212 lines
9.6 KiB
Plaintext
212 lines
9.6 KiB
Plaintext
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![wpn_axe_sounds]:base_sounds
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snd_draw = $no_sound
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snd_holster = $no_sound
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snd_shoot = $no_sound
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snd_shoot1 = $no_sound
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snd_shoot2 = $no_sound
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snd_empty = $no_sound
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snd_reload = $no_sound
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snd_bore = $no_sound
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;--------------------------------------------------------------------------------------------AXE---------------------
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![wpn_axe]:new_axe_sounds
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hud_fov = 0.5
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icons_texture = ui\heavy_melee_icons
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description = st_axe2_descr
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inv_grid_width = 4
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inv_grid_height = 2
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inv_grid_x = 4
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inv_grid_y = 0
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hit_power = 3.4
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hit_power_2 = 3.1
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hit_impulse = 13.5
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hit_impulse_2 = 1.5
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;Sounds Handled In Scripts
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scripted_snd_attack = weapons\new_axe\axe_swing, true
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scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
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scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
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scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing, true
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![wpn_axe_hud]
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item_visual = anomaly_weapons\wpn_axe\wpn_axe_hud
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item_position = 0, 0, 0
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item_orientation = 0, 0, 0
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hands_orientation = -0.5, 1, 10
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hands_orientation_16x9 = -0.5, 1, 10
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hands_position = -0.001529, -0.168825, 0.198185
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hands_position_16x9 = -0.001529, -0.168825, 0.198185
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lowered_hud_offset_pos = -0.042576, -0.016771, -0.10611
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lowered_hud_offset_pos_16x9 = -0.042576, -0.016771, -0.10611
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lowered_hud_offset_rot = 0.274172, -0.033762, -0.066
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lowered_hud_offset_rot_16x9 = 0.274172, -0.033762, -0.066
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anm_attack = barry_axe_light_hands
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anm_attack2 = barry_axe_heavy_hands
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anm_hide = barry_axe_holster_hands
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anm_idle = barry_axe_idle_hands
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anm_idle_aim = barry_axe_idle_hands
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anm_idle_moving = barry_axe_walk_hands
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anm_idle_sprint = barry_axe_sprint_hands
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anm_show = barry_axe_draw_hands
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anm_show_empty = barry_axe_draw_hands
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anm_bore = barry_axe_inspect_hands
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; Custom Animation Types Handled In Scripts
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anm_attack_variant1 = barry_axe_light_hands_alt1
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anm_attack_variant2 = barry_axe_light_hands_alt2
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anm_1h_show = barry_axe_1h_draw_hands
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; Transition/Intermediate Animations
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anm_walk2sprint = barry_axe_transition_hands
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anm_sprint2walk = barry_axe_transition_hands_alt
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; Transition Definitions
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ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
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ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
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[new_axe_sounds]:base_sounds
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snd_draw = weapons\new_axe\heavy_draw
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snd_holster = weapons\new_axe\heavy_holster
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snd_shoot = $no_sound
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snd_shoot1 = $no_sound
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snd_shoot2 = $no_sound
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;Sounds Handled In Scripts
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scripted_snd_attack = weapons\new_axe\axe_swing, true
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scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
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scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
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scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing, true
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;------------------------------------------------------------------------------------------AXE2-----------------------
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![wpn_axe2]:new_axe_sounds
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hud_fov = 0.5
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icons_texture = ui\heavy_melee_icons
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inv_grid_width = 4
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inv_grid_height = 2
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inv_grid_x = 4
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inv_grid_y = 0
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hit_power = 3.4
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hit_power_2 = 3.1
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hit_impulse = 13.5
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hit_impulse_2 = 1.5
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;Sounds Handled In Scripts
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scripted_snd_attack = weapons\new_axe\axe_swing, true
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scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
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scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
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scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing, true
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![wpn_axe2_hud]
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item_visual = anomaly_weapons\wpn_axe\wpn_axe_hud
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item_position = 0, 0, 0
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item_orientation = 0, 0, 0
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hands_orientation = -0.5, 1, 10
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hands_orientation_16x9 = -0.5, 1, 10
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hands_position = -0.001529, -0.168825, 0.198185
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hands_position_16x9 = -0.001529, -0.168825, 0.198185
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lowered_hud_offset_pos = -0.042576, -0.016771, -0.10611
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lowered_hud_offset_pos_16x9 = -0.042576, -0.016771, -0.10611
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lowered_hud_offset_rot = 0.274172, -0.033762, -0.066
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lowered_hud_offset_rot_16x9 = 0.274172, -0.033762, -0.066v
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anm_attack = barry_axe_light_hands
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anm_attack2 = barry_axe_heavy_hands
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anm_hide = barry_axe_holster_hands
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anm_idle = barry_axe_idle_hands
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anm_idle_aim = barry_axe_idle_hands
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anm_idle_moving = barry_axe_walk_hands
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anm_idle_sprint = barry_axe_sprint_hands
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anm_show = barry_axe_draw_hands
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anm_show_empty = barry_axe_draw_hands
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anm_bore = barry_axe_inspect_hands
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; Custom Animation Types Handled In Scripts
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anm_attack_variant1 = barry_axe_light_hands_alt1
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anm_attack_variant2 = barry_axe_light_hands_alt2
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anm_1h_show = barry_axe_1h_draw_hands
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; Transition/Intermediate Animations
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anm_walk2sprint = barry_axe_transition_hands
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anm_sprint2walk = barry_axe_transition_hands_alt
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; Transition Definitions
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ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
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ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
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;-------------------------------------------------------------------------------------SLEDGE-HAMMER----------------------------
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![wpn_axe3]:new_axe_sounds
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hud_fov = 0.5
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description = st_sledge_hammer_descr
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inv_name = st_sledge_hammer
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inv_name_short = st_sledge_hammer
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icons_texture = ui\heavy_melee_icons
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inv_grid_width = 4
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inv_grid_height = 2
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inv_grid_x = 4
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inv_grid_y = 2
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hit_power = 3.4
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hit_power_2 = 4.8
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hit_impulse = 25.5
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hit_impulse_2 = 1.5
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;Sounds Handled In Scripts
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scripted_snd_attack = weapons\new_axe\axe_swing, true
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scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
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scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
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scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing_sledge, true
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![wpn_axe3_hud]
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item_visual = anomaly_weapons\wpn_sledge_hammer\wpn_sledge_hud.ogf
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item_position = 0, 0, 0
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item_orientation = 0, 0, 0
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hands_orientation = 6.3614, -4.82933, 9.645867
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hands_orientation_16x9 = 6.3614, -4.82933, 9.645867
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hands_position = 0.001152, -0.127219, 0.102892
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hands_position_16x9 = 0.001152, -0.127219, 0.102892
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lowered_hud_offset_pos = -0.042576, -0.016771, -0.10611
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lowered_hud_offset_pos_16x9 = -0.042576, -0.016771, -0.10611
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lowered_hud_offset_rot = 0.274172, -0.033762, -0.066
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lowered_hud_offset_rot_16x9 = 0.274172, -0.033762, -0.066v
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anm_attack = barry_axe_light_hands
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anm_attack2 = barry_axe_heavy_hands
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anm_hide = barry_axe_holster_hands
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anm_idle = barry_axe_idle_hands
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anm_idle_aim = barry_axe_idle_hands
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anm_idle_moving = barry_axe_walk_hands
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anm_idle_sprint = barry_axe_sprint_hands
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anm_show = barry_axe_draw_hands
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anm_show_empty = barry_axe_draw_hands
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anm_bore = barry_sledge_inspect_hands
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; Custom Animation Types Handled In Scripts
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anm_attack_variant1 = barry_axe_light_hands_alt1
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anm_attack_variant2 = barry_axe_light_hands
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anm_1h_show = barry_axe_1h_draw_hands
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; Transition/Intermediate Animations
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anm_walk2sprint = barry_axe_transition_hands
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anm_sprint2walk = barry_axe_transition_hands_alt
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; Transition Definitions
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ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
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ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
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