, generating a linear cloud of toxic gas in front of the weapon. Anyone standing in this cloud will receive damage over time."
ManualLines(2)="Has a melee attack. The damage of the attack increases the longer altfire is held, up to 1.5 seconds for maximum damage output. As a blunt attack, has lower base damage compared to bayonets but inflicts a short-duration blinding effect when striking. This attack inflicts more damage from behind.||As a shotgun, has poor penetration.||Most effective at medium range."
SpecialInfo(0)=(Info="120.0;20.0;0.7;50.0;0.0;0.5;0.0")
SpecialInfo(0)=(Info="120.0;20.0;0.7;50.0;0.0;0.5;0.8")
MeleeFireClass=Class'BWBP_APC_Pro.FM13MeleeFire'
BringUpSound=(Sound=Sound'BW_Core_WeaponSound.M763.M763Pullout')
PutDownSound=(Sound=Sound'BW_Core_WeaponSound.M763.M763Putaway')
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2 changes: 1 addition & 1 deletion BWBP_APC_Pro/Classes/HydraBazooka.uc
Original file line number Diff line number Diff line change
Expand Up @@ -551,7 +551,7 @@ defaultproperties
ManualLines(0)="Fires a rocket. These rockets have an arming delay and will ricochet off surfaces when unarmed.|In Laser mode, the rocket flies directly to the point of aim."
ManualLines(1)="Builds up between One and Six rockets to be shot. The beep indicates the addition of a rocket into the charged shot. Upon fired, the rockets will cone around the target in the shape of a hexagon, to ensure the rockets dont colide and enclose the target. These rockets are affected by the guidance laser."
ManualLines(2)="Weapon Function Toggles the guidance laser. With the guidance laser active, rockets will fly towards the point indicated by the laser at any given time.|The Robotic Arm enables the weapon to be reloaded while aiming down sights. This reload will be much faster than standard reload and can be used in a defensive position"
SpecialInfo(0)=(Info="300.0;35.0;1.0;80.0;0.8;0.0;1.0")
SpecialInfo(0)=(Info="300.0;40.0;1.0;80.0;0.6;4.0;1.2")
BringUpSound=(Sound=Sound'BW_Core_WeaponSound.G5.G5-Pullout')
PutDownSound=(Sound=Sound'BW_Core_WeaponSound.G5.G5-Putaway')
bCanSkipReload=True
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2 changes: 1 addition & 1 deletion BWBP_APC_Pro/Classes/PKMMachinegun.uc
Original file line number Diff line number Diff line change
Expand Up @@ -335,7 +335,7 @@ defaultproperties
ManualLines(0)="Automatic 7.62mm fire. Has a high rate of fire, moderate damage and good sustained damage output. As a machinegun, it has a very long effective range. Large magazine capacity allows the weapon to fire for a long time, but the reload time is long."
ManualLines(1)=" If a knife is attached, it will be launched, dealing high damage. This attack is hip-accurate and has no recoil. If no knife is attached, one will be attached if available.||This weapon is effective at medium range."
ManualLines(2)="Rugged, reliable, no fancy attachments needed. That's the mantra of ZTV Exports PKMA-420 General Purpose Machine Gun, an old timey design brought back from the glory days of the MSR (Merged States Republic). A 7.62mm belt-fed machine gun that can get the job done even without the frills of optics and other attachments, however there have been upgrades so that it can mount the infamous X8 seen on the AK-490. The PKMA can fight, no matter how harsh the conditions are or how many Krao come surging, nothing can stop this machine gun from performing above and beyond."
SpecialInfo(0)=(Info="300.0;25.0;0.7;-1.0;0.4;0.4;-999.0")
SpecialInfo(0)=(Info="300.0;25.0;0.7;-1.0;0.3;0.4;1.0")
BringUpSound=(Sound=Sound'BW_Core_WeaponSound.M353.M353-Pullout')
PutDownSound=(Sound=Sound'BW_Core_WeaponSound.M353.M353-Putaway')
CockAnimRate=1.250000
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2 changes: 1 addition & 1 deletion BWBP_APC_Pro/Classes/PKMMachinegunWeaponParamsClassic.uc
Original file line number Diff line number Diff line change
Expand Up @@ -100,7 +100,7 @@ defaultproperties
Begin Object Class=WeaponParams Name=ClassicParams
PlayerSpeedFactor=0.900000
PlayerJumpFactor=0.900000
InventorySize=6
InventorySize=9
SightMoveSpeedFactor=0.9
SightingTime=0.55000
DisplaceDurationMult=1
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2 changes: 1 addition & 1 deletion BWBP_APC_Pro/Classes/SRKSubMachinegun.uc
Original file line number Diff line number Diff line change
Expand Up @@ -331,7 +331,7 @@ defaultproperties
AttachmentClass=Class'BWBP_APC_Pro.SRKSmgAttachment'
IconMaterial=Texture'BWBP_CC_Tex.SRKSmg.SmallIcon_SPXSmg'
IconCoords=(X2=127,Y2=31)
ItemName="SRK-205 Sub-Machinegun"
ItemName="SRK-205 Submachinegun"
LightType=LT_Pulse
LightEffect=LE_NonIncidence
LightHue=30
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8 changes: 4 additions & 4 deletions BWBP_JCF_Pro/Classes/HKMKSpecPistol.uc
Original file line number Diff line number Diff line change
Expand Up @@ -522,10 +522,10 @@ defaultproperties
BigIconMaterial=Texture'BWBP_JCF_Tex.HKMK.BigIcon_HKMK'
BigIconCoords=(X1=64,Y1=70,X2=418)
bWT_Bullet=True
ManualLines(0)="Semi-automatic 10mm fire. Moderate damage and fire rate. Has the option of burst fire."
ManualLines(1)="Attaches a suppressor, reducing the effective range but removing the flash and reducing the noise output."
ManualLines(2)="Weapon Function toggles a laser sight, reducing the hipfire spread."
SpecialInfo(0)=(Info="0.0;-5.0;-999.0;-1.0;0.0;-999.0;-999.0")
ManualLines(0)="Semi-automatic .45 fire. Moderate damage and fire rate."
ManualLines(1)="Alt fire is a potent close range shotgun attachment."
ManualLines(2)="Weapon Function attaches a suppressor, reducing the flash and reducing the noise output."
SpecialInfo(0)=(Info="120.0;12.0;0.6;50.0;0.0;1.0;0.0")
BringUpSound=(Sound=Sound'BW_Core_WeaponSound.XK2.XK2-Pullout')
PutDownSound=(Sound=Sound'BW_Core_WeaponSound.XK2.XK2-Putaway')
PutDownTime=0.500000
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2 changes: 1 addition & 1 deletion BWBP_JCF_Pro/Classes/RGPXBazooka.uc
Original file line number Diff line number Diff line change
Expand Up @@ -301,7 +301,7 @@ defaultproperties
ManualLines(0)="Fires a rocket. These rockets have an arming delay and will ricochet off surfaces when unarmed."
ManualLines(1)="Flak Shot"
ManualLines(2)="Regular Laser (Non Guidance)"
SpecialInfo(0)=(Info="300.0;35.0;1.0;80.0;0.8;0.0;1.0")
SpecialInfo(0)=(Info="300.0;35.0;1.0;80.0;0.8;0.8;1.0")
BringUpSound=(Sound=Sound'BW_Core_WeaponSound.G5.G5-Pullout')
PutDownSound=(Sound=Sound'BW_Core_WeaponSound.G5.G5-Putaway')
CockSound=(Sound=Sound'BW_Core_WeaponSound.G5.G5-Lever')
Expand Down
2 changes: 1 addition & 1 deletion BWBP_JCF_Pro/Classes/SPASShotgunWeaponParamsClassic.uc
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@ defaultproperties

Begin Object Class=WeaponParams Name=ClassicParams
Weight=30
InventorySize=4
InventorySize=5
SightMoveSpeedFactor=0.500000
SightingTime=0.450000
bNeedCock=True
Expand Down
2 changes: 1 addition & 1 deletion BWBP_OP_Pro/Classes/CX85AssaultWeapon.uc
Original file line number Diff line number Diff line change
Expand Up @@ -689,7 +689,7 @@ defaultproperties
ManualLines(0)="Automatic low-calibre fire. Has extremely long effective range, but as a low-calibre weapon, must be fired in bursts at range, subjecting the user to the effects of recoil."
ManualLines(1)="Fires a dart. Good fire rate and fast flight speed. Enemies hit by the darts show up on the scope when within a given range of the user. The tracking range increases with successive hits."
ManualLines(2)="Weapon Function for this weapon causes all the darts attached to the last player to be hit for the first time to explode. This feature works independently of range.||The CX85 is effective at long range."
SpecialInfo(0)=(Info="240.0;20.0;0.9;75.0;1.0;0.0;-999.0")
SpecialInfo(0)=(Info="240.0;30.0;0.9;75.0;1.0;0.0;-999.0")
BringUpSound=(Sound=Sound'BW_Core_WeaponSound.R78.R78Pullout')
PutDownSound=(Sound=Sound'BW_Core_WeaponSound.R78.R78Putaway')
CockSound=(Sound=Sound'BWBP_OP_Sounds.CX85.CX85-Cock')
Expand Down
100 changes: 50 additions & 50 deletions BWBP_OP_Pro/Classes/FlameSword.uc
Original file line number Diff line number Diff line change
Expand Up @@ -310,54 +310,54 @@ function float SuggestDefenseStyle()

defaultproperties
{
ShieldHitSound=ProceduralSound'WeaponSounds.ShieldGun.ShieldReflection'
AltDeployable=(dClass=Class'BWBP_OP_Pro.FlameSwordBarrier',WarpInTime=0.0010000,SpawnOffset=18,CheckSlope=False,dDescription="A five-second barrier of infinite durability.")
TeamSkins(0)=(RedTex=Shader'BW_Core_WeaponTex.Hands.RedHand-Shiny',BlueTex=Shader'BW_Core_WeaponTex.Hands.BlueHand-Shiny')
BigIconMaterial=Texture'BWBP_OP_Tex.FlameSword.BWsword_icon_512'
BigIconCoords=(Y1=40,Y2=240)
ManualLines(0)="Swings the sword. Inflicts heavy damage and has a long range and wide swing arc."
ManualLines(1)="Creates a temporary barrier to block all incoming shots, but temporarily removes your hazard shielding."
ManualLines(2)="Passively grants immunity to fire damage."
SpecialInfo(0)=(Info="420.0;20.0;-999.0;-1.0;-999.0;0.9;-999.0")
BringUpSound=(Sound=Sound'BWBP_OP_Sounds.FlameSword.FlameSword-Equip',Volume=2.000000)
PutDownSound=(Sound=Sound'BWBP_OP_Sounds.FlameSword.FlameSword-Unequip',Volume=2.000000)
LoopAmbientSound=Sound'BW_Core_WeaponSound.RX22A.RX22A.RX22A-FireLoop'
bNoMag=True
GunLength=0.000000
bAimDisabled=True
ParamsClasses(0)=Class'FlameSwordWeaponParamsComp'
ParamsClasses(1)=Class'FlameSwordWeaponParamsClassic'
ParamsClasses(2)=Class'FlameSwordWeaponParamsClassic'
ParamsClasses(3)=Class'FlameSwordWeaponParamsTactical'
FireModeClass(0)=Class'BWBP_OP_Pro.FlameSwordPrimaryFire'
FireModeClass(1)=Class'BWBP_OP_Pro.FlameSwordSecondaryFire'
MeleeFireClass=Class'BWBP_OP_Pro.FlameSwordMeleeFire'
SelectAnim="PulloutFancy"
SelectAnimRate=1.250000
NDCrosshairCfg=(Pic1=Texture'BW_Core_WeaponTex.Crosshairs.PentagramOutA',Pic2=Texture'BW_Core_WeaponTex.Crosshairs.PentagramInA',USize1=256,VSize1=256,USize2=256,VSize2=256,Color1=(B=0,G=104,R=255,A=160),Color2=(B=0,G=169,R=255,A=67),StartSize1=91,StartSize2=96)
NDCrosshairInfo=(SpreadRatios=(X1=0.500000,Y1=0.500000,X2=0.500000,Y2=0.750000),SizeFactors=(X1=1.000000,Y1=1.000000,X2=1.000000,Y2=1.000000),MaxScale=4.000000,CurrentScale=0.000000)
PutDownTime=0.500000
BringUpTime=0.700000
SelectForce="SwitchToAssaultRifle"
BlockIdleAnim="bLock"
AIRating=0.800000
CurrentRating=0.800000
bMeleeWeapon=True
Description="During Operation: Chalkboard Firefly, UTC troopers had discovered a strange sword being developed in secret in an underground arctic facility by an unknown manufacturer. While having the appearance of a Medieval arming sword, the blade itself seems to be made out of a strange nano-material, and is covered in a bright fire when held. UTC scientists have yet to find out more about the weapon due to resources being tight due to fighting the Skrith. However what has been found is this weapon was intended to be some sort of psionic enhancing focii, capable of shielding the user from explosions and flames alike."
Priority=12
HudColor=(G=50)
CenteredOffsetY=7.000000
CenteredRoll=0
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross1"
GroupOffset=5
PickupClass=Class'BWBP_OP_Pro.FlameSwordPickup'
AttachmentClass=Class'BWBP_OP_Pro.FlameSwordAttachment'
IconMaterial=Texture'BWBP_OP_Tex.FlameSword.BWsword_icon_128'
IconCoords=(X2=127,Y2=31)
ItemName="PSI-56 Fire Sword"
Mesh=SkeletalMesh'BWBP_OP_Anim.FPm_FlameSword'
DrawScale=0.3
SoundRadius=32.000000
PlayerViewOffset=(X=5.000000,Y=2.500000,Z=-5.000000)
ShieldHitSound=ProceduralSound'WeaponSounds.ShieldGun.ShieldReflection'
AltDeployable=(dClass=Class'BWBP_OP_Pro.FlameSwordBarrier',WarpInTime=0.0010000,SpawnOffset=18,CheckSlope=False,dDescription="A five-second barrier of infinite durability.")
TeamSkins(0)=(RedTex=Shader'BW_Core_WeaponTex.Hands.RedHand-Shiny',BlueTex=Shader'BW_Core_WeaponTex.Hands.BlueHand-Shiny')
BigIconMaterial=Texture'BWBP_OP_Tex.FlameSword.BWsword_icon_512'
BigIconCoords=(Y1=40,Y2=240)

ManualLines(0)="Swings the sword. Inflicts heavy damage and has a long range and wide swing arc."
ManualLines(1)="Creates a temporary barrier to block all incoming shots, but temporarily removes your hazard shielding."
ManualLines(2)="Passively grants immunity to fire damage."
SpecialInfo(0)=(Info="420.0;20.0;-999.0;-1.0;-999.0;0.9;-999.0")
BringUpSound=(Sound=Sound'BWBP_OP_Sounds.FlameSword.FlameSword-Equip',Volume=2.000000)
PutDownSound=(Sound=Sound'BWBP_OP_Sounds.FlameSword.FlameSword-Unequip',Volume=2.000000)
LoopAmbientSound=Sound'BW_Core_WeaponSound.RX22A.RX22A.RX22A-FireLoop'
bNoMag=True
GunLength=0.000000
bAimDisabled=True
ParamsClasses(0)=Class'FlameSwordWeaponParamsComp'
ParamsClasses(1)=Class'FlameSwordWeaponParamsClassic'
ParamsClasses(2)=Class'FlameSwordWeaponParamsClassic'
ParamsClasses(3)=Class'FlameSwordWeaponParamsTactical'
FireModeClass(0)=Class'BWBP_OP_Pro.FlameSwordPrimaryFire'
FireModeClass(1)=Class'BWBP_OP_Pro.FlameSwordSecondaryFire'
MeleeFireClass=Class'BWBP_OP_Pro.FlameSwordMeleeFire'
SelectAnim="PulloutFancy"
SelectAnimRate=1.250000
NDCrosshairCfg=(Pic1=Texture'BW_Core_WeaponTex.Crosshairs.PentagramOutA',Pic2=Texture'BW_Core_WeaponTex.Crosshairs.PentagramInA',USize1=256,VSize1=256,USize2=256,VSize2=256,Color1=(B=0,G=104,R=255,A=160),Color2=(B=0,G=169,R=255,A=67),StartSize1=91,StartSize2=96)
NDCrosshairInfo=(SpreadRatios=(X1=0.500000,Y1=0.500000,X2=0.500000,Y2=0.750000),SizeFactors=(X1=1.000000,Y1=1.000000,X2=1.000000,Y2=1.000000),MaxScale=4.000000,CurrentScale=0.000000)
PutDownTime=0.500000
BringUpTime=0.700000
SelectForce="SwitchToAssaultRifle"
BlockIdleAnim="bLock"
AIRating=0.800000
CurrentRating=0.800000
bMeleeWeapon=True
Description="During Operation: Chalkboard Firefly, UTC troopers had discovered a strange sword being developed in secret in an underground arctic facility by an unknown manufacturer. While having the appearance of a Medieval arming sword, the blade itself seems to be made out of a strange nano-material, and is covered in a bright fire when held. UTC scientists have yet to find out more about the weapon due to resources being tight due to fighting the Skrith. However what has been found is this weapon was intended to be some sort of psionic enhancing focii, capable of shielding the user from explosions and flames alike."
Priority=12
HudColor=(G=50)
CenteredOffsetY=7.000000
CenteredRoll=0
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross1"
GroupOffset=5
PickupClass=Class'BWBP_OP_Pro.FlameSwordPickup'
AttachmentClass=Class'BWBP_OP_Pro.FlameSwordAttachment'
IconMaterial=Texture'BWBP_OP_Tex.FlameSword.BWsword_icon_128'
IconCoords=(X2=127,Y2=31)
ItemName="PSI-56 Fire Sword"
Mesh=SkeletalMesh'BWBP_OP_Anim.FPm_FlameSword'
DrawScale=0.3
SoundRadius=32.000000
PlayerViewOffset=(X=5.000000,Y=2.500000,Z=-5.000000)
}
2 changes: 1 addition & 1 deletion BWBP_OP_Pro/Classes/M575Machinegun.uc
Original file line number Diff line number Diff line change
Expand Up @@ -623,7 +623,7 @@ defaultproperties
ManualLines(1)="Automatic Ice Rounds. Slows the enemy down a small amount making it easier to hit the primary fire rounds. Does less damage and has a slightly slower fire rate, but will give an advantage once used."
ManualLines(2)="Enable the Hybrid Scope. While the hybrid scope is enabled, you will have access to a fixed 2X Scope, which can be taken off when out of combat."
ManualLines(3)="In response to not just the regular UTC troops demanding a new LMG, but also the ODST troops finding the M353 to be inadequate in stopping skrith dead in their tracks, Enravion updated the platform into the new M575 Machine Gun. In addition to firing 7.62mm rounds instead of the old 5.56mm rounds, the M575 also has rail support for all the optics one could ever ask for; when the weapon first debuted, it came with a C-All Red Dot Sight along with a 2x magnifier scope. While the M353 is still hanging around, it is slated to be phased by the M575 within 6 months if all goes well."
SpecialInfo(0)=(Info="300.0;25.0;0.7;-1.0;0.4;0.4;-999.0")
SpecialInfo(0)=(Info="330.0;25.0;0.7;-1.0;1.0;0.2;-999.0")
BringUpSound=(Sound=Sound'BW_Core_WeaponSound.M353.M353-Pullout',Pitch=0.9)
PutDownSound=(Sound=Sound'BW_Core_WeaponSound.M353.M353-Putaway',Pitch=0.9)
CockSound=(Sound=Sound'BWBP_OP_Sounds.M575.M575-BoltQuick',Volume=1.500000)
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