If you do not want to make one, just use a program like to turn the black into alpha on the example given here: Figure 4.1 If we want to be able to tell the weapon apart from the base one, we are going to need an icon. InstantHitDamage(ALTFIRE_FIREMODE)=16 //20ĪssociatedPerkClasses(0)=class'KFPerk_Swat'ĪssociatedPerkClasses(1)=class'KFPerk_Firebug'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Fire_MP7'įireInterval(ALTFIRE_FIREMODE)=+.063 // 950 RPM WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle' WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit InstantHitDamage(DEFAULT_FIREMODE)=16 //20įireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'įiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Fire_MP7'įireInterval(DEFAULT_FIREMODE)=+.063 // 950 RPM WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle' WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponSelectTexture=Texture2D'ExampleWeapons.IncendiaryMP7_UI_Tex'įireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'įiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring Class KFWeap_SMG_IncendiaryMP7 extends KFWeap_SMG_MP7