//============================================================== // AKs-74u //============================================================== class AKs74u extends LCAWeaps; #exec MESH MODELIMPORT MESH=AKs74u MODELFILE=Models\AKs74u.psk #exec MESH LODPARAMS Mesh=AKs74u STRENGTH=0 #exec MESH ORIGIN MESH=AKs74u X=0 Y=0 Z=0 YAW=-64 #exec ANIM IMPORT ANIM=AKs74uAnim ANIMFILE=Models\AKs74u.psa COMPRESS=1 IMPORTSEQS=0 #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=All STARTFRAME=1 NUMFRAMES=1267 RATE=60 #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Idle STARTFRAME=1 NUMFRAMES=240 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=TriggerPull STARTFRAME=241 NUMFRAMES=1 RATE=60 //GROUP=Firing #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=HipFire STARTFRAME=241 NUMFRAMES=9 RATE=60 //GROUP=Firing #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=HIPtoIS STARTFRAME=250 NUMFRAMES=14 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=ISIdle STARTFRAME=263 NUMFRAMES=240 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=ISFire STARTFRAME=503 NUMFRAMES=9 RATE=60 //GROUP=Firing #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=IStoHIP STARTFRAME=512 NUMFRAMES=14 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Sling STARTFRAME=525 NUMFRAMES=29 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Down STARTFRAME=553 NUMFRAMES=1 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Draw STARTFRAME=553 NUMFRAMES=29 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Reload STARTFRAME=581 NUMFRAMES=140 RATE=60 //GROUP=Reloading // Full Reload sequence #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=ReloadEmpty STARTFRAME=720 NUMFRAMES=190 RATE=60 //GROUP=Reloading // Full ReloadEmpty sequence ////// These are not ready yet //////////////////////////////////////////////////////////////////////////////// //#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=ReloadEmpty STARTFRAME=720 NUMFRAMES=124 RATE=60 GROUP=Reloading // ReloadEmpty >> Charge //#exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Charge STARTFRAME=836 NUMFRAMES=74 RATE=60 GROUP=Reloading // Chamber a round /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=InspectWeapon STARTFRAME=909 NUMFRAMES=240 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=FMode STARTFRAME=1148 NUMFRAMES=30 RATE=60 //GROUP=Idle // Firemode selection #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Walk STARTFRAME=1177 NUMFRAMES=30 RATE=60 //GROUP=Movement #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Run STARTFRAME=1177 NUMFRAMES=30 RATE=60 //GROUP=Movement #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=SprintStart STARTFRAME=1206 NUMFRAMES=10 RATE=60 //GROUP=Movement #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Sprint STARTFRAME=1215 NUMFRAMES=30 RATE=60 //GROUP=Movement #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=SprintEnd STARTFRAME=1244 NUMFRAMES=10 RATE=60 //GROUP=Movement #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Melee STARTFRAME=1253 NUMFRAMES=15 RATE=60 //GROUP=Idle #exec ANIM SEQUENCE ANIM=AKs74uAnim SEQ=Jump STARTFRAME=1215 NUMFRAMES=30 RATE=60 //GROUP=Movement #exec MESH DEFAULTANIM MESH=AKs74u ANIM=AKs74uAnim #exec ANIM DIGEST ANIM=AKs74uAnim ANIM //#exec ANIM NOTIFY ANIM=AKs74uAnim SEQ= TIME=0.0-1.0 FUNCTION= //#exec ANIM NOTIFY ANIM=AKs74uAnim SEQ=Reload TIME=0.25 FUNCTION=PlayReload //#exec ANIM NOTIFY ANIM=AKs74uAnim SEQ=ReloadEmpty TIME=0.25 FUNCTION=PlayReloadEmpty ////// These are *NOT* for skeletal mesh work ////////////////////// //#exec MESH NOTIFY MESH=Male2 SEQ=WalkSMFR TIME=0.75 FUNCTION=PlayFootStep //#exec MESH NOTIFY MESH=Male2 SEQ=Dead2 TIME=0.92 FUNCTION=LandThump //////////////////////////////////////////////////////////////////////////// #exec MESHMAP NEW MESHMAP=AKs74u MESH=AKs74u //#exec MESHMAP SCALE MESHMAP=AKs74u X=.2 Y=.2 Z=.2 #exec MESHMAP SCALE MESHMAP=AKs74u X=1 Y=1 Z=1 #exec MESHMAP SETTEXTURE MESHMAP=AKs74u NUM=0 TEXTURE=AKs74u #exec MESHMAP SETTEXTURE MESHMAP=AKs74u NUM=1 TEXTURE=ArmsClean defaultproperties { Begin Object Class=PX_RigidBodyData Name=AKs74uRigidBody Begin Object Class=PXC_MeshCollision Name=AKS74u3rdPU Mesh=StaticMesh'AKS74u3rdPU' End Object bCheckWallPenetration=True bCustomGravity=False CollisionShape=AKS74u3rdPU End Object MagSize=30 ShellCaseScale=1 MinROF=650 MaxROF=725 AimedFlashS=1024 HipAccuracy=0.75 IronsightAccuracy=0.25 LCAWSounds(0)=Sound'LCA.AKs74u.AKs74uMagOut' LCAWSounds(1)=Sound'LCA.AKs74u.AKs74uMagIn' LCAWSounds(2)=Sound'LCA.AKs74u.AKs74uCharge' IronSightOffset=(X=40.0,Z=-5.0) ShellCaseOffset=(X=11.0,Y=12.5,Z=-6.5) ShellCaseOffsetAimed=(X=11.0,Y=3.0,Z=-2.5) ShellCaseVelocity=(X=1.0,Y=1.0,Z=0.75) FireMode=FM_Auto PickupAmmoCount=1 FlashS=1024 shakemag=120.0 shakevert=0.5 FireSound=Sound'LCA.AKs74u.AKs74uFire' SelectSound=Sound'LCA.AKs74u.AKs74uCharge' Misc1Sound=Sound'LCA.AKs74u.AKs74uSupFire' Misc2Sound=Sound'UnrealI.Titan.slaphit1Ti' MyDamageType="shot" AmmoName=Class'LCA.Five4560Mag' ProjectileClass=Class'LCA.Five45Bullet' FireOffset=(X=40.0,Y=7.5,Z=-10.0) bOwnsCrosshair=True bDrawMuzzleFlash=True MuzzleFlashScale=1.0 PlayerViewMesh=SkeletalMesh'LCA.AKs74u' PickupViewMesh=StaticMesh'LCA.AKS74u3rdPU' ThirdPersonMesh=StaticMesh'LCA.AKS74u3rdPU' Icon=None PlayerViewOffset=(X=0.0,Y=0.0,Z=0.0) PickupMessage="You picked up an AKs-74u." ItemName="AKs-74u" ItemArticle="an" InventoryGroup=3 MuzzleFlashStyle=STY_AlphaBlend bAmbientGlow=False bRotatingPickup=False CollisionRadius=10.0 CollisionHeight=5.0 Mass=20.0 Buoyancy=5.0 PhysicsData=PX_RigidBodyData'LCA.AKs74u.AKs74uRigidBody' Mesh=StaticMesh'LCA.AKS74u3rdPU' RotationRate=(Yaw=0) DesiredRotation=(Yaw=0) Physics=PHYS_RigidBody AmbientGlow=0 bDynamicLight=True bDirectional=True bCollideWhenPlacing=True bNoSmooth=False bCollideWorld=True bBounce=True bFixedRotationDir=False // RoundsInMag=0 // ReserveAmmo=0 }