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Iron Bear
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Replaces the Hail (make sure you have a non-elemental hail)

A new Assault Rifle inspired by BL3's Moze. 
This gun is all about firing lots of bullets very quickly. 
It also features Fire splash damage.

#Name/Card#
set GD_Weap_AssaultRifle.Name.Title.Title_Unique_Hail PartName Iron Bear
set GD_Weap_AssaultRifle.Name.Title.Title_Unique_Hail:AttributePresentationDefinition_8 NoConstraintText Does not require fuel.

#Parts#
set GD_Weap_AssaultRifle.A_Weapons_Unique.AR_Vladof_3_Hail:WeaponPartListCollectionDefinition_44 ElementalPartData (bEnabled=True,WeightedParts=((Part=WeaponPartDefinition'GD_Weap_AssaultRifle.elemental.AR_Elemental_None',Manufacturers=((Manufacturer=None,DefaultWeightIndex=1))

#Barrel#
set GD_Weap_AssaultRifle.Barrel.AR_Barrel_Dahl_Hail PrefixList ()

set GD_Weap_AssaultRifle.Barrel.AR_Barrel_Dahl_Hail ExternalAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.GameplayAttributes.PlayerCriticalHitBonus',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=2.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.GameplayAttributes.PlayerCurrentWeaponAmmoRegenerationMultiplier',ModifierType=MT_PostAdd,BaseModifierValue=(BaseValueConstant=4.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)))

set GD_Weap_AssaultRifle.Barrel.AR_Barrel_Dahl_Hail WeaponAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponDamage',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.200000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponFireInterval',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=-1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponClipSize',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.300000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponReloadSpeed',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=-0.800000)))
	
set GD_Weap_AssaultRifle.Barrel.AR_Barrel_Dahl_Hail BehaviorProviderDefinition ()
set GD_Weap_AssaultRifle.Barrel.AR_Barrel_Dahl_Hail GestaltModeSkeletalMeshName AR_Barrel_Bandit

#Bullet#
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail OnAnyImpact (Behavior_Explode'GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail:Behavior_Explode_5')
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail Speed 40000
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail Acceleration (Z=0.000000)
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail AirFriction 0.000000
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail FiringPatternLines ()
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail TimerEvents ()

set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail:Behavior_Explode_5 DamageSource Class'WillowGame.WillowDmgSource_Grenade'
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail:Behavior_Explode_5 Definition ExplosionDefinition'GD_Explosions.Incendiary.Explosion_IncendiaryMaster_ShieldNovaPhoenix'
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail:Behavior_Explode_5 DamageFormula (BaseValueScaleConstant=0.300000)
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail:Behavior_Explode_5 DamageRadiusFormula (BaseValueConstant=30.000000)
set GD_Weap_AssaultRifle.FiringModes.Bullet_Assault_Hail:Behavior_Explode_5 InstigatorSelfDamageScale 0.000000

#Skin#
set GD_Weap_AssaultRifle.ManufacturerMaterials.Mat_Vladof_3_Hail Material MaterialInstanceConstant'Aster_GunMaterials.Materials.AssaultRifle.Mati_BanditUniqueAR_Ogre'