Saturday, 11 February 2012

Scripts for adding custom udk weapons

ak:-



class ak extends UTWeapon;


simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
{
if (FireModeNum>1)
{
Super.PlayFireEffects(0,HitLocation);
}
else
{
Super.PlayFireEffects(FireModeNum, HitLocation);
}
}



simulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional name SocketName)
{
Super(UTWeapon).AttachWeaponTo(MeshCpnt, SocketName);
}

defaultproperties
{
// Weapon SkeletalMesh
Begin Object class=AnimNodeSequence Name=MeshSequenceA
End Object

// Weapon SkeletalMesh
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'my_weapons.ak.AK_Tuorial'
AnimSets(0)=AnimSet''
Animations=MeshSequenceA
Rotation=(Yaw=-16384)
FOV=40.0
End Object

AttachmentClass=class'AttachmentClass_ak'

Begin Object Name=PickupMesh
SkeletalMesh=SkeletalMesh'my_weapons.ak.AK_Tuorial'
End Object

InstantHitMomentum(0)=+60000.0

WeaponFireTypes(0)=EWFT_InstantHit
InstantHitDamage(0)=100
FireInterval(0)=+0.3
InstantHitDamageTypes(0)=class'akDmgType'
WeaponFireSnd[0]=SoundCue'Weapon_1_Mesh.AK47_Cue'
        PickupSound=SoundCue'Weapon_1_Mesh.arm_gun'
        MaxDesireability=0.65
AIRating=0.99
CurrentRating=0.65
bInstantHit=true
bSplashJump=false
bRecommendSplashDamage=false
bSniping=true
ShouldFireOnRelease(0)=0
ShotCost(0)=1
FireOffset=(X=20,Y=5)
PlayerViewOffset=(X=17,Y=10.0,Z=-8.0)
        AmmoCount=340
LockerAmmoCount=600
MaxAmmoCount=600
        MuzzleFlashSocket=MF
MuzzleFlashPSCTemplate=ParticleSystem'Weapon_1_Mesh.P_SniperRifle_MuzzleFlash'
        MuzzleFlashColor=(R=200,G=0,B=0,A=255)
MuzzleFlashDuration=0.25
MuzzleFlashLightClass=class'MyMod.akMuzzleFlash'
CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)
LockerRotation=(Pitch=32768,Roll=16384)
        IconCoordinates=(U=728,V=382,UL=162,VL=45)


InventoryGroup=6
GroupWeight=0.5

IconX=400
IconY=129
IconWidth=22
IconHeight=48

Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1
Samples(0)=(LeftAmplitude=90,RightAmplitude=40,LeftFunction=WF_Constant,RightFunction=WF_LinearDecreasing,Duration=0.1200)
End Object
WeaponFireWaveForm=ForceFeedbackWaveformShooting1
}

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