Divergent/mods/Barrys Better Axes/gamedata/configs/mod_system_zzBarryAxeReanim...

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2024-03-17 20:18:03 -04:00
![wpn_axe_sounds]:base_sounds
snd_draw = $no_sound
snd_holster = $no_sound
snd_shoot = $no_sound
snd_shoot1 = $no_sound
snd_shoot2 = $no_sound
snd_empty = $no_sound
snd_reload = $no_sound
snd_bore = $no_sound
;--------------------------------------------------------------------------------------------AXE---------------------
![wpn_axe]:new_axe_sounds
hud_fov = 0.5
icons_texture = ui\heavy_melee_icons
description = st_axe2_descr
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 0
hit_power = 3.4
hit_power_2 = 3.1
hit_impulse = 13.5
hit_impulse_2 = 1.5
;Sounds Handled In Scripts
scripted_snd_attack = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing, true
![wpn_axe_hud]
item_visual = anomaly_weapons\wpn_axe\wpn_axe_hud
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_orientation = -0.5, 1, 10
hands_orientation_16x9 = -0.5, 1, 10
hands_position = -0.001529, -0.168825, 0.198185
hands_position_16x9 = -0.001529, -0.168825, 0.198185
lowered_hud_offset_pos = -0.042576, -0.016771, -0.10611
lowered_hud_offset_pos_16x9 = -0.042576, -0.016771, -0.10611
lowered_hud_offset_rot = 0.274172, -0.033762, -0.066
lowered_hud_offset_rot_16x9 = 0.274172, -0.033762, -0.066
anm_attack = barry_axe_light_hands
anm_attack2 = barry_axe_heavy_hands
anm_hide = barry_axe_holster_hands
anm_idle = barry_axe_idle_hands
anm_idle_aim = barry_axe_idle_hands
anm_idle_moving = barry_axe_walk_hands
anm_idle_sprint = barry_axe_sprint_hands
anm_show = barry_axe_draw_hands
anm_show_empty = barry_axe_draw_hands
anm_bore = barry_axe_inspect_hands
; Custom Animation Types Handled In Scripts
anm_attack_variant1 = barry_axe_light_hands_alt1
anm_attack_variant2 = barry_axe_light_hands_alt2
anm_1h_show = barry_axe_1h_draw_hands
; Transition/Intermediate Animations
anm_walk2sprint = barry_axe_transition_hands
anm_sprint2walk = barry_axe_transition_hands_alt
; Transition Definitions
ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
[new_axe_sounds]:base_sounds
snd_draw = weapons\new_axe\heavy_draw
snd_holster = weapons\new_axe\heavy_holster
snd_shoot = $no_sound
snd_shoot1 = $no_sound
snd_shoot2 = $no_sound
;Sounds Handled In Scripts
scripted_snd_attack = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing, true
;------------------------------------------------------------------------------------------AXE2-----------------------
![wpn_axe2]:new_axe_sounds
hud_fov = 0.5
icons_texture = ui\heavy_melee_icons
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 0
hit_power = 3.4
hit_power_2 = 3.1
hit_impulse = 13.5
hit_impulse_2 = 1.5
;Sounds Handled In Scripts
scripted_snd_attack = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing, true
![wpn_axe2_hud]
item_visual = anomaly_weapons\wpn_axe\wpn_axe_hud
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_orientation = -0.5, 1, 10
hands_orientation_16x9 = -0.5, 1, 10
hands_position = -0.001529, -0.168825, 0.198185
hands_position_16x9 = -0.001529, -0.168825, 0.198185
lowered_hud_offset_pos = -0.042576, -0.016771, -0.10611
lowered_hud_offset_pos_16x9 = -0.042576, -0.016771, -0.10611
lowered_hud_offset_rot = 0.274172, -0.033762, -0.066
lowered_hud_offset_rot_16x9 = 0.274172, -0.033762, -0.066v
anm_attack = barry_axe_light_hands
anm_attack2 = barry_axe_heavy_hands
anm_hide = barry_axe_holster_hands
anm_idle = barry_axe_idle_hands
anm_idle_aim = barry_axe_idle_hands
anm_idle_moving = barry_axe_walk_hands
anm_idle_sprint = barry_axe_sprint_hands
anm_show = barry_axe_draw_hands
anm_show_empty = barry_axe_draw_hands
anm_bore = barry_axe_inspect_hands
; Custom Animation Types Handled In Scripts
anm_attack_variant1 = barry_axe_light_hands_alt1
anm_attack_variant2 = barry_axe_light_hands_alt2
anm_1h_show = barry_axe_1h_draw_hands
; Transition/Intermediate Animations
anm_walk2sprint = barry_axe_transition_hands
anm_sprint2walk = barry_axe_transition_hands_alt
; Transition Definitions
ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
;-------------------------------------------------------------------------------------SLEDGE-HAMMER----------------------------
![wpn_axe3]:new_axe_sounds
hud_fov = 0.5
description = st_sledge_hammer_descr
inv_name = st_sledge_hammer
inv_name_short = st_sledge_hammer
icons_texture = ui\heavy_melee_icons
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 2
hit_power = 3.4
hit_power_2 = 4.8
hit_impulse = 25.5
hit_impulse_2 = 1.5
;Sounds Handled In Scripts
scripted_snd_attack = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing_sledge, true
![wpn_axe3_hud]
item_visual = anomaly_weapons\wpn_sledge_hammer\wpn_sledge_hud.ogf
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_orientation = 6.3614, -4.82933, 9.645867
hands_orientation_16x9 = 6.3614, -4.82933, 9.645867
hands_position = 0.001152, -0.127219, 0.102892
hands_position_16x9 = 0.001152, -0.127219, 0.102892
lowered_hud_offset_pos = -0.042576, -0.016771, -0.10611
lowered_hud_offset_pos_16x9 = -0.042576, -0.016771, -0.10611
lowered_hud_offset_rot = 0.274172, -0.033762, -0.066
lowered_hud_offset_rot_16x9 = 0.274172, -0.033762, -0.066v
anm_attack = barry_axe_light_hands
anm_attack2 = barry_axe_heavy_hands
anm_hide = barry_axe_holster_hands
anm_idle = barry_axe_idle_hands
anm_idle_aim = barry_axe_idle_hands
anm_idle_moving = barry_axe_walk_hands
anm_idle_sprint = barry_axe_sprint_hands
anm_show = barry_axe_draw_hands
anm_show_empty = barry_axe_draw_hands
anm_bore = barry_sledge_inspect_hands
; Custom Animation Types Handled In Scripts
anm_attack_variant1 = barry_axe_light_hands_alt1
anm_attack_variant2 = barry_axe_light_hands
anm_1h_show = barry_axe_1h_draw_hands
; Transition/Intermediate Animations
anm_walk2sprint = barry_axe_transition_hands
anm_sprint2walk = barry_axe_transition_hands_alt
; Transition Definitions
ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1