Divergent/mods/Pretty Reanimated Pistols/gamedata/configs/mod_system_z_prp_fn57.ltx

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2024-03-17 20:18:03 -04:00
;hud_fov 0.6------------------------------------------------------------------------------------------------
![wpn_fn57]
!hud_fov
!shell_point
!shell_dir
!shell_particles
snd_empty = weapons\fort\fort_new_empty
snd_draw = weapons\fort\fort_new_draw
snd_holster = weapons\fort\fort_new_holster
snd_bore = weapons\fn57\fn57_inspect
scripted_snd_ammo_check = weapons\fn57\fn57_magcheck
scripted_snd_ammo_check_empty = weapons\fn57\fn57_magcheck
scripted_snd_ammo_check_jammed = weapons\fn57\fn57_magcheck
scripted_snd_ammo_check_empty_jammed = weapons\fn57\fn57_magcheck
;scripted_snd_ammo_check_no_mag = $no_sound
snd_reload = weapons\fn57\fn57_reload
snd_reload_empty = weapons\fn57\fn57_reload_empty
snd_reload_misfire = weapons\w99\w99_unjam
scripted_snd_reload_misfire_empty = weapons\w99\w99_unjam_empty
scripted_snd_sprint2walk = weapons\fort\fort_new_draw
scripted_snd_walk2sprint = weapons\fort\fort_new_holster
![wpn_fn57_hud]
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_position = 0.0, -0.0, 0.040786
hands_position_16x9 = 0.0, -0.0, 0.040786
hands_orientation = -0.043488, 0.006106, -0.050965
hands_orientation_16x9 = -0.043488, 0.006106, -0.050965
lowered_hud_offset_pos = 0.045, -0.27, 0
lowered_hud_offset_pos_16x9 = 0.045, -0.27, 0
lowered_hud_offset_rot = -0.91, -0.04, -0.08
lowered_hud_offset_rot_16x9 = -0.91, -0.04, -0.08
gl_hud_offset_pos = 0, 0, 0
gl_hud_offset_pos_16x9 = 0, 0, 0
gl_hud_offset_rot = 0, 0, 0
gl_hud_offset_rot_16x9 = 0, 0, 0
lean_hud_offset_pos = 0, 0, 0
lean_hud_offset_rot = 0, 0, 0
fire_bone = muzzle
fire_point = 0, 0,0
aim_hud_offset_pos = -0.0509, 0.0316, -0.03
aim_hud_offset_pos_16x9 = -0.0509, 0.0316, -0.03
aim_hud_offset_rot = 0.002192, -0.000156, -0.07749
aim_hud_offset_rot_16x9 = 0.002192, -0.000156, -0.07749
anm_bore = fn57_new_inspect, idle
anm_show = fn57_new_draw, idle
anm_hide = fn57_new_holster, idle
anm_idle = fn57_new_idle, idle
anm_idle_aim_moving = fn57_new_walk, idle
anm_idle_aim_moving_crouch = fn57_new_walk, idle, 0.8
anm_idle_moving = fn57_new_walk, idle
anm_idle_moving_crouch = fn57_new_walk, idle
anm_idle_sprint = fn57_new_sprint, idle, 1.2
anm_reload = fn57_new_reload_dual, reload_dual
anm_reload_empty = fn57_new_reload_empty_dual, reload_empty_dual
; anm_switch_mode = fn57_new_switch_mode, switch_mode
anm_shots = fn57_new_shoot_hip
anm_shots_aim = fn57_new_shoot
anm_shots_aim_l = fn57_new_shoot, shoot_empty
anm_idle_aim = fn57_new_aim, idle
anm_bore_empty = fn57_new_inspect, idle_empty
anm_show_empty = fn57_new_draw, idle_empty
anm_hide_empty = fn57_new_holster, idle_empty
anm_shot_l = fn57_new_shoot_hip , shoot_empty
anm_idle_empty = fn57_new_idle, idle_empty
anm_idle_aim_moving_empty = fn57_new_walk, idle_empty
anm_idle_aim_moving_crouch_empty = fn57_new_walk, idle_empty, 0.8
anm_idle_moving_empty = fn57_new_walk, idle_empty
anm_idle_moving_crouch_empty = fn57_new_walk, idle_empty, 0.9
anm_idle_sprint_empty = fn57_new_sprint, idle_empty, 1.2
; anm_switch_mode_empty = fn57_new_switch_mode, switch_mode_empty
anm_idle_aim_empty = fn57_new_aim, idle_empty
anm_ammo_check = fn57_new_magcheck, magcheck
anm_ammo_check_empty = fn57_new_magcheck, magcheck_empty
;anm_ammo_check_no_mag = fn57_new_magcheck_nomag, magcheck_nomag
;anm_ammo_check_aim = fn57_new_magcheck_ads, magcheck_ads
;anm_ammo_check_empty_aim = fn57_new_magcheck_ads, magcheck_empty_ads
anm_ammo_check_jammed = fn57_new_magcheck, magcheck_jammed
anm_ammo_check_empty_jammed = fn57_new_magcheck, magcheck_jammed_empty
anm_walk2sprint = fn57_new_walk2sprint, idle
anm_walk2sprint_empty = fn57_new_walk2sprint, idle_empty
anm_sprint2walk = fn57_new_sprint2walk, idle
anm_sprint2walk_empty = fn57_new_sprint2walk, idle_empty
; Jammed Animation Variants
anm_idle_jammed = fn57_new_idle, idle_jammed
anm_show_jammed = fn57_new_draw, idle_jammed
anm_hide_jammed = fn57_new_holster, idle_jammed
anm_idle_aim_jammed = fn57_new_aim, idle_jammed
anm_idle_sprint_jammed = fn57_new_sprint, idle_jammed, 1.2
anm_idle_moving_jammed = fn57_new_walk, idle_jammed
anm_idle_moving_crouch_jammed = fn57_new_walk, idle_jammed, 0.8
anm_bore_jammed = fn57_new_inspect_jammed, inspect_jammed
anm_reload_misfire = fn57_new_unjam, unjam
anm_walk2sprint_jammed = fn57_new_walk2sprint, idle_jammed
anm_sprint2walk_jammed = fn57_new_sprint2walk, idle_jammed
; Empty Jammed Animation Variants
anm_idle_empty_jammed = fn57_new_idle, idle_jammed
anm_show_empty_jammed = fn57_new_draw, idle_jammed
anm_hide_empty_jammed = fn57_new_holster, idle_jammed
anm_idle_aim_empty_jammed = fn57_new_aim, idle_jammed
anm_idle_sprint_empty_jammed = fn57_new_sprint, idle_jammed, 1.2
anm_idle_moving_empty_jammed = fn57_new_walk, idle_jammed
anm_idle_moving_crouch_empty_jammed = fn57_new_walk, idle_jammed, 0.8
anm_bore_empty_jammed = fn57_new_inspect_jammed, inspect_jammed
anm_reload_misfire_empty = fn57_new_unjam_empty, unjam_empty
anm_shot_l_jammed = fn57_new_idle, idle_jammed
anm_shots_jammed = fn57_new_idle, idle_jammed
anm_walk2sprint_empty_jammed = fn57_new_walk2sprint, idle_jammed
anm_sprint2walk_empty_jammed = fn57_new_sprint2walk, idle_jammed
; Transition Definitions
ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
ts_pattern_sprint2walk_aim = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1
ts_strict_sprint2walk_idle = anm_walk2sprint, anm_idle, anm_sprint2walk
ts_strict_sprint2walk_move = anm_walk2sprint, anm_idle_moving, anm_sprint2walk
;ts_pattern_idle2aim = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1
ts_strict_sprint2aim = anm_idle_sprint, anm_idle_aim, anm_sprint2walk
ts_strict_sprint2inspect = anm_idle_sprint, anm_bore, anm_sprint2walk
ts_strict_walk2sprint_inspect = anm_walk2sprint, anm_bore, anm_sprint2walk
;GunslingerPistolModOverwrites
!anm_sprint_start
!anm_sprint_end
!anm_sprint_start_empty
!anm_sprint_end_empty
!anm_sprint_start_jammed
!anm_sprint_end_jammed
!anm_idle_aim_moving_jammed
!anm_idle_aim_moving_crouch_jammed
!anm_idle_aim_start_jammed
!anm_idle_aim_end_jammed
!anm_idle_aim_end_empty
!anm_idle_aim_start_empty
!anm_idle_aim_end
!anm_idle_aim_start
!ts_pattern_sprint_start
!ts_pattern_sprint_end
!ts_strict_sprint_end_move