diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/anomaly_teleport_sphere_graviti_distort_01.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/anomaly_teleport_sphere_graviti_distort_01.pe new file mode 100644 index 000000000..0a777404b --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/anomaly_teleport_sphere_graviti_distort_01.pe @@ -0,0 +1,107 @@ +[_effect] + action_count = 7 + flags = 1 + max_particles = 3 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.600000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 0.900000 + flt_0002 = 0.000000 + flt_0003 = 15.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 4.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.010000, 0.010000, 0.010000 + version = 1 + +[action_0003] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 4.000000, 4.000000, 4.000000 + vec_0001 = 2.000000, 2.000000, 0.001000 + version = 1 + +[action_0004] + action_name = randomaccel + action_type = 15 + bool_0000 = off + flags = 0 + version = 1 + +[action_0005] + action_name = targetrotate + action_type = 25 + flags = 0 + flt_0000 = 0.030000 + vec_0000 = -14.760582, 0.000000, 0.000000 + version = 1 + +[action_0006] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 1.000000, 1.000000, 1.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 5 + v0 = 0.000000, 0.300000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 0.000000, 3.000000, 0.000000 + +[domain_action_0001_0002] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 6.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.000000 + v1 = 2.000000, 2.000000, 2.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 5 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 2.000000, 0.000000 + v2 = 0.300000, 0.000000, 0.000000 + +[domain_action_0004_0000] + type = 5 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 1.000000, 3.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[sprite] + shader = particles\xdistort + texture = semitone\anomalies\electra\distort_anomaly_01 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_00.pe new file mode 100644 index 000000000..765c67f14 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_00.pe @@ -0,0 +1,96 @@ +[_effect] + action_count = 5 + flags = 8418305 + max_particles = 1 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 1.000000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = on + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 0.200000 + flt_0002 = 0.000000 + flt_0003 = 1000.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 12.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.482353, 0.639216, 1.000000 + version = 1 + +[action_0003] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 6.000000, 6.000000, 6.000000 + vec_0001 = 3.000000, 3.000000, 3.000000 + version = 1 + +[action_0004] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 0.486275, 0.658824, 1.000000 + v1 = 1.000000, 1.000000, 1.000000 + v2 = 1.000000, 1.000000, 1.000000 + +[domain_action_0001_0001] + type = 5 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 0.500000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0002] + type = 0 + v0 = 3.141593, 3.141593, 3.141593 + v1 = 3.141593, 3.141593, 3.141593 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 0 + v0 = 0.500000, 0.500000, 0.500000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 5 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 24.000000, 0.000000 + +[frame] + dim_x = 4 + frame_count = 16 + reserved = 0.000000, 0.000000 + speed = 64.000000 + tex_size = 0.250000, 0.250000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\smokebasic01atlas + +[timelimit] + value = 0.100000 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_new_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_new_00.pe new file mode 100644 index 000000000..aac9716c2 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_new_00.pe @@ -0,0 +1,129 @@ +[_effect] + action_count = 8 + flags = 8412161 + max_particles = 4 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 3.000000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = on + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 55.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 5.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0003] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 2.000000, 2.000000, 2.000000 + vec_0001 = 1.000000, 1.000000, 0.001000 + version = 1 + +[action_0004] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[action_0005] + action_name = targetvelocity + action_type = 27 + bool_0000 = off + flags = 1 + flt_0000 = 2.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0006] + action_name = turbulence + action_type = 30 + flags = 1 + flt_0000 = 0.010000 + flt_0001 = 5.000000 + flt_0002 = 10.000000 + int_0000 = 1 + vec_0000 = 1.000000, 1.000000, 1.000000 + version = 1 + +[action_0007] + action_name = randomvelocity + action_type = 17 + bool_0000 = on + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 1 + v0 = 0.486275, 0.898039, 1.000000 + v1 = 0.568628, 0.662745, 1.000000 + v2 = 1.000000, 1.000000, 1.000000 + +[domain_action_0001_0001] + type = 0 + v0 = 0.000000, 0.300000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = -3.141593, -3.141593, -3.141593 + v1 = 3.141593, 3.141593, 3.141593 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.100000 + v1 = 0.400000, 0.400000, 0.400000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 5 + v0 = 0.000000, 1.000000, 0.000000 + v1 = 0.000000, 3.000000, 0.000000 + v2 = 0.000000, 24.000000, 0.000000 + +[domain_action_0007_0000] + type = 5 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 3.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[frame] + dim_x = 8 + frame_count = 64 + reserved = 0.000000, 0.000000 + speed = 64.000000 + tex_size = 0.125000, 0.125000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\electricblast3 + +[timelimit] + value = 2.000000 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_new_01.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_new_01.pe new file mode 100644 index 000000000..cbde38200 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/electra2_flash_new_01.pe @@ -0,0 +1,113 @@ +[_effect] + action_count = 7 + flags = 8395777 + max_particles = 10 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 3.000000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = on + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 55.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 5.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0003] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 4.000000, 4.000000, 4.000000 + vec_0001 = 1.000000, 1.000000, 0.001000 + version = 1 + +[action_0004] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[action_0005] + action_name = targetvelocity + action_type = 27 + bool_0000 = off + flags = 1 + flt_0000 = 2.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0006] + action_name = turbulence + action_type = 30 + flags = 1 + flt_0000 = 0.010000 + flt_0001 = 5.000000 + flt_0002 = 10.000000 + int_0000 = 1 + vec_0000 = 1.000000, 1.000000, 1.000000 + version = 1 + +[domain_action_0001_0000] + type = 1 + v0 = 0.486275, 0.898039, 1.000000 + v1 = 0.568628, 0.662745, 1.000000 + v2 = 1.000000, 1.000000, 1.000000 + +[domain_action_0001_0001] + type = 0 + v0 = 0.000000, 0.300000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = -3.141593, -3.141593, -3.141593 + v1 = 3.141593, 3.141593, 3.141593 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.100000 + v1 = 0.400000, 0.400000, 0.400000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 5 + v0 = 0.000000, 1.000000, 0.000000 + v1 = 0.000000, 3.000000, 0.000000 + v2 = 0.000000, 24.000000, 0.000000 + +[frame] + dim_x = 8 + frame_count = 64 + reserved = 0.000000, 0.000000 + speed = 64.000000 + tex_size = 0.125000, 0.125000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\electricblast2_blue + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/expl_new_sparks_bottom_01.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/expl_new_sparks_bottom_01.pe new file mode 100644 index 000000000..5e6de4031 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/expl_new_sparks_bottom_01.pe @@ -0,0 +1,127 @@ +[_effect] + action_count = 8 + flags = 160769 + max_particles = 14 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 2.000000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 8999.000064 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 1.000000 + flt_0001 = 0.500000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 1.000000, 0.874510, 0.721569 + version = 1 + +[action_0003] + action_name = targetrotate + action_type = 25 + flags = 1 + flt_0000 = 25.000000 + vec_0000 = -6.283186, 0.000017, 0.000000 + version = 1 + +[action_0004] + action_name = gravity + action_type = 8 + bool_0000 = on + flags = 1 + vec_0000 = 0.000000, -9.000000, 0.000000 + version = 1 + +[action_0005] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[action_0006] + action_name = targetvelocity + action_type = 27 + bool_0000 = on + flags = 1 + flt_0000 = 0.600000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0007] + action_name = sink + action_type = 19 + bool_0000 = on + bool_0001 = on + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 0.639216, 0.835294, 1.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 0.500000, 0.000000 + v2 = 1.000000, 2.000000, 0.000000 + +[domain_action_0001_0002] + type = 0 + v0 = 0.000000, 3.141593, 0.000000 + v1 = -29.845130, -29.845130, 0.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.010000, 0.010000, 0.010000 + v1 = 0.050000, 0.050000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 5 + v0 = 0.000000, 1.000000, 0.000000 + v1 = 1.000000, 4.000000, 0.000000 + v2 = 0.000000, 4.000000, 0.000000 + +[domain_action_0007_0000] + type = 4 + v0 = 9.000000, -0.700000, 9.000000 + v1 = -9.000000, -0.800000, -9.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[frame] + dim_x = 2 + frame_count = 4 + reserved = 0.000000, 0.000000 + speed = 32.000000 + tex_size = 0.500000, 0.500000 + +[sprite] + shader = particles\add + texture = semitone\anomalies\shatterpoint\puffcolorsplashflicker + +[timelimit] + value = 0.100000 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/gold_idle_smoke_big_puff_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/gold_idle_smoke_big_puff_00.pe new file mode 100644 index 000000000..d80880e73 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/gold_idle_smoke_big_puff_00.pe @@ -0,0 +1,102 @@ +[_effect] + action_count = 6 + flags = 3073 + max_particles = 5 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.300000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 2.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 3 + flt_0000 = 0.000000 + flt_0001 = 2.000000 + flt_0002 = 0.400000 + flt_0003 = 1.000000 + vec_0000 = 0.003922, 0.003922, 0.003922 + version = 1 + +[action_0003] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 1.000000, 1.000000, 0.000000 + vec_0001 = 6.000000, 6.000000, 0.001000 + version = 1 + +[action_0004] + action_name = targetvelocity + action_type = 27 + bool_0000 = on + flags = 1 + flt_0000 = 0.000000 + vec_0000 = 0.000000, 1.000000, 0.000000 + version = 1 + +[action_0005] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 1.000000, 1.000000, 1.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 0 + v0 = 0.000000, 0.300000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 0.000000, 1.650000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 137.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 1.000000 + v1 = 0.300000, 0.300000, 0.300000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 5 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 0.000000, 1.000000, 0.000000 + +[frame] + dim_x = 8 + frame_count = 128 + reserved = 0.000000, 0.000000 + speed = 32.000000 + tex_size = 0.125000, 0.125000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\electricblast3 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/monolith_dist_glow_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/monolith_dist_glow_00.pe new file mode 100644 index 000000000..38f533ee3 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/monolith_dist_glow_00.pe @@ -0,0 +1,109 @@ +[_effect] + action_count = 7 + flags = 16385 + max_particles = 1 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.300000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 0.200000 + flt_0002 = 0.000000 + flt_0003 = 8.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 9.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.023529, 0.023529 + version = 1 + +[action_0003] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 2.000000, 2.000000, 0.000000 + vec_0001 = 1.000000, 1.000000, 1.000000 + version = 1 + +[action_0004] + action_name = targetrotate + action_type = 25 + flags = 0 + flt_0000 = 0.030000 + vec_0000 = 39.866164, 0.000000, 0.000000 + version = 1 + +[action_0005] + action_name = vortex + action_type = 29 + bool_0000 = on + flags = 1 + flt_0000 = 5.000000 + flt_0001 = 220.000000 + flt_0002 = 66.000000 + vec_0000 = 0.000000, 37.000000, 0.000000 + vec_0001 = 0.000000, 25.000000, 0.000000 + version = 1 + +[action_0006] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 0.403922, 0.576471, 0.709804 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 0.200000, 0.000000 + v2 = 0.000000, 1.000000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = -137.000000, -1.000000, -1.000000 + v1 = 137.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 0 + v0 = 1.000000, 1.000000, 0.000000 + v1 = 10.000000, 10.000000, 10.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 3.000000, 0.000000 + v2 = 0.300000, 0.000000, 0.000000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\genericpuff + +[timelimit] + value = 0.500000 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_bottom_04.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_bottom_04.pe new file mode 100644 index 000000000..7699aa699 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_bottom_04.pe @@ -0,0 +1,105 @@ +[_effect] + action_count = 6 + flags = 39937 + max_particles = 8 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.400000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 24.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 3 + flt_0000 = 1.000000 + flt_0001 = 4.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0003] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 2.000000, 2.000000, 2.000000 + vec_0001 = 1.000000, 1.000000, 0.001000 + version = 1 + +[action_0004] + action_name = targetvelocity + action_type = 27 + bool_0000 = on + flags = 1 + flt_0000 = 4.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0005] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[align_to_path] + default_rotation = -1.570796, 0.000000, 0.000000 + +[domain_action_0001_0000] + type = 0 + v0 = 1.000000, 1.000000, 1.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 9 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 0.000000, 1.000000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = -136.999984, -1.000004, -1.000004 + v1 = 137.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.000000 + v1 = 0.400000, 0.400000, 0.400000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 4 + v0 = 0.000000, 1.000000, 0.000000 + v1 = 0.000000, 0.500000, 0.000000 + v2 = 0.300000, 0.000000, 0.000000 + +[frame] + dim_x = 8 + frame_count = 64 + reserved = 0.000000, 0.000000 + speed = 32.000000 + tex_size = 0.125000, 0.125000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\electricblast2_blue + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_bottom_glow_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_bottom_glow_00.pe new file mode 100644 index 000000000..2ff8b4973 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_bottom_glow_00.pe @@ -0,0 +1,96 @@ +[_effect] + action_count = 5 + flags = 265217 + max_particles = 3 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.200000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = on + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 0.100000 + flt_0002 = 0.000000 + flt_0003 = 45.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 1.000000 + flt_0001 = 3.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0003] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[action_0004] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 2.000000, 8.000000, 0.000000 + vec_0001 = 3.000000, 3.000000, 0.001000 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 0.364706, 0.568628, 0.760784 + v1 = 0.188235, 0.419608, 0.176471 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 4 + v0 = 0.300000, 0.400000, 0.300000 + v1 = -0.300000, 0.000000, -0.300000 + v2 = 0.000000, 1.000000, 0.000000 + +[domain_action_0001_0002] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 6.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.100000 + v1 = 1.000000, 3.000000, 2.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[frame] + dim_x = 6 + frame_count = 66 + reserved = 0.000000, 0.000000 + speed = 64.000000 + tex_size = 0.166667, 0.090909 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\acid_smoke_512 + +[velocity_scale] + value = 0.000000, 0.020000, 0.000000 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_glow_single.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_glow_single.pe new file mode 100644 index 000000000..582acabc7 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_glow_single.pe @@ -0,0 +1,102 @@ +[_effect] + action_count = 5 + flags = 2415617 + max_particles = 1 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.300000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = on + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 0.500000 + flt_0002 = 0.000000 + flt_0003 = 45.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 1.000000 + flt_0001 = 3.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0003] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[action_0004] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 1.000000, 5.000000, 0.000000 + vec_0001 = 1.000000, 5.000000, 0.001000 + version = 1 + +[align_to_path] + default_rotation = -1.570796, 0.000000, 0.000000 + +[domain_action_0001_0000] + type = 0 + v0 = 0.239216, 0.352941, 0.462745 + v1 = 0.188235, 0.419608, 0.176471 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 5 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 1.000000, -1.500000 + v2 = 0.000000, 1.000000, 0.000000 + +[domain_action_0001_0002] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 6.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.100000 + v1 = 3.000000, 2.000000, 2.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[frame] + dim_x = 6 + frame_count = 66 + reserved = 0.000000, 0.000000 + speed = 64.000000 + tex_size = 0.166667, 0.090909 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\acid_smoke_512 + +[timelimit] + value = 0.300000 + +[velocity_scale] + value = 0.000000, 0.020000, 0.000000 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_glow_single_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_glow_single_00.pe new file mode 100644 index 000000000..8a743ba1a --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/studen_idle_glow_single_00.pe @@ -0,0 +1,102 @@ +[_effect] + action_count = 5 + flags = 2415617 + max_particles = 1 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.300000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = on + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 0.500000 + flt_0002 = 0.000000 + flt_0003 = 45.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 1 + flt_0000 = 1.000000 + flt_0001 = 3.000000 + flt_0002 = 0.100000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0003] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[action_0004] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 1.000000, 5.000000, 0.000000 + vec_0001 = 1.000000, 5.000000, 0.001000 + version = 1 + +[align_to_path] + default_rotation = -1.570796, 0.000000, 0.000000 + +[domain_action_0001_0000] + type = 0 + v0 = 0.239216, 0.352941, 0.462745 + v1 = 0.188235, 0.419608, 0.176471 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = -1.500000, 0.000000, -1.500000 + v2 = 0.000000, 1.000000, 0.000000 + +[domain_action_0001_0002] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 6.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.100000 + v1 = 3.000000, 3.000000, 3.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[frame] + dim_x = 6 + frame_count = 66 + reserved = 0.000000, 0.000000 + speed = 64.000000 + tex_size = 0.166667, 0.090909 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\acid_smoke_512 + +[timelimit] + value = 0.300000 + +[velocity_scale] + value = 0.000000, 0.020000, 0.000000 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/wish_granter_electric_smoke_01.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/wish_granter_electric_smoke_01.pe new file mode 100644 index 000000000..38d313927 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/wish_granter_electric_smoke_01.pe @@ -0,0 +1,101 @@ +[_effect] + action_count = 6 + flags = 7169 + max_particles = 50 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 1.000000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 1.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor_00 + action_type = 23 + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 21.000000 + flt_0002 = 0.200000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0003] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 1.000000, 1.000000, 1.000000 + vec_0001 = 2.500000, 2.500000, 0.001000 + version = 1 + +[action_0004] + action_name = targetrotate + action_type = 25 + flags = 1 + flt_0000 = 0.500000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0005] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 1.000000, 1.000000, 1.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 5 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 0.000000, 1.000000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = 5.235988, 5.235988, 5.235988 + v1 = -5.235988, -5.235988, -5.235988 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.000000 + v1 = 1.000000, 1.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 0.300000, 0.000000 + v2 = 0.300000, 0.000000, 0.000000 + +[frame] + dim_x = 8 + frame_count = 64 + reserved = 0.000000, 0.000000 + speed = 32.000000 + tex_size = 0.125000, 0.125000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\electricblast3_2k + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks.pe index a06737fe2..ca9ec055f 100644 --- a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks.pe +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks.pe @@ -1,7 +1,7 @@ [_effect] action_count = 6 flags = 7169 - max_particles = 4 + max_particles = 3 version = 1 [action_0000] @@ -21,7 +21,7 @@ flt_0000 = 0.000000 flt_0001 = 1.000000 flt_0002 = 0.000000 - flt_0003 = 2.000000 + flt_0003 = 22.000000 flt_0004 = 0.000000 version = 1 @@ -51,8 +51,8 @@ action_name = targetsize action_type = 24 flags = 1 - vec_0000 = 8.000000, 8.000000, 8.000000 - vec_0001 = 2.000000, 2.000000, 2.000000 + vec_0000 = 5.000000, 5.000000, 5.000000 + vec_0001 = 1.000000, 1.000000, 0.001000 version = 1 [action_0005] @@ -71,7 +71,7 @@ type = 9 v0 = 0.000000, 0.250000, 0.000000 v1 = 0.000000, 1.000000, 0.000000 - v2 = 0.000000, 2.500000, 0.000000 + v2 = 1.000000, 2.500000, 0.000000 [domain_action_0001_0002] type = 1 @@ -81,13 +81,13 @@ [domain_action_0001_0003] type = 1 - v0 = 1.000000, 1.000000, 0.300000 - v1 = 0.100000, 0.100000, 0.000000 + v0 = 0.100000, 0.100000, 0.100000 + v1 = 1.000000, 1.000000, 0.000000 v2 = 0.000000, 0.000000, 0.000000 [domain_action_0001_0004] type = 0 - v0 = 0.000000, 1.000000, 0.000000 + v0 = 0.000000, 0.000000, 0.000000 v1 = 0.000000, 2.000000, 0.000000 v2 = 0.300000, 0.000000, 0.000000 @@ -95,7 +95,7 @@ dim_x = 8 frame_count = 64 reserved = 0.000000, 0.000000 - speed = 24.000000 + speed = 32.000000 tex_size = 0.125000, 0.125000 [sprite] diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_00.pe new file mode 100644 index 000000000..7228b98ba --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_00.pe @@ -0,0 +1,112 @@ +[_effect] + action_count = 7 + flags = 7169 + max_particles = 4 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.200000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 14.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 0 + flt_0000 = 0.000000 + flt_0001 = 5.000000 + flt_0002 = 0.300000 + flt_0003 = 0.500000 + vec_0000 = 1.000000, 1.000000, 1.000000 + version = 1 + +[action_0003] + action_name = targetcolor_00 + action_type = 23 + flags = 0 + flt_0000 = 0.000000 + flt_0001 = 10.000000 + flt_0002 = 0.500000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0004] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 5.000000, 5.000000, 5.000000 + vec_0001 = 2.000000, 2.000000, 2.000000 + version = 1 + +[action_0005] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[action_0006] + action_name = targetrotate + action_type = 25 + flags = 1 + flt_0000 = 0.005000 + vec_0000 = -6.283186, 0.000000, 0.000000 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 0.764706, 0.913726, 1.000000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 8 + v0 = 0.000000, 0.250000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 0.000000, 1.000000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = -137.000000, -1.000000, -1.000000 + v1 = 137.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.000000 + v1 = 0.500000, 0.500000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 0 + v0 = 0.000000, 1.000000, 0.000000 + v1 = 0.000000, 2.000000, 0.000000 + v2 = 0.300000, 0.000000, 0.000000 + +[frame] + dim_x = 8 + frame_count = 64 + reserved = 0.000000, 0.000000 + speed = 24.000000 + tex_size = 0.125000, 0.125000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\electricblast2_blue + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_blurrd.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_blurrd.pe new file mode 100644 index 000000000..a6b041f8b --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_blurrd.pe @@ -0,0 +1,104 @@ +[_effect] + action_count = 6 + flags = 7169 + max_particles = 4 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.200000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 14.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 0 + flt_0000 = 0.000000 + flt_0001 = 5.000000 + flt_0002 = 0.300000 + flt_0003 = 0.500000 + vec_0000 = 1.000000, 1.000000, 1.000000 + version = 1 + +[action_0003] + action_name = targetcolor_00 + action_type = 23 + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 4.000000 + flt_0002 = 0.800000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0004] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 5.000000, 5.000000, 0.000000 + vec_0001 = 1.000000, 1.000000, 0.001000 + version = 1 + +[action_0005] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 0.486275, 0.486275, 0.486275 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 9 + v0 = 0.000000, 0.250000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 1.000000, 2.500000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = -137.000000, -1.000000, -1.000000 + v1 = 137.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.000000 + v1 = 1.000000, 1.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 0 + v0 = 0.000000, 1.000000, 0.000000 + v1 = 0.000000, 2.000000, 0.000000 + v2 = 0.300000, 0.000000, 0.000000 + +[frame] + dim_x = 8 + frame_count = 64 + reserved = 0.000000, 0.000000 + speed = 24.000000 + tex_size = 0.125000, 0.125000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\electricblast1_blured + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_blurrd_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_blurrd_00.pe new file mode 100644 index 000000000..0171ee772 --- /dev/null +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/effects/idle/zone_electric_mine_idle_sparks_blurrd_00.pe @@ -0,0 +1,107 @@ +[_effect] + action_count = 6 + flags = 23553 + max_particles = 4 + version = 1 + +[action_0000] + action_name = killold + action_type = 10 + bool_0000 = off + flags = 1 + flt_0000 = 0.200000 + version = 1 + +[action_0001] + action_name = source + action_type = 21 + bool_0000 = on + bool_0001 = off + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 1.000000 + flt_0002 = 0.000000 + flt_0003 = 14.000000 + flt_0004 = 0.000000 + version = 1 + +[action_0002] + action_name = targetcolor + action_type = 23 + flags = 0 + flt_0000 = 0.000000 + flt_0001 = 5.000000 + flt_0002 = 0.300000 + flt_0003 = 0.500000 + vec_0000 = 1.000000, 1.000000, 1.000000 + version = 1 + +[action_0003] + action_name = targetcolor_00 + action_type = 23 + flags = 1 + flt_0000 = 0.000000 + flt_0001 = 4.000000 + flt_0002 = 0.800000 + flt_0003 = 1.000000 + vec_0000 = 0.000000, 0.000000, 0.000000 + version = 1 + +[action_0004] + action_name = targetsize + action_type = 24 + flags = 1 + vec_0000 = 5.000000, 5.000000, 0.000000 + vec_0001 = 1.000000, 1.000000, 0.001000 + version = 1 + +[action_0005] + action_name = move + action_type = 12 + flags = 1 + version = 1 + +[domain_action_0001_0000] + type = 0 + v0 = 0.439216, 0.392157, 0.800000 + v1 = 0.000000, 0.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0001] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 1.000000, 0.000000 + v2 = 1.000000, 2.500000, 0.000000 + +[domain_action_0001_0002] + type = 1 + v0 = -137.000000, -1.000000, -1.000000 + v1 = 137.000000, 1.000000, 1.000000 + v2 = 1.000000, 0.000000, 0.000000 + +[domain_action_0001_0003] + type = 1 + v0 = 0.100000, 0.100000, 0.000000 + v1 = 1.000000, 1.000000, 0.000000 + v2 = 0.000000, 0.000000, 0.000000 + +[domain_action_0001_0004] + type = 0 + v0 = 0.000000, 0.000000, 0.000000 + v1 = 0.000000, 2.000000, 0.000000 + v2 = 0.300000, 0.000000, 0.000000 + +[frame] + dim_x = 8 + frame_count = 64 + reserved = 0.000000, 0.000000 + speed = 24.000000 + tex_size = 0.125000, 0.125000 + +[sprite] + shader = particles\alpha_add + texture = semitone\anomalies\electra\electricblast1_blured + +[timelimit] + value = 0.100000 + diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/electra_idle.pg b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/electra_idle.pg index e96b1144b..cdf8e2aa5 100644 --- a/mods/Arrival/gamedata/particles/semitone/anomalies/electra/electra_idle.pg +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/electra/electra_idle.pg @@ -1,13 +1,76 @@ [_group] - effects_count = 1 + effects_count = 8 flags = 0 timelimit = 0.000000 version = 3 [effect_0000] effect_name = semitone\anomalies\electra\effects\idle\zone_electric_mine_idle_sparks - flags = 36 - on_birth_child = semitone\anomalies\electra\effects\idle\zone_electric_mine_idle_disk + flags = 6 + on_birth_child = + on_death_child = + on_play_child = semitone\anomalies\electra\effects\idle\wish_granter_electric_smoke_01 + time0 = 0.000000 + time1 = 0.000000 + +[effect_0001] + effect_name = semitone\anomalies\electra\effects\idle\zone_electric_mine_idle_sparks_00 + flags = 4 + on_birth_child = + on_death_child = + on_play_child = + time0 = 0.000000 + time1 = 0.000000 + +[effect_0002] + effect_name = semitone\anomalies\electra\effects\idle\gold_idle_smoke_big_puff_00 + flags = 4 + on_birth_child = + on_death_child = + on_play_child = + time0 = 0.000000 + time1 = 0.000000 + +[effect_0003] + effect_name = semitone\anomalies\electra\effects\idle\electra2_flash_new_01 + flags = 6 + on_birth_child = + on_death_child = + on_play_child = semitone\anomalies\electra\effects\idle\expl_new_sparks_bottom_01 + time0 = 0.000000 + time1 = 0.000000 + +[effect_0004] + effect_name = semitone\anomalies\electra\effects\idle\anomaly_teleport_sphere_graviti_distort_01 + flags = 6 + on_birth_child = + on_death_child = + on_play_child = semitone\anomalies\electra\effects\idle\wish_granter_electric_smoke_01 + time0 = 0.000000 + time1 = 0.000000 + +[effect_0005] + effect_name = semitone\anomalies\electra\effects\idle\studen_idle_bottom_glow_00 + flags = 4 + on_birth_child = + on_death_child = + on_play_child = + time0 = 0.000000 + time1 = 0.000000 + +[effect_0006] + effect_name = semitone\anomalies\electra\effects\idle\studen_idle_bottom_04 + flags = 4 + on_birth_child = + on_death_child = + on_play_child = + time0 = 0.000000 + time1 = 0.000000 + +[effect_0007] + effect_name = semitone\anomalies\electra\effects\idle\zone_electric_mine_idle_disk + flags = 4 + on_birth_child = on_death_child = on_play_child = time0 = 0.000000 diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/zones/thermal/campfire_hot_sparks_00.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/zones/thermal/campfire_hot_sparks_00.pe index 4abb2241f..50613711e 100644 --- a/mods/Arrival/gamedata/particles/semitone/anomalies/zones/thermal/campfire_hot_sparks_00.pe +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/zones/thermal/campfire_hot_sparks_00.pe @@ -1,7 +1,7 @@ [_effect] action_count = 5 flags = 295937 - max_particles = 20 + max_particles = 10 version = 1 [action_0000] diff --git a/mods/Arrival/gamedata/particles/semitone/anomalies/zones/thermal/expl_hd_gasbarrel_new_26.pe b/mods/Arrival/gamedata/particles/semitone/anomalies/zones/thermal/expl_hd_gasbarrel_new_26.pe index dcca1a30d..f66fbb7a0 100644 --- a/mods/Arrival/gamedata/particles/semitone/anomalies/zones/thermal/expl_hd_gasbarrel_new_26.pe +++ b/mods/Arrival/gamedata/particles/semitone/anomalies/zones/thermal/expl_hd_gasbarrel_new_26.pe @@ -1,7 +1,7 @@ [_effect] action_count = 9 flags = 267265 - max_particles = 40 + max_particles = 14 version = 1 [action_0000] diff --git a/mods/Arrival/gamedata/scripts/arrival_environmental_particles.script b/mods/Arrival/gamedata/scripts/arrival_environmental_particles.script index 2095bb980..1712a558b 100644 --- a/mods/Arrival/gamedata/scripts/arrival_environmental_particles.script +++ b/mods/Arrival/gamedata/scripts/arrival_environmental_particles.script @@ -33,7 +33,7 @@ local ray = function(pos, dir, args) return pick end -local snow_particle_foggy = particles_object("semitone\\environmental\\seed1") --set particles to variables +local snow_particle_foggy = particles_object("semitone\\environmental\\seed1") --set particles to variables local snow_particle_foggy1 = particles_object("semitone\\environmental\\seed2") local snow_particle_foggy2 = particles_object("semitone\\environmental\\tree_leaves_stormy") local snow_particle_foggy3 = particles_object("lanforse\\fog_mist") @@ -56,8 +56,8 @@ weather_to_particles = { }, ["w_ccgim_fog"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = false, [snow_particle_foggy3] = false, @@ -69,44 +69,44 @@ weather_to_particles = { [snow_particle_foggy3] = false, }, ["w_clear1"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_clear2"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_cloudy1"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_cloudy2"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_cloudy2_dark"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_cloudy3"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_cloudy4"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, @@ -117,20 +117,20 @@ weather_to_particles = { [snow_particle_foggy3] = false, }, ["w_foggy1"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = false, [snow_particle_foggy3] = false, }, ["w_foggy2"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = false, [snow_particle_foggy3] = false, }, ["w_foggy3"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = false, [snow_particle_foggy3] = false, }, @@ -165,26 +165,26 @@ weather_to_particles = { [snow_particle_foggy3] = false, }, ["w_partly1"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_partly2"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_partly3"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, ["w_partly4"] = { - [snow_particle_foggy] = true, - [snow_particle_foggy1] = true, + [snow_particle_foggy] = false, + [snow_particle_foggy1] = false, [snow_particle_foggy2] = true, [snow_particle_foggy3] = false, }, diff --git a/mods/Arrival/gamedata/scripts/drx_da_main_loadout_mcm.script b/mods/Arrival/gamedata/scripts/drx_da_main_loadout_mcm.script index 6884ce5ff..35c5ed8b9 100644 --- a/mods/Arrival/gamedata/scripts/drx_da_main_loadout_mcm.script +++ b/mods/Arrival/gamedata/scripts/drx_da_main_loadout_mcm.script @@ -3,7 +3,7 @@ local loadouts = new_game_loadout_injector_mcm loadouts.add_item({ section = "detector_anomaly", - points = 10, + points = 150, faction = { "stalker", "dolg", @@ -22,7 +22,7 @@ loadouts.add_item({ loadouts.add_item({ section = "detector_anomaly", - points = 10, + points = 150, faction = { "ecolog", }, diff --git a/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_blowout.ogg b/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_blowout.ogg index 3b68417ed..865ecfb83 100644 --- a/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_blowout.ogg +++ b/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_blowout.ogg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:91b7b82a56b3a0f0c7350c378214e30a6850b507b6e8eebfbd7de928ff3dd49e -size 45645 +oid sha256:48cec2b42d9eff56c04c38558c42d2b0e96b534bb5ab4de2c7baadd692ce0173 +size 54602 diff --git a/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_idle.ogg b/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_idle.ogg index f1c6f2e00..eb74dc70b 100644 --- a/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_idle.ogg +++ b/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_idle.ogg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c464f841c60c9233e5ddb94a1e999edd094837e5158d8ca4dd301163d475e3da -size 39378 +oid sha256:dd7abcaf72fc1a9dcab2c10053b2950944cace665b252d44f2763fe9bfdb24ef +size 676291 diff --git a/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_idle.ogg.bak b/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_idle.ogg.bak new file mode 100644 index 000000000..d2e4302a1 Binary files /dev/null and b/mods/Arrival/gamedata/sounds/semitone/anomalies/electra/electra_idle.ogg.bak differ diff --git a/mods/Arrival/meta.ini b/mods/Arrival/meta.ini index cd58acda1..3b8638d1b 100644 --- a/mods/Arrival/meta.ini +++ b/mods/Arrival/meta.ini @@ -6,7 +6,7 @@ newestVersion= category="-1," nexusFileStatus=1 installationFile=Arrival_13.7z -repository=Nexus +repository= ignoredVersion= comments= notes= diff --git a/mods/Aydin's Grass Tweaks/meta.ini b/mods/Aydin's Grass Tweaks/meta.ini index af7aae6d3..541ee3594 100644 --- a/mods/Aydin's Grass Tweaks/meta.ini +++ b/mods/Aydin's Grass Tweaks/meta.ini @@ -3,7 +3,7 @@ gameName=stalkeranomaly modid=0 version=4.0.0.0 newestVersion= -category="16," +category="4," nexusFileStatus=1 installationFile=Aydins_Grass_Tweaks_4.0.7z repository= diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_mcm_better_stats_bars.xml b/mods/Better Stats Bars/gamedata/configs/text/eng/ui_mcm_better_stats_bars.xml similarity index 100% rename from mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_mcm_better_stats_bars.xml rename to mods/Better Stats Bars/gamedata/configs/text/eng/ui_mcm_better_stats_bars.xml diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_mcm_better_stats_bars.xml b/mods/Better Stats Bars/gamedata/configs/text/rus/ui_mcm_better_stats_bars.xml similarity index 100% rename from mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_mcm_better_stats_bars.xml rename to mods/Better Stats Bars/gamedata/configs/text/rus/ui_mcm_better_stats_bars.xml diff --git a/mods/Better Stats Bars/gamedata/scripts/better_stats_bars_mcm.script b/mods/Better Stats Bars/gamedata/scripts/better_stats_bars_mcm.script new file mode 100644 index 000000000..5fdb641c6 --- /dev/null +++ b/mods/Better Stats Bars/gamedata/scripts/better_stats_bars_mcm.script @@ -0,0 +1,48 @@ +op = { + id = "better_stats_bars", sh = true, gr = { + {id = "banner", type = "slide", text = "ui_mcm_better_stats_bars_title", size = {512, 50}, spacing = 20}, + {id = "positive_color_help", type = "desc", clr = {200, 200, 255, 200}, text = "ui_mcm_better_stats_bars_positive_color_help"}, + {id = "positive_color_a", type = "track", val = 2, min = 0, max = 255, step = 1, def = 255}, + {id = "positive_color_r", type = "track", val = 2, min = 0, max = 255, step = 1, def = 0}, + {id = "positive_color_g", type = "track", val = 2, min = 0, max = 255, step = 1, def = 255}, + {id = "positive_color_b", type = "track", val = 2, min = 0, max = 255, step = 1, def = 0}, + {id = "divider", type = "line"}, + {id = "negative_color_help", type = "desc", clr = {200, 200, 255, 200}, text = "ui_mcm_better_stats_bars_negative_color_help"}, + {id = "negative_color_a", type = "track", val = 2, min = 0, max = 255, step = 1, def = 255}, + {id = "negative_color_r", type = "track", val = 2, min = 0, max = 255, step = 1, def = 255}, + {id = "negative_color_g", type = "track", val = 2, min = 0, max = 255, step = 1, def = 0}, + {id = "negative_color_b", type = "track", val = 2, min = 0, max = 255, step = 1, def = 0}, + {id = "divider", type = "line"}, + {id = "neutral_color_help", type = "desc", clr = {200, 200, 255, 200}, text = "ui_mcm_better_stats_bars_neutral_color_help"}, + {id = "neutral_color_a", type = "track", val = 2, min = 0, max = 255, step = 1, def = 255}, + {id = "neutral_color_r", type = "track", val = 2, min = 0, max = 255, step = 1, def = 100}, + {id = "neutral_color_g", type = "track", val = 2, min = 0, max = 255, step = 1, def = 100}, + {id = "neutral_color_b", type = "track", val = 2, min = 0, max = 255, step = 1, def = 100}, + {id = "divider", type = "line"}, + + {id = "position", type="list", val=0, def="bottom", content={ + {"bottom", "better_stats_bars_position_bottom"}, + {"top", "better_stats_bars_position_top"}, + {"justify", "better_stats_bars_position_justify"}, + }}, + {id = "use_game_values", type="list", val=0, def="max", content={ + {"none", "better_stats_bars_use_game_values_none"}, + {"max", "better_stats_bars_use_game_values_max"}, + {"max_no_mines", "better_stats_bars_use_game_values_max_no_mines"}, + -- {"middle", "better_stats_bars_use_game_values_middle"}, + -- {"median", "better_stats_bars_use_game_values_median"}, + }}, + {id = "arx_compatibility", type = "check", val = 1, def = false}, + {id = "abf_compatibility", type = "check", val = 1, def = false}, + {id = "acid_bar_fix", type = "check", val = 1, def = true}, + {id = "divider", type = "line"}, + + {id = "efp_ui_compatibility", type = "check", val = 1, def = false}, + {id = "gamma_ui_compatibility", type = "check", val = 1, def = false}, + + } +} + +function on_mcm_load() + return op +end diff --git a/mods/Enhanced Graphical User Interface/gamedata/scripts/zz_ui_inventory_better_stats_bars.script b/mods/Better Stats Bars/gamedata/scripts/zz_ui_inventory_better_stats_bars.script similarity index 100% rename from mods/Enhanced Graphical User Interface/gamedata/scripts/zz_ui_inventory_better_stats_bars.script rename to mods/Better Stats Bars/gamedata/scripts/zz_ui_inventory_better_stats_bars.script diff --git a/mods/Better Stats Bars/meta.ini b/mods/Better Stats Bars/meta.ini new file mode 100644 index 000000000..2d300893c --- /dev/null +++ b/mods/Better Stats Bars/meta.ini @@ -0,0 +1,28 @@ +[General] +gameName=stalkeranomaly +modid=0 +version=d2024.3.28.0 +newestVersion= +category="3," +nexusFileStatus=1 +installationFile=Better_Stats_Bars.9.zip +repository=Nexus +ignoredVersion= +comments= +notes= +nexusDescription= +url= +hasCustomURL=false +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-28T07:46:38Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +tracked=0 + +[installedFiles] +1\modid=0 +1\fileid=0 +size=1 diff --git a/mods/Better Stats Bars/readme.txt b/mods/Better Stats Bars/readme.txt new file mode 100644 index 000000000..4af83bd44 --- /dev/null +++ b/mods/Better Stats Bars/readme.txt @@ -0,0 +1,19 @@ +This mod aims to enhance player's resistance statistics bars in inventory menu: + + 1. Displaying bonuses and penalties of each artefact/attachment/pelt when hovering over it. The new bars will be displayed on top of base ones, showing the difference in the stats + + 2. A new way of calculating player's resistance by using actual damage values of all possible game things, with filtering of stuff that will one hit kill you regarding of the protection. (Can be disabled in MCM by the field "Use Game Values") + This option will make bars represent protection against actual game threats (npcs, mutants, anomalies), based on their damage values, elemental types, and also includes corrected behaviour of outfit and helmet protection. + + In this mode: + 1. the 1/3 of the bar usually represents fire, acid and psy fields, weak mutants and pistol caliber firearms. + 2. 2/3 of the bar represents anomaly mines such as electric, gravitational anomalies, burners and acid pools, psy dog attacks, average strength mutants and intermediate firearms. + 3. Full bar represents protection against strongest mines, fields, controller attacks, strongest mutants and high caliber firearms.. + + This is mod agnostic so if you have any mods that changes damages of things, the bars will react accordingly. + + Don't worry if you see the protection on the lowish side even in science outfit, since maximum of the bar is maximum damage possible, filling the bar will make you completely immune to that type of damage. + + 3. The MCM options with all stuff to tweak: colors of bars, position of them relative to base, compatibility with EFP, GAMMA UIs and compatibility with ARX for more correct display of stats + + \ No newline at end of file diff --git a/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/antirad.anm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/antirad.anm similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/antirad.anm.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/antirad.anm diff --git a/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/antirad_use.anm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/antirad_use.anm similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/antirad_use.anm.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/antirad_use.anm diff --git a/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/apteka.anm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/apteka.anm similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/apteka.anm.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/apteka.anm diff --git a/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/bandage.anm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/bandage.anm similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/bandage.anm.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/bandage.anm diff --git a/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/medkit_exo.anm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/medkit_exo.anm similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/medkit_exo.anm.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/medkit_exo.anm diff --git a/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/morphine_cam_anim.anm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/morphine_cam_anim.anm similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/morphine_cam_anim.anm.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/morphine_cam_anim.anm diff --git a/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/rad.anm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/rad.anm similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/rad.anm.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/anims/itemuse_anm_effects/rad.anm diff --git a/mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/ea_addon_exo.ltx.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/ea_addon_exo.ltx similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/ea_addon_exo.ltx.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/ea_addon_exo.ltx diff --git a/mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/items_anm_exo.ltx.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/items_anm_exo.ltx similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/items_anm_exo.ltx.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/items_anm_exo.ltx diff --git a/mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/mod_animations_settings_othermeds_bhsro.ltx.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/mod_animations_settings_othermeds_bhsro.ltx similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/mod_animations_settings_othermeds_bhsro.ltx.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/configs/items/items/mod_animations_settings_othermeds_bhsro.ltx diff --git a/mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_bints_bhsro.ltx.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_bints_bhsro.ltx similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_bints_bhsro.ltx.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_bints_bhsro.ltx diff --git a/mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_injectors_bhsro.ltx.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_injectors_bhsro.ltx similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_injectors_bhsro.ltx.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_injectors_bhsro.ltx diff --git a/mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_medkits_bhsro.ltx.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_medkits_bhsro.ltx similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_medkits_bhsro.ltx.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/configs/mod_system_anims_medkits_bhsro.ltx diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/antiradobject.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/antiradobject.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/antiradobject.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/antiradobject.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/bintobject.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/bintobject.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/bintobject.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/bintobject.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/medobject.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/medobject.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/medobject.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_animation/medobject.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/antiradhands.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/antiradhands.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/antiradhands.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/antiradhands.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/binthands.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/binthands.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/binthands.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/binthands.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/hud_hand_morphine_anim.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/hud_hand_morphine_anim.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/hud_hand_morphine_anim.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/hud_hand_morphine_anim.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/medhands.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/medhands.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/medhands.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/medhands.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/medkitexohands.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/medkitexohands.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/medkitexohands.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/anomaly_weapons/hud_hands_animation/medkitexohands.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/aptechki/medkit_hud.ogf b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/aptechki/medkit_hud.ogf new file mode 100644 index 000000000..abc7d99d1 --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/aptechki/medkit_hud.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0e21f5a6297bce6177609b75b4659af00feafa9e9d16284571ded2567d77ba9d +size 62015 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/aptechki/medkit_hud.ogf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/aptechki/medkit_hud.ogf.mohidden deleted file mode 100644 index 840112edc..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/aptechki/medkit_hud.ogf.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/bints/bandage_hud.ogf b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/bints/bandage_hud.ogf new file mode 100644 index 000000000..9969abd3b --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/bints/bandage_hud.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ac4fa60361eb008ebe26505d27d32dcc8ecf6494ca24bfa9c6214cfeeedb7bd0 +size 89851 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/bints/bandage_hud.ogf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/bints/bandage_hud.ogf.mohidden deleted file mode 100644 index 2d6d249fe..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/bints/bandage_hud.ogf.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.ogf b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.ogf new file mode 100644 index 000000000..f866d8889 --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b8c28c76f7fcc5b035fde83f01de46fc80dbf0ea5249058ae743024bee96c3aa +size 9160 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.ogf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.ogf.mohidden deleted file mode 100644 index 97d37e230..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.ogf.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.omf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.omf similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.omf.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/exo_anims/medkitexoobject.omf diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/injectors/antirad.ogf b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/injectors/antirad.ogf new file mode 100644 index 000000000..88ccded4e --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/injectors/antirad.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:073bdfb0b7e13b56457977545201aeeb73e30341799ee3068900df3ce774e43c +size 239593 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/injectors/antirad.ogf.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/injectors/antirad.ogf.mohidden deleted file mode 100644 index a8baf03fd..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/meshes/dynamics/injectors/antirad.ogf.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/scripts/enhanced_animations.script.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/scripts/enhanced_animations.script similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/scripts/enhanced_animations.script.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/scripts/enhanced_animations.script diff --git a/mods/Body Health System Realistic Overhaul/gamedata/scripts/enhanced_animations_mcm.script.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/scripts/enhanced_animations_mcm.script similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/scripts/enhanced_animations_mcm.script.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/scripts/enhanced_animations_mcm.script diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/model_exohealth.ps.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/model_exohealth.ps similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/model_exohealth.ps.mohidden rename to mods/Body Health System Realistic 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Overhaul/gamedata/shaders/r1/models_exoscreen01.s similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/models_exoscreen01.s.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/models_exoscreen01.s diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/models_selflight_det2.s.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/models_selflight_det2.s similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/models_selflight_det2.s.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/models_selflight_det2.s diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/shared/common.h.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/shared/common.h similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/shared/common.h.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r1/shared/common.h diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/model_exohealth.ps.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/model_exohealth.ps similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/model_exohealth.ps.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/model_exohealth.ps diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/model_exoscreen.ps.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/model_exoscreen.ps similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/model_exoscreen.ps.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/model_exoscreen.ps diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_exohealth.s.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_exohealth.s similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_exohealth.s.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_exohealth.s diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_exoscreen01.s.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_exoscreen01.s similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_exoscreen01.s.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_exoscreen01.s diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_selflight_det2.s.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_selflight_det2.s similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_selflight_det2.s.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r2/models_selflight_det2.s diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/model_exohealth.ps.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/model_exohealth.ps similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/model_exohealth.ps.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/model_exohealth.ps diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/model_exoscreen.ps.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/model_exoscreen.ps similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/model_exoscreen.ps.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/model_exoscreen.ps diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_exohealth.s.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_exohealth.s similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_exohealth.s.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_exohealth.s diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_exoscreen01.s.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_exoscreen01.s similarity index 100% rename from mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_exoscreen01.s.mohidden rename to mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_exoscreen01.s diff --git a/mods/Body Health System Realistic Overhaul/gamedata/shaders/r3/models_selflight_det2.s.mohidden b/mods/Body Health System 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Overhaul/gamedata/textures/usable_items/bints/item_bandage_bump.thm.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.dds b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.dds new file mode 100644 index 000000000..33cc74191 --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e96a15155413d5efaa47a296eaa015f10f2907330b68d86c94bf888b0d4643e5 +size 1398256 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.dds.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.dds.mohidden deleted file mode 100644 index bbbf76abf..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.dds.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.thm b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.thm new file mode 100644 index 000000000..ec01054dc --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.thm @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f14a6207cd0f2dcd2ad7199771f8a2fffbd7a1b9200905172f1af52047959fc1 +size 161 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.thm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.thm.mohidden deleted file mode 100644 index c0a675eac..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector.thm.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump#.dds b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump#.dds new file mode 100644 index 000000000..5a20bed0f --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump#.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:eca7c846434ddca1f0f8c96e12151951ea3148fbe4788833feacdec599dc4aa5 +size 1398256 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump#.dds.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump#.dds.mohidden deleted file mode 100644 index 5f829528f..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump#.dds.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.dds b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.dds new file mode 100644 index 000000000..c4a92a2f8 --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:56c5b51fb9de6a710cc128cf9ad7068fb06d6628aac8fcfd89d48a3cc79128aa +size 1398256 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.dds.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.dds.mohidden deleted file mode 100644 index 74b109d8c..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.dds.mohidden and /dev/null differ diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.thm b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.thm new file mode 100644 index 000000000..fa34ec4a7 --- /dev/null +++ b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.thm @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ceb6733aa7fa6f6f0ca937445c18be4e65af7660b661d221450ca74207c2876e +size 161 diff --git a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.thm.mohidden b/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.thm.mohidden deleted file mode 100644 index f9d9a411c..000000000 Binary files a/mods/Body Health System Realistic Overhaul/gamedata/textures/usable_items/injectors/antirad/item_injector_bump.thm.mohidden and /dev/null differ diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_dialog_fov_mcm.xml b/mods/Dialog Dynamic UI/gamedata/configs/text/eng/ui_st_dialog_fov_mcm.xml similarity index 100% rename from mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_dialog_fov_mcm.xml rename to mods/Dialog Dynamic UI/gamedata/configs/text/eng/ui_st_dialog_fov_mcm.xml diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_dialog_fov_mcm.xml b/mods/Dialog Dynamic UI/gamedata/configs/text/rus/ui_st_dialog_fov_mcm.xml similarity index 100% rename from mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_dialog_fov_mcm.xml rename to mods/Dialog Dynamic UI/gamedata/configs/text/rus/ui_st_dialog_fov_mcm.xml diff --git a/mods/Dialog Dynamic UI/gamedata/configs/ui/talk.xml b/mods/Dialog Dynamic UI/gamedata/configs/ui/talk.xml new file mode 100644 index 000000000..8ce0105a6 --- /dev/null +++ b/mods/Dialog Dynamic UI/gamedata/configs/ui/talk.xml @@ -0,0 +1,88 @@ + + +
+ + ui_inGame2_dialog_main_window + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
diff --git a/mods/Dialog Dynamic UI/gamedata/configs/ui/talk_16.xml b/mods/Dialog Dynamic UI/gamedata/configs/ui/talk_16.xml new file mode 100644 index 000000000..73cfeac2a --- /dev/null +++ b/mods/Dialog Dynamic UI/gamedata/configs/ui/talk_16.xml @@ -0,0 +1,88 @@ + +
+ + ui_inGame2_dialog_main_window + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
diff --git a/mods/Enhanced Graphical User Interface/gamedata/scripts/dialog_fov.script b/mods/Dialog Dynamic UI/gamedata/scripts/dialog_fov.script similarity index 93% rename from mods/Enhanced Graphical User Interface/gamedata/scripts/dialog_fov.script rename to mods/Dialog Dynamic UI/gamedata/scripts/dialog_fov.script index 14d23e88b..0e12bee35 100644 --- a/mods/Enhanced Graphical User Interface/gamedata/scripts/dialog_fov.script +++ b/mods/Dialog Dynamic UI/gamedata/scripts/dialog_fov.script @@ -156,21 +156,23 @@ local saved_dist local saved_rotate -- Get NPC actor talks to -function on_key_press(key) - if db.actor and db.actor:alive() then - local bind = dik_to_bind(key) - if (bind == key_bindings.kUSE) then - local npc = level.get_target_obj() or nil - if npc then - if IsStalker(npc) or special_characters[npc:section()] then - if npc:alive() and npc:is_talk_enabled() then - saved_npc = npc - saved_dist = math.max(1, device().cam_pos:distance_to(utils_obj.safe_bone_pos(saved_npc, "bip01_head")) - 0.2) - end - end - end - end +function valid_npc(npc) + return npc and (special_characters[npc:section()] or IsStalker(npc) and npc:alive() and npc:is_talking() and npc:id() ~= AC_ID) +end + +function GetTalkingNpc() + local npc = get_speaker() + if valid_npc(npc) then + return npc end + + -- for i=1, #db.OnlineStalkers do + -- local st = db.storage[db.OnlineStalkers[i]] + -- local npc = st and st.object or level.object_by_id(db.OnlineStalkers[i]) + -- if valid_npc(npc) then + -- return npc + -- end + -- end end -- Move camera so the npc is in the left @@ -233,6 +235,8 @@ end function GUI_on_show(name) if name == "Dialog" then + saved_npc = GetTalkingNpc() + saved_dist = saved_npc and math.max(1, device().cam_pos:distance_to(utils_obj.safe_bone_pos(saved_npc, "bip01_head")) - 0.2) if settings.zoom_fov_enabled then saved_fov = zoom_fov_active and saved_fov or get_console_cmd(2, "fov") local new_fov = math.min(settings.min_zoom_fov, saved_fov / settings.zoom_fov_modifier) @@ -296,6 +300,7 @@ function reset_fov() exec_console_cmd("fov " .. saved_fov) exec_console_cmd("hud_fov " .. saved_hud_fov) saved_fov = nil + saved_hud_fov = nil end function reset(soft_fov) @@ -344,7 +349,6 @@ end function switch_mod(enable) local funcs = { - {"on_key_press", on_key_press}, {"GUI_on_show", GUI_on_show}, {"GUI_on_hide", GUI_on_hide}, {"actor_on_net_destroy", hard_reset}, diff --git a/mods/Enhanced Graphical User Interface/gamedata/scripts/dialog_fov_mcm.script b/mods/Dialog Dynamic UI/gamedata/scripts/dialog_fov_mcm.script similarity index 100% rename from mods/Enhanced Graphical User Interface/gamedata/scripts/dialog_fov_mcm.script rename to mods/Dialog Dynamic UI/gamedata/scripts/dialog_fov_mcm.script diff --git a/mods/Dialog Dynamic UI/meta.ini b/mods/Dialog Dynamic UI/meta.ini new file mode 100644 index 000000000..299cffaed --- /dev/null +++ b/mods/Dialog Dynamic UI/meta.ini @@ -0,0 +1,28 @@ +[General] +gameName=stalkeranomaly +modid=0 +version=d2024.3.28.0 +newestVersion= +category="3," +nexusFileStatus=1 +installationFile=Dialog_Dynamic_UI.4.zip +repository= +ignoredVersion= +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-28T08:58:14Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +tracked=0 + +[installedFiles] +1\modid=0 +1\fileid=0 +size=1 diff --git a/mods/Divergent - Deprecated Addons_separator/meta.ini b/mods/Divergent - Deprecated Addons_separator/meta.ini new file mode 100644 index 000000000..0d1e6c569 --- /dev/null +++ b/mods/Divergent - Deprecated Addons_separator/meta.ini @@ -0,0 +1,26 @@ +[General] +modid=0 +version= +newestVersion= +category="-1," +installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-28T09:10:22Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 + +[installedFiles] +size=0 diff --git a/mods/DynaHUD/gamedata/bhs.fomod b/mods/DynaHUD/gamedata/bhs.fomod deleted file mode 100644 index e69de29bb..000000000 diff --git a/mods/DynaHUD/gamedata/configs/text/eng/ui_st_dynahud.xml b/mods/DynaHUD/gamedata/configs/text/eng/ui_st_dynahud.xml deleted file mode 100644 index 881df74c3..000000000 --- a/mods/DynaHUD/gamedata/configs/text/eng/ui_st_dynahud.xml +++ /dev/null @@ -1,801 +0,0 @@ - - - - - - - Dynahud - - - - - - General - - - - Dynahud - - - - Welcome to the Dynahud mod. With this mod you will be able to enjoy a fully dynamic hud that will react to the player's vitals and actions. Freeing you from managing the HUD and helping you to achieve your preferred level of immersion while playing the game - - - - Explore each menu from the left to configure each respective module of Dynahud - - - - Some modules require the original hud mod for Dynahud to being able to control it and configuration to be effective - - - - Remember, most options have tooltips that display further help - - - - Thanks for using Dynahud and once again enjoy. Don't forget to leave feedback - - - - - Dynahud Notifications - - - - Dynahud will notify of certain events, BHS mode changes and when you disable some of its features here. It's recommended to keep them on at first as they will help you understand how Dynahud is controlling the different hud modules - - - - Enable Notifications - - - - Disable notifications if you don't want to be notified by the Dynahud. Not recommended at first - - - - - - Dynamic Main Hud - - - - Dynamic Main Hud - - - - When the Dynamic Main Hud is enabled, parts of the main hud (health bar, psy bar and power bar) will be hidden automatically if their value is above a certain threshold - - - - Enable Dynamic Main Hud - - - - When you enable the Dynamic Main Hud, parts of the main hud will autohide according to certain conditions set below - - - - Minimum health value (1 is 100%) for the health bar to never autohide - - - - Whenever the player health changes (damage or healing) the health bar will become visible, however below this threshold it will never autohide - - - - Time in seconds for the health bar to autohide - - - - If the health value is stable and is not below the minimum threshold it will autohide after this many seconds - - - - Minimum power value (1 is 100%) for the power bar to become visible - - - - When the player power drops below this threshold it will become visible, otherwise it will stay hidden - - - - Minimum psy value (1 is 100%) for the psy bar to become visible - - - - When the player psy drops below this threshold it will become visible, otherwise it will stay hidden. Keep this value high (0.9 is recommended) as the psy bar can drop significantly fast - - - - Time in seconds for the main hud background to autohide - - - - If all player's vitals bars (health, rad, stamina, psy) are hidden the main hud background will disappear after this timeout. Set it to max to disable the autohide - - - - Enable Preview Vitals - - - - Whenever your main hud background is displayed, all player vitals are also displayed for preview (health, stamina, psy). After the preview time will expire (configurable) the vitals will be autohidden - - - - Time in seconds for the preview time to end - - - - After the preview time will expire (configurable) the vitals will be autohidden using the thresholds and rules above - - - - - - Dynamic Status Icons Hud - - - - Dynamic Status Icons Hud - - - - When the Dynamic Status Icons Hud is enabled, status icons will autohide after a certain time once the Main Hud is hidden - - - - Whenever an item is used, inventory opened or the Main Hud is displayed the icons hud is shown again. You can also enable a preview timer that will show the status icons hud every once in a while - - - - Additionally, the status icons hud is dynamically moved according to the main hud status. If the main hud is hidden, the status icons hud will take its place, if the main hud is visible then status icons hud will be moved to its right. A Dynahud reskin however does not make use of this automatism - - - - Enable Dynamic Status Icons Hud - - - - When the Dynamic Status Icons Hud is enabled the status icons will hide after a while once the main hud is hidden - - - - Time in seconds for the Status Icons Hud to autohide - - - - Once the main hud is hidden, after this time is passed, the status icons hud will autohide as well - - - - Preview Status Hud - - - - When the preview is enabled, the status icons hud will be shown after a while and then hidden again after the preview time (configurable) expires - - - - Time in seconds for the Preview Status Hud to show up - - - - Once hidden, the status icons hud will be automatically shown after this time has passed. When that happens, the preview activates showing the status icons hud briefly - - - - Time in seconds for the Preview Status Hud to last - - - - When this time expires the status icons hud will be hidden again thus ending the status icons preview - - - - Show Preview on Inventory closing - - - - When the inventory is closed a preview of the status icons is shown - - - - Show Icon's Timers - - - - Show timers on status icons if both [AltIcons] and [Hud Icons Time] mods are available - - - - Show timers only on expiring status icons - - - - Show timers on status icons only when the timer is lower than this many seconds (set to 0 for always showing the timers). Beware, this value also define the expiring status of an icon. Expiring icons will be always shown - - - - Status Icons Position Adjustment - - - - You can adjust the position of the status icons when the main hud is hidden and when - is visible. You can also increase their size or reduce it under the same main hud - conditions - - - - XY Multiply by - - - - Multiplies the values set below. Use these factors if you use hight relosutions, to - help you position the icons more easily - - - - X position main hud on - - - - Translates the status icons from this hud default position. Negative value moves it to - the left, positives ones to the right. This only applies when the Main Hud is visible - - - - Y position main hud on - - - - Translates the status icons from this hud default position. Negative value moves it - up, positives ones down. This only applies when the Main Hud is visible - - - - Size main hud on - - - - Change the size of the status icons. Negative values reduce it, positive increase it. - This only applies when the Main Hud is visible - - - - Icons spacing main hud on - - - - Increase the space between the icons. - This only applies when the Main Hud is visible - - - - X position main hud off - - - - Translates the status icons from this hud default position. Negative value moves it to - the left, positives ones to the right. This only applies when the Main Hud is hidden - - - - Y position main hud off - - - - Translates the status icons from this hud default position. Negative value moves it - up, positives ones down. This only applies when the Main Hud is hidden - - - - Size main hud off - - - - Change the size of the status icons. Negative values reduce it, positive increase it. - This only applies when the Main Hud is hidden - - - - Icons spacing main hud off - - - - Increase the space between the icons. - This only applies when the Main Hud is hidden - - - - - - Dynamic Weapon Hud - - - - Dynamic Weapon Hud - - - - When the Dynamic Weapon Hud is enabled, the ammo counter and ammo icon, when visible, are hidden automatically after a certain time. You can configure this time period - - - - Whenever you fire, aim, reload or ammocheck the Weapon Hud will be displayed again - - - - Enable Dynamic Weapon Hud - - - - When you enable the Dynamic Weapon Hud, the ammo counter and ammo icon will hide automatically after a timeout, with becoming visible again after performing certain actions - - - - Time in seconds for the Weapon Hud to autohide - - - - Time in seconds after which the ammo counter and ammo icon will hide again if not firing. Firing will resets this timeout - - - - Show Weapon Hud when aiming with a weapon - - - - Quick hide the Weapon Hud as soon as you stop aiming - - - - When you stop aiming the Weapon Hud is quickly hidden instead of waiting for the autohide timeout - - - - Show Weapon Hud when reloading a weapon - - - - Show Weapon Hud when checking a weapon ammo - - - - - - Dynamic Companion Hud - - - - Dynamic Companion Hud - - - - When the Dynamic Companion Hud is enabled, the companion hud will be hidden if all your companions are out of combat and it will be shown if any companion is in combat - - - - However if any of your companion is assigned the Ignore Combat comand, the ui is shown regardless. This to prevent helpless companions getting attacked without you realizing - - - - Additionally, if any of your companion is too far behind (safe distance configurable below), the ui is displayed regardless of their combat state. This is to inform you if some companion might get stucked or immobilized - - - - Be aware that taking certain tasks, like the Search and Reque mission, it will add NPC to your squad of companions even if though he is not visible in the companion hud until he resqued. This means the companion hud might become visible because of this far away NPC - - - - You can eventually disable the safe distance check (see below) to avoid the companion hud to be always visible when taking these missions, but also when you "park" your companions at the base or somewhere else and decide go on your own - - - - Lastly, when companion ui is hidden, holding the Companion Wheel key will show the companion hud briefly (prevew time configurable) - - - - Enable Dynamic Companion Hud - - - - If you disable Dynamic Companion Hud the hud will be always visible once again - - - - Check companion distance as danger condition - - - - If enabled, the distance of a companion is also used to decide whether show or hide its hud - - - - Companion Safe Distance - - - - If a companion is outside the safe distance (meters) the companion ui is shown - - - - Time in seconds for the preview Companion Hud to last - - - - When this time expires the Companion Hud will be hidden again, if not companion are in combat, ending the Companion Hud preview - - - - - - Dynamic BHS Hud - - - Dynamic BHS Hud - - - - When the Dynamic BHS Hud is enabled, the BHS Hud will stay hidden as long as limbs are fully healed. If any of the limbs sustain damage the BHS Hud will be displayed on screen - - - - When all limbs are again fully healed (white heals) then it will autohide - - - - BHS Hud will always be displayed when opening the inventory regardless of limbs condition - - - - Hold H to temporarily dismiss the BHS Hud when you have suffered an injury to your limbs. The BHS Hud will appear again after a certain time to reminds you of your standing injuries. You can configure this time or set it to MAX and make the dismiss permanent until the next injury - - - - Press H to switch bewteen the Dynamic BHS modes. When the Dynamic BHS is off the BHS Hud will never autohide and it will stay visible. Press H again to let the BHS Hud autohide. This is different from completely disabling the Dynamic BHS with the option below - - - - Enable Dynamic BHS - - - - If you disable the Dynamic BHS, the BHS Hud will behave as per Body Health System mod. Pressing H will toggles all its legacy modes - - - - Time in seconds for the BHS to autohide when no limbs are broken - - - - Once the limbs are fully healed, the BHS Hud will autohide after this many seconds - - - - Time in minutes for the BHS Hud to appear again after being dismissed - - - - When you dismiss an injury, the BHS will become visible after this time to remind you that you have a standing injury that needs to be healed. You cannot dismiss injuries below a certain level. Set it to MAX to make the dismiss permanent until next injury instead - - - - Force dismiss on serious injuries - - - - Enable to dismiss the BHS hud event even when you have standing serious injuries - - - - Install Dynahud with the BHS patch option (standalone or GAMMA) and the Body Health System mod installed in Anomaly to configure this module - - - - Dismiss BHS Hud on map and game load - - - - The BHS Hud will be automatically dismissed when loading into a new map or a game - - - - Always hide the BHS Hud - - - - The BHS Hud will stay always hidden and show up only when opening the inventory - - - - - - Dynamic Minimap - - - - Dynamic Minimap - - - - When you enable the Dynamic Minimap, equipping a weapon will autohide the minimap. Unequipping the weapon, the minimap will be shown again - - - - Equipping a binocular or both a detector, glowstick with a pistol or any 1-hand weapon will not hide the minimap - - - - When in equip mode the minimap stays hidden even if you swap weapons. If you use Minimap Toggle mod, you can still toggle temporarily the minimap on when in the equip mode. This can be useful in seldom cases when you need both weapon and minimap available - - - - You can also control the behaviour of the minimap when lowering a weapon or sprinting with one - - - - Enable Dynamic Minimap - - - - When the dynamic minimap is enabled, the minimap toggle key still works as normal. When the dynamic minimap is disabled, you can only use the toggle key to hide it - - - - You can further customize the dynamic minimap with these toggles - - - - Hide minimap on Equip - - - - Turn off if you don't want to automatically hide the minimap when you equip a weapon - - - - Show minimap on Unequip - - - - Disable if you don't want to automatically show the minimap when you holster the weapon - - - - Time in seconds for the minimap to be shown after unequipping a weapon - - - - Time in seconds for the minimap to become visible after unequipping the last weapon - - - - Show minimap when lowering the weapon - - - - Turn this on if you want to automatically show the minimap when you lower the weapon. The minimap will hide as soon as you raise the weapon. You can configure the timeout by wich the minimap will show - - - - Show minimap when sprinting - - - - Turn this on if you want to automatically show the minimap when you sprint with a weapon in hand. This feature will always hide the minimap at the end of the sprint - - - - Time in seconds for the minimap to be shown after initiating a sprint - - - - Once you start sprinting the minimap will show up only after this time spent on while sprinting. Set to zero to show the minimap instantaneously - - - - Time in seconds for the minimap to hide after ending a sprint - - - - As you end sprinting, the minimap will autohide only after this time pass. Set to zero to hide the minimap instantaneously. BEST: Adjust accordignly to the initiating sprint timeout - - - - - - Dynamic Magazine Hud - - - - Dynamic Magazine Hud - - - - Manage your Magazine Hud, showing only the magazine information when necessary and auto hiding them when not - - - - Enable Dynamic Magazine Hud - - - - When you enable Dynamic Magazine Hud, the Magazine hud will be off unless you reload or use ammo check - - - - Show on reload - - - - Show on ammo check - - - - Time in seconds for the magazine hud to autohide after a reload or ammo check - - - - Enable Dynamic Weapon check Hud - - - - If the FiremodeCheck mod is installed, whenever you do an ammo check you do a firemode check also. You still have to use the Firemode hotkey to switch between firemodes - - - - Install Dynahud with a Magazines hud option and the Anomaly Magazines mod installed in Anomaly to configure this module - - - - - - Dynamic Main Hud Enabled - - - - Dynamic Main Hud Disabled - - - - Main Hud is On - - - - Main Hud is Off - - - - Dynamic BHS Hud is On - - - - Dynamic BHS Hud is Off - - - - Dynamic BHS Hud Enabled - - - - Dynamic BHS Hud Disabled - - - - Dynamic Minimap Enabled - - - - Dynamic Minimap Disabled - - - - Minimap global preference has been changed to visible - - - - Minimap global preference has been changed to hidden - - - - Minimap global preference has been changed to auto - - - - BHS Hud injury dismissed - - - - BHS Hud cannot be dismissed, you are seriously injured - - - - Dynamic BHS Hud is Off. Dismiss not allowed - - - - No standing injuries, the BHS Hud will stay hidden until next new injury - - - - You are injuried! Hold H to dismiss/hide the BHS hud and ignore this injury alert briefly. Heal fully to hide forever - - - - The BHS hud will be always visible from now on. Press H to turn the BHS Hud dynamic - - - - - - Dynamic Cold System - - - - Dynamic Cold System - - - - When the Dynamic Cold System is enabled, the Cold Hud will stay hidden as long as the cold value does not cross the safety threshold - - - - Above the safety threshold the Cold Hud will be shown for few seconds and hidden again until the cold cross next breakpoint value. The cold breakpoint value increment can be configured below - - - - When your cold level is decreasing the Cold Hud turns in recovery mode and is shown and always on. For instance when near a campfire. When the cold start increasing the Cold Hud turn into dynamic mode again - - - - Enable Dynamic Cold System Hud - - - - When you enable the Dynamic Cold System, the cold hud will show up according to certain conditions set below - - - - The safe threshold after which the Dynamic Cold Hud becames active - - - - When the cold cross this threshold, the Cold System will start to notify you by showing the Cold Hud periodically. As long as the cold stays below this value the Cold Hud stays hidden. \n - \n 600 is the Cold System default value for the safe threshold after which fever can occur - - - - The critical threshold after which the Cold Hud is always on - - - - When the cold cross this threshold, the Cold Hud is always displayed unless the cold drops again below the critical threshold\n - \n 1800 is the Cold System default value for the critical threshold after which frostbite will occur - - - - The cold breakpoint increment value - - - - When the cold is above the safe threshold the Cold Hud will periodically showup when the cold reach these step increments (e.g. if safe threshold is 600 and breakpoint is 200, the Cold Hud will showup at each of these cold values: 800, 1000, 1200, etc) - - - - Show Cold System Hud when recovering from cold - - - - If enabled, whenever the cold level is decreasing the Cold Hud stays always on. For instance when near a campfire - - - - You need to install the Cold System mod in order to configure the Dynamic Cold System Hud - - - \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/configs/text/rus/ui_st_dynahud.xml b/mods/DynaHUD/gamedata/configs/text/rus/ui_st_dynahud.xml deleted file mode 100644 index 408518451..000000000 --- a/mods/DynaHUD/gamedata/configs/text/rus/ui_st_dynahud.xml +++ /dev/null @@ -1,730 +0,0 @@ - - - - - - - Äèíàìè÷åñêèé Èíòåðôåéñ - - - - - - Îáùèå - - - - Äèíàìè÷åñêèé Èíòåðôåéñ - - - - Äîáðî ïîæàëîâàòü â ìîä Dynamic Hud. Ñ ïîìîùüþ ýòîãî ìîäà âû ñìîæåòå íàñëàæäàòüñÿ ïîëíîñòüþ äèíàìè÷åñêèì èíòåðôåéñîì, êîòîðûé áóäåò ðåàãèðîâàòü íà ñîñòîÿíèå çäîðîâüÿ è äåéñòâèÿ èãðîêà. Îñâîáîäèâ âàñ îò óïðàâëåíèÿ HUD è ïîìîãàÿ äîñòè÷ü æåëàåìîãî óðîâíÿ ïîãðóæåíèÿ â èãðó - - - - Èññëåäóéòå êàæäîå ìåíþ ñëåâà, ÷òîáû íàñòðîèòü êàæäûé ñîîòâåòñòâóþùèé ìîäóëü Dynamic Hud - - - - Íåêîòîðûå ìîäóëè òðåáóþò îðèãèíàëüíîãî ìîäà HUD äëÿ òîãî, ÷òîáû Dynamic Hud èìåë âîçìîæíîñòü óïðàâëÿòü èìè è ÷òîáû êîíôèãóðàöèÿ áûëà ýôôåêòèâíîé - - - - Ïîìíèòå, ÷òî áîëüøèíñòâî îïöèé èìåþò âñïëûâàþùèå ïîäñêàçêè, êîòîðûå îòîáðàæàþò äîïîëíèòåëüíóþ èíôîðìàöèþ - - - - Ñïàñèáî çà èñïîëüçîâàíèå Dynamic Hud è åùå ðàç íàñëàæäàéòåñü èãðîé. Íå çàáóäüòå îñòàâèòü îòçûâ - - - - - Äèíàìè÷åñêèå Óâåäîìëåíèÿ - - - - Dynamic HUD áóäåò óâåäîìëÿòü îá îïðåäåëåííûõ ñîáûòèÿõ, èçìåíåíèÿõ ðåæèìà BHS è î âûêëþ÷åíèè íåêîòîðûõ åãî ôóíêöèé çäåñü. Ðåêîìåíäóåòñÿ îñòàâèòü èõ âêëþ÷åííûìè â íà÷àëå, òàê êàê îíè ïîìîãóò âàì ïîíÿòü, êàê Dynamic Hud óïðàâëÿåò ðàçëè÷íûìè ìîäóëÿìè HUD - - - - Âêëþ÷èòü Óâåäîìëåíèÿ - - - - Îòêëþ÷èòå óâåäîìëåíèÿ, åñëè íå õîòèòå ïîëó÷àòü óâåäîìëåíèÿ îò Dynamic Hud. Íå ðåêîìåíäóåòñÿ îòêëþ÷àòü èõ âíà÷àëå - - - - - - Äèíàìè÷åñêèé HUD - - - - Äèíàìè÷åñêèé HUD - - - - Êîãäà âêëþ÷åí Äèíàìè÷åñêèé HUD, ÷àñòè îñíîâíîãî èíòåðôåéñà (ïîëîñêà çäîðîâüÿ, ïîëîñêà ïñè-çäîðîâüÿ è ïîëîñêà ýíåðãèè) áóäóò àâòîìàòè÷åñêè ñêðûâàòüñÿ, åñëè èõ çíà÷åíèå ïðåâûøàåò îïðåäåëåííûé ïîðîã - - - - Âêëþ÷èòü Äèíàìè÷åñêèé Hud - - - - Êîãäà âêëþ÷åí Äèíàìè÷åñêèé Hud, ÷àñòè îñíîâíîãî èíòåðôåéñà áóäóò àâòîìàòè÷åñêè ñêðûâàòüñÿ â ñîîòâåòñòâèè ñ îïðåäåëåííûìè óñëîâèÿìè, óñòàíîâëåííûìè íèæå - - - - Ìèíèìàëüíîå çíà÷åíèå çäîðîâüÿ (1 - 100%), ïðè êîòîðîì ïîëîñêà çäîðîâüÿ íå áóäåò ñêðûâàòüñÿ - - - - Êîãäà çíà÷åíèå çäîðîâüÿ èãðîêà ìåíÿåòñÿ (ïîëó÷åíèå óðîíà èëè èñöåëåíèå), ïîëîñêà çäîðîâüÿ ñòàíîâèòñÿ âèäèìîé, íî îíà íèêîãäà íå áóäåò àâòîìàòè÷åñêè ñêðûâàòüñÿ ïðè çíà÷åíèè çäîðîâüÿ íèæå ýòîãî ïîðîãà - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå ïîëîñêà çäîðîâüÿ àâòîìàòè÷åñêè ñêðîåòñÿ - - - - Åñëè çíà÷åíèå çäîðîâüÿ ñòàáèëüíî è íå îïóñêàåòñÿ íèæå ìèíèìàëüíîãî ïîðîãà, òî ïîëîñêà çäîðîâüÿ àâòîìàòè÷åñêè ñêðîåòñÿ ÷åðåç óêàçàííîå êîëè÷åñòâî ñåêóíä - - - - Ìèíèìàëüíîå çíà÷åíèå âûíîñëèâîñòè (1 - 100%), ïðè êîòîðîì ïîëîñêà âûíîñëèâîñòè ñòàíîâèòñÿ âèäèìîé - - - - Êîãäà çíà÷åíèå âûíîñëèâîñòè èãðîêà îïóñêàåòñÿ íèæå ýòîãî ïîðîãà, ïîëîñêà âûíîñëèâîñòè ñòàíåò âèäèìîé, â ïðîòèâíîì ñëó÷àå îíà îñòàíåòñÿ ñêðûòîé - - - - Ìèíèìàëüíîå çíà÷åíèå ïñè-çäîðîâüÿ (1 - 100%), ïðè êîòîðîì ïîëîñêà ïñè-çäîðîâüÿ ñòàíîâèòñÿ âèäèìîé - - - - Åñëè óðîâåíü ïñè-çäîðîâüÿ èãðîêà îïóñêàåòñÿ íèæå ýòîãî ïîðîãà, ïîëîñêà ïñè-çäîðîâüÿ ñòàíåò âèäèìîé, â ïðîòèâíîì ñëó÷àå îíà îñòàíåòñÿ ñêðûòîé. Îñòàâüòå ýòî çíà÷åíèå âûñîêèì (0,9 ðåêîìåíäóåòñÿ), òàê êàê øêàëà ïñè-çäîðîâüÿ ìîæåò áûñòðî óìåíüøàòüñÿ - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå ôîí Îñíîâíîãî HUD àâòîìàòè÷åñêè ñêðûâàåòñÿ - - - - Åñëè âñå ïîêàçàòåëè èãðîêà (çäîðîâüå, ðàäèàöèÿ, âûíîñëèâîñòü, ïñè) ñêðûòû, ôîí Îñíîâíîãî HUD èñ÷åçíåò ÷åðåç óêàçàííîå âðåìÿ. Óñòàíîâèòå íà ìàêñèìóì, ÷òîáû îòêëþ÷èòü àâòîìàòè÷åñêîå ñêðûòèå - - - - Âêëþ÷èòü Ïðåäïðîñìîòð Ïîêàçàòåëåé - - - - Êîãäà ôîí Îñíîâíîãî HUD îòîáðàæàåòñÿ, âñå ïîêàçàòåëè èãðîêà òàêæå îòîáðàæàþòñÿ äëÿ ïðåäâàðèòåëüíîãî ïðîñìîòðà (çäîðîâüå, âûíîñëèâîñòü, ïñè). Ïî èñòå÷åíèè âðåìåíè ïðåäâàðèòåëüíîãî ïðîñìîòðà (íàñòðàèâàåìîãî) ïîêàçàòåëè áóäóò àâòîìàòè÷åñêè ñêðûòû - - - - Âðåìÿ â ñåêóíäàõ äëÿ îêîí÷àíèÿ ïðåäâàðèòåëüíîãî ïðîñìîòðà - - - - Ïîñëå èñòå÷åíèÿ âðåìåíè ïðåäâàðèòåëüíîãî ïðîñìîòðà (íàñòðàèâàåìîãî) ïîêàçàòåëè ñîñòîÿíèÿ áóäóò àâòîìàòè÷åñêè ñêðûòû â ñîîòâåòñòâèè ñ óñòàíîâëåííûìè âûøå ïîðîãàìè è ïðàâèëàìè - - - - - - Äèíàìè÷åñêèé HUD Èêîíîê - - - - Äèíàìè÷åñêèé HUD Èêîíîê - - - - Êîãäà âêëþ÷åí Äèíàìè÷åñêèé HUD èêîíîê, èêîíêè áóäóò àâòîìàòè÷åñêè ñêðûâàòüñÿ ïîñëå îïðåäåëåííîãî âðåìåíè, åñëè Îñíîâíîé HUD ñêðûò - - - - Êàæäûé ðàç, êîãäà èñïîëüçóåòñÿ ïðåäìåò, îòêðûâàåòñÿ èíâåíòàðü èëè îòîáðàæàåòñÿ Îñíîâíîé HUD, èêîíêè áóäóò ïîêàçûâàòüñÿ. Âû òàêæå ìîæåòå âêëþ÷èòü òàéìåð ïðåäâàðèòåëüíîãî ïðîñìîòðà, êîòîðûé áóäåò ïåðèîäè÷åñêè ïîêàçûâàòü HUD ñ èêîíêàìè - - - - Êðîìå òîãî, HUD ñ èêîíêàìè äèíàìè÷åñêè ïåðåìåùàåòñÿ â çàâèñèìîñòè îò ñîñòîÿíèÿ Îñíîâíîãî HUD. Åñëè Îñíîâíîé HUD ñêðûò, òî HUD ñ èêîíêàìè çàéìåò åãî ìåñòî. Åñëè Îñíîâíîé HUD âèäèì, òî HUD ñ èêîíêàìè áóäåò ïåðåìåùåí â åãî ïðàâóþ ÷àñòü. Îäíàêî, èçìåíåíèå âíåøíåãî âèäà Dynahud íå èñïîëüçóåò ýòîò àâòîìàòèçì - - - - Âêëþ÷èòü Äèíàìè÷åñêèé HUD Èêîíîê - - - - Êîãäà âêëþ÷åí Äèíàìè÷åñêèé HUD Èêîíîê, èêîíêè áóäóò ñêðûâàòüñÿ ÷åðåç íåêîòîðîå âðåìÿ, åñëè îñíîâíîé èíòåðôåéñ ñêðûò - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå Äèíàìè÷åñêèé HUD Èêîíîê áóäåò àâòîìàòè÷åñêè ñêðûâàòüñÿ - - - - Ïîñëå ñêðûòèÿ Îñíîâíîãî HUD, ÷åðåç óêàçàííîå âðåìÿ èêîíêè òàêæå áóäóò àâòîìàòè÷åñêè ñêðûòû - - - - HUD Ïðåäïðîñìîòðà - - - - Êîãäà ïðåäïðîñìîòð âêëþ÷åí, èêîíêè áóäóò îòîáðàæàòüñÿ ÷åðåç íåêîòîðîå âðåìÿ, à çàòåì ñêðûâàòüñÿ ïîñëå èñòå÷åíèÿ âðåìåíè ïðåäïðîñìîòðà (íàñòðàèâàåìîãî) - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå áóäåò îòîáðàæàòüñÿ ïðåäïðîñìîòð - - - - Ïîñëå ñêðûòèÿ èêîíîê, îíè àâòîìàòè÷åñêè îòîáðàæàþòñÿ ÷åðåç óêàçàííîå âðåìÿ. Ïðè ýòîì àêòèâèðóåòñÿ ïðåäïðîñìîòð, ïîêàçûâàþùèé èêîíêè íà êîðîòêîå âðåìÿ - - - - Âðåìÿ â ñåêóíäàõ, â òå÷åíèå êîòîðîãî áóäåò îòîáðàæàòüñÿ HUD Ïðåäïðîñìîòðà - - - - Ïî èñòå÷åíèè ýòîãî âðåìåíè èêîíêè áóäóò ñíîâà ñêðûòû, òåì ñàìûì çàâåðøàÿ ïðåäïðîñìîòð - - - - Ïîêàçàòü ïðåäïðîñìîòð ïðè çàêðûòèè èíâåíòàðÿ - - - - Ïðè çàêðûòèè èíâåíòàðÿ áóäåò îòîáðàæàòüñÿ ïðåäïðîñìîòð èêîíîê ñîñòîÿíèÿ - - - - Ðåãóëèðîâêà ïîëîæåíèÿ çíà÷êîâ ñîñòîÿíèÿ - - - - Âû ìîæåòå íàñòðîèòü ïîëîæåíèå çíà÷êîâ ñîñòîÿíèÿ, êîãäà ãëàâíûé ýêðàí ñêðûò è êîãäà îí - âèäåí. Âû òàêæå ìîæåòå óâåëè÷èòü èëè óìåíüøèòü èõ ðàçìåð ïðè òåõ æå îñíîâíûõ óñëîâèÿõ - hud - - - - XY Óìíîæèòü íà - - - - Óìíîæàåò çíà÷åíèÿ, óñòàíîâëåííûå íèæå. Èñïîëüçóéòå ýòè ôàêòîðû, åñëè âû èñïîëüçóåòå - èçìåíåíèå âûñîòû, ÷òîáû óïðîñòèòü ðàçìåùåíèå çíà÷êîâ - - - - Âêëþ÷åí ãëàâíûé ýêðàí ïî îñè X - - - - Ïåðåâîäèò çíà÷êè ñîñòîÿíèÿ èç ýòîãî ïîëîæåíèÿ HUD ïî óìîë÷àíèþ. Îòðèöàòåëüíîå çíà÷åíèå - ïåðåìåùàåò åãî âëåâî, ïîëîæèòåëüíîå — âïðàâî. Ýòî ïðèìåíèìî òîëüêî òîãäà, êîãäà îñíîâíîé - ýêðàí âèäåí - - - - Ãëàâíûé ýêðàí ïî îñè Y âêëþ÷åí - - - - Ïåðåâîäèò çíà÷êè ñîñòîÿíèÿ èç ýòîãî ïîëîæåíèÿ HUD ïî óìîë÷àíèþ. Îòðèöàòåëüíîå çíà÷åíèå - ïåðåìåùàåò åãî ââåðõ, ïîëîæèòåëüíîå âíèç. Ýòî ïðèìåíèìî òîëüêî òîãäà, êîãäà îñíîâíîé - ýêðàí âèäåí - - - - Óâåëè÷èòü îñíîâíîé ýêðàí - - - - Èçìåíèòü ðàçìåð çíà÷êîâ ñîñòîÿíèÿ. Îòðèöàòåëüíûå çíà÷åíèÿ óìåíüøàþò åãî, ïîëîæèòåëüíûå - óâåëè÷èâàþò. Ýòî ïðèìåíèìî òîëüêî òîãäà, êîãäà îñíîâíîé ýêðàí âèäåí - - - - Ãëàâíûé ýêðàí ïî îñè X âûêëþ÷åí - - - - Ïåðåâîäèò çíà÷êè ñîñòîÿíèÿ èç ýòîãî ïîëîæåíèÿ HUD ïî óìîë÷àíèþ. Îòðèöàòåëüíîå çíà÷åíèå - ïåðåìåùàåò åãî âëåâî, ïîëîæèòåëüíîå — âïðàâî. Ýòî ïðèìåíèìî òîëüêî òîãäà, êîãäà ãëàâíûé - ýêðàí ñêðûò - - - - Ãëàâíûé ýêðàí ïî îñè Y âûêëþ÷åí - - - - Ïåðåâîäèò çíà÷êè ñîñòîÿíèÿ èç ýòîãî ïîëîæåíèÿ HUD ïî óìîë÷àíèþ. Îòðèöàòåëüíîå çíà÷åíèå - ïåðåìåùàåò åãî ââåðõ, ïîëîæèòåëüíîå âíèç. Ýòî ïðèìåíèìî òîëüêî òîãäà, êîãäà ãëàâíûé - ýêðàí ñêðûò - - - - Óìåíüøèòü îñíîâíîé ýêðàí - - - - Èçìåíèòü ðàçìåð çíà÷êîâ ñîñòîÿíèÿ. Îòðèöàòåëüíûå çíà÷åíèÿ óìåíüøàþò åãî, ïîëîæèòåëüíûå - óâåëè÷èâàþò. Ýòî ïðèìåíèìî òîëüêî òîãäà, êîãäà ãëàâíûé ýêðàí ñêðûò - - - - - - Äèíàìè÷åñêèé HUD îðóæèÿ - - - - Äèíàìè÷åñêèé HUD îðóæèÿ - - - - Êîãäà âêëþ÷åí Äèíàìè÷åñêèé HUD Îðóæèÿ, ñ÷åò÷èê áîåïðèïàñîâ è èêîíêà áîåïðèïàñîâ àâòîìàòè÷åñêè ñêðûâàþòñÿ ïîñëå îïðåäåëåííîãî âðåìåíè. Âû ìîæåòå íàñòðîèòü ýòî âðåìÿ - - - - Êîãäà âû ñòðåëÿåòå, ïðèöåëèâàåòåñü, ïåðåçàðÿæàåòåñü èëè ïðîâåðÿåòå êîëè÷åñòâî ïàòðîíîâ, HUD îðóæèÿ ñíîâà îòîáðàæàåòñÿ - - - - Âêëþ÷èòü Äèíàìè÷åñêèé HUD îðóæèÿ - - - - Êîãäà âû âêëþ÷àåòå Äèíàìè÷åñêèé HUD îðóæèÿ, ñ÷åò÷èê áîåïðèïàñîâ è çíà÷îê áîåïðèïàñîâ àâòîìàòè÷åñêè ñêðûâàþòñÿ ïîñëå îïðåäåëåííîãî âðåìåíè è ñíîâà ñòàíîâÿòñÿ âèäèìûìè ïîñëå âûïîëíåíèÿ îïðåäåëåííûõ äåéñòâèé - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå HUD îðóæèÿ àâòîìàòè÷åñêè ñêðîåòñÿ - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå ñ÷åò÷èê áîåïðèïàñîâ è èêîíêà áîåïðèïàñîâ ñíîâà ñêðîþòñÿ, åñëè íå ïðîèçâîäèòñÿ ñòðåëüáà. Ñòðåëüáà ñáðàñûâàåò ýòî âðåìÿ îæèäàíèÿ - - - - Ïîêàçûâàòü HUD îðóæèÿ ïðè ïðèöåëèâàíèè - - - - Áûñòðî ñêðûòü HUD îðóæèÿ ñðàçó ïîñëå ïðåêðàùåíèÿ ïðèöåëèâàíèÿ - - - - Êîãäà âû ïðåêðàùàåòå ïðèöåëèâàíèå, HUD îðóæèÿ áûñòðî ñêðûâàåòñÿ, íå äîæèäàÿñü òàéìàóòà àâòîìàòè÷åñêîãî ñêðûòèÿ - - - - Ïîêàçûâàòü HUD îðóæèÿ ïðè ïåðåçàðÿäêå - - - - Ïîêàçûâàòü HUD îðóæèÿ ïðè ïðîâåðêå êîëè÷åñòâà ïàòðîíîâ - - - - - - Äèíàìè÷åñêèé âñïîìîãàòåëüíûé ýêðàí - - - - Äèíàìè÷åñêèé âñïîìîãàòåëüíûé ýêðàí - - - - Êîãäà äèíàìè÷åñêèé ýêðàí êîìïàíüîíà âêëþ÷åí, ýêðàí êîìïàíüîíà áóäåò ñêðûò, åñëè âñå âàøè êîìïàíüîíû íå â áîþ, è áóäåò îòîáðàæàòüñÿ, åñëè êòî-òî èç êîìïàíüîíîâ íàõîäèòñÿ â áîþ - - - - Îäíàêî, åñëè êîìó-ëèáî èç âàøèõ êîìïàíüîíîâ íàçíà÷åíà êîìàíäà «Èãíîðèðîâàòü áîé», ïîëüçîâàòåëüñêèé èíòåðôåéñ îòîáðàæàåòñÿ íåçàâèñèìî. Ýòî ñäåëàíî äëÿ òîãî, ÷òîáû ïðåäîòâðàòèòü íàïàäåíèå íà áåñïîìîùíûõ òîâàðèùåé áåç âàøåãî âåäîìà. - - - - Êðîìå òîãî, åñëè êòî-òî èç âàøèõ ñïóòíèêîâ ñëèøêîì äàëåêî ïîçàäè (áåçîïàñíîå ðàññòîÿíèå íàñòðàèâàåòñÿ íèæå), èíòåðôåéñ îòîáðàæàåòñÿ íåçàâèñèìî îò èõ áîåâîãî ñîñòîÿíèÿ. Ýòî ñäåëàíî äëÿ òîãî, ÷òîáû ñîîáùèòü âàì, åñëè êàêîé-òî êîìïàíüîí ìîæåò çàñòðÿòü èëè îáåçäâèæèòüñÿ - - - - Èìåéòå â âèäó, ÷òî ïðè âûïîëíåíèè îïðåäåëåííûõ çàäà÷, òàêèõ êàê ìèññèÿ «Ïîèñê è çàïðîñ», îí äîáàâèò NPC â âàø îòðÿä êîìïàíüîíîâ, äàæå åñëè îí íå âèäåí â èíòåðôåéñå êîìïàíüîíà, ïîêà íå ïîïðîñèò åãî. Ýòî îçíà÷àåò, ÷òî èíòåðôåéñ êîìïàíüîíà ìîæåò ñòàòü âèäèìûì èç-çà ýòîãî äàëåêîãî NPC. - - - -  êîíå÷íîì èòîãå âû ìîæåòå îòêëþ÷èòü ïðîâåðêó áåçîïàñíîãî ðàññòîÿíèÿ (ñì. íèæå), ÷òîáû ýêðàí êîìïàíüîíà âñåãäà áûë âèäåí ïðè âûïîëíåíèè ýòèõ ìèññèé, à òàêæå êîãäà âû «ïàðêóåòå» ñâîèõ êîìïàíüîíîâ íà áàçå èëè ãäå-òî åùå è ðåøàåòå èäòè ñàìîñòîÿòåëüíî. - - - - Íàêîíåö, êîãäà ïîëüçîâàòåëüñêèé èíòåðôåéñ êîìïàíüîíà ñêðûò, óäåðæèâàÿ êëàâèøó «Êîëåñî êîìïàíüîíà», íà êîðîòêîå âðåìÿ îòîáðàçèòñÿ èíòåðôåéñ êîìïàíüîíà (âðåìÿ ïðåäâàðèòåëüíîãî ïðîñìîòðà íàñòðàèâàåòñÿ). - - - - Âêëþ÷èòü äèíàìè÷åñêóþ âñïîìîãàòåëüíóþ ïàíåëü - - - - Åñëè âû îòêëþ÷èòå Dynamic Companion Hud, ïàíåëü ñíîâà áóäåò âñåãäà âèäíà - - - - Ïðîâåðüòå ðàññòîÿíèå êîìïàíüîíà êàê îïàñíîå ñîñòîÿíèå - - - - Åñëè âêëþ÷åíî, ðàññòîÿíèå äî êîìïàíüîíà òàêæå èñïîëüçóåòñÿ äëÿ ïðèíÿòèÿ ðåøåíèÿ î òîì, ïîêàçûâàòü èëè ñêðûâàòü åãî hud. - - - - Áåçîïàñíîå ðàññòîÿíèå äëÿ êîìïàíüîíà - - - - Åñëè êîìïàíüîí íàõîäèòñÿ çà ïðåäåëàìè áåçîïàñíîãî ðàññòîÿíèÿ (â ìåòðàõ), îòîáðàæàåòñÿ ïîëüçîâàòåëüñêèé èíòåðôåéñ êîìïàíüîíà - - - - Âðåìÿ â ñåêóíäàõ, â òå÷åíèå êîòîðîãî áóäåò äëèòüñÿ ïðåäâàðèòåëüíûé ïðîñìîòð Companion Hud - - - - Ïî èñòå÷åíèè ýòîãî âðåìåíè ïàíåëü êîìïàíüîíà ñíîâà áóäåò ñêðûòà, åñëè â áîþ íåò êîìïàíüîíà, è ïðåäâàðèòåëüíûé ïðîñìîòð ïàíåëè êîìïàíüîíà áóäåò çàâåðøåí - - - - - - Äèíàìè÷åñêèé BHS Hud - - - Äèíàìè÷åñêèé BHS Hud - - - Êîãäà âêëþ÷åí Äèíàìè÷åñêèé BHS Hud, BHS Hud îñòàíåòñÿ ñêðûòûì, ïîêà âñå êîíå÷íîñòè ïîëíîñòüþ çäîðîâû. Åñëè îäíà èç êîíå÷íîñòåé ïîëó÷èò ïîâðåæäåíèÿ, BHS Hud îòîáðàçèòñÿ íà ýêðàíå - - - - Êîãäà âñå êîíå÷íîñòè ñíîâà ïîëíîñòüþ çàæèâóò (áåëûé öâåò ïîëîñêè), BHS Hud àâòîìàòè÷åñêè ñêðîåòñÿ - - - - BHS Hud âñåãäà áóäåò îòîáðàæàòüñÿ ïðè îòêðûòèè èíâåíòàðÿ, íåçàâèñèìî îò ñîñòîÿíèÿ êîíå÷íîñòåé - - - - Óäåðæèâàéòå H, ÷òîáû âðåìåííî ñêðûòü BHS Hud, êîãäà ó âàñ åñòü òðàâìà êîíå÷íîñòåé. BHS Hud ñíîâà ïîÿâèòñÿ ÷åðåç îïðåäåëåííîå âðåìÿ, ÷òîáû íàïîìíèòü âàì î âàøèõ òðàâìàõ. Âû ìîæåòå íàñòðîèòü ýòî âðåìÿ èëè óñòàíîâèòü åãî íà ìàêñèìóì è ñäåëàòü îòêëþ÷åíèå ïîñòîÿííûì äî ñëåäóþùåé òðàâìû - - - - Íàæìèòå H, ÷òîáû ïåðåêëþ÷àòüñÿ ìåæäó ðåæèìàìè Äèíàìè÷åñêîãî BHS. Êîãäà Äèíàìè÷åñêèé BHS âûêëþ÷åí, BHS Hud íèêîãäà íå áóäåò ñêðûâàòüñÿ è îñòàíåòñÿ âèäèìûì. Íàæìèòå H ñíîâà, ÷òîáû âêëþ÷èòü àâòîìàòè÷åñêîå ñêðûòèå BHS Hud. Ýòî îòëè÷àåòñÿ îò ïîëíîãî îòêëþ÷åíèÿ äèíàìè÷åñêîãî BHS ñ ïîìîùüþ íàñòðîéêè íèæå - - - - Âêëþ÷èòü Äèíàìè÷åñêèé BHS - - - - Åñëè âû îòêëþ÷èòå Äèíàìè÷åñêèé BHS, BHS Hud áóäåò ðàáîòàòü òàê, êàê çàäàíî â ìîäå Body Health System. Íàæàòèå H ïåðåêëþ÷èò âñå åãî óñòàðåâøèå ðåæèìû - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå BHS Hud àâòîìàòè÷åñêè ñêðîåòñÿ ïîñëå ïîëíîãî èñöåëåíèÿ êîíå÷íîñòåé - - - - Ïîñëå ïîëíîãî èñöåëåíèÿ êîíå÷íîñòåé, BHS Hud àâòîìàòè÷åñêè ñêðîåòñÿ ÷åðåç óêàçàííîå êîëè÷åñòâî ñåêóíä - - - - Âðåìÿ â ìèíóòàõ, ÷åðåç êîòîðîå BHS Hud ñíîâà ïîÿâèòñÿ ïîñëå åãî âðåìåííîãî ñêðûòèÿ - - - - Êîãäà âû ñêðûâàåòå BHS Hud, BHS Hud ñòàíåò âèäèìûì ÷åðåç óêàçàííîå âðåìÿ, ÷òîáû íàïîìíèòü âàì î íàëè÷èè òðàâìû, êîòîðóþ íåîáõîäèìî âûëå÷èòü. Âû íå ìîæåòå ñêðûòü BHS Hud ïðè çíà÷åíèè çäîðîâüÿ êîíå÷íîñòè íèæå îïðåäåëåííîãî óðîâíÿ. Óñòàíîâèòå çíà÷åíèå íà MAX, ÷òîáû âðåìåííîå ñêðûòèå áûëî ïîñòîÿííûì äî ïîëó÷åíèÿ ñëåäóþùåé òðàâìû - - - - Ïðèíóäèòåëüíîå ñêðûòèå ïðè ñåðüåçíûõ òðàâìàõ - - - - Âêëþ÷èòå, ÷òîáû ñêðûòü BHS Hud äàæå ïðè íàëè÷èè ñåðüåçíûõ òðàâì - - - - Óñòàíîâèòå ìîä Dynamic Hud ñ îïöèåé ïàò÷à BHS (íåçàâèñèìóþ âåðñèþ èëè GAMMA), à òàêæå ìîä Body Health System, óñòàíîâëåííûé â Anomaly, ÷òîáû íàñòðîèòü ýòîò ìîäóëü - - - - Ñêðûòü BHS Hud ïðè çàãðóçêå êàðòû èëè èãðû - - - - BHS Hud áóäåò àâòîìàòè÷åñêè ñêðûò ïðè çàãðóçêå íîâîé êàðòû èëè èãðû - - - - Âñåãäà ñêðûâàòü BHS Hud - - - - BHS Hud áóäåò âñåãäà ñêðûò è ïîÿâèòñÿ òîëüêî ïðè îòêðûòèè èíâåíòàðÿ - - - - - - Äèíàìè÷åñêàÿ Ìèíèêàðòà - - - - Äèíàìè÷åñêàÿ Ìèíèêàðòà - - - - Ïðè âêëþ÷åíèè ìîäóëÿ Äèíàìè÷åñêîé Ìèíèêàðòû, ìèíèêàðòà àâòîìàòè÷åñêè ñêðîåòñÿ ïðè âçÿòèè îðóæèÿ â ðóêè. Ïîñëå òîãî êàê âû óáåðåòå îðóæèå èç ðóê, ìèíèêàðòà ñíîâà îòîáðàçèòñÿ - - - - Âçÿòèå â ðóêè áèíîêëÿ èëè îäíîâðåìåííîå èñïîëüçîâàíèå äåòåêòîðà, ÕÈÑ (õèìè÷åñêîãî èñòî÷íèêà ñâåòà) ñ ïèñòîëåòîì èëè äðóãèì îäíîðó÷íûì îðóæèåì íå ñêðîåò ìèíèêàðòó - - - - Âêëþ÷èòü Äèíàìè÷åñêóþ Ìèíèêàðòó - - - - Êîãäà Äèíàìè÷åñêàÿ Ìèíèêàðòà âêëþ÷åíà, êëàâèøà ïåðåêëþ÷åíèÿ ìèíèêàðòû ðàáîòàåò êàê îáû÷íî. Êîãäà Äèíàìè÷åñêàÿ Ìèíèêàðòà îòêëþ÷åíà, ñðêûòü ìèíèêàðòó ìîæíî òîëüêî êëàâèøåé ïåðåêëþ÷åíèÿ - - - - Âû òàêæå ìîæåòå íàñòðîèòü äîïîëíèòåëüíûå ïàðàìåòðû Äèíàìè÷åñêîé Ìèíèêàðòû ñ ïîìîùüþ ýòèõ ïåðåêëþ÷àòåëåé - - - - Ñêðûâàòü ìèíèêàðòó ïðè âçÿòèè îðóæèÿ â ðóêè - - - - Îòêëþ÷èòå, åñëè íå õîòèòå àâòîìàòè÷åñêè ñêðûâàòü ìèíèêàðòó ïðè âçÿòèè îðóæèÿ â ðóêè - - - - Ïîêàçûâàòü ìèíèêàðòó ïîñëå óáèðàíèÿ îðóæèÿ èç ðóê - - - - Îòêëþ÷èòå, åñëè íå õîòèòå àâòîìàòè÷åñêè ïîêàçûâàòü ìèíèêàðòó ïðè óáèðàíèè îðóæèÿ èç ðóê - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå ìèíèêàðòà áóäåò ïîêàçàíà ïîñëå óáèðàíèÿ îðóæèÿ èç ðóê - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå ìèíèêàðòà áóäåò ïîêàçàíà ïîñëå óáèðàíèÿ èç ðóê ïîñëåäíåãî îðóæèÿ - - - - - - Äèíàìè÷åñêèé Hud Ìàãàçèíîâ - - - - Äèíàìè÷åñêèé Hud Ìàãàçèíîâ - - - - Óïðàâëÿéòå Hud Ìàãàçèíîâ, îòîáðàæàÿ èíôîðìàöèþ î ìàãàçèíàõ òîëüêî ïðè íåîáõîäèìîñòè è àâòîìàòè÷åñêè ñêðûâàÿ å¸, êîãäà îíà íå íóæíà - - - - Âêëþ÷èòü Äèíàìè÷åñêèé Hud Ìàãàçèíîâ - - - - Êîãäà âû âêëþ÷àåòå Äèíàìè÷åñêèé Hud Ìàãàçèíîâ, hud ìàãàçèíîâ áóäåò âûêëþ÷åí, ïîêà âû íå ïåðåçàðÿäèòå èëè íå ïðîâåðèòå êîëè÷åñòâî ïàòðîíîâ - - - - Ïîêàçûâàòü ïðè ïåðåçàðÿäêå - - - - Ïîêàçûâàòü ïðè ïðîâåðêå êîëè÷åñòâà ïàòðîíîâ - - - - Âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå HUD ìàãàçèíîâ ñêðîåòñÿ ïîñëå ïåðåçàðÿäêè èëè ïðîâåðêè ïàòðîíîâ - - - - Âêëþ÷èòü Äèíàìè÷åñêèé Hud Ïðîâåðêè Îðóæèÿ - - - - Åñëè óñòàíîâëåí ìîä FiremodeCheck, òî ïðè âûïîëíåíèè ïðîâåðêè êîëè÷åñòâà ïàòðîíîâ òàêæå âûïîëíèòñÿ ïðîâåðêà ðåæèìà ñòðåëüáû. Âû âñå ðàâíî äîëæíû èñïîëüçîâàòü ãîðÿ÷óþ êëàâèøó äëÿ ïåðåêëþ÷åíèÿ ìåæäó ðåæèìàìè ñòðåëüáû - - - - Óñòàíîâèòå Dynamic Hud ñ îïöèåé Magazines skin hud è ìîäîì Anomaly Magazines óñòàíîâëåííûì â Anomaly, ÷òîáû íàñòðîèòü ýòîò ìîäóëü - - - - - - Äèíàìè÷åñêèé Îñíîâíîé HUD Âêëþ÷åí - - - - Äèíàìè÷åñêèé Îñíîâíîé HUD Îòêëþ÷åí - - - - Îñíîâíîé HUD Âêëþ÷åí - - - - Îñíîâíîé HUD Îòêëþ÷åí - - - - Äèíàìè÷åñêèé BHS Hud Âêëþ÷åí - - - - Äèíàìè÷åñêèé BHS Hud Îòêëþ÷åí - - - - Äèíàìè÷åñêèé BHS Hud Âêëþ÷åí â íàñòðîéêàõ - - - - Äèíàìè÷åñêèé BHS Hud Îòêëþ÷åí â íàñòðîéêàõ - - - - Äèíàìè÷åñêàÿ Ìèíèêàðòà Âêëþ÷åíà â íàñòðîéêàõ - - - - Äèíàìè÷åñêàÿ Ìèíèêàðòà Îòêëþ÷åíà â íàñòðîéêàõ - - - - Ãëîáàëüíàÿ íàñòðîéêà ìèíèêàðòû óñòàíîâëåíà íà: îòîáðàæàòü - - - - Ãëîáàëüíàÿ íàñòðîéêà ìèíèêàðòû óñòàíîâëåíà íà: ñêðûòü - - - - Ãëîáàëüíàÿ íàñòðîéêà ìèíèêàðòû óñòàíîâëåíà íà: àâòî - - - - BHS Hud âðåìåííî ñêðûò - - - - BHS Hud íå ìîæåò áûòü ñêðûò, âû ñåðüåçíî ðàíåíû - - - - Äèíàìè÷åñêèé BHS Hud Îòêëþ÷åí â íàñòðîéêàõ. Ñêðûòèå íåäîñòóïíî - - - - Íåò òðàâì, BHS Hud îñòàíåòñÿ ñêðûòûì äî ïîëó÷åíèÿ òðàâìû - - - - Âû ïîëó÷èëè òðàâìó! Óäåðæèâàéòå H, ÷òîáû ñêðûòü BHS Hud è èãíîðèðîâàòü ýòî ïðåäóïðåæäåíèå î òðàâìå íà êîðîòêîå âðåìÿ. Âûëå÷èòåñü ïîëíîñòüþ, ÷òîáû ñêðûòü íàâñåãäà - - - - BHS Hud áóäåò âñåãäà âèäèìûì ñ ýòîãî ìîìåíòà. Íàæìèòå H, ÷òîáû ñíîâà âêëþ÷èòü äèíàìè÷åñêèé ðåæèì BHS Hud - - - - - - Äèíàìè÷åñêàÿ õîëîäíàÿ ñèñòåìà - - - - Äèíàìè÷åñêàÿ õîëîäíàÿ ñèñòåìà - - - - Êîãäà äèíàìè÷åñêàÿ ñèñòåìà õîëîäà âêëþ÷åíà, èíäèêàòîð õîëîäà áóäåò îñòàâàòüñÿ ñêðûòûì äî òåõ ïîð, ïîêà çíà÷åíèå õîëîäà íå ïðåâûñèò ïîðîã áåçîïàñíîñòè - - - - Âûøå ïîðîãà áåçîïàñíîñòè Cold Hud áóäåò îòîáðàæàòüñÿ â òå÷åíèå íåñêîëüêèõ ñåêóíä è ñíîâà ñêðûâàòüñÿ äî òåõ ïîð, ïîêà õîëîä íå ïåðåñå÷åò ñëåäóþùåå çíà÷åíèå êîíòðîëüíîé òî÷êè. Ïðèðàùåíèå çíà÷åíèÿ õîëîäíîé òî÷êè îñòàíîâà ìîæíî íàñòðîèòü íèæå - - - - Êîãäà âàø óðîâåíü õîëîäà ñíèæàåòñÿ, Cold Hud ïåðåêëþ÷àåòñÿ â ðåæèì âîññòàíîâëåíèÿ è îòîáðàæàåòñÿ ïîñòîÿííî. Íàïðèìåð, âîçëå êîñòðà. Êîãäà õîëîä íà÷èíàåò óñèëèâàòüñÿ, Cold Hud ñíîâà ïåðåõîäèò â äèíàìè÷åñêèé ðåæèì - - - - Âêëþ÷èòü Dynamic Cold System Hud - - - - Êîãäà âû àêòèâèðóåòå äèíàìè÷åñêóþ ñèñòåìó õîëîäà, ïàíåëü õîëîäà áóäåò îòîáðàæàòüñÿ â ñîîòâåòñòâèè ñ îïðåäåëåííûìè óñëîâèÿìè, óñòàíîâëåííûìè íèæå - - - - Áåçîïàñíûé ïîðîã, ïîñëå êîòîðîãî Dynamic Cold Hud ñòàíîâèòñÿ àêòèâíûì - - - - Êîãäà õîëîä ïðåâûñèò ýòîò ïîðîã, ñèñòåìà õîëîäà íà÷íåò óâåäîìëÿòü âàñ, ïåðèîäè÷åñêè ïîêàçûâàÿ õîëîäíûé ýêðàí. Ïîêà õîëîä îñòàåòñÿ íèæå ýòîãî çíà÷åíèÿ, Cold Hud îñòàåòñÿ ñêðûòûì. \n - \n 600 – ýòî çíà÷åíèå ïî óìîë÷àíèþ äëÿ áåçîïàñíîé ñèñòåìû, ïîñëå êîòîðîãî ìîæåò âîçíèêíóòü ëèõîðàäêà - - - - Êðèòè÷åñêèé ïîðîã, ïîñëå êîòîðîãî Cold Hud âñåãäà âêëþ÷åí - - - - Êîãäà õîëîä ïåðåñåêàåò ýòîò ïîðîã, âñåãäà îòîáðàæàåòñÿ Cold Hud, åñëè òîëüêî õîëîä ñíîâà íå óïàäåò íèæå êðèòè÷åñêîãî ïîðîãà \n - \n 1800 — ýòî çíà÷åíèå ïî óìîë÷àíèþ äëÿ êðèòè÷åñêîãî ïîðîãà, ïîñëå êîòîðîãî ïðîèñõîäèò îáìîðîæåíèå. - - - - Âåëè÷èíà ïðèðàùåíèÿ õîëîäíîé òî÷êè îñòàíîâà - - - - Êîãäà õîëîä âûøå áåçîïàñíîãî ïîðîãà, èíäèêàòîð õîëîäà áóäåò ïåðèîäè÷åñêè ïîÿâëÿòüñÿ, êîãäà õîëîä äîñòèãàåò ýòèõ ïðèðàùåíèé øàãà (íàïðèìåð, åñëè áåçîïàñíûé ïîðîã ðàâåí 600, à òî÷êà îñòàíîâà ðàâíà 200, èíäèêàòîð õîëîäà áóäåò îòîáðàæàòüñÿ ïðè êàæäîì èç ñëåäóþùèõ çíà÷åíèé õîëîäà: 800, 1000, 1200 è ò. ä.) - - - - Ïîêàçûâàòü ïàíåëü óïðàâëåíèÿ ñèñòåìîé Cold System ïðè âîññòàíîâëåíèè ïîñëå õîëîäà - - - - Åñëè âêëþ÷åíî, âñÿêèé ðàç, êîãäà óðîâåíü õîëîäà ñíèæàåòñÿ, Cold Hud âñåãäà îñòàåòñÿ âêëþ÷åííûì. Íàïðèìåð, âîçëå êîñòðà - - - - Âàì íåîáõîäèìî óñòàíîâèòü ìîä Cold System, ÷òîáû íàñòðîèòü Dynamic Cold System Hud - - - \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/configs/text/spa/ui_st_dynahud.xml b/mods/DynaHUD/gamedata/configs/text/spa/ui_st_dynahud.xml deleted file mode 100644 index 47f5b7b75..000000000 --- a/mods/DynaHUD/gamedata/configs/text/spa/ui_st_dynahud.xml +++ /dev/null @@ -1,730 +0,0 @@ - - - - - - - Hud dinámico - - - - - - General - - - - Hud dinámico - - - - Bienvenido al mod Dynahud. Con este mod podrás disfrutar de un hud totalmente dinámico que reaccionará a las constantes vitales y acciones del jugador. Liberándote de la gestión del HUD y ayudándote a conseguir el nivel de inmersión que prefieras mientras juegas - - - - Explora cada menú de la izquierda para configurar cada módulo respectivo de Hud dinámico - - - - Algunos módulos requieren el mod hud original de Hud dinámico para poder controlarlo y que la configuración sea efectiva - - - - Recuerda que la mayoría de las opciones tienen tooltips que muestran más ayuda - - - - Gracias por usar Hud dinámico y una vez más que lo disfrutes. No olvides dejar tus comentarios - - - - - Notificaciones de Hud dinámico - - - - Hud dinámico notificará de ciertos eventos, cambios de modo BHS y cuando desactives algunas de sus funciones aquí. Se recomienda mantenerlas activadas al principio ya que te ayudarán a entender cómo el Hud dinámico está controlando los diferentes módulos hud - - - - Habilitar notificaciones - - - - Desactiva las notificaciones si no quieres recibir notificaciones del Hud Dinámico. No se recomienda al principio - - - - - - Hud dinámico principal - - - - Hud dinámico principal - - - - Cuando el hud principal dinámico está activado, partes del hud principal (barra de salud, barra psy y barra de energía) se ocultarán automáticamente si su valor está por encima de un determinado umbral - - - - Activa el hud dinámico principal - - - - Al habilitar el Hud dinámico principal, partes del hud principal se ocultarán automáticamente según ciertas condiciones establecidas a continuación. - - - - Valor mínimo de salud (1 es 100%) para que la barra de salud nunca se oculte automáticamente - - - - Cada vez que la salud del jugador cambie (daño o curación) la barra de salud se hará visible, sin embargo por debajo de este umbral nunca se autoocultará - - - - Tiempo en segundos para que la barra de salud se oculte automáticamente - - - - Si el valor de salud es estable y no está por debajo del umbral mínimo se autoocultará después de esta cantidad de segundos - - - - Valor mínimo de estamina (1 es 100%) para que la barra de estamina se haga visible - - - - Cuando el poder del jugador caiga por debajo de este umbral se hará visible, de lo contrario permanecerá oculto - - - - Valor mínimo barra psiquica (1 es 100%) para que la barra psiquica se haga visible - - - - Cuando la barra psiquica del jugador caiga por debajo de este umbral se hará visible, de lo contrario permanecerá oculta. Mantén este valor alto (se recomienda 0,9) ya que la barra psiquica puede caer significativamente rápido - - - - Tiempo en segundos para que el fondo del hud principal se autooculte - - - - Si todas las barras vitales del jugador (salud, rad, stamina, psi) están ocultas, el fondo del hud principal desaparecerá tras este tiempo de espera. Ponlo al máximo para desactivar el autoocultarse - - - - Habilitar vista previa de los signos vitales - - - - Cuando se muestra el fondo de tu hud principal, también se muestran todos los signos vitales del jugador para previsualizarlos (salud, resistencia, psi). Después de que expire el tiempo de vista previa (configurable) los signos vitales se autoocultarán - - - - Tiempo en segundos para que finalice el tiempo de vista previa - - - - Tras finalizar el tiempo de vista previa (configurable), las constantes vitales se ocultarán automáticamente utilizando los umbrales y reglas anteriores - - - - - - Iconos dinámicos de estado - - - - Iconos dinámicos de estado - - - - Cuando los Iconos dinámicos de estado están activados, los iconos de estado se ocultarán automáticamente después de un tiempo determinado una vez que se oculte el Hud principal. - - - - Cada vez que se usa un objeto, se abre el inventario o se muestra el Hud principal, se vuelve a mostrar el hud de iconos. También puedes habilitar un temporizador de vista previa que mostrará el hud de iconos de estado de vez en cuando - - - - Además, Iconos dinámicos de estado se mueve dinámicamente según el estado del hud principal. Si el hud principal está oculto, los iconos dinámicos de estado ocupará su lugar, si el hud principal está visible entonces el hud de iconos de estado se moverá a su derecha. Una Dynahud skin sin embargo no hace uso de este automatismo - - - - Habilitar Iconos dinámicos de estado - - - - Cuando los Iconos dinámicos están habilitados los iconos de estado se ocultarán después de un tiempo una vez que el hud principal esté oculto - - - - Tiempo en segundos para que el hud de iconos de estado se oculte automáticamente - - - - Una vez oculto el hud principal, transcurrido este tiempo, el hud de iconos de estado también se autoocultará - - - - Vista previa de la ventana de estado - - - - Cuando la vista previa está activada, el hud de iconos de estado se mostrará al cabo de un tiempo y se volverá a ocultar cuando expire el tiempo de vista previa (configurable) - - - - Tiempo en segundos para que aparezca el Hud de estado de vista previa - - - - Una vez oculto, el hud de iconos de estado se mostrará automáticamente una vez transcurrido este tiempo. Cuando eso ocurra, la vista previa se activa mostrando brevemente el hud de iconos de estado. - - - - Tiempo en segundos para que dure la vista previa del hud de estado - - - - Cuando este tiempo expire el hud de iconos de estado se ocultará de nuevo finalizando así la vista previa de iconos de estado - - - - Mostrar vista previa al cerrar el inventario - - - - Cuando se cierra el inventario se muestra una vista previa de los iconos de estado - - - - Ajuste de posición de los iconos de estado - - - - Puedes ajustar la posición de los íconos de estado cuando el hud principal está oculto - y cuando está visible. También puede aumentar su tamaño o reducirlo bajo las mismas - condiciones principales de hud - - - - XY Multiplicar por - - - - Multiplica los valores establecidos a continuación. Usa estos factores si usas - resoluciones altas, para ayudarte a posicionar los íconos más fácilmente - - - - Hud principal de posición X activado - - - - Traduce los íconos de estado desde esta posición predeterminada del HUD. El valor - negativo lo mueve a la izquierda, los positivos a la derecha. Esto solo se aplica cuando - el HUD principal está visible - - - - Hud principal de posición Y activado - - - - Traduce los íconos de estado desde esta posición predeterminada del HUD. El valor - negativo lo mueve hacia arriba, los positivos hacia abajo. Esto solo se aplica cuando el - HUD principal está visible - - - - Tamaño hud principal en - - - - Cambie el tamaño de los iconos de estado. Los valores negativos lo reducen, los - positivos lo aumentan. Esto solo se aplica cuando el HUD principal está visible - - - - Hud principal de la posición X desactivado - - - - Traduce los íconos de estado desde esta posición predeterminada del HUD. El valor - negativo lo mueve a la izquierda, los positivos a la derecha. Esto solo se aplica cuando - el HUD principal está oculto - - - - Hud principal de la posición Y desactivado - - - - Traduce los íconos de estado desde esta posición predeterminada del HUD. El valor - negativo lo mueve hacia arriba, los positivos hacia abajo. Esto solo se aplica cuando el - HUD principal está oculto - - - - Tamaño principal hud desactivado - - - - Cambie el tamaño de los iconos de estado. Los valores negativos lo reducen, los - positivos lo aumentan. Esto solo se aplica cuando el HUD principal está oculto - - - - - - Hud dinamico del arma - - - - Hud dinamico del arma - - - - Cuando el Hud dinámico del arma está activado, el contador de munición y el icono de munición, cuando están visibles, se ocultan automáticamente después de un tiempo determinado. Puedes configurar este periodo de tiempo - - - - Cada vez que dispares, apuntes, recargues o compruebes la munición, se volverá a mostrar el Hud del arma - - - - Activa el Hud dinámico del arma - - - - Cuando actives el Hud dinamico del arma, el contador de munición y el icono de munición se ocultarán automáticamente tras un tiempo de espera, volviendo a ser visibles tras realizar ciertas acciones - - - - Tiempo en segundos para que el Hud del arma se autooculte - - - - Tiempo en segundos tras el cual el contador de munición y el icono de munición volverán a ocultarse si no se dispara. Disparar reiniciará este tiempo de espera - - - - Mostrar Hud del arma al apuntar - - - - Oculta rápidamente el Hud del arma en cuanto dejes de apuntar - - - - Cuando dejas de apuntar, el Hud del arma se oculta rápidamente en lugar de esperar a que se agote el tiempo de espera de ocultación automática - - - - Mostrar Hud del arma al recargar - - - - Mostrar Hud del arma al comprobar la munición - - - - - - Hud de compañero dinámico - - - - Hud de compañero dinámico - - - - Cuando el Dynamic Companion Hud está habilitado, el compañero hud se ocultará si todos tus compañeros están fuera de combate y se mostrará si algún compañero está en combate - - - - Sin embargo, si a alguno de sus compañeros se le asigna el comando Ignorar combate, la interfaz de usuario se muestra independientemente. Esto para evitar que los compañeros indefensos sean atacados sin que te des cuenta. - - - - Además, si alguno de tus compañeros está demasiado atrás (distancia segura configurable a continuación), la interfaz de usuario se muestra independientemente de su estado de combate. Esto es para informarle si algún compañero podría quedarse atascado o inmovilizado - - - - Tenga en cuenta que realizar ciertas tareas, como la misión Buscar y Reque, agregará NPC a su escuadrón de compañeros, incluso si no está visible en el hud del compañero hasta que resqued. Esto significa que el hud complementario podría volverse visible debido a este NPC lejano. - - - - Eventualmente, puede desactivar la verificación de distancia segura (ver más abajo) para evitar que el hud del compañero esté siempre visible cuando realiza estas misiones, pero también cuando "estaciona" a sus compañeros en la base o en otro lugar y decide ir por su cuenta. - - - - Por último, cuando la interfaz de usuario complementaria está oculta, al mantener presionada la tecla Companion Wheel se mostrará brevemente el hud complementario (tiempo de vista previa configurable) - - - - Habilitar Hud de Compañero Dinámico - - - - Si desactiva Dynamic Companion Hud, el hud siempre estará visible una vez más - - - - Comprobar la distancia del acompañante como condición de peligro - - - - Si está habilitado, la distancia de un compañero también se usa para decidir si mostrar u ocultar su hud. - - - - Distancia segura del compañero - - - - Si un compañero está fuera de la distancia segura (metros), se muestra la interfaz de usuario del compañero - - - - Tiempo en segundos para que dure la vista previa de Companion Hud - - - - Cuando expire este tiempo, Companion Hud se ocultará nuevamente, si no hay ningún compañero en combate, finalizando la vista previa de Companion Hud - - - - - - Hud BHS dinámico - - - BHS Hud dinámico - - - Cuando se activa el Hud BHS dinámico, el BHS Hud permanecerá oculto mientras las extremidades estén completamente curadas. Si alguna de las extremidades sufre daños, el Hud BHS se mostrará en pantalla - - - - Cuando todas las extremidades vuelvan a estar completamente curadas (curaciones blancas) entonces se autoocultará - - - - Hud BHS siempre se mostrará al abrir el inventario independientemente del estado de las extremidades - - - - Mantén pulsado H para descartar temporalmente el Hud BHS cuando hayas sufrido una lesión en las extremidades. El BHS Hud volverá a aparecer al cabo de cierto tiempo para recordarte tus lesiones de pie. Puedes configurar este tiempo o establecerlo en MAX y hacer que el despido sea permanente hasta la próxima lesión - - - - Pulsa H para cambiar entre los modos de BHS dinámico. Cuando el BHS dinámico está desactivado, el BHS Hud nunca se ocultará automáticamente y permanecerá visible. Pulse H de nuevo para que el BHS Hud se autooculte. Esto es diferente de desactivar completamente el BHS Dinámico con la opción de abajo - - - - Habilitar BHS dinámico - - - - Si desactivas el BHS dinámico, el BHS Hud se comportará según el mod Body Health System. Al pulsar H se alternarán todos sus modos heredados - - - - Tiempo en segundos para que el BHS se oculte automáticamente cuando no hay miembros rotos - - - - Una vez que las extremidades estén completamente curadas, el BHS Hud se autoocultará tras esta cantidad de segundos - - - - Tiempo en minutos para que el BHS Hud vuelva a aparecer después de ser despedido - - - - Cuando descartes una lesión, el BHS se hará visible después de este tiempo para recordarte que tienes una lesión en pie que necesita ser curada. No puedes descartar lesiones por debajo de un cierto nivel. Establécelo en MAX para que sea permanente hasta la próxima lesión - - - - Forzar despido en lesiones graves - - - - Habilitar para descartar el evento BHS hud incluso cuando tiene lesiones graves de pie - - - - Instala Dynahud con la opción de parche BHS (independiente o GAMMA) y el mod Body Health System instalado en Anomalía para configurar este módulo - - - - Descarta BHS Hud al cargar el mapa y el juego - - - - El BHS Hud se descartará automáticamente al cargar en un nuevo mapa o un juego - - - - Oculta siempre el BHS Hud - - - - El BHS Hud permanecerá siempre oculto y sólo se mostrará al abrir el inventario - - - - - - Minimapa dinámico - - - - Minimapa dinámico - - - - Cuando activas el minimapa dinámico, al equipar un arma se oculta automáticamente el minimapa. Al desequiparla, el minimapa volverá a mostrarse - - - - Equipar un binocular o ambos un detector, un glowstick con una pistola o cualquier arma de 1 mano no ocultará el minimapa - - - - Activa el Minimapa dinámico - - - - Cuando el minimapa dinámico está habilitado, la tecla de alternancia del minimapa sigue funcionando normalmente. Cuando el minimapa dinámico está desactivado, solo puedes utilizar la tecla de alternancia para ocultarlo - - - - Puedes personalizar aún más el minimapa dinámico con estos toggles - - - - Ocultar minimapa en Equipar - - - - Desactívalo si no quieres ocultar automáticamente el minimapa al equipar un arma - - - - Mostrar minimapa al desequipar - - - - Desactiva si no quieres mostrar automáticamente el minimapa al enfundar el arma - - - - Tiempo en segundos para que se muestre el minimapa tras desenfundar un arma - - - - Tiempo en segundos para que el minimapa se haga visible tras desequipar la última arma - - - - - - Hud de Cargadores - - - - Hud de Cargadores - - - - Gestiona tu Hud de Cargador , mostrando sólo la información del Cargador cuando sea necesario y auto ocultándolas cuando no - - - - Activa el Cargador Dinámico - - - - Cuando actives el Hud de Cargadores, el hud del Cargador estará desactivado a menos que recargues o utilices la comprobación de munición - - - - Mostrar al recargar - - - - Mostrar al comprobar munición - - - - Tiempo en segundos para que el hud del cargador se oculte automáticamente tras una recarga o comprobación de munición - - - - Activa la comprobación dinámica de armas - - - - Si el mod de Comprobación del modo de fuego está instalado, siempre que hagas una comprobación de munición harás también una comprobación de modo de fuego. Todavía tienes que usar la tecla de acceso directo modo de tiro para cambiar entre modos de fuego - - - - Instala magazine redux con una opción de hud de cargador y el mod cargadores de Anomaly para configurar este módulo - - - - - - Hud principal dinámico habilitado - - - - Hud principal dinámico desactivado - - - - Hud principal activado - - - - Hud principal desactivado - - - - Hud BHS dinámico activado. - - - - Hud BHS dinámico está desactivado - - - - Hud BHS dinámico habilitado - - - - Hud BHS dinámico deshabilitado - - - - Minimapa dinámico activado - - - - Minimapa dinámico desactivado - - - - La preferencia global de minimapa se ha cambiado a visible - - - - La preferencia global Minimap se ha cambiado a oculto - - - - La preferencia global Minimap se ha cambiado a auto - - - - Lesión de BHS Hud descartada - - - - BHS Hud no puede ser desestimada, usted está gravemente herido - - - - El BHS Hud dinámico está desactivado. Dismiss not allowed (No se permite la expulsión). - - - - Sin lesiones permanentes, el BHS Hud permanecerá oculto hasta la próxima nueva lesión - - - - ¡Te has lesionado! Mantén pulsado H para desactivar/ocultar el hud de BHS e ignorar brevemente esta alerta de lesión. Cúrate del todo para ocultarte para siempre - - - - El hud de BHS estará siempre visible a partir de ahora. Pulsa H para que el hud de BHS sea dinámico - - - - - - Sistema de Frío Dinámico - - - - Sistema de Frío Dinámico - - - - Cuando el sistema de frío dinámico está habilitado, Cold Hud permanecerá oculto mientras el valor de frío no cruce el umbral de seguridad - - - - Por encima del umbral de seguridad, Cold Hud se mostrará durante unos segundos y se ocultará nuevamente hasta que el frío cruce el siguiente valor del punto de interrupción. El incremento del valor del punto de interrupción en frío se puede configurar a continuación - - - - Cuando su nivel de frío está disminuyendo, Cold Hud cambia al modo de recuperación y se muestra siempre encendido. Por ejemplo, cuando está cerca de una fogata. Cuando el frío comienza a aumentar, Cold Hud vuelve al modo dinámico - - - - Habilitar Dynamic Cold System Hud - - - - Cuando habilita el sistema dinámico de frío, el HUD frío se mostrará de acuerdo con ciertas condiciones establecidas a continuación - - - - El umbral seguro después del cual Dynamic Cold Hud se activa - - - - Cuando el frío cruce este umbral, el Sistema Frío comenzará a notificarte mostrando el Cold Hud periódicamente. Mientras el frío permanezca por debajo de este valor, Cold Hud permanecerá oculto \n - \n 600 es el valor predeterminado del sistema de frío para el umbral seguro después del cual puede ocurrir fiebre - - - - El umbral crítico después del cual Cold Hud está siempre activado - - - - Cuando el frío cruza este umbral, Cold Hud siempre se muestra a menos que el frío vuelva a caer por debajo del umbral crítico \n - \n 1800 es el valor predeterminado del sistema frío para el umbral crítico después del cual se producirá la congelación - - - - El valor de incremento del punto de interrupción en frío - - - - Cuando el frío está por encima del umbral seguro, Cold Hud aparecerá periódicamente cuando el frío alcance estos incrementos de paso (por ejemplo, si el umbral seguro es 600 y el punto de interrupción es 200, Cold Hud aparecerá en cada uno de estos valores fríos: 800, 1000, 1200, etc.) - - - - Mostrar Cold System Hud al recuperarse del frío - - - - Si está habilitado, cada vez que el nivel de frío está disminuyendo, Cold Hud permanece siempre encendido. Por ejemplo, cerca de una fogata - - - - Necesitas instalar el mod Cold System para configurar el Dynamic Cold System Hud - - - \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/configs/ui/mag_hud.xml b/mods/DynaHUD/gamedata/configs/ui/mag_hud.xml deleted file mode 100644 index 170e24949..000000000 --- a/mods/DynaHUD/gamedata/configs/ui/mag_hud.xml +++ /dev/null @@ -1,13 +0,0 @@ - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/configs/ui/maingame_16.xml b/mods/DynaHUD/gamedata/configs/ui/maingame_16.xml deleted file mode 100644 index 82e654024..000000000 --- a/mods/DynaHUD/gamedata/configs/ui/maingame_16.xml +++ /dev/null @@ -1,245 +0,0 @@ - - - -
- <_auto_static x="512" y="384" width="115" height="115" alignment="c" stretch="1" heading="1" xform_anim="xfrom_rotate_3sec" xform_anim_cyclic="1"> - ui_icons_newPDA_Crclbig_h - -
- - - - - - - - - - - - ui_hud_icon_weapon - - - - - - - - - - - - - ui_inGame2_shield_Psy - - - ui_inGame2_shield_Radiation - - - ui_inGame2_shield_biological - - - ui_inGame2_shield_blood - - - ui_inGame2_shield_force - - - ui_inGame2_shield_health - - - ui_inGame2_shield_stamina - - - ui_inGame2_shield_radiation_cleanup - - - - ui_hud_icon_goodmode - - - - ui_hud_icon_artefact - - - - - - - - - ui_hud_icon_PDA - - - - - - - - - - counter - - - - - - - - counter - - - - - - - - counter - - - - - - - - counter - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_dynahud_mainhud - - - - - ui_dynahud_health - - - - - - ui_dynahud_stamina - - - - - - ui_inGame2_Patroni_HUD_gold_bar - - - - - - - - - ammo - - - - fmj - - - - ap - - - - third - - - - gr - - - - - - - - - -
diff --git a/mods/DynaHUD/gamedata/configs/ui/textures_descr/dynahud.xml b/mods/DynaHUD/gamedata/configs/ui/textures_descr/dynahud.xml deleted file mode 100644 index b64164c0b..000000000 --- a/mods/DynaHUD/gamedata/configs/ui/textures_descr/dynahud.xml +++ /dev/null @@ -1,9 +0,0 @@ - - - - - - - - - diff --git a/mods/DynaHUD/gamedata/configs/ui/textures_descr/ui_bhs_med.xml b/mods/DynaHUD/gamedata/configs/ui/textures_descr/ui_bhs_med.xml deleted file mode 100644 index 468004fa4..000000000 --- a/mods/DynaHUD/gamedata/configs/ui/textures_descr/ui_bhs_med.xml +++ /dev/null @@ -1,18 +0,0 @@ - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/configs/ui/ui_body_health.xml b/mods/DynaHUD/gamedata/configs/ui/ui_body_health.xml deleted file mode 100644 index c9d653059..000000000 --- a/mods/DynaHUD/gamedata/configs/ui/ui_body_health.xml +++ /dev/null @@ -1,201 +0,0 @@ - - - - - - ui_hud_bhs_stamina - - - - - ui_hud_bhs_health - - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - - - ui_hud_bhs_stamina - - - - - ui_hud_bhs_health - - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar_green - - - - - - - - ui_hud_bhs_stamina - - - - - ui_hud_bhs_health - - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_green - - - - - \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/configs/ui/ui_body_health_med.xml b/mods/DynaHUD/gamedata/configs/ui/ui_body_health_med.xml deleted file mode 100644 index 0908dfd2a..000000000 --- a/mods/DynaHUD/gamedata/configs/ui/ui_body_health_med.xml +++ /dev/null @@ -1,260 +0,0 @@ - - - - - - ui_hud_bhs_med_stamina - - - - - ui_hud_bhs_med_health - - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - - - ui_hud_bhs_med_stamina - - - - - ui_hud_bhs_med_health - - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - - - ui_hud_bhs_med_stamina - - - - - ui_hud_bhs_med_health - - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - - - ui_hud_bhs_med_bar_green - - - - \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/configs/ui/ui_custom_msgs.xml b/mods/DynaHUD/gamedata/configs/ui/ui_custom_msgs.xml deleted file mode 100644 index 48d321520..000000000 --- a/mods/DynaHUD/gamedata/configs/ui/ui_custom_msgs.xml +++ /dev/null @@ -1,1522 +0,0 @@ -
- - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_timer_games - - - - - - - - - - - - - - - - - ui_frame_error_sign_alarm - - - - car\trabantnoise - - - - act\act_controller_hit - - - - act\act_controller_hit1 - - - - controller\controller_blood_01 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - st_autosave - - - - - - - - gun_jammed - - - - cant_walk - - - - cant_walk_weight - - - - st_not_enough_money - - - - st_not_enough_money - - - - can_use_weapon_now - - - - st_not_enough_money - - - - st_not_enough_money_npc - - - - ui\ui_cm_connection_error - - - cur_num - - - - - ui\ui_cm_connection_error - - - cur_num - - - - - ui\ui_cm_connection_error - - - cur_num - - - - - ui\ui_cm_connection_error - - - cur_num - - - - - - - ui_sega_healph - - - - ui_sega_healph - - - - - ui_hud_timer_games - - - - - - - - - ui_hud_timer_games - - - - ui_hud_points_count - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - intro\intro_back - - - - - - - - - - - - - - - - - - dinamic_hud\hud_vingette - - - - shaders\gasmasks\mask_nm_1 - - - shaders\gasmasks\mask_nm_2 - - - shaders\gasmasks\mask_nm_3 - - - shaders\gasmasks\mask_nm_4 - - - shaders\gasmasks\mask_nm_5 - - - shaders\gasmasks\mask_nm_6 - - - shaders\gasmasks\mask_nm_7 - - - shaders\gasmasks\mask_nm_8 - - - shaders\gasmasks\mask_nm_9 - - - shaders\gasmasks\mask_nm_10 - - - shaders\gasmasks\mask_nm_10 - - - shaders\gasmasks\mask_nm_10 - - - - - dinamic_hud\hud_gas1 - - - dinamic_hud\hud_gas2 - - - dinamic_hud\hud_gas3 - - - dinamic_hud\hud_gas4 - - - dinamic_hud\hud_gas5 - - - dinamic_hud\hud_gas6 - - - dinamic_hud\hud_gas7 - - - dinamic_hud\hud_gas8 - - - dinamic_hud\hud_gas9 - - - dinamic_hud\hud_gas10 - - - dinamic_hud\hud_gas11 - - - dinamic_hud\hud_gas12 - - - dinamic_hud\hud_prot1 - - - dinamic_hud\hud_prot2 - - - dinamic_hud\hud_prot3 - - - dinamic_hud\hud_prot4 - - - dinamic_hud\hud_prot5 - - - dinamic_hud\hud_prot6 - - - dinamic_hud\hud_prot7 - - - dinamic_hud\hud_prot8 - - - dinamic_hud\hud_prot9 - - - dinamic_hud\hud_prot10 - - - dinamic_hud\hud_prot11 - - - dinamic_hud\hud_prot12 - - - dinamic_hud\hud_hard1 - - - dinamic_hud\hud_hard2 - - - dinamic_hud\hud_hard3 - - - dinamic_hud\hud_hard4 - - - dinamic_hud\hud_hard5 - - - dinamic_hud\hud_hard6 - - - dinamic_hud\hud_hard7 - - - dinamic_hud\hud_hard8 - - - dinamic_hud\hud_hard9 - - - dinamic_hud\hud_hard10 - - - dinamic_hud\hud_hard11 - - - dinamic_hud\hud_hard12 - - - dinamic_hud\hud_sci1 - - - dinamic_hud\hud_sci2 - - - dinamic_hud\hud_sci3 - - - dinamic_hud\hud_sci4 - - - dinamic_hud\hud_sci5 - - - dinamic_hud\hud_sci6 - - - dinamic_hud\hud_sci7 - - - dinamic_hud\hud_sci8 - - - dinamic_hud\hud_sci9 - - - dinamic_hud\hud_sci10 - - - dinamic_hud\hud_sci11 - - - dinamic_hud\hud_sci12 - - - dinamic_hud\hud_tact1 - - - dinamic_hud\hud_tact2 - - - dinamic_hud\hud_tact3 - - - dinamic_hud\hud_tact4 - - - dinamic_hud\hud_tact5 - - - dinamic_hud\hud_tact6 - - - dinamic_hud\hud_tact7 - - - dinamic_hud\hud_tact8 - - - dinamic_hud\hud_tact9 - - - dinamic_hud\hud_tact10 - - - dinamic_hud\hud_tact11 - - - dinamic_hud\hud_tact12 - - - dinamic_hud\hud_exo1 - - - dinamic_hud\hud_exo2 - - - dinamic_hud\hud_exo3 - - - dinamic_hud\hud_exo4 - - - dinamic_hud\hud_exo5 - - - dinamic_hud\hud_exo6 - - - dinamic_hud\hud_exo7 - - - dinamic_hud\hud_exo8 - - - dinamic_hud\hud_exo9 - - - dinamic_hud\hud_exo10 - - - dinamic_hud\hud_exo11 - - - dinamic_hud\hud_exo12 - - - - - dinamic_hud\blood1 - - - dinamic_hud\blood2 - - - dinamic_hud\blood3 - - - dinamic_hud\blood4 - - - dinamic_hud\blood5 - - - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - - - - - - - ui_inGame2_triangle_Radiation_green - - - ui_inGame2_triangle_Radiation_yellow - - - ui_inGame2_triangle_Radiation_orange - - - ui_inGame2_triangle_Radiation_red - - - - ui_inGame2_triangle_Biological_green - - - ui_inGame2_triangle_Biological_yellow - - - ui_inGame2_triangle_Biological_orange - - - ui_inGame2_triangle_Biological_red - - - - ui_inGame2_triangle_Psy_green - - - ui_inGame2_triangle_Psy_yellow - - - ui_inGame2_triangle_Psy_orange - - - ui_inGame2_triangle_Psy_red - - - - - ui_inGame2_triangle_Radiation_green - - - ui_inGame2_triangle_Radiation_yellow - - - ui_inGame2_triangle_Radiation_orange - - - ui_inGame2_triangle_Radiation_red - - - - ui_inGame2_triangle_Biological_green - - - ui_inGame2_triangle_Biological_yellow - - - ui_inGame2_triangle_Biological_orange - - - ui_inGame2_triangle_Biological_red - - - - ui_inGame2_triangle_Psy_green - - - ui_inGame2_triangle_Psy_yellow - - - ui_inGame2_triangle_Psy_orange - - - ui_inGame2_triangle_Psy_red - - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - - - - shaders\gasmasks\mask_nm_1 - - - - - - - - - - - ui_hud_bhs_bg - - - - - ui_hud_bhs_bgm - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_stamina_bg - - - - - ui_hud_bhs_health_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - - - - - - - ui_hud_bhs_med_bg - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_med_stamina_bg - - - - - ui_hud_bhs_med_health_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - - - - - - - ui_hud_bhs_bg - - - - - ui_hud_bhs_bgm - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_stamina_bg - - - - - ui_hud_bhs_health_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - - - - - - - ui_hud_bhs_med_bg - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_med_stamina_bg - - - - - ui_hud_bhs_med_health_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - - - - - - - ui_hud_bhs_bg - - - - - ui_hud_bhs_bgm - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_stamina_bg - - - - - ui_hud_bhs_health_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - - - - - - - ui_hud_bhs_med_bg - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_med_stamina_bg - - - - - ui_hud_bhs_med_health_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - ui_hud_bhs_med_bar_bg - - - - - - -
diff --git a/mods/DynaHUD/gamedata/configs/ui/ui_hud.xml b/mods/DynaHUD/gamedata/configs/ui/ui_hud.xml deleted file mode 100644 index 19a7ecc32..000000000 --- a/mods/DynaHUD/gamedata/configs/ui/ui_hud.xml +++ /dev/null @@ -1,39 +0,0 @@ - - - - - - - - - ui_hud_icon_artefact - - - - - - - ui_inGame2_companion_hud_slot - - - ui_inGame2_companion_danger_indicator - - - - - - - - - ui_inGame2_companion_health_bar - - - ui_inGame2_companion_health_bar - - - - - - - - \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/main.fomod b/mods/DynaHUD/gamedata/main.fomod deleted file mode 100644 index e69de29bb..000000000 diff --git a/mods/DynaHUD/gamedata/scripts/dynahud_hud_binder.script b/mods/DynaHUD/gamedata/scripts/dynahud_hud_binder.script deleted file mode 100644 index 29978f6d8..000000000 --- a/mods/DynaHUD/gamedata/scripts/dynahud_hud_binder.script +++ /dev/null @@ -1,44 +0,0 @@ --- hud_style --- INHERIT | -4 Aydin | -3 BHS | -2 EFP | -1 GAMMA | ======= | MAIN | 0 S2 | 1 minimalistic | 2 minimalistic no ammo counter - --- GAMMA - -ui_config = { - -- hides vanilla ammo counter and ammo icon - ["ui/show_ammo_counter_hud"] = true, - ["ui/show_ammo_icon_hud"] = false, -} - -mcm_config = { - - -- hideGui, hides the vanilla firemode indicator - ["fireModeCheck/hideGui"] = true, - -- display modes: 3 Full - 1 text only - 2 image - ["fireModeCheck/displayMode"] = 3, - - ["rax_ammo_check/hidecounter"] = false, - ["rax_ammo_check/hideicon"] = true, -} - -if magazines then - mcm_config["rax_ammo_check/hidecounter"] = true - ui_config["show_ammo_counter_hud"] = false -end - -HUD = { style, ui_config, mcm_config } -HUD.mcm_config = mcm_config -HUD.ui_config = ui_config -HUD.style = -1 - -function init_hud_style() -end - -local function restore_mcm_settings() -end - -function destroy_init_style() - restore_mcm_settings() -end - -function on_game_start() -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/dynahud_hud_mcm.script b/mods/DynaHUD/gamedata/scripts/dynahud_hud_mcm.script deleted file mode 100644 index 5aa87653d..000000000 --- a/mods/DynaHUD/gamedata/scripts/dynahud_hud_mcm.script +++ /dev/null @@ -1,114 +0,0 @@ -function USES_EFP_PATCH() - if dynahud_patch_binder.patch_type == 2 then - return true - else return false end -end - - --- function get_config(key) --- if ui_mcm then --- return ui_mcm.get("dynahud/hud_init_pref/"..key) --- elseif mcm_config[key] ~= nil then --- return mcm_config[key] --- else --- return ui_config[key] --- end --- end - - --- function on_mcm_load() - --- printf("dynahud hud style MCM settings loading") --- op = { id= "hud_init_pref" ,sh=true, text="ui_mcm_dynahud_init_pref" ,gr={ --- { id= "ui" ,sh=true, text="ui_mcm_dynahud_init_pref_ui" ,gr={ --- {id= "title",type= "slide",link= "ui\\dynahud\\Dynahud_Banner.dds",text="ui_mcm_dynahud_init_pref_ui_title",size= {512,50},spacing= 20 }, --- {id = "help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_init_pref_ui_help"}, --- {id = "show_ammo_counter_hud",type = "check", val = 1,def = true}, --- {id = "show_ammo_icon_hud",type = "check", val = 1,def = true}, --- },}, --- { id= "fireModeCheck" ,sh=true, text="ui_mcm_dynahud_init_pref_fireModeCheck" ,gr={ --- {id= "title",type= "slide",link= "ui\\dynahud\\Dynahud_Banner.dds",text="ui_mcm_dynahud_init_pref_fireModeCheck_title",size= {512,50},spacing= 20 }, --- {id = "help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_init_pref_fireModeCheck_help"}, --- {id = "hideGui",type = "check", val = 1,def = true}, --- { id = "displayMode", type = "radio_h", val = 2, def = 3, content = { { 3, "fireModeCheck_full" }, { 1, "fireModeCheck_text_only" }, { 2, "fireModeCheck_image_only" } } }, --- },}, --- { id= "rax_ammo_check" ,sh=true, text="ui_mcm_dynahud_init_pref_rax_ammo_check" ,gr={ --- {id= "title",type= "slide",link= "ui\\dynahud\\Dynahud_Banner.dds",text="ui_mcm_dynahud_init_pref_rax_ammo_check_title",size= {512,50},spacing= 20 }, --- {id = "help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_init_pref_rax_ammo_check_help"}, --- {id = "hidecounter",type = "check", val = 1,def = true}, --- {id = "hideicon",type = "check", val = 1,def = true}, --- },}, --- { id= "hud_configurator" ,sh=true,precondition={USES_EFP_PATCH}, text="ui_mcm_dynahud_init_pref_hud_configurator" ,gr={ --- {id= "title",type= "slide",link= "ui\\dynahud\\Dynahud_Banner.dds",text="ui_mcm_dynahud_init_pref_hud_configurator_title",size= {512,50},spacing= 20 }, --- {id = "help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_init_pref_hud_configurator_help"}, --- {id = "background",type = "check", val = 1,def = true}, --- {id = "fire_mode",type = "check", val = 1,def = true}, --- {id = "health_bar",type = "check", val = 1,def = true}, --- {id = "psy_bar",type = "check", val = 1,def = true}, --- {id = "stamina_bar",type = "check", val = 1,def = true}, --- },}, --- }} - --- return op, "dynahud" --- end - --- function on_mcm_load() - --- printf("dynahud hud style MCM settings loading") --- op = { id= "dynahud",gr={ --- { id= "hud_init_pref" ,sh=true, text="ui_mcm_dynahud_init_pref" ,gr={ --- {id= "title",type= "slide",link= "ui\\dynahud\\Dynahud_Banner.dds",text="ui_mcm_dynahud_init_pref_ui_title",size= {512,50},spacing= 20 }, --- {id = "help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_init_pref_ui_help"}, --- {id = "reset_to_factory",type = "check", val = 1,def = false}, --- }} --- }} --- return op --- end - --- function reset_HUD_Skin_style() - --- local HUD = dynahud_hud_binder.HUD - --- if ui_mcm then --- ui_mcm.set("dynahud/hud_init_pref/fireModeCheck/hideGui", HUD.mcm_config("fireModeCheck/hideGui")) --- ui_mcm.set("dynahud/hud_init_pref/fireModeCheck/displayMode", HUD.mcm_config("fireModeCheck/displayMode")) --- ui_mcm.set("dynahud/hud_init_pref/rax_ammo_check/hidecounter", HUD.mcm_config("rax_ammo_check/hidecounter")) --- ui_mcm.set("dynahud/hud_init_pref/rax_ammo_check/hideicon", HUD.mcm_config("rax_ammo_check/hideicon")) --- ui_mcm.set("dynahud/hud_init_pref/ui/show_ammo_counter_hud", HUD.ui_config("rax_ammo_check/hidecounter")) --- ui_mcm.set("dynahud/hud_init_pref/ui/show_ammo_icon_hud", HUD.ui_config("rax_ammo_check/hideicon")) - --- if USES_EFP_PATCH then --- ui_mcm.set("dynahud/hud_init_pref/hud_configurator/background", HUD.mcm_config("hud_configurator/background")) --- ui_mcm.set("dynahud/hud_init_pref/hud_configurator/fire_mode", HUD.mcm_config("hud_configurator/fire_mode")) --- ui_mcm.set("dynahud/hud_init_pref/hud_configurator/health_bar", HUD.mcm_config("hud_configurator/health_bar")) --- ui_mcm.set("dynahud/hud_init_pref/hud_configurator/psy_bar", HUD.mcm_config("hud_configurator/psy_bar")) --- ui_mcm.set("dynahud/hud_init_pref/hud_configurator/stamina_bar", HUD.mcm_config("hud_configurator/stamina_bar")) --- end --- end - --- end - -function on_option_change() - printf("[dynahud] hud style user settings saving") - -- Save the Hud reskin user preferences - if ui_mcm then - ui_mcm.set("dynahud/hud_init_pref/" .. (dynahud_hud_binder.HUD.style) .. "/fireModeCheck/hideGui", ui_mcm.get("fireModeCheck/hideGui")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/fireModeCheck/displayMode", ui_mcm.get("fireModeCheck/displayMode")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/rax_ammo_check/hidecounter", ui_mcm.get("rax_ammo_check/hidecounter")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/rax_ammo_check/hideicon", ui_mcm.get("rax_ammo_check/hideicon")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/ui/show_ammo_counter_hud", ui_mcm.get("rax_ammo_check/hidecounter")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/ui/show_ammo_icon_hud", ui_mcm.get("rax_ammo_check/hideicon")) - - if USES_EFP_PATCH then - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/hud_configurator/background", ui_mcm.get("hud_configurator/background")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/hud_configurator/fire_mode", ui_mcm.get("hud_configurator/fire_mode")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/hud_configurator/health_bar", ui_mcm.get("hud_configurator/health_bar")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/hud_configurator/psy_bar", ui_mcm.get("hud_configurator/psy_bar")) - ui_mcm.set("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/hud_configurator/stamina_bar", ui_mcm.get("hud_configurator/stamina_bar")) - end - end -end - -function on_game_start() - RegisterScriptCallback("on_option_change", on_option_change) -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/dynahud_mcm.script b/mods/DynaHUD/gamedata/scripts/dynahud_mcm.script deleted file mode 100644 index b4e3272ab..000000000 --- a/mods/DynaHUD/gamedata/scripts/dynahud_mcm.script +++ /dev/null @@ -1,258 +0,0 @@ --- If you don't use MCM, change your defaults from here. -local defaults = { - ["general/notifications_enable"]=true, - ["main_hud/autohide"]=true, - ["main_hu/hide_health_threshold"]=0.9, - ["main_hud/hide_health_autohide_timeout"]=30, - ["main_hud/hide_power_threshold"]=0.9, - ["main_hud/hide_psy_threshold"]=0.9, - ["main_hud/bg_autohide_timeout"]=5, - ["main_hud/bg_preview_on_show"]=true, - ["main_hud/bg_preview_time"]=5, - ["icons_hud/autohide"]=true, - ["icons_hud/autohide_timeout"]=20, - ["icons_hud/preview"]=true, - ["icons_hud/preview_timer"]=180, - ["icons_hud/preview_time"]=10, - ["icons_hud/inventory_preview"]=true, - ["icons_hud/enable_timers"]=true, - ["icons_hud/show_only_expiring"]=30, - ["icons_hud/xy_multiply_by"]=1, - ["icons_hud/main_hud_on_x"]=0, - ["icons_hud/main_hud_on_y"]=0, - ["icons_hud/main_hud_on_size_mul"]=1, - ["icons_hud/main_hud_on_spacing"]=0, - ["icons_hud/main_hud_off_x"]=0, - ["icons_hud/main_hud_off_y"]=0, - ["icons_hud/main_hud_off_size_mul"]=1, - ["icons_hud/main_hud_off_spacing"]=0, - ["weapon_hud/autohide"]=true, - ["weapon_hud/autohide_timeout"]=10, - ["weapon_hud/aim_show"]=true, - ["weapon_hud/aim_show_quickhide"]=true, - ["weapon_hud/reload_show"]=true, - ["weapon_hud/weaponcheck_show"]=true, - ["bhs_hud/autohide"]=true, - ["bhs_hud/update_hide_timeout"]=10, - ["bhs_hud/dismiss_timeout"]=5, - ["bhs_hud/dismiss_force"]=false, - ["bhs_hud/dismiss_on_mapload"]=false, - ["bhs_hud/always_hide"]=false, - ["minimap/autohide"]=true, - ["minimap/hide"]=true, - ["minimap/show"]=true, - ["minimap/show_on_wpn_lowered"]=true, - ["minimap/show_on_actor_sprint"]=true, - ["minimap/show_on_wpn_lowered_timeout"]=4, - ["minimap/hide_on_end_sprint_timeout"]=3, - ["minimap/autohide_timeout"]=5, - ["mags/enable"]=true, - ["mags/show_reload"]=true, - ["mags/show_ammocheck"]=true, - ["mags/autohide_timeout"]=5, - ["mags/weapon_check"]=true, - ["cold_system/enable"]=true, - ["cold_system/safe_threshold"]=600, - ["cold_system/critical_threshold"]=1800, - ["cold_system/breakpoint"]=100, - ["cold_system/show_recovery"]=true, - ["companion_hud/enable"]=true, - ["companion_hud/check_distance"]=true, - ["companion_hud/safe_distance"]=100, - ["companion_hud/preview_time"]=5, -} - -function get_config(key) - if ui_mcm then return ui_mcm.get("dynahud/"..key) else return defaults[key] end -end - -function bhs_available() - if zzz_player_injuries then - return true - else - return false - end -end - -function bhs_not_available() - return not bhs_available() -end - -function mags_available() - if magazines then - return true - else - return false - end -end - -function mags_not_available() - return not mags_available() -end - -function cold_available() - if cold_system then - return true - else - return false - end -end - -function cold_not_available() - return not cold_available() -end - -function xcvb_icon_timer_available() - if actor_status.XCVB_ICON_TIME_IMPL then - return true - else - return false - end -end - -function on_mcm_load() - - printf("dynahud MCM settings loading") - op = { id= "dynahud",gr={ - { id= "general" ,sh=true, text="ui_mcm_dynahud_menu_general" ,gr={ - {id= "title",type= "slide",link= "ui\\dynahud\\Dynahud_Banner.dds",text="ui_mcm_dynahud_general_title",size= {512,50},spacing= 20 }, - {id = "help1", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_general_help1"}, - {id = "help2", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_general_help2"}, - {id = "help3", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_general_help3"}, - {id = "help4", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_general_help4"}, - {id = "help5", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_general_help5"}, - {id= "notifications_title",type= "slide",link= "ui_options_slider_news",text="ui_mcm_dynahud_general_notifications_title",size= {512,50},spacing= 20 }, - {id = "notifications_help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_general_notifications_help"}, - {id = "notifications_enable",type = "check", val = 1,def = true} - },}, - { id= "main_hud" ,sh=true, text="ui_mcm_dynahud_menu_main_hud" ,gr={ - {id= "title",type= "slide",link= "ui\\dynahud\\Main_Hud_Banner.dds",text="ui_mcm_dynahud_main_hud_title",size= {512,50},spacing= 20 }, - {id = "help1", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_main_hud_help1"}, - {id = "autohide",type = "check", val = 1,def = true}, - {id = "hide_health_threshold",type ="track",val = 2, min=0.3,max=1,step=0.1, def = 0.9}, - {id = "hide_health_autohide_timeout",type="track",val = 2, min=0,max=60,step=1, def = 30}, - {id = "hide_power_threshold",type="track",val = 2, min=0.3,max=1,step=0.1, def = 0.9}, - {id = "hide_psy_threshold",type ="track",val = 2, min=0.30,max=1,step=0.05, def = 0.90}, - {id = "bg_autohide_timeout",type="track",val = 2, min=0,max=60,step=1, def = 5}, - {id = "bg_preview_on_show",type="check",val = 1,def = true}, - {id = "bg_preview_time",type="track",val = 2, min=0,max=60,step=1, def = 5}, - },}, - { id= "icons_hud" ,sh=true, text="ui_mcm_dynahud_menu_icons_hud" ,gr={ - {id= "title",type= "slide",link= "ui\\dynahud\\Main_Hud_Banner.dds",text="ui_mcm_dynahud_icons_hud_title",size= {512,50},spacing= 20 }, - {id = "help1", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_icons_hud_help1"}, - {id = "help2", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_icons_hud_help2"}, - {id = "help3", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_icons_hud_help3"}, - {id = "autohide",type = "check", val = 1,def = true}, - {id = "autohide_timeout",type="track",val = 2, min=0,max=60,step=1, def = 20}, - {id = "preview",type = "check", val = 1,def = true}, - {id = "preview_timer",type="track",val = 2, min=0,max=300,step=1, def = 180}, - {id = "preview_time",type="track",val = 2, min=0,max=60,step=1, def = 10}, - {id = "inventory_preview",type = "check", val = 1,def = true}, - {id = "enable_timers",type = "check", val = 1,def = true, precondition= {xcvb_icon_timer_available}}, - {id = "show_only_expiring",type="track",val = 2, min=0,max=300,step=1, def = 30, precondition= {xcvb_icon_timer_available}}, - {id= "title",type= "slide",link= "ui\\dynahud\\Main_Hud_Banner.dds",text="ui_mcm_dynahud_icons_hud_position",size= {512,50},spacing= 20 }, - {id = "help4", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_icons_hud_help4"}, - {id = "xy_multiply_by",type="track",val = 2, min=1,max=5,step=1, def = 1}, - {id = "main_hud_on_x",type="track",val = 2, min=-400,max=400,step=1, def = 0}, - {id = "main_hud_on_y",type="track",val = 2, min=-400,max=400,step=1, def = 0}, - {id = "main_hud_on_size_mul",type="track",val = 2, min=0.5,max=2,step=0.1, def = 1}, - {id = "main_hud_on_spacing",type="track",val = 2, min=-15,max=30,step=1, def = 0}, - { id = "line", type = "line" }, - {id = "main_hud_off_x",type="track",val = 2, min=-400,max=400,step=1, def = 0}, - {id = "main_hud_off_y",type="track",val = 2, min=-400,max=400,step=1, def = 0}, - {id = "main_hud_off_size_mul",type="track",val = 2, min=0.5,max=2,step=0.1, def = 1}, - {id = "main_hud_off_spacing",type="track",val = 2, min=-15,max=30,step=1, def = 0}, - },}, - { id= "weapon_hud" ,sh=true, text="ui_mcm_dynahud_menu_weapon_hud" ,gr={ - {id= "title",type= "slide",link= "ui_options_slider_gameplay_diff",text="ui_mcm_dynahud_weapon_hud_title",size= {512,50},spacing= 20 }, - {id = "help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_weapon_hud_help"}, - {id = "help1", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_weapon_hud_help1"}, - {id = "autohide",type = "check", val = 1,def = true}, - {id = "autohide_timeout",type ="track",val = 2, min=0,max=60,step=1, def = 10}, - {id = "aim_show",type = "check", val = 1,def = false}, - {id = "aim_show_quickhide",type = "check", val = 1,def = false}, - {id = "reload_show",type = "check",precondition= {mags_not_available}, val = 1,def = false}, - {id = "weaponcheck_show",type = "check",precondition= {mags_not_available}, val = 1,def = false}, - },}, - { id= "companion_hud" ,sh=true, text="ui_mcm_dynahud_companion_hud" ,gr={ - {id= "title",type= "slide",link= "ui\\dynahud\\Companion Hud.dds",text="ui_mcm_dynahud_companion_hud_title",size= {512,50},spacing= 20 }, - {id = "help1", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_companion_hud_help1"}, - {id = "help2", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_companion_hud_help2"}, - {id = "help3", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_companion_hud_help3"}, - {id = "help4", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_companion_hud_help4"}, - {id = "help5", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_companion_hud_help5"}, - {id = "help6", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_companion_hud_help6"}, - {id = "enable",type = "check", val = 1,def = true}, - {id = "check_distance",type = "check", val = 1,def = true}, - {id = "safe_distance",type ="track",val = 2, min=50,max=400,step=25, def = 100}, - {id = "preview_time",type ="track",val = 2, min=1,max=60,step=1, def = 5}, - },}, - { id= "bhs_hud" ,sh=true, text="ui_mcm_dynahud_menu_bhs_hud" ,gr={ - {id= "title",type= "slide",link= "ui\\dynahud\\BHS_Banner.dds",text="ui_mcm_dynahud_bhs_hud_title",size= {512,50},spacing= 20 }, - {id = "help1", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_bhs_hud_help1"}, - {id = "help2", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_bhs_hud_help2"}, - {id = "help3", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_bhs_hud_help3"}, - {id = "help4", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_bhs_hud_help4"}, - {id = "help5", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_bhs_hud_help5"}, - {id = "autohide",type ="check",precondition= {bhs_available}, val=1,def=true}, - {id = "update_hide_timeout",type="track",precondition= {bhs_available},val = 2, min=1,max=60,step=1, def = 10}, - {id = "dismiss_timeout",type="track",precondition= {bhs_available},val = 2, min=1,max=15,step=1, def = 5}, - {id = "dismiss_force",type ="check",precondition= {bhs_available}, val=1,def=false}, - {id = "help6", type = "desc",precondition= {bhs_not_available}, clr = {255,183,47,143}, text="ui_mcm_dynahud_bhs_hud_help6"}, - {id = "dismiss_on_mapload",type="check",precondition= {bhs_available},val = 1,def = false}, - {id = "always_hide",type="check",precondition= {bhs_available},val = 1,def = false}, - },}, - { id= "minimap" ,sh=true, text="ui_mcm_dynahud_menu_minimap" ,gr={ - {id= "title",type= "slide",link= "ui_options_slider_fast_travel",text="ui_mcm_dynahud_minimap_title",size= {512,50},spacing= 20 }, - {id = "help1", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_minimap_help1"}, - {id = "help2", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_minimap_help2"}, - {id = "help3", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_minimap_help3"}, - {id = "help4", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_minimap_help4"}, - {id = "autohide",type ="check",val=1,def=true}, - {id = "help5", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_minimap_help5"}, - {id = "hide",type ="check",val=1,def=true}, - {id = "show",type ="check",val=1,def=true}, - {id = "autohide_timeout",type="track",val = 2, min=1,max=60,step=1, def = 5}, - {id = "show_on_wpn_lowered",type ="check",val=1,def=true}, - {id = "show_on_actor_sprint",type ="check",val=1,def=false}, - {id = "show_on_wpn_lowered_timeout",type="track",val = 2, min=0,max=10,step=0.5, def = 4}, - {id = "hide_on_end_sprint_timeout",type="track",val = 2, min=0,max=10,step=0.5, def = 3}, - },}, - { id= "mags" ,sh=true, text="ui_mcm_dynahud_menu_mags" ,gr={ - {id= "title",type= "slide",link= "ui_options_slider_gameplay_diff",text="ui_mcm_dynahud_mags_title",size= {512,50},spacing= 20 }, - {id = "help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_mags_help"}, - {id = "enable",type ="check",precondition= {mags_available},val=1,def=true}, - {id = "show_reload",type ="check",precondition= {mags_available},val=1,def=true}, - {id = "show_ammocheck",type ="check",precondition= {mags_available},val=1,def=true}, - {id = "autohide_timeout",type="track",precondition= {mags_available},val = 2, min=1,max=15,step=1, def = 5}, - {id = "weapon_check",type ="check",precondition= {mags_available},val=1,def=true}, - {id = "help1", type = "desc",precondition= {mags_not_available},clr = {255,183,47,143}, text="ui_mcm_dynahud_mags_help1"}, - },}, - { id= "cold_system" ,sh=true, text="ui_mcm_dynahud_menu_cold_system" ,gr={ - {id= "title",type= "slide",link= "ui\\dynahud\\Cold Hud.dds",text="ui_mcm_dynahud_cold_system_title",size= {512,50},spacing= 20 }, - {id = "help", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_cold_system_help"}, - {id = "help1", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_cold_system_help1"}, - {id = "help2", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_dynahud_cold_system_help2"}, - {id = "enable",type ="check",precondition= {cold_available},val=1,def=true}, - {id = "safe_threshold",type ="track",precondition= {cold_available},val = 2, min=0,max=2000,step=100, def = 600}, - {id = "critical_threshold",type ="track",precondition= {cold_available},val = 2, min=0,max=2000,step=100, def = 1800}, - {id = "breakpoint",type="track",precondition= {cold_available},val = 2, min=1,max=200,step=10, def = 100}, - {id = "show_recovery",type ="check",precondition= {cold_available},val=1,def=true}, - {id = "help_not_installed", type = "desc",precondition= {cold_not_available},clr = {255,183,47,143}, text="ui_mcm_dynahud_cold_system_help_not_installed"}, - },}, - } - } - - return op -end - -function dynahud_update_settings() - zzzz_dynahud.dynahud_on_mcm_change() - if z_alticons and z_alticons.dynahud_on_mcm_change then - z_alticons.dynahud_on_mcm_change() - end -end - -function on_game_start() - RegisterScriptCallback("on_option_change", dynahud_update_settings) -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/dynahud_minimap_binder.script b/mods/DynaHUD/gamedata/scripts/dynahud_minimap_binder.script deleted file mode 100644 index 70051719d..000000000 --- a/mods/DynaHUD/gamedata/scripts/dynahud_minimap_binder.script +++ /dev/null @@ -1,7 +0,0 @@ - --- 0 bottom right - 1 top right - 2 top left - 3 compass top - 4 compass bottom -MINIMAP = { style } -MINIMAP.style = 0 - -function on_game_start() -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/dynahud_patch_binder.script b/mods/DynaHUD/gamedata/scripts/dynahud_patch_binder.script deleted file mode 100644 index 7056a8ddc..000000000 --- a/mods/DynaHUD/gamedata/scripts/dynahud_patch_binder.script +++ /dev/null @@ -1,7 +0,0 @@ - --- 0 no patch | 1 BHS | 2 BHS_GAMMA - | 3 BHS_EFP - -patch_type = 1 - -function on_game_start() -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/z_alticons.script b/mods/DynaHUD/gamedata/scripts/z_alticons.script deleted file mode 100644 index f45fd5c26..000000000 --- a/mods/DynaHUD/gamedata/scripts/z_alticons.script +++ /dev/null @@ -1,168 +0,0 @@ - ---[[ -Monkey patch to alticons script -change the position of alt icons to match the main hud -20/11/2020 -Anomaly game scripts used as reference: ui_sidhud.script by RavenAscendant - -Author: strangerism ---]] -local size_adjust = 0 -local function getglobal_size_adjust() - local size_adjust - if alticons then - size_adjust = alticons.size_adjust - else - size_adjust = 0.75 - end - - return size_adjust -end - -MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_X_OFFSET = 0 -MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_Y_OFFSET = 0 -MAIN_HUD_BG_OFF_SIZE_ADJUST_OFFSET = 0 -MAIN_HUD_BG_OFF_ICONS_SPACING_OFFSET = 0 - -MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_X_OFFSET = 0 -MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_Y_OFFSET = 0 -MAIN_HUD_BG_ON_SIZE_ADJUST_OFFSET = 0 -MAIN_HUD_BG_ON_ICONS_SPACING_OFFSET = 0 - -dynamic_icons_hud = true -MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_X = 0 -MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_Y = 0 -MAIN_HUD_BG_OFF_SIZE_ADJUST = 0 - - -MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_X = 80 -MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_Y = 0 -MAIN_HUD_BG_ON_SIZE_ADJUST = 0 - -local x_translate = 80 -local y_translate = 0 -local spacing_adjust = 0 -local user_size_adjust = 0 -function main_hud_bg_off_status_icons() - --printf("main_hud_bg_off_status_icons") - x_translate = MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_X + MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_X_OFFSET - y_translate = MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_Y + MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_Y_OFFSET - size_adjust = getglobal_size_adjust() + MAIN_HUD_BG_OFF_SIZE_ADJUST - user_size_adjust = MAIN_HUD_BG_OFF_SIZE_ADJUST_OFFSET - spacing_adjust = MAIN_HUD_BG_OFF_ICONS_SPACING_OFFSET -end - -function main_hud_bg_on_status_icons() - --printf("main_hud_bg_on_status_icons") - x_translate = MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_X + MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_X_OFFSET - y_translate = MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_Y + MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_Y_OFFSET - size_adjust = getglobal_size_adjust() + MAIN_HUD_BG_ON_SIZE_ADJUST - user_size_adjust = MAIN_HUD_BG_ON_SIZE_ADJUST_OFFSET - spacing_adjust = MAIN_HUD_BG_ON_ICONS_SPACING_OFFSET -end - -function on_game_start() - printf("overriding altiicons actor_status.UIIndicators:InitControls" ) -end - -local time_xml = nil -function loadUIStatic() - if not time_xml then - time_xml = CScriptXmlInit() - time_xml:ParseFile("actor_menu.xml") - end -end - -function actor_status.UIIndicators:InitControls() - ratio = (device().height / device().width) / (768 / 1024) - self.W = 39 * size_adjust * ratio --Only change by amout of margin in the icon textures - self.offset = ((2 * ratio * size_adjust * user_size_adjust) + spacing_adjust) -- - - local xml = utils_xml.get_hud_xml() - - self.dialog = xml:InitStatic("indicators", self) - pos = self.dialog:GetWndPos() - - -- printf("[Dynahud Indicators window pos x.y %s.%s]", pos.x, pos.y) - -- printf("[Dynahud Indicators window offset %s.%s]", x_translate, y_translate) - - if not default_saved then - DEFAULT_X = pos.x - DEFAULT_Y = pos.y - DEFAULT_SIZE = getglobal_size_adjust() - end - - self.dialog:SetWndPos( vector2():set(pos.x + x_translate, pos.y - 8 + y_translate)) --nudgeing it up slightly for reasons. might add an adjustment in game for this as well. - --utils_xml.correct_ratio(self.dialog) - self.dialog:Show(false) - - local t_size = size_table(actor_status.indicators) - for i=1,t_size do - local x = (i-1)*(self.W + self.offset) - if self.mirrored then - x = (1-i)*(self.W + self.offset) - end - -- printf("[Dynahud] icon x pos = %s ", x) - - self.slot[i] = {} - self.slot[i].back_s = xml:InitStatic("indicators:static", self.dialog) - self.slot[i].back_f = xml:InitStatic("indicators:flashing", self.dialog) - self.slot[i].icon_s = xml:InitStatic("indicators:static", self.dialog) - self.slot[i].icon_f = xml:InitStatic("indicators:flashing", self.dialog) - for k, ele in pairs(self.slot[i]) do - ele:SetWndPos( vector2():set( x , 0 - ele:GetHeight() * (size_adjust -1 ) )) - ele:SetWndSize(vector2():set(ele:GetWidth() * ratio * size_adjust * user_size_adjust, ele:GetHeight() * size_adjust * user_size_adjust)) - end - if zzzz_dynahud.DYNAHUD_ICONS_HUD_TIMERS then - -- xcvb boost time - loadUIStatic() - self.slot[i].xcvb_time = time_xml:InitTextWnd("quick_slot3_text", self) - local dialog_pos = self.dialog:GetWndPos() - local icon_pos = self.slot[i].icon_f:GetWndPos() - local text_x_pos = dialog_pos.x + icon_pos.x - local text_y_pos = dialog_pos.y + icon_pos.y - 17 - self.slot[i].xcvb_time:SetWndPos(vector2():set( text_x_pos - 5, text_y_pos + 10)) - - local icon_width = self.slot[i].icon_f:GetWidth() - local self_height = self.slot[i].xcvb_time:GetHeight() - self.slot[i].xcvb_time:SetWndSize(vector2():set(icon_width, self_height)) - self.slot[i].xcvb_time:SetText("") - --------------------- - end - end -end - -function dynahud_on_mcm_change() - load_mcm_settings() - - actor_status.deactivate_hud() - actor_status.activate_hud() - zzzz_dynahud.autoshow_main_hud_bg() -end - -function load_mcm_settings() - - local DYNAHUD_ICONS_HUD_AUTOHIDE = dynahud_mcm.get_config("icons_hud/autohide") - - if not DYNAHUD_ICONS_HUD_AUTOHIDE then - x_translate = MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_X - y_translate = MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_Y - size_adjust = getglobal_size_adjust() - end - - XY_MULTIPLIER = (dynahud_mcm.get_config("icons_hud/xy_multiply_by")) * 1 - - MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_X_OFFSET = (dynahud_mcm.get_config("icons_hud/main_hud_off_x")) * XY_MULTIPLIER - MAIN_HUD_BG_OFF_STATUS_ICONS_POSITION_Y_OFFSET = (dynahud_mcm.get_config("icons_hud/main_hud_off_y")) * XY_MULTIPLIER - MAIN_HUD_BG_OFF_SIZE_ADJUST_OFFSET = (dynahud_mcm.get_config("icons_hud/main_hud_off_size_mul")) * XY_MULTIPLIER - MAIN_HUD_BG_OFF_ICONS_SPACING_OFFSET = dynahud_mcm.get_config("icons_hud/main_hud_off_spacing") - MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_X_OFFSET = (dynahud_mcm.get_config("icons_hud/main_hud_on_x")) * XY_MULTIPLIER - MAIN_HUD_BG_ON_STATUS_ICONS_POSITION_Y_OFFSET = (dynahud_mcm.get_config("icons_hud/main_hud_on_y")) * XY_MULTIPLIER - MAIN_HUD_BG_ON_SIZE_ADJUST_OFFSET = (dynahud_mcm.get_config("icons_hud/main_hud_on_size_mul")) * XY_MULTIPLIER - MAIN_HUD_BG_ON_ICONS_SPACING_OFFSET = dynahud_mcm.get_config("icons_hud/main_hud_on_spacing") -end - -function on_game_start() - printf("overriding altiicons actor_status.UIIndicators:InitControls" ) - load_mcm_settings() -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/z_ammo_check_mp.script b/mods/DynaHUD/gamedata/scripts/z_ammo_check_mp.script deleted file mode 100644 index 4d47a3b76..000000000 --- a/mods/DynaHUD/gamedata/scripts/z_ammo_check_mp.script +++ /dev/null @@ -1,42 +0,0 @@ - ---[[ -Monkey patch to ammo_check script -when running check_ammo it shows the firemode check also if the mod is enabled -20/11/2020 -Anomaly game scripts used as reference: ui_sidhud.script by RavenAscendant - -Author: strangerism ---]] - -function monkey() end - if ammo_check_mcm then - monkey = ammo_check_mcm.check_Ammo - end - - -function monkey_check_Ammo() - monkey() - -- printf("[ammo_check_mcm] Hey! I have been monkey patched by z_ammo_check_mcm.script") - if magazines then - zzzz_dynahud.dynahud_mags_ui_update_ammocheck(zzzz_dynahud.ACTION.AMMO_CHECK) - else - zzzz_dynahud.weapon_hud_update(zzzz_dynahud.ACTION.AMMO_CHECK) - end - if ish_firemode and zzzz_dynahud.DYNAHUD_DYNAMIC_MAGHUD_WEAPON_CHECK then - ish_firemode.show_firemode() - end - -end -if ammo_check_mcm then - ammo_check_mcm.check_Ammo = monkey_check_Ammo -end - - -function on_game_start() - printf("[z_ui_sidhud_mcm] I am monkey patching ui_sidhud_mcm.script") - if ammo_check_mcm then - printf("Enabling DYNAHUD_AMMOCHECK_SUPPORT") - else - printf("DYNAHUD_AMMOCHECK_SUPPORT not Enabled") - end -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/z_mini_map_toggle_mp.script b/mods/DynaHUD/gamedata/scripts/z_mini_map_toggle_mp.script deleted file mode 100644 index 7c541ddbc..000000000 --- a/mods/DynaHUD/gamedata/scripts/z_mini_map_toggle_mp.script +++ /dev/null @@ -1,76 +0,0 @@ ---[[ -Monkey patch to mini_map_toggle script -hides the ammo counter and ammo icon if map is toggled on if both share the same position on the hud, and viceversa -20/11/2020 -Anomaly game scripts used as reference: ui_sidhud.script by RavenAscendant - -Author: strangerism ---]] - -local KEY = DIK_keys.DIK_SLASH --change this if you don't use MCM or havn't updated to the curent version - --- local function notify(minimap_player_choice_visible) --- printf("notify minimap_player_choice_visible %s",minimap_player_choice_visible) --- if minimap_player_choice_visible then --- zzzz_dynahud.print_tip("ui_mcm_dynahud_dynamic_minimap_global_visible") --- else --- zzzz_dynahud.print_tip("ui_mcm_dynahud_dynamic_minimap_global_hidden") --- end --- end - -function monkey() end - if mini_map_toggle_mcm then - monkey = mini_map_toggle_mcm.on_key_press - -- monkey_kh = mini_map_toggle_mcm.on_key_hold - end - - -function monkey_on_key_press(key) - if KEY == nil then - KEY = ui_mcm.get("rax_mmt/keybind") - end - --printf("monkey_on_key_press - you pressed %s - minimap key is %s",key, KEY) - if (key == KEY) then - local minimap_enabled = ui_options.get("video/hud/show_minimap") - --printf("minimap toggle activated with minimap visible %s", minimap_enabled) - monkey(key) - --printf(">>> minimap style == %s", zzzz_dynahud.MINIMAP.style) - --printf(">>> hud style == %s", zzzz_dynahud.HUD.style) - minimap_enabled = ui_options.get("video/hud/show_minimap") - --printf(">>> minimap_enabled %s",minimap_enabled) - local itm = db.actor:active_item() - local is_weapon = itm and IsWeapon(itm) or false - if is_weapon then - if zzzz_dynahud.HUD.style == -2 then - zzzz_dynahud.ui_show_cur_ammo(false) - zzzz_dynahud.ui_show_weapon_icon(false) - if ui_bartgac_mcm then ui_bartgac_mcm.BGAC_OFF() end - elseif not minimap_enabled and (zzzz_dynahud.MINIMAP.style == 0 and zzzz_dynahud.HUD.style == 0) then - zzzz_dynahud.ui_show_cur_ammo(false) - zzzz_dynahud.ui_show_weapon_icon(false) - if ui_bartgac_mcm then ui_bartgac_mcm.BGAC_OFF() end - else - zzzz_dynahud.ui_show_cur_ammo(true) - zzzz_dynahud.ui_show_weapon_icon(true) - if ui_bartgac_mcm then ui_bartgac_mcm.BGAC_ON() end - end - end - - end -end - --- function monkey_on_key_hold(key) --- monkey_kh(key) --- printf("monkey_on_key_hold %s",key) --- end -if mini_map_toggle_mcm then - mini_map_toggle_mcm.on_key_press = monkey_on_key_press - -- mini_map_toggle_mcm.on_key_hold = monkey_on_key_hold -end - - - -function on_game_start() - printf("[z_mini_map_toggle_mcm] I am monkey patching mini_map_toggle_mcm.script") - KEY = ui_mcm.get("rax_mmt/keybind") -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/z_ui_bartgac_mp.script b/mods/DynaHUD/gamedata/scripts/z_ui_bartgac_mp.script deleted file mode 100644 index 95179fe5d..000000000 --- a/mods/DynaHUD/gamedata/scripts/z_ui_bartgac_mp.script +++ /dev/null @@ -1,71 +0,0 @@ ---[[ -Monkey patch to Bart's Good Ammo Counters script -changes the color of the not used ammo counters to make them invisible -20/11/2020 -Anomaly game scripts used as reference: ui_sidhud.script by RavenAscendant - -Author: strangerism ---]] - -good_mun = "good" -bad_mun = "bad" -very_bad_mun = "verybad" -l = "allume" -dl = "eteint" - -clr_list_1 ={} - - clr_list_1 = { - ["fmj_ammo"] = { - [good_mun] = {allume = GetARGB(255, 113, 160, 99), eteint = GetARGB(0, 255, 255, 255)}, - [bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [very_bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)},}, - - ["ap_ammo"] = { - [good_mun] = {allume = GetARGB(255, 50, 148, 219), eteint = GetARGB(0, 255, 255, 255)}, - [bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [very_bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)},}, - - ["third_ammo"] = { - [good_mun] = {allume = GetARGB(255, 196, 196, 196), eteint = GetARGB(0, 255, 255, 255)}, - [bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [very_bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)},} -} - -clr_list_2 ={} - - clr_list_2 = { - ["fmj_ammo"] = { - [good_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [very_bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)},}, - - ["ap_ammo"] = { - [good_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [very_bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)},}, - - ["third_ammo"] = { - [good_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)}, - [very_bad_mun] = {allume = GetARGB(255, 255, 255, 255), eteint = GetARGB(0, 255, 255, 255)},}, -} - - -function monkey() end - if ui_bartgac_mcm then - monkey = ui_bartgac_mcm.on_game_start - end -function monkey_on_game_start() - monkey() - printf("[ui_bartgac_mcm] Hey! I have been monkey patched by z_ui_bartgac_mcm") -end - -if ui_bartgac_mcm then - ui_bartgac_mcm.clr_list_1 = clr_list_1 - ui_bartgac_mcm.clr_list_2 = clr_list_2 -end - -function on_game_start() - printf("[z_ui_bartgac_mcm] I am monkey patching ui_bartgac_mcm.script") -end diff --git a/mods/DynaHUD/gamedata/scripts/z_ui_sidhud_mp.script b/mods/DynaHUD/gamedata/scripts/z_ui_sidhud_mp.script deleted file mode 100644 index 3f17811a4..000000000 --- a/mods/DynaHUD/gamedata/scripts/z_ui_sidhud_mp.script +++ /dev/null @@ -1,14 +0,0 @@ - ---[[ -Overwrite common file z_ui_sidhud_mcm.script -make sure the monkey patch in file z_ui_sidhud_mcm.script is not run -20/11/2020 -Anomaly game scripts used as reference: ui_sidhud.script by RavenAscendant - -Author: strangerism ---]] - - -function on_game_start() - printf("[z_ui_sidhud_mcm] disabled the real monkey patch in z_ui_sidhud_mcm.script") -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/zzz_dynahud_hud.script b/mods/DynaHUD/gamedata/scripts/zzz_dynahud_hud.script deleted file mode 100644 index 393c2c813..000000000 --- a/mods/DynaHUD/gamedata/scripts/zzz_dynahud_hud.script +++ /dev/null @@ -1,156 +0,0 @@ --- hud_style --- INHERIT | -4 Aydin | -3 BHS | -2 EFP | -1 GAMMA | ======= | MAIN | 0 S2 | 1 minimalistic | 2 minimalistic no ammo counter - --- S2 - -HUD = dynahud_hud_binder.HUD - -local restore_firemodecheck_hidegui = nil -local restore_firemodecheck_displaymode = nil -local restore_ammocheck_hidecounter = nil -local restore_ammocheck_hideicon = nil - -local restore_hud_configurator_background = nil -local restore_hud_configurator_fire_mode = nil -local restore_hud_configurator_health_bar = nil -local restore_hud_configurator_psy_bar = nil -local restore_hud_configurator_stamina_bar = nil - -local function toboolean(str) - if str == "true" then - return true - elseif str == "false" then - return false - else return str end -end - -local function configure_setting(setting_key) - - local pref_setting_value = ui_mcm.get("dynahud/hud_init_pref/".. (dynahud_hud_binder.HUD.style) .. "/" .. setting_key) - if pref_setting_value ~= nil then - printf("[dynahud_hud] setting %s to %s (init_pref)",setting_key, pref_setting_value) - ui_mcm.set(setting_key, toboolean(pref_setting_value)) - else - printf("[dynahud_hud] setting %s to %s",setting_key, HUD.mcm_config[setting_key]) - ui_mcm.set(setting_key, HUD.mcm_config[setting_key]) - end -end - -local function restore_setting(setting_key, value) - printf("[dynahud_hud] restoring %s to %s",setting_key, value) - ui_mcm.set(setting_key, value) -end - -function init_ui_components(HUD) - - printf("[dynahud_hud] initializing ammo counter (%s)", HUD.ui_config["ui/show_ammo_counter_hud"]) - - local pref_setting_value = ui_mcm.get("dynahud/hud_init_pref/ui/show_ammo_counter_hud") - if pref_setting_value ~= nil then - zzzz_dynahud.ui_show_cur_ammo(toboolean(pref_setting_value)) - else - zzzz_dynahud.ui_show_cur_ammo(HUD.ui_config["ui/show_ammo_counter_hud"]) - end - - printf("[dynahud_hud] initializing ammo icon hud (%s)", HUD.ui_config["ui/show_ammo_icon_hud"]) - - pref_setting_value = ui_mcm.get("dynahud/hud_init_pref/ui/show_ammo_icon_hud") - if pref_setting_value ~= nil then - zzzz_dynahud.ui_show_weapon_icon(toboolean(pref_setting_value)) - else - zzzz_dynahud.ui_show_weapon_icon(HUD.ui_config["ui/show_ammo_icon_hud"]) - end - -end - -function init_hud_style() - - printf("[dynahud_hud] initializing the hud style %s", HUD.style) - - init_ui_components(HUD) - - if ish_firemode then - restore_firemodecheck_hidegui = ui_mcm.get("fireModeCheck/hideGui") - restore_firemodecheck_displaymode = ui_mcm.get("fireModeCheck/displayMode") - end - if ammo_check_mcm then - restore_ammocheck_hidecounter = ui_mcm.get("rax_ammo_check/hidecounter") - restore_ammocheck_hideicon = ui_mcm.get("rax_ammo_check/hideicon") - end - if ish_firemode then - printf("[dynahud_hud] ish_firemode detected, configuring mcm") - configure_setting("fireModeCheck/hideGui") - configure_setting("fireModeCheck/displayMode") - ish_firemode.on_option_change() - end - if ammo_check_mcm and ammo_check_mcm.on_option_change then - printf("[dynahud_hud] ammocheck detected, configuring mcm") - - configure_setting("rax_ammo_check/hidecounter") - configure_setting("rax_ammo_check/hideicon") - ammo_check_mcm.on_option_change() - end - - -- 0 no patch | 1 BHS | 2 BHS_GAMMA - | 3 BHS_EFP - local patch_type = dynahud_patch_binder.patch_type - - if patch_type == 3 then - - printf("[dynahud_hud] initializing hud according to patch type %s", patch_type) - - if hud_configurator_mcm then - printf("[dynahud_hud] hud_configurator_mcm detected, configuring mcm") - - restore_hud_configurator_background = ui_mcm.get("hud_configurator/background") - restore_hud_configurator_fire_mode = ui_mcm.get("hud_configurator/fire_mode") - restore_hud_configurator_health_bar = ui_mcm.get("hud_configurator/health_bar") - restore_hud_configurator_psy_bar = ui_mcm.get("hud_configurator/psy_bar") - restore_hud_configurator_stamina_bar = ui_mcm.get("hud_configurator/background") - - configure_setting("hud_configurator/background") - configure_setting("hud_configurator/fire_mode") - configure_setting("hud_configurator/health_bar") - configure_setting("hud_configurator/psy_bar") - configure_setting("hud_configurator/stamina_bar") - - hud_configurator_mcm.on_option_change() - end - - end - -end - -local function restore_mcm_settings() - - printf("[dynahud_hud] restore mcm settings") - if ish_firemode then - restore_setting("fireModeCheck/displayMode", restore_firemodecheck_displaymode) - restore_setting("fireModeCheck/hideGui", restore_firemodecheck_hidegui) - end - if ammo_check_mcm then - restore_setting("rax_ammo_check/hidecounter", restore_ammocheck_hidecounter) - restore_setting("rax_ammo_check/hideicon", restore_ammocheck_hideicon) - end - - -- 0 no patch | 1 BHS | 2 BHS_GAMMA - | 3 BHS_EFP - local patch_type = dynahud_patch_binder.patch_type - - if patch_type == 3 then - if hud_configurator_mcm then - restore_setting("hud_configurator/background", restore_hud_configurator_background) - restore_setting("hud_configurator/fire_mode", restore_hud_configurator_fire_mode) - restore_setting("hud_configurator/health_bar", restore_hud_configurator_health_bar) - restore_setting("hud_configurator/psy_bar", restore_hud_configurator_psy_bar) - restore_setting("hud_configurator/stamina_bar", restore_hud_configurator_stamina_bar) - end - end - -end - -function destroy_init_style() - restore_mcm_settings() -end - - -function on_game_start() -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/zzz_player_injuries.script b/mods/DynaHUD/gamedata/scripts/zzz_player_injuries.script deleted file mode 100644 index aa045e270..000000000 --- a/mods/DynaHUD/gamedata/scripts/zzz_player_injuries.script +++ /dev/null @@ -1,1823 +0,0 @@ --- Mora's Edit January 20, 2021 -local disable_hud_fps_fix_tmr = 0.2 -- sec - ------------------------- SETTINGS ------------------------ -local healingitems=true -- Enable healing items -local regen=0 -- Automatic blue health regeneration on each limb. Setting it to 90000 would mean each 90 seconds 1 health point restores -local damagescale=1.0 -- Damage scale to body parts from recieved damage; 0.5 means half of normal limbs do have 50 hp, torso has 100 hp and head has 50 hp -local easyhealing=false -- If easy healing is enabled, you wont need to use post healing items and first aid items would restore blue health -local hud_vertical_spacing=25--27 -- How low hitbox hud will be drown. The higher the number, the lower the HUD. 0 is default ~in the middle of screen. - -local hide_default_hud= (zzz_player_injuries_mcm.get_config("TEXT_BASED_PATCH")) and false or true -local show_player_name=true -local hide_if_healthy=false - ---====== marked everything i added with 'xcvb' to make it easier to find in case someone wants to change/modify anything from new effects ====== -local NEW_LIMB_PENALTIES_FEATURE = zzz_player_injuries_mcm.get_config("NEW_LIMB_PENALTIES_FEATURE") -- will keep it on loading just in case - --- It's very important to keep the correct ratio between "effects_mult" and "maxhp" as shown in example -local effects_mult = 1 -- Divide this by maxhp and damagescale multipliers. Example "effects_mult = 1/10" if (default maxhp)*10, damagescale*10, medicines*10 etc (more immersive and harmful effects don't reduce the whole chunks) -local prev_time = nil -local head_tbl = {} -local tinnitus_play = false - -function save_state(m_data) - m_data.head_tbl = head_tbl -end - -function load_state(m_data) - head_tbl = m_data.head_tbl or {} -end -local bhs_hud_bg_visible = true -local aim_anm = {"earthquake_1","earthquake_2"} -local rightleg_anm = {"med1","med4"} -local leftleg_anm = {"med2","med3"} -local bothlegs_anm = {"strong1","strong2","strong4"} - -function on_option_change() - if r(head_tbl.volume) ~= r(ui_options.get("sound/general/master_volume")) then - head_tbl.volume = (ui_options.get("sound/general/master_volume")) - end -end - --- shameful steal from arti -local speeds = {} - -function actor_on_first_update() - local options_vol = ui_options.get("sound/general/master_volume") - if not (head_tbl.volume) then head_tbl.volume = options_vol end - speeds[0] = db.actor:get_actor_run_coef() - speeds[1] = db.actor:get_actor_runback_coef() - speeds[2] = db.actor:get_actor_sprint_koef() -end ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- - -local last_damaged_hitbox=nil -showtexthud=(zzz_player_injuries_mcm.get_config("TEXT_BASED_PATCH")) and 2 or 0 --1 large left down, 2 default center 0 texture -show_hud_type=2 -show_hud_change_time=0 -local myhealth=0 -healthstatus=true -local init=false -local timeregen=time_global() - -local display_width=2560 -local display_height=1440 -local display_ratio=169 -local display={} -display.types={} -display.types[43]=1.3333 -display.types[169]=1.7777 -display.types[1610]=1.56 - -maxhp={} -maxhp.head=11 -maxhp.torso=11 -maxhp.leftarm=5 -maxhp.rightarm=5 -maxhp.leftleg=5 -maxhp.rightleg=5 - -health={} -health.head=maxhp.head -health.torso=maxhp.torso -health.leftarm=maxhp.leftarm -health.rightarm=maxhp.rightarm -health.leftleg=maxhp.leftleg -health.rightleg=maxhp.rightleg - -preview={} - -preview.health={} -preview.health.head=nil -preview.health.torso=nil -preview.health.leftarm=nil -preview.health.rightarm=nil -preview.health.leftleg=nil -preview.health.rightleg=nil - -preview.bonus={} -preview.bonus.head=nil -preview.bonus.torso=nil -preview.bonus.leftarm=nil -preview.bonus.rightarm=nil -preview.bonus.leftleg=nil -preview.bonus.rightleg=nil - - -timedhp={} -timedhp.head=0 -timedhp.torso=0 -timedhp.leftarm=0 -timedhp.rightarm=0 -timedhp.leftleg=0 -timedhp.rightleg=0 - -hud_blink_timer={} -hud_blink_timer.head=0 -hud_blink_timer.torso=0 -hud_blink_timer.leftarm=0 -hud_blink_timer.rightarm=0 -hud_blink_timer.leftleg=0 -hud_blink_timer.rightleg=0 -hud_blink_timer.blinktime=1000 - -medkits={} -medkits.lastregen=time_global() -medkits.timedhealth=60000 -medkits.morphine={head=8,torso=5,rightleg=4,leftleg=4,rightarm=4,leftarm=4,timeregen=60000} -medkits.rebirth={head=11,torso=11,rightleg=5,leftleg=5,rightarm=5,leftarm=5,timeregen=60000} -medkits.adrenalin={head=10,torso=10,rightleg=5,leftleg=5,rightarm=5,leftarm=5,timeregen=80000} -medkits.cocaine={harming=true,head=8,torso=4,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=180000} -medkits.analgetic={head=3,torso=3,rightleg=2,leftleg=2,rightarm=2,leftarm=2,timeregen=60000} -medkits.salicidic_acid={harming=true,head=5,torso=5,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=40000} -medkits.stimpack={head=5,torso=5,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=50000} -medkits.stimpack_army={head=5,torso=7,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=65000} -medkits.stimpack_scientic={head=6,torso=9,rightleg=4,leftleg=4,rightarm=4,leftarm=4,timeregen=75000} -medkits.medkit={head=5,torso=5,rightleg=2,leftleg=2,rightarm=2,leftarm=2,timeregen=30000} -medkits.medkit_army={head=7,torso=8,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=40000} -medkits.medkit_scientic={head=10,torso=8,rightleg=4,leftleg=4,rightarm=4,leftarm=4,timeregen=50000} -medkits.jgut={rightleg=5,leftleg=5,rightarm=5,leftarm=5,timeregen=40000} -medkits.survival_kit={torso=11,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=100000} -medkits.bandage={torso=2,torso=2,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=40000} - -healhelp={} ---healhelp.bandage={rightleg=2,leftleg=2,rightarm=2,leftarm=2} -healhelp.caffeine={head=3} -healhelp.drug_psy_blockade={head=5,rightleg=2,leftleg=2,rightarm=2,leftarm=2} -healhelp.drug_sleepingpills={head=8} -healhelp.drug_booster={torso=6} -healhelp.drug_anabiotic={head=11,torso=11,rightleg=11,leftleg=11,rightarm=11,leftarm=11} -healhelp.rebirth={head=8,torso=8,rightleg=4,leftleg=4,rightarm=4,leftarm=4} -healhelp.glucose_s={head=2,torso=2,rightleg=2,leftleg=2,rightarm=2,leftarm=2} -healhelp.glucose={head=4,torso=4,rightleg=3,leftleg=3,rightarm=3,leftarm=3} -healhelp.medkit_army={rightleg=1,leftleg=1,rightarm=1,leftarm=1} -healhelp.medkit_scientic={rightleg=2,leftleg=2,rightarm=2,leftarm=2} -healhelp.salicidic_acid={rightleg=2,leftleg=2,rightarm=2,leftarm=2} -healhelp.analgetic={torso=2,rightleg=1,leftleg=1,rightarm=1,leftarm=1} -healhelp.stimpack_army={head=2,torso=2,rightleg=1,leftleg=1,rightarm=1,leftarm=1} -healhelp.stimpack_scientic={head=3,torso=6,rightleg=1,leftleg=1,rightarm=1,leftarm=1} -healhelp.tetanus={head=3,rightleg=2,leftleg=2,rightarm=2,leftarm=2} -healhelp.drug_coagulant={torso=3} -healhelp.yadylin={head=4,torso=4,rightleg=2,leftleg=2,rightarm=2,leftarm=2} -healhelp.survival_kit={torso=11,rightleg=3,leftleg=3,rightarm=3,leftarm=3} -healhelp.akvatab={rightleg=4,leftleg=4,rightarm=4,leftarm=4} -healhelp.vinca={torso=3} -healhelp.antibio_chlor={head=1,torso=2} -healhelp.antibio_sulfad={torso=2,rightarm=1,leftarm=1} -healhelp.antiemetic={head=2,rightleg=1,leftleg=1} -healhelp.antirad={head=1,torso=2,rightleg=2,leftleg=2,rightarm=2,leftarm=2} -healhelp.antirad_cystamine={head=3,torso=3} -healhelp.antirad_kalium={head=1,torso=1,rightleg=1,leftleg=1,rightarm=1,leftarm=1} -healhelp.drug_antidot={head=4,torso=2} -healhelp.drug_radioprotector={head=1,rightleg=1,leftleg=1,rightarm=1,leftarm=1} - - -if easyhealing then - healhelp.morphine={harming=true,head=8,torso=5,rightleg=4,leftleg=4,rightarm=4,leftarm=4,timeregen=60000} - healhelp.rebirth={harming=true,head=11,torso=11,rightleg=5,leftleg=5,rightarm=5,leftarm=5,timeregen=60000} - healhelp.adrenalin={harming=true,head=10,torso=10,rightleg=5,leftleg=5,rightarm=5,leftarm=5,timeregen=80000} - healhelp.cocaine={harming=true,head=8,torso=4,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=180000} - healhelp.analgetic={harming=true,head=3,torso=3,rightleg=2,leftleg=2,rightarm=2,leftarm=2,timeregen=60000} - healhelp.salicidic_acid={harming=true,head=5,torso=5,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=40000} - healhelp.stimpack={harming=true,head=5,torso=5,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=50000} - healhelp.stimpack_army={harming=true,head=5,torso=7,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=65000} - healhelp.stimpack_scientic={harming=true,head=6,torso=9,rightleg=4,leftleg=4,rightarm=4,leftarm=4,timeregen=75000} - healhelp.medkit={head=5,torso=5,rightleg=2,leftleg=2,rightarm=2,leftarm=2,timeregen=30000} - healhelp.medkit_army={head=7,torso=8,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=40000} - healhelp.medkit_scientic={head=10,torso=8,rightleg=4,leftleg=4,rightarm=4,leftarm=4,timeregen=50000} - healhelp.yadylin={head=2,torso=2,rightleg=2,leftleg=2,rightarm=2,leftarm=2,timeregen=90000} - healhelp.bandage={torso=2,torso=2,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=40000} -end - - -local playername - -function trace_this(to_trace1) - local log_file = io.open("log_memory_npc", "a") - log_file:write(to_trace1) - log_file:close(log_file) -end - -local function GetConditionFromFloat(float,bodypart) - if bodypart then - if hud_blink_timer[bodypart] then - if time_global()-hud_blink_timer[bodypart]=0.99 then - -- --return "good" - -- return "blue" - -- elseif float>=0.79 then - -- --return "ok" - -- return "blue" - -- elseif float>=0.33 then - -- return "blue" - -- elseif float>=0.19 then - -- return "critical" - -- else - -- return "critical" - -- end - return "blue" -end -local colors={} ---colors.blue="%c[0,50,200,200]" - --- colors.good="%c[0,0,255,0]" --- colors.ok="%c[0,150,255,0]" --- colors.medium="%c[0,255,255,0]" --- colors.danger="%c[0,255,100,0]" --- colors.critical="%c[0,255,0,0]" - -colors.blue="%c[0,56,115,255]" -colors.good="%c[0,15,143,20]" -colors.ok="%c[0,138,204,51]" -colors.medium="%c[0,255,208,0]" -colors.danger="%c[0,255,79,0]" -colors.critical="%c[0,230,10,10]" -colors.grey="%c[0,161,161,161]" - -colors.preview_health="%c[0,140,0,255]" -colors.preview_bonus="%c[0,0,212,24]" - -colors.blank="%c[0,156,156,156]" -colors.white="%c[0,255,255,255]" ---colors.grey="%c[0,185,185,185]" -colors.black="%c[0,0,0,0]" - -local function SaveHealthStatus() - utils_obj.save_var(db.actor,"health.head",health.head) - utils_obj.save_var(db.actor,"health.torso",health.torso) - utils_obj.save_var(db.actor,"health.rightarm",health.rightarm) - utils_obj.save_var(db.actor,"health.leftarm",health.leftarm) - utils_obj.save_var(db.actor,"health.rightleg",health.rightleg) - utils_obj.save_var(db.actor,"health.leftleg",health.leftleg) - - utils_obj.save_var(db.actor,"timedhp.head",timedhp.head) - utils_obj.save_var(db.actor,"timedhp.torso",timedhp.torso) - utils_obj.save_var(db.actor,"timedhp.rightarm",timedhp.rightarm) - utils_obj.save_var(db.actor,"timedhp.leftarm",timedhp.leftarm) - utils_obj.save_var(db.actor,"timedhp.rightleg",timedhp.rightleg) - utils_obj.save_var(db.actor,"timedhp.leftleg",timedhp.leftleg) -end -local function LoadHealthStatus() - health.head=utils_obj.load_var(db.actor,"health.head") or maxhp.head - health.torso=utils_obj.load_var(db.actor,"health.torso") or maxhp.torso - health.rightarm=utils_obj.load_var(db.actor,"health.rightarm") or maxhp.rightarm - health.leftarm=utils_obj.load_var(db.actor,"health.leftarm") or maxhp.leftarm - health.rightleg=utils_obj.load_var(db.actor,"health.rightleg") or maxhp.rightleg - health.leftleg=utils_obj.load_var(db.actor,"health.leftleg") or maxhp.leftleg - - timedhp.head=utils_obj.load_var(db.actor,"timedhp.head") or 0 - timedhp.torso=utils_obj.load_var(db.actor,"timedhp.torso") or 0 - timedhp.rightarm=utils_obj.load_var(db.actor,"timedhp.rightarm") or 0 - timedhp.leftarm=utils_obj.load_var(db.actor,"timedhp.leftarm") or 0 - timedhp.rightleg=utils_obj.load_var(db.actor,"timedhp.rightleg") or 0 - timedhp.leftleg=utils_obj.load_var(db.actor,"timedhp.leftleg") or 0 -end - - -local function PartialDamage() - local armsbroken=0 - local legsbroken=0 - if health.leftarm==0 then armsbroken=armsbroken+1 end - if health.rightarm==0 then armsbroken=armsbroken+1 end - - if health.leftleg==0 then legsbroken=legsbroken+1 end - if health.rightleg==0 then legsbroken=legsbroken+1 end - - -- trace_this("Legsbroken "..legsbroken.."\n") - -- trace_this("Pierna izq "..health.leftleg.."\n") - -- trace_this("Pierna der "..health.rightleg.."\n\n") - if health.torso==0 then - db.actor.health=-1 - end - if health.head== 0 then - db.actor.health=-1 - end - - -- not gonna rewrite it xd - if NEW_LIMB_PENALTIES_FEATURE then return end - - if armsbroken>0 then - if armsbroken==1 then - local activeslot=db.actor:active_slot() - if activeslot==2 or activeslot==3 then - local item_in_slot=db.actor:item_in_slot(activeslot) - if item_in_slot then - local section_name=item_in_slot:section() - --printf("# section name: %s",j) - local weight - if ini_sys:section_exist(section_name,"inv_weight") then - weight=ini_sys:r_float_ex(section_name,"inv_weight") - --printf("# weight: %s",weight) - else - --printf("! weight doesnt' exist!") - end - if weight then - if weight>1.7 then - actor_menu.set_msg(1, "One of your arms is wounded, you can't hold this.", 8) - db.actor:drop_item(item_in_slot) - end - end - end - end - else - local activeslot=db.actor:active_slot() - if activeslot==2 or activeslot==3 or activeslot==1 then - local item_in_slot=db.actor:item_in_slot(activeslot) - actor_menu.set_msg(1, "Both your arms are wounded, you can't hold this.", 8) - db.actor:drop_item(item_in_slot) - end - end - end - if legsbroken>0 then - local vec=db.actor:get_movement_speed() - local movementspeed=(vec.x*vec.x)+(vec.y*vec.y)+(vec.z*vec.z) - local stamina=db.actor.power - if legsbroken==1 then - -- trace_this("Piernas rotas "..movementspeed.."\n") - if movementspeed>30 then db.actor.power=0.01 actor_menu.set_msg(1, "Your leg is damaged, you cannot run.", 8) end - else - local msg="" - for i=1,68 do - msg=msg.." " - end - - msg=msg.."Both legs are damaged, you cannot walk." - if not (movementspeed<60 and movementspeed>50) and not(movementspeed<22 and movementspeed>20)and not(movementspeed<3 and movementspeed>=0) then - db.actor.power=0.0 actor_menu.set_msg(1, msg, 10) - -- trace_this("Actor power"..msg.."\n") - end - end - end - -end - ---======== xcvb ================================= -function r(val) - local shet = round_idp(val, 3) - - return shet -end - -function get_body_state() - local crouch = IsMoveState('mcCrouch') - local accel = IsMoveState('mcAccel') - local body_st = "stand" - - if crouch then - if accel then body_st = "low_crouch" - else body_st = "crouch" - end - end - - return body_st -end - -function shaking_hands() - - if not (NEW_LIMB_PENALTIES_FEATURE) then return end - - local activeslot = db.actor:active_slot() - if not (activeslot == 2 or activeslot == 3 or activeslot == 1) then return end - - local item_in_slot = db.actor:item_in_slot(activeslot) - if not (item_in_slot) then return end - - local section_name = item_in_slot:section() - local weight - if not (ini_sys:section_exist(section_name, "inv_weight")) then return end - - weight = ini_sys:r_float_ex(section_name, "inv_weight") - local body_state = get_body_state() - local cam_power = 0 - local left_arm = health.rightarm * effects_mult - left_arm = left_arm >=1 and left_arm or 0.75 - local right_arm = health.leftarm * effects_mult - right_arm = right_arm >=1 and right_arm or 0.75 - local arms_sum = left_arm + right_arm - local max_arms_sum = (maxhp.rightarm + maxhp.leftarm) * effects_mult - - if arms_sum < (max_arms_sum * (zzz_player_injuries_mcm.get_config("arm_penalty_minimum_hp") * 0.1)) then - if (left_arm < right_arm / 1.5) or (right_arm < left_arm / 1.5) then - cam_power = 1.15 * weight / arms_sum - cam_power = (body_state == "crouch") and (0.8 * weight / arms_sum) or cam_power - cam_power = (body_state == "low_crouch") and (0.4 * weight / arms_sum) or cam_power - else - cam_power = 0.8 * weight / arms_sum - cam_power = (body_state == "crouch") and (0.55 * weight / arms_sum) or cam_power - cam_power = (body_state == "low_crouch") and (0.3 * weight / arms_sum) or cam_power - end - - cam_power = clamp(cam_power, 0, 3) - cam_power = cam_power * (zzz_player_injuries_mcm.get_config("arm_animation_power")) - local cam_power_scope = cam_power * 0.2 - if item_in_slot:weapon_is_scope() then - cam_power = cam_power_scope - end - -- play anm - level.add_cam_effector("camera_effects\\" .. aim_anm[math.random(#aim_anm)] .. ".anm", 9921, true, "", 0, true, cam_power) - end - -- news_manager.send_tip(db.actor, r(cam_power), 0, nil, 1500) - -end - -function shaking_hands_remove() - level.remove_cam_effector(9921) -end - -function limp_speed_slow() - - if not (NEW_LIMB_PENALTIES_FEATURE) then return end - - local legs_summ = (health.leftleg + health.rightleg) * effects_mult - local run_coef = 1 - local sprint_coef = 1 - local run_coef = 0.0625 * legs_summ + 0.375 - local sprint_coef = 0.0625 * legs_summ + 0.375 - local real_sprint_coef = 0.025 * legs_summ + 0.75 - speed.add_speed("bhs_speed_run", run_coef, false, true) --- speed.add_speed("bhs_speed_runback", run_coef, false, true) - speed.add_speed("bhs_speed_sprint", real_sprint_coef, true, true) - --- local vec = db.actor:get_movement_speed() --- local ms = (vec.x)^2 + (vec.y)^2 + (vec.z)^2 --- news_manager.send_tip(db.actor, r(ms), 0, nil, 1500) - -end - -local leftleg_flag = false -local rightleg_flag = false -local bothlegs_flag = false - -function legs_limp() - - if not (NEW_LIMB_PENALTIES_FEATURE) then return end - - local right_l = health.leftleg * effects_mult -- right is left - local left_l = health.rightleg * effects_mult - local legs_sum = left_l + right_l - local max_right_l = maxhp.leftleg * effects_mult * (zzz_player_injuries_mcm.get_config("leg_penalty_minimum_hp") * 0.2) - local max_left_l = maxhp.rightleg * effects_mult * (zzz_player_injuries_mcm.get_config("leg_penalty_minimum_hp") * 0.2) - local max_legs_sum = max_left_l + max_right_l - - if (right_l == left_l) and (legs_sum < max_legs_sum) then - bothlegs_flag = true - leftleg_flag, rightleg_flag = false - -- printf("bothlegs_flag = true") - elseif (left_l < max_left_l) and (left_l < right_l) then - leftleg_flag = true - rightleg_flag, bothlegs_flag = false - -- printf("leftleg_flag = true") - elseif (right_l < max_right_l) and (right_l < left_l) then - rightleg_flag = true - leftleg_flag, bothlegs_flag = false - -- printf("rightleg_flag = true") - elseif (legs_sum >= max_legs_sum) then - leftleg_flag, rightleg_flag, bothlegs_flag = false - -- printf("ALL = false") - end - -end - -function torso_penalty() - - if not (NEW_LIMB_PENALTIES_FEATURE) then return end - - local torso_health = health.torso * effects_mult - local torso_max_hp = maxhp.torso * effects_mult - torso_health = torso_health > torso_max_hp and torso_max_hp or (health.torso * effects_mult) - local t_diff = (torso_max_hp - torso_health) / effects_mult - local t_cap = 1 - t_diff * 0.035 - - if (t_diff > 0) and (db.actor.health > t_cap) then - db.actor.health = t_cap - end - -end - -local tg_effects_regen = 0 -local tg_effects_regen_delay = 500 -local tg_stage_2_effects = 0 -local tg_stage_2_effects_delay = 15000 -- just in case, duration of ppe is 7250 - -function bhs_concussion() - - if not (NEW_LIMB_PENALTIES_FEATURE) then return end - - local tg = time_global() - local rnd = math.random(1, 100) - local current = health.head * effects_mult - if not (head_tbl.previous) then head_tbl.previous = current end - local previous = head_tbl.previous - local volume_sound_x = get_console_cmd(2,"snd_volume_eff") - local volume_sound_x_fade = 0.01 - - local anm_damage_threshold = 2 - local damage_taken = previous - current - damage_taken = damage_taken > 0 and damage_taken or 0 - - local max_head = maxhp.head * effects_mult - local effector_k = damage_taken / max_head - local effector_power = effector_k * (zzz_player_injuries_mcm.get_config("head_animation_power")) - --- actor_menu.set_msg(1, strformat("head.tbl.volume: %s, console_volume: %s, stage: %s", r(head_tbl.volume), r(get_console_cmd(2,"snd_volume_eff")), r(head_tbl.stage))) - - -- removing effects if hp between previous and current yellow or blue (or dead) - if (previous == current) or (current <= 0) then - exec_console_cmd("snd_volume_eff " .. head_tbl.volume) - level.remove_pp_effector(99133) - head_tbl.stage = 0 - end - - -- stage 1 - if (head_tbl.stage == 1) then - level.add_pp_effector("concussion_bhs.ppe", 99123, false) - exec_console_cmd("snd_volume_eff " .. volume_sound_x_fade) - CreateTimeEvent(0, "set_stage_two", 10, set_stage_two) - end - -- stage 2 xd - if (head_tbl.stage == 2) and (tg > tg_stage_2_effects) then - if (tinnitus_play) then - local snd = sound_object("bhs\\tinnitusx") - snd:play_no_feedback(db.actor, sound_object.s2d, 0, VEC_ZERO, 1.0, 1.0) - snd.volume = effector_k * 3 - tinnitus_play = false - end - -- random chance for head shake - if (damage_taken > anm_damage_threshold) and (rnd <= effector_k * 10) then - level.add_cam_effector("camera_effects\\wake_up.anm", 96872, false, "", 0, true, effector_power) - end - level.add_pp_effector("concussion_post_bhs.ppe", 99133, false) - tg_stage_2_effects = tg + tg_stage_2_effects_delay - end - - level.set_pp_effector_factor(99123, effector_power) - level.set_pp_effector_factor(99133, effector_power) - - -- regen - if tg > tg_effects_regen then - head_tbl.previous = clamp(head_tbl.previous - 0.01, current, head_tbl.previous) -- effector's power decrease: 50 sec for each lost HP - tg_effects_regen = tg + tg_effects_regen_delay - end --- news_manager.send_tip(db.actor, string.format("previous: %s . current: %s", r(head_tbl.previous), r(current)), 0, nil, 1500) - -end - -function set_stage_two() - exec_console_cmd("snd_volume_eff " .. head_tbl.volume) - head_tbl.stage = 2 - tinnitus_play = true - return true -end ------------------------------------------------------------------------- ------------------------------------------------------------------------- - - ---19 head ---15 - head ---16 - head ---17 - head - ---13 - upper torso ---12 - middle torso ---11 - lower torso ---2 pelvis - ---20 left shoulder ---21 left upper arm ---22 left forearm ---23 left hand - ---33 right shoulder ---34 right upepr arm ---35 right forearm ---36 right hand - ---3 left upper leg ---4 left lower leg - ---7 right upeprleg ---8 right lower leg - -local hitboxes={} -hitboxes[19]="head" -hitboxes[17]="head" -hitboxes[16]="head" -hitboxes[15]="head" -hitboxes[14]="head" -hitboxes[13]="torso" -hitboxes[12]="torso" -hitboxes[11]="torso" -hitboxes[2]="torso" -hitboxes[20]="leftarm" -hitboxes[21]="leftarm" -hitboxes[22]="leftarm" -hitboxes[23]="leftarm" -hitboxes[33]="rightarm" -hitboxes[34]="rightarm" -hitboxes[35]="rightarm" -hitboxes[36]="rightarm" -hitboxes[3]="leftleg" -hitboxes[4]="leftleg" -hitboxes[7]="rightleg" -hitboxes[8]="rightleg" - -local function actor_on_hit_callback(obj, amount, local_direction, who, bone_id) - printf("! actor got hit in %s", bone_id) - - if bone_id == 65535 then -- toxic anomalies and radiation - bone_id = math.random(1,2) - if bone_id == 1 then - bone_id = 19 - else - bone_id = 13 - end - end - - if bone_id == 0 then -- attributes fall damage to left or right leg - bone_id = math.random(1,2) - if bone_id == 1 then - bone_id = 3 - else - bone_id = 7 - end - end - - if hitboxes[bone_id] then - last_damaged_hitbox=hitboxes[bone_id] - text=hitboxes[bone_id] - else -- if an unknown bone is hit, arms or torso are hit - bone_id = math.random(1,3) - if bone_id == 1 then - bone_id = 33 - elseif bone_id == 2 then - bone_id = 23 - elseif bone_id == 3 then - bone_id = 11 - end - last_damaged_hitbox=hitboxes[bone_id] - text=hitboxes[bone_id] - end - - --printf("! actor got hit in %s, id %s",text, bone_id) -end - -local function recieved_damage(amount) - local index=0 - for k,v in pairs(health) do - index=index+1 - end - local random_number=math.random(1,index) - local choosen_hitbox={} - -- trace_this("random"..random_number.."\n") - if random_number==1 then - choosen_hitbox="head" - elseif random_number==2 then - choosen_hitbox="torso" - elseif random_number==3 then - choosen_hitbox="leftarm" - elseif random_number==4 then - choosen_hitbox="rightarm" - elseif random_number==5 then - choosen_hitbox="leftleg" - elseif random_number==6 then - choosen_hitbox="rightleg" - end - if last_damaged_hitbox then - choosen_hitbox=last_damaged_hitbox - last_damaged_hitbox=nil - end - - - local damage - damage=math.ceil((amount*100)/11*damagescale) - local damage_head=math.ceil((amount*2*100)/11*damagescale) - - - if choosen_hitbox=="head" then - hud_blink_timer.head=time_global() - health.head=health.head-damage_head - if health.head<=0 then health.head=0 actor_menu.set_msg(1, "Head fatally damaged!", 8) end - utils_obj.save_var(db.actor,"health.head",health.head) - -- xcvb - if damage_head > (zzz_player_injuries_mcm.get_config("head_penalty_minimum_hp") - 1) then - head_tbl.stage = 1 - end - ------- - - elseif choosen_hitbox=="torso" then - hud_blink_timer.torso=time_global() - health.torso=health.torso-damage - if health.torso<=0 then health.torso=0 actor_menu.set_msg(1, "Torso fatally damaged!", 8) end - utils_obj.save_var(db.actor,"health.torso",health.torso) - - elseif choosen_hitbox=="leftarm" then - hud_blink_timer.leftarm=time_global() - health.leftarm=health.leftarm-damage - if health.leftarm<=0 then health.leftarm=0 actor_menu.set_msg(1, "Right arm damaged!", 8) end - utils_obj.save_var(db.actor,"health.leftarm",health.leftarm) - - elseif choosen_hitbox=="rightarm" then - hud_blink_timer.rightarm=time_global() - health.rightarm=health.rightarm-damage - if health.rightarm<=0 then health.rightarm=0 actor_menu.set_msg(1, "Left arm damaged!", 8) end - utils_obj.save_var(db.actor,"health.rightarm",health.rightarm) - - elseif choosen_hitbox=="leftleg" then - hud_blink_timer.leftleg=time_global() - health.leftleg=health.leftleg-damage - if health.leftleg<=0 then - if health.rightleg>0 then - health.leftleg=0 actor_menu.set_msg(1, "Right leg damaged!", 8) - end - end - utils_obj.save_var(db.actor,"health.leftleg",health.leftleg) - - elseif choosen_hitbox=="rightleg" then - hud_blink_timer.rightleg=time_global() - health.rightleg=health.rightleg-damage - if health.rightleg<=0 then - if health.leftleg>0 then - health.rightleg=0 actor_menu.set_msg(1, "Left leg damaged!", 8) - end - end - utils_obj.save_var(db.actor,"health.rightleg",health.rightleg) - - end - timeregen=time_global() -end -local progress_stamina=nil -local progress_health=nil -local progress_health_head=nil -local progress_health_torso=nil -local progress_health_rightarm=nil -local progress_health_leftarm=nil -local progress_health_rightleg=nil -local progress_health_leftleg=nil - - -local progress_health_head_time=nil -local progress_health_torso_time=nil -local progress_health_rightarm_time=nil -local progress_health_leftarm_time=nil -local progress_health_rightleg_time=nil -local progress_health_leftleg_time=nil - -local scuffed_fix = false - -local xml = CScriptXmlInit() -xml:ParseFile("ui_body_health.xml") - -function HUDUpdate() - if showtexthud>=1 then --text - local staticname="body_health_system_text" - if showtexthud==1 then - staticname="body_health_system_text" - elseif showtexthud==2 then - staticname="cop_debug" - end - local hud = get_hud() - local hud_d - local wnd - - if not healthstatus or show_hud_type~=2 then --not show - if bhs_hud_bg_visible then - hud_d = hud:GetCustomStatic(staticname) - if (hud_d ~= nil) then - hud:RemoveCustomStatic(staticname) - hud_d = nil - end - bhs_hud_bg_visible = false - end - return - end - - hud_d = hud:GetCustomStatic(staticname) - if (hud_d == nil) then - hud:AddCustomStatic(staticname,true) - hud_d = hud:GetCustomStatic(staticname) - wnd = hud_d:wnd() - bhs_hud_bg_visible = true - if (wnd ~= nil) then - wnd:SetAutoDelete(true) - end - end - - if (hud_d ~= nil) then - wnd = hud_d:wnd() - local str="" - if hud_vertical_spacing or hud_vertical_spacing>0 then - for i=1,hud_vertical_spacing do - str=str.." \\n" - end - end - - local showparts=true - if hide_if_healthy then - showparts=false - for k,v in pairs(health) do - if (v0) then - showparts=true - break - end - end - end - if not showparts then - str=str.." \\n".." \\n".." \\n".." \\n" - end - if show_player_name then - str=str..colors.grey..db.actor:character_name().."\\n" - else - str=str.." \\n" - end - - local function AddToHUDCircles(array,text,class,array2) - if class=="main" and showparts then - str = str..colors[GetConditionFromFloat(health[array]/maxhp[array],array)] - for i=1,(preview.health[array] or health[array])-(preview.bonus[array] or timedhp[array]) do - str=str.."�" - end - str=str..colors.good - for i=1,(preview.bonus[array] or timedhp[array]) do - str=str.."�" - end - str=str..colors.blank - for i=1,maxhp[array]-(preview.health[array] or health[array]) do - str=str.."�" - end - local whatcolor="grey" - if health[array]<=4 then whatcolor="critical" end - if health[array]==0 then whatcolor="blank" end - -- local hp_addition=preview.health[array] - -- if hp_addition>0 then - -- text=text..colors.blue.." +"..hp_addition - -- end - -- local green_addition=preview.bonus[array] - -- if green_addition>0 then - -- text=text..colors.good.." +"..green_addition - -- end - str=str..colors[whatcolor].." // "..text.."\\n"--.." H:"..health[array].." T:"..timedhp[array].." PH:"..preview.health[array].." PB:"..preview.bonus[array].."\\n" - end - if not (zzz_player_injuries_mcm.get_config("TEXT_BASED_PATCH")) then - if class=="condition" then - local hp_in_ints=math.floor(db.actor.health*11) - str = str..colors.blue - if db.actor.health>=1.0 then hp_in_ints=11 end - if db.actor.health<=0.0 then hp_in_ints=0 end - for i=1,hp_in_ints do - str=str.."�" - end - str=str..colors.blank - for i=1,11-hp_in_ints do - str=str.."�" - end - local whatcolor="grey" - if db.actor.health<=0.4 then whatcolor="critical" end - if db.actor.health<=0 then whatcolor="blank" end - str=str..colors[whatcolor].." // "..text.."\\n" - elseif class=="stamina" then - local hp_in_ints=math.floor(db.actor.power*11) - str = str..colors.blue - if db.actor.power>=1.0 then hp_in_ints=11 end - if db.actor.power>0.98 then hp_in_ints=11 end - if db.actor.power<=0.0 then hp_in_ints=0 end - for i=1,hp_in_ints do - str=str.."�" - end - str=str..colors.blank - for i=1,11-hp_in_ints do - str=str.."�" - end - local whatcolor="grey" - -- if db.actor.power<=0.4 then whatcolor="critical" end - -- if db.actor.power<=0 then whatcolor="blank" end - str=str..colors[whatcolor].." // "..text.."\\n" - end - end - if class=="limbs" and showparts then - str = str..colors[GetConditionFromFloat(health[array]/maxhp[array],array)] - for i=1,(preview.health[array] or health[array])-(preview.bonus[array] or timedhp[array]) do - str=str.."�" - end - str=str..colors.good - for i=1,(preview.bonus[array] or timedhp[array]) do - str=str.."�" - end - str=str..colors.blank - for i=1,maxhp[array]-(preview.health[array] or health[array]) do - str=str.."�" - end - str=str.." " - if (preview.health[array2] or health[array2])0 then - -- text=text..colors.blue.." +"..hp_addition - -- end - -- local green_addition=preview.bonus[array] - -- if green_addition>0 then - -- text=text..colors.good.." +"..green_addition - -- end - str=str..colors[whatcolor].." // "..text.."\\n"--.." H[1]:"..health[array].." T[1]:"..timedhp[array].." PH[1]:"..preview.health[array].." PB[1]:"..preview.bonus[array].." H[2]:"..health[array2].." T[2]:"..timedhp[array2].." PH[2]:"..preview.health[array2].." PB[2]:"..preview.bonus[array2].."\\n" - end - end - - local preview_show=false - for k,v in pairs(preview.health) do - if preview.health[k] then - preview_show=true - break - end - end - for k,v in pairs(preview.bonus) do - if preview.bonus[k] then - preview_show=true - break - end - end - - AddToHUDCircles("head","Head","main") - AddToHUDCircles("torso","Torso","main") - AddToHUDCircles("leftarm","Arms","limbs","rightarm") - AddToHUDCircles("leftleg","Legs","limbs","rightleg") - if not (zzz_player_injuries_mcm.get_config("TEXT_BASED_PATCH")) then - AddToHUDCircles(nil,"Condition","condition") - AddToHUDCircles(nil,"Stamina","stamina") - end - - local green = math.floor(255 * ((100 - 100)/100)) - local red = math.floor(255 * (100/100)) - wnd:TextControl():SetTextST(str) - wnd:TextControl():SetTextColor(GetARGB(255, 255, 255, 255)) - - - local hud = get_hud() - if not (hud) then - return - end - end - else --pics - local staticname="body_health_system" - if display.types[display_ratio] then - if display_ratio~=169 then - staticname=staticname.."_"..tostring(display_ratio) - end - end - local hud = get_hud() - local hud_d - local wnd - - if not healthstatus or show_hud_type~=2 then --not show - if bhs_hud_bg_visible then - hud_d = hud:GetCustomStatic(staticname) - if (hud_d ~= nil) then - hud:RemoveCustomStatic(staticname) - hud_d = nil - end - bhs_hud_bg_visible = false - end - goto otherhudparts - end - - - hud_d = hud:GetCustomStatic(staticname) - if (hud_d == nil) then - hud:AddCustomStatic(staticname,true) - hud_d = hud:GetCustomStatic(staticname) - wnd = hud_d:wnd() - bhs_hud_bg_visible = true - if (wnd ~= nil) then - wnd:SetAutoDelete(true) - end - end - - if (hud_d ~= nil) then - wnd = hud_d:wnd() - - - local hud = get_hud() - if not (hud) then - return - end - end - - ::otherhudparts:: - - local function ParamBar(barhandler,customstatic,barname,param,param_max,showbg) - - ---- minimal bgs ---- - local staticname - if showbg then - staticname=customstatic.."_bg" - else - staticname="bhs_garbage" - end - if display.types[display_ratio] then - if display_ratio~=169 then - staticname=staticname.."_"..tostring(display_ratio) - end - end - local hud = get_hud() - local hud_d = hud:GetCustomStatic(staticname) - local wnd - - if not healthstatus or show_hud_type~=1 or (not showbg) then --not show - if (hud_d ~= nil) then - hud:RemoveCustomStatic(staticname) - hud_d = nil - end - else - if (hud_d == nil) then - hud:AddCustomStatic(staticname,true) - hud_d = hud:GetCustomStatic(staticname) - wnd = hud_d:wnd() - if (wnd ~= nil) then - wnd:SetAutoDelete(true) - end - end - - if (hud_d ~= nil) then - wnd = hud_d:wnd() - - local hud = get_hud() - if not (hud) then - goto progressbars - end - end - - end - ------------------- - ::progressbars:: - - if display.types[display_ratio] then - if display_ratio~=169 then - customstatic=customstatic.."_"..tostring(display_ratio) - barname=barname.."_"..tostring(display_ratio) - end - end - - local cs_name = hud:GetCustomStatic(customstatic) - if (cs_name == nil) then - if not (scuffed_fix) then - hud:AddCustomStatic(customstatic, true) - cs_name = hud:GetCustomStatic(customstatic) - local w = cs_name:wnd() - barhandler = xml:InitProgressBar(barname, w) - barhandler:Show(true) - barhandler:SetProgressPos(55) - --scuffed_fix = true - --CreateTimeEvent("bvcx", "bvcx", disable_hud_fps_fix_tmr, worst_possible_fix) - end - else - if not param_max then --default 0 to 100 - param=param*100 - if not param then param=0 end - barhandler:SetProgressPos(param) - else - param=param*100/param_max - if not param then param=0 end - barhandler:SetProgressPos(param) - end - end - if show_hud_type<1 or (time_global()-show_hud_change_time<50) then --not show - if (cs_name ~= nil) then - hud:RemoveCustomStatic(customstatic) - cs_name = nil - end - -- barhandler:Show(false) - -- else - -- barhandler:Show(true) - end - return barhandler - end - - --- green bkg lines equials health ----- - progress_health_head_time=ParamBar(progress_health_head_time,"bhs_health_head_bar_green","bhs_health_bodypart_green", preview.health.head or health.head,maxhp.head,false) - progress_health_torso_time=ParamBar(progress_health_torso_time,"bhs_health_torso_bar_green","bhs_health_bodypart_green2", preview.health.torso or health.torso,maxhp.torso,false) - progress_health_rightarm_time=ParamBar(progress_health_rightarm_time,"bhs_health_rightarm_bar_green","bhs_health_bodypart_green3", preview.health.rightarm or health.rightarm,maxhp.rightarm,false) - progress_health_leftarm_time=ParamBar(progress_health_leftarm_time,"bhs_health_leftarm_bar_green","bhs_health_bodypart_green4", preview.health.leftarm or health.leftarm,maxhp.leftarm,false) - progress_health_rightleg_time=ParamBar(progress_health_rightleg_time,"bhs_health_rightleg_bar_green","bhs_health_bodypart_green5", preview.health.rightleg or health.rightleg,maxhp.rightleg,false) - progress_health_leftleg_time=ParamBar(progress_health_leftleg_time,"bhs_health_leftleg_bar_green","bhs_health_bodypart_green6", preview.health.leftleg or health.leftleg,maxhp.leftleg,false) - ----------------------------- - - --- blue bkg health equals heals-timedhp ----- - if not (zzz_player_injuries_mcm.get_config("TEXT_BASED_PATCH")) then - progress_stamina=ParamBar(progress_stamina,"bhs_stamina_bar","bhs_stamina",db.actor.power,nil,true) - end - progress_health=ParamBar(progress_health,"bhs_health_bar","bhs_health",db.actor.health,nil,true) - - local function nil_math(array) - local arg=health[array]-timedhp[array] - if preview.health[array] or preview.bonus[array] then - arg=(preview.health[array] or 0)-(preview.bonus[array] or 0) - end - return arg - end - - progress_health_head=ParamBar(progress_health_head,"bhs_health_head_bar","bhs_health_bodypart", nil_math("head"),maxhp.head,true) - progress_health_torso=ParamBar(progress_health_torso,"bhs_health_torso_bar","bhs_health_bodypart2", nil_math("torso"),maxhp.torso,true) - progress_health_rightarm=ParamBar(progress_health_rightarm,"bhs_health_rightarm_bar","bhs_health_bodypart3", nil_math("rightarm"),maxhp.rightarm,true) - progress_health_leftarm=ParamBar(progress_health_leftarm,"bhs_health_leftarm_bar","bhs_health_bodypart4", nil_math("leftarm"),maxhp.leftarm,true) - progress_health_rightleg=ParamBar(progress_health_rightleg,"bhs_health_rightleg_bar","bhs_health_bodypart5", nil_math("rightleg"),maxhp.rightleg,true) - progress_health_leftleg=ParamBar(progress_health_leftleg,"bhs_health_leftleg_bar","bhs_health_bodypart6", nil_math("leftleg"),maxhp.leftleg,true) - ------------------------------------- - end -end - -function worst_possible_fix() - scuffed_fix = false - return true -end - -function on_key_press(dik) - if dik == DIK_keys.DIK_H then - -- if healthstatus then - -- healthstatus=false - -- xr_sound.set_sound_play(db.actor:id(), "pda_tips") - -- else - -- healthstatus=true - -- staticplacement=lazyworkaroundplacement - -- xr_sound.set_sound_play(db.actor:id(), "pda_alarm") - -- end - if showtexthud>0 then - healthstatus=not healthstatus - else - if show_hud_type==0 then show_hud_type=1 show_hud_change_time=time_global() - elseif show_hud_type==1 then show_hud_type=2 show_hud_change_time=time_global() - elseif show_hud_type==2 then show_hud_type=0 show_hud_change_time=time_global() - end - end - xr_sound.set_sound_play(db.actor:id(), "pda_tips") - HUDUpdate() - -- elseif dik==DIK_keys.DIK_J then - -- health.rightarm=health.rightarm-1 - -- elseif dik==DIK_keys.DIK_K then - -- health.leftarm=health.leftarm-1 - -- db.actor:give_game_news("resolution", tostring(options) or "nil", db.actor:character_icon(), 0, 10000) - -- xr_sound.set_sound_play(db.actor:id(), "pda_tips") - end -end - ---====== xcvb ================================================ - - local function actor_on_weapon_zoom_in(wpn) - shaking_hands() -end - - local function actor_on_weapon_zoom_out(wpn) - shaking_hands_remove() - end - -local tg_anm = 0 -local delay_anm_play = 500 - -cooldown = 2500 -state_cooldown = 0 -local function actor_on_footstep(material,power,hud_view,flags) - - if not (NEW_LIMB_PENALTIES_FEATURE) then return end - - local tg = time_global() - local right_l = health.leftleg * effects_mult -- right is left - local left_l = health.rightleg * effects_mult - if right_l < 1 then right_l = 0.8 end -- exp will still make big difference between 1 and 0.8 - if left_l < 1 then left_l = 0.8 end - local legs_sum = (right_l + left_l) * effects_mult - local left_limp = math.exp(1.5/left_l) -- - local right_limp = math.exp(1.5/right_l) - local both_limp = (right_limp + left_limp) / 2 - local mst = IsMoveState('mcSprint') -- sprint is tearing animations apart, the only way is to increase delay for it - - if tg > tg_anm then - if leftleg_flag then - if not mst then - level.add_cam_effector("camera_effects\\switch\\" .. leftleg_anm[math.random(#leftleg_anm)] .. ".anm", 99251, false, "", 0, false, ((left_limp - 1) * (zzz_player_injuries_mcm.get_config("leg_animation_power"))) ) - tg_anm = tg + delay_anm_play end - -- actor_menu.set_msg(1, strformat("Left leg HP: %s | Left leg Power: %s", left_l, left_limp)) - elseif rightleg_flag then - if not mst then - level.add_cam_effector("camera_effects\\switch\\" .. rightleg_anm[math.random(#rightleg_anm)] .. ".anm", 99261, false, "", 0, false, ((right_limp - 1) * (zzz_player_injuries_mcm.get_config("leg_animation_power"))) ) - tg_anm = tg + delay_anm_play end - -- actor_menu.set_msg(1, strformat("Right leg HP: %s | Right leg Power: %s", right_l, right_limp)) - elseif bothlegs_flag then - level.add_cam_effector("camera_effects\\switch\\" .. bothlegs_anm[math.random(#bothlegs_anm)] .. ".anm", 99271, false, "", 0, false, ((both_limp - 1) * (zzz_player_injuries_mcm.get_config("leg_animation_power"))) ) - if not mst then tg_anm = tg + delay_anm_play - else tg_anm = tg + delay_anm_play * 1.6 end - -- actor_menu.set_msg(1, strformat("Both legs HP: %s | Both legs Power: %s", legs_sum, both_limp)) - end - end - - local l_leg_power = 0 - local r_leg_power = 0 - local hit_power = 0 - local cr = IsMoveState('mcCrouch') - local low_cr = cr and IsMoveState('mcAccel') - - if mst then -- comment this and uncomment next one for super memes !! --- if (not (cr or low_cr) ) and (left_l < 1 or right_l < 1) then - if left_l <= (zzz_player_injuries_mcm.get_config("leg_limping_damage_minimum_hp")) then - l_leg_power = 0.0290 - end - - if right_l <= (zzz_player_injuries_mcm.get_config("leg_limping_damage_minimum_hp")) then - r_leg_power = 0.0290 - end - - hit_power = (l_leg_power + r_leg_power) / 2 - - -- printf("hit_power: " .. (hit_power)) - local file - local sound_play = math.random(1,100) - if (hit_power > 0) and (state_cooldown < time_global()) and (sound_play <= 13) then - if zzz_player_injuries_mcm.get_config("new_voice_sounds") then - local helmet = (db.actor:item_in_slot(12) or db.actor:get_current_outfit()) - if helmet then - muffle = "m_" - else - muffle = "" - end - file = "bhs\\" .. muffle .. "pain_" .. sound_play - else - file = "actor\\pain_" .. sound_play - end - - file_to_say = sound_object( file ) - file_to_say:play(db.actor,0,sound_object.s2d) - - level.add_pp_effector("blur_bhs.ppe", math.random(655808, 655820), false) - - state_cooldown = time_global() + cooldown - - actor_health = db.actor.health - actor_health_reduced = actor_health - hit_power - db.actor:set_health_ex(actor_health_reduced) - end - end - - -end ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- - -local function actor_on_sleep(hours) - for k,v in pairs(timedhp) do - health[k]=health[k]-timedhp[k] - if health[k]=="head" or health[k]=="torso" and health[k]<=0 then health[k]=1 end - timedhp[k]=0 - end - local hoursleft=hours - local head_difference=maxhp.head-health.head - if head_difference>0 then - if hoursleft>head_difference then - health.head=maxhp.head - hoursleft=hoursleft-head_difference - utils_obj.save_var(db.actor,"health.head",health.head) - else - health.head=health.head+hoursleft - utils_obj.save_var(db.actor,"health.head",health.head) - return - end - end - local torso_difference=maxhp.torso-health.torso - if torso_difference>0 then - if hoursleft>torso_difference then - health.torso=maxhp.torso - hoursleft=hoursleft-torso_difference - utils_obj.save_var(db.actor,"health.torso",health.torso) - else - health.torso=health.torso+hoursleft - utils_obj.save_var(db.actor,"health.torso",health.torso) - return - end - end - local rightarm_difference=maxhp.rightarm-health.rightarm - if rightarm_difference>0 then - if hoursleft>rightarm_difference then - health.rightarm=maxhp.rightarm - hoursleft=hoursleft-rightarm_difference - utils_obj.save_var(db.actor,"health.rightarm",health.rightarm) - else - health.rightarm=health.rightarm+hoursleft - utils_obj.save_var(db.actor,"health.rightarm",health.rightarm) - return - end - end - local leftarm_difference=maxhp.leftarm-health.leftarm - if leftarm_difference>0 then - if hoursleft>leftarm_difference then - health.leftarm=maxhp.leftarm - hoursleft=hoursleft-leftarm_difference - utils_obj.save_var(db.actor,"health.leftarm",health.leftarm) - else - health.leftarm=health.leftarm+hoursleft - utils_obj.save_var(db.actor,"health.leftarm",health.leftarm) - return - end - end - local rightleg_difference=maxhp.rightleg-health.rightleg - if rightleg_difference>0 then - if hoursleft>rightleg_difference then - health.rightleg=maxhp.rightleg - hoursleft=hoursleft-rightleg_difference - utils_obj.save_var(db.actor,"health.rightleg",health.rightleg) - else - health.rightleg=health.rightleg+hoursleft - utils_obj.save_var(db.actor,"health.rightleg",health.rightleg) - return - end - end - local leftleg_difference=maxhp.leftleg-health.leftleg - if leftleg_difference>0 then - if hoursleft>leftleg_difference then - health.leftleg=maxhp.leftleg - hoursleft=hoursleft-leftleg_difference - utils_obj.save_var(db.actor,"health.leftleg",health.leftleg) - else - health.leftleg=health.leftleg+hoursleft - utils_obj.save_var(db.actor,"health.leftleg",health.leftleg) - return - end - end -end - -local is_body_parts_damaged = false -local function check_body_parts() - local head_difference = maxhp.head - health.head - local torso_difference = maxhp.torso - health.torso - local rightarm_difference = maxhp.rightarm - health.rightarm - local leftarm_difference = maxhp.leftarm - health.leftarm - local rightleg_difference = maxhp.rightleg - health.rightleg - local leftleg_difference = maxhp.leftleg - health.leftleg - - is_body_parts_damaged = false - - if (head_difference > 0 or torso_difference > 0 or rightarm_difference > 0 or leftarm_difference > 0 or rightleg_difference > 0 or leftleg_difference > 0) then - is_body_parts_damaged = true - end -end - -old_is_actor_not_healthy = dialogs.is_actor_not_healthy -function dialogs.is_actor_not_healthy(first_speaker, second_speaker) - check_body_parts() - - if (is_body_parts_damaged == true) then - return true - end - - return old_is_actor_not_healthy(first_speaker, second_speaker) -end - -old_is_actor_injured = dialogs.is_actor_injured -function dialogs.is_actor_injured(first_speaker, second_speaker) - check_body_parts() - - if (is_body_parts_damaged == true) and (db.actor:money() >= 1850) then - return true - end - - return old_is_actor_injured(first_speaker, second_speaker) -end - -old_is_actor_injured_irradiated = dialogs.is_actor_injured_irradiated -function dialogs.is_actor_injured_irradiated(first_speaker, second_speaker) - check_body_parts() - - if (is_body_parts_damaged == true) and (db.actor.radiation > 0) and (db.actor:money() >= 3350) then - return true - end - - return old_is_actor_injured_irradiated(first_speaker, second_speaker) -end - -local function heal_body_parts() - timedhp.head = 0 - health.head = maxhp.head - - timedhp.torso = 0 - health.torso = maxhp.torso - - timedhp.rightarm = 0 - health.rightarm = maxhp.rightarm - - timedhp.leftarm = 0 - health.leftarm = maxhp.leftarm - - timedhp.rightleg = 0 - health.rightleg=maxhp.rightleg - - timedhp.leftleg = 0 - health.leftleg=maxhp.leftleg - - SaveHealthStatus() -end - -old_heal_actor_injury_radiation = dialogs.heal_actor_injury_radiation -function dialogs.heal_actor_injury_radiation(first_speaker, second_speaker) - old_heal_actor_injury_radiation(first_speaker, second_speaker) - - check_body_parts() - - if (is_body_parts_damaged == true) then - heal_body_parts() - end -end - -old_heal_actor_injury = dialogs.heal_actor_injury -function dialogs.heal_actor_injury(first_speaker, second_speaker) - old_heal_actor_injury(first_speaker, second_speaker) - - check_body_parts() - - if (is_body_parts_damaged == true) then - heal_body_parts() - end -end - -function actor_on_update() - --actor_menu.set_msg("width:"..device().width.." height:"..device().height) - - local newhealth=db.actor.health - local amount=myhealth-newhealth - if amount>0.0293 then - recieved_damage(amount) - --printf("! %s",amount - -- trace_this("Amount"..amount.."\n") - end - - - myhealth=db.actor.health - for k,v in pairs(health) do - if v>maxhp[k] then health[k]=maxhp[k] end - if v<=0 then health[k]=0 end - if health[k]maxhp[k] then preview.health[k]=maxhp[k] end - if v<=0 then preview.health[k]=0 end - if preview.health[k]medkits.timedhealth then - medkits.lastregen=time_global() - for k,v in pairs(timedhp) do - if v>0 then - timedhp[k]=timedhp[k]-1 - health[k]=health[k]-1 - end - if v<0 then - timedhp[k]=0 - end - end - SaveHealthStatus() - end - if regen>0 and init then - - if time_global()-timeregen>regen then - if health.head~=maxhp.head then health.head=health.head+1 end - if health.torso~=maxhp.torso then health.torso=health.torso+1 end - if health.rightarm~=maxhp.rightarm then health.rightarm=health.rightarm+1 end - if health.leftarm~=maxhp.leftarm then health.leftarm=health.leftarm+1 end - if health.rightleg~=maxhp.rightleg then health.rightleg=health.rightleg+1 end - if health.leftleg~=maxhp.leftleg then health.leftleg=health.leftleg+1 end - SaveHealthStatus() - timeregen=time_global() - end - end - if not init then - - display_width=device().width - display_height=device().height - local currentratio=display_width/display_height - - local closest=999 - local closestkey=999 - for k,v in pairs(display.types) do - local d=math.abs(currentratio-v) - if d 3) then - prev_time = curr_time - legs_limp() - end - ---------------------------- - HUDUpdate() - PartialDamage() -end - -local function actor_on_before_death() - HUDUpdate() - health.head=maxhp.head - health.torso=maxhp.torso - health.rightarm=maxhp.rightarm - health.leftarm=maxhp.leftarm - health.rightleg=maxhp.rightleg - health.leftleg=maxhp.leftleg - timedhp.head=0 - timedhp.torso=0 - timedhp.rightarm=0 - timedhp.leftarm=0 - timedhp.rightleg=0 - timedhp.leftleg=0 - SaveHealthStatus() -end - --- base_notify = actor_menu.set_notification - --- function actor_menu.set_notification(typ, texture, tm, snd) - -- base_notify(typ, texture, tm, snd) - -- local hud = get_hud() - -- if(hud) then - -- cs = hud:GetCustomStatic("notify_icon") - -- pos = cs:wnd():GetWndPos() - -- pos.x = 8 - -- pos.y = 600 - -- cs:wnd():SetWndPos(pos) - -- end --- end - --- how's it going? -local function MedicineUsed(name,health,timedhp) - local ret_lastregen,ret_timedhealth=medkits.lastregen,medkits.timedhealth - if medkits[name] then - ret_lastregen=time_global() - ret_timedhealth=medkits[name].timeregen - for k,v in pairs(timedhp) do - local bonus=medkits[name][k] - if bonus then - if medkits[name].harming then - health[k]=health[k]+bonus - timedhp[k]=v+bonus - else - if health[k]+bonus>maxhp[k] then - local amounttoheal=maxhp[k]-health[k] - health[k]=health[k]+amounttoheal - timedhp[k]=v+amounttoheal - else - health[k]=health[k]+bonus - timedhp[k]=v+bonus - end - end - end - end - end - if healhelp[name] then - for k,v in pairs(timedhp) do - if healhelp[name][k] then - timedhp[k]=timedhp[k]-healhelp[name][k] - if timedhp[k]<0 then timedhp[k]=0 end - end - end - end - return ret_lastregen,ret_timedhealth -end - -local function actor_on_item_use(obj,objname) - if healingitems then - medkits.lastregen,medkits.timedhealth=MedicineUsed(objname,health,timedhp) - end - - SaveHealthStatus() -end - -local function InitializePreviewBars() - -- db.actor:give_game_news("init", "yes", db.actor:character_icon(), 0, 10000) - -- xr_sound.set_sound_play(db.actor:id(), "pda_tips") - preview.health.head=health.head - preview.health.torso=health.torso - preview.health.rightarm=health.rightarm - preview.health.leftarm=health.leftarm - preview.health.rightleg=health.rightleg - preview.health.leftleg=health.leftleg - - preview.bonus.head=timedhp.head - preview.bonus.torso=timedhp.torso - preview.bonus.rightarm=timedhp.rightarm - preview.bonus.leftarm=timedhp.leftarm - preview.bonus.rightleg=timedhp.rightleg - preview.bonus.leftleg=timedhp.leftleg -end -local function EmptyPreviewBars() - -- db.actor:give_game_news("empty", "yes", db.actor:character_icon(), 0, 10000) - -- xr_sound.set_sound_play(db.actor:id(), "pda_tips") - for k,v in pairs(preview.health) do - preview.health[k]=nil - end - for k,v in pairs(preview.bonus) do - preview.bonus[k]=nil - end -end - -local focused_item - -local function copy_table(t) - local n={} - for k,v in pairs(t) do - if type(v)=='table' then - n[k]=copy_table(v) - else - n[k]=v - end - end - return n -end - -local function ActorMenu_on_item_focus_receive(item) - - if item:id()~=focused_item then - EmptyPreviewBars() - end - local item_name=item:section() - focused_item=item:id() - if medkits[item_name] or healhelp[item_name] then - -- InitializePreviewBars() - preview.health=copy_table(health) - preview.bonus=copy_table(timedhp) - MedicineUsed(item_name,preview.health,preview.bonus) - end - - -- if medkits[item_name] then - -- for med_k,med_v in pairs(medkits[item_name]) do - -- local health_v=health[med_k] - -- local hitbox=med_k - -- if health_v~=nil then --this hitbox would be greened - -- local totalgreen=medkits[item_name][hitbox] - -- local emptyhealth=maxhp[hitbox]-health_v - -- if emptyhealth>totalgreen then --difference - -- preview.health[hitbox]=health[hitbox]+totalgreen - -- if medkits[item_name].harming then - -- preview.bonus[hitbox]=timedhp[hitbox]+totalgreen - -- else - -- preview.bonus[hitbox]=timedhp[hitbox]+emptyhealth - -- end - -- else - -- local remaininggreen=emptyhealth-totalgreen -- hd4-tg7=3 - -- preview.health[hitbox]=maxhp[hitbox] - -- if medkits[item_name].harming then - -- preview.bonus[hitbox]=timedhp[hitbox]+totalgreen - -- else - -- preview.bonus[hitbox]=timedhp[hitbox]+emptyhealth - -- end - -- end - - -- end - -- end - -- end - -- if healhelp[item_name] then - -- for med_k,med_v in pairs(healhelp[item_name]) do - -- local timedhp_v=timedhp[med_k] - -- local hitbox=med_k - -- if timedhp_v~=nil then --this hitbox would be blued - -- local total_green_to_blue=healhelp[item_name][hitbox] - -- local need_to_transform=timedhp[hitbox] - -- if need_to_transformmaxhp[k] then - -- preview.health[k]=maxhp[k] - -- end - -- end - -- for k,v in pairs(preview.bonus) do - -- if v<0 then - -- preview.bonus[k]=0 - -- elseif v>maxhp[k] then - -- preview.bonus[k]=maxhp[k] - -- end - -- end - -- -- end -end - -local function ActorMenu_on_item_focus_lost(item) - --printf("! on item forus lost "..(item and item:section() or "nil")) - if focused_item==item:id() then - EmptyPreviewBars() - focused_item=nil - end -end - -local function ActorMenu_on_mode_changed(mode,last_mode) - if last_mode==1 then --inv closed - EmptyPreviewBars() - focused_item=nil - elseif last_mode==4 then --looting closed - EmptyPreviewBars() - focused_item=nil - end -end - --- local function npc_on_hit_callback(npc,amount,local_direction,who,bone_index) - -- local npc_name=npc:character_name() or "nil" - -- local npc_icon=npc:character_icon() or "nil" - -- local amount - -- local attacker_name - -- if who and who:id() == db.actor:id() then - -- local wherehit - -- -- if type(bone_index)=="number" then - -- -- if bone_index == 14 or bone_index == 15 then - -- -- wherehit = "Eyes" - -- -- elseif bone_index == 16 or bone_index == 13 then - -- -- wherehit = "Head" - -- -- elseif bone_index == 17 then - -- -- wherehit = "Neck" - -- -- elseif bone_index == 9 or bone_index == 10 or bone_index == 11 or bone_index == 18 then - -- -- wherehit = "Torso" - -- -- elseif bone_index >= 1 and bone_index <= 4 then - -- -- wherehit = "Left Leg" - -- -- elseif bone_index >= 5 and bone_index <= 8 then - -- -- wherehit = "Right Leg" - -- -- elseif bone_index >= 19 and bone_index <=30 then - -- -- wherehit = "Left Arm" - -- -- elseif bone_index >= 31 and bone_index <=42 then - -- -- wherehit = "Right Arm" - -- -- end - -- -- end - -- if not wherehit then wherehit=bone_index end - -- db.actor:give_game_news("npc_on_hit_callback", "name: "..npc_name.." where:"..wherehit, npc_icon , 0, 10000) - -- xr_sound.set_sound_play(db.actor:id(), "pda_tips") - -- end --- end - -function on_game_start() - RegisterScriptCallback("on_option_change", on_option_change) -- xcvb - RegisterScriptCallback("actor_on_first_update",actor_on_first_update) -- xcvb - RegisterScriptCallback("on_key_press",on_key_press) - RegisterScriptCallback("save_state",save_state) -- xcvb - RegisterScriptCallback("load_state",load_state) -- xcvb - RegisterScriptCallback("actor_on_weapon_zoom_in",actor_on_weapon_zoom_in) -- xcvb - RegisterScriptCallback("actor_on_weapon_zoom_out",actor_on_weapon_zoom_out) -- xcvb - RegisterScriptCallback("actor_on_footstep",actor_on_footstep) -- xcvb - RegisterScriptCallback("actor_on_sleep",actor_on_sleep) - RegisterScriptCallback("actor_on_hit_callback",actor_on_hit_callback) - RegisterScriptCallback("actor_on_update",actor_on_update) - RegisterScriptCallback("actor_on_before_death",actor_on_before_death) - RegisterScriptCallback("actor_on_item_use",actor_on_item_use) - RegisterScriptCallback("ActorMenu_on_item_focus_receive",ActorMenu_on_item_focus_receive) - RegisterScriptCallback("ActorMenu_on_item_focus_lost",ActorMenu_on_item_focus_lost) - RegisterScriptCallback("ActorMenu_on_mode_changed",ActorMenu_on_mode_changed) - - --RegisterScriptCallback("npc_on_hit_callback", npc_on_hit_callback) -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/scripts/zzzz_dynahud.script b/mods/DynaHUD/gamedata/scripts/zzzz_dynahud.script deleted file mode 100644 index dd38ecbbe..000000000 --- a/mods/DynaHUD/gamedata/scripts/zzzz_dynahud.script +++ /dev/null @@ -1,1917 +0,0 @@ ----@diagnostic disable: undefined-global ------------------------- Dynahud ------------------------ --- Strangerism ------------------------- ----------- ------------------------ -USE_UPDATE_STEP = true - ------------------------- DYNA HUD GLOBAL VARIABLES ------------------------ -local last_time_health_change = nil -local last_time_dyn_bhs_updated = nil -inventory_opened = nil -local get_psy_health = arszi_psy.get_psy_health -local dynahud_bhs_hud_visible = nil -local dynahud_dynamic_bhs_hud_on = nil -local dynahud_pref_hud_type = nil -local limbs_fully_healed = nil -local myhealth=0 -local last_time_unequipped = nil -weapon_is_equipped = nil -weapon_hud_visible = nil -local bhs_hud_dismissed = nil -local time_bhs_hud_dismissed = nil -local limbs_total_injury = nil -local previous_limbs_total_injury = nil -local bhs_change_state = nil --- SYSTEM PARAMS -local DYNAHUD_DYNAMIC_BHS_HUD_UPDATE_TICK = 1000 -- time between each BHS visibility update checks -local DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT_MAX = 15 * 60000 -- seconds. if the DYNAHUD_DYNAMIC_BHS_HUD_DISMISS is equal to max then dissmissed until next injury ---- MCM PARAMS -local DYNAHUD_MAIN_HUD_AUTOHIDE = false -local DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE = false -local DYNAHUD_DYNAMIC_BHS_HUD_UPDATE_HIDE_TIMEOUT = 10000 -- time for the BHS hud to hide if conditions are met -local DYNAHUD_MAIN_HUD_HIDE_PSY_THRESHOLD = 0.99 -- min value of psy for the bar to become visible -local DYNAHUD_MAIN_HUD_HIDE_POWER_THRESHOLD = 0.60 -- min value of power for the bar to become visible -local DYNAHUD_MAIN_HUD_HIDE_HEALTH_THRESHOLD = 0.99 -- min value of health for the bar to become visible -local DYNAHUD_MAIN_HUD_HIDE_HEALTH_AUTOHIDE_TIMEOUT = 30000 -- time for the health bar to hide after last health value change -local DYNAHUD_MAIN_HUD_BG_AUTOHIDE_TIMEOUT = 5000 -local DYNAHUD_MAIN_HUD_BG_AUTOHIDE_TIMEOUT_DISABLE = 60 * 1000 -local DYNAHUD_MAIN_HUD_PREVIEW_ON_SHOW = true -local DYNAHUD_MAIN_HUD_PREVIEW_TIME = 5000 -local DYNAHUD_ICONS_HUD_AUTOHIDE = true -local DYNAHUD_ICONS_HUD_AUTOHIDE_TIMEOUT = 20000 -local DYNAHUD_ICONS_HUD_PREVIEW = true -local DYNAHUD_ICONS_HUD_PREVIEW_SHOW_TIMER = true -local DYNAHUD_ICONS_HUD_PREVIEW_TIME = 5000 -local DYNAHUD_ICONS_HUD_INVENTORY_PREVIEW = true -DYNAHUD_ICONS_HUD_TIMERS = false -DYNAHUD_ICONS_HUD_TIMERS_EXPIRING = 60 -DYNAHUD_ICONS_HUD_TIMERS_PREVIEW_TIME_ON_REFRESH = 10 -local DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE = false -local DYNAHUD_DYNAMIC_MINIMAP_HIDE = false -local DYNAHUD_DYNAMIC_MINIMAP_SHOW = false -local DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE_TIMEOUT = 5 * 1000 -local DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED = true -local DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_ACTOR_SPRINT = false -local DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED_TIMEOUT = 1000 -local DYNAHUD_DYNAMIC_MINIMAP_HIDE_ON_END_SPRINT_TIMEOUT = 1.5 -local DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT = 5 * 1000 -local DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_FORCE = false -local DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_ON_MAPLOAD = false -local DYNAHUD_DYNAMIC_BHS_HUD_ALWAYS_HIDE = false -local DYNAHUD_NOTIFICATIONS = false -local DYNAHUD_DYNAMIC_MAGHUD_AUTOHIDE = false -local DYNAHUD_DYNAMIC_MAGHUD_SHOW_RELOAD = false -local DYNAHUD_DYNAMIC_MAGHUD_SHOW_AMMOCHECK = false -local DYNAHUD_DYNAMIC_MAGHUD_AUTOHIDE_TIMEOUT = false -local DYNAHUD_COMPANION_HUD_AUTOHIDE = true -local DYNAHUD_COMPANION_CHECK_DISTANCE = true -local DYNAHUD_COMPANION_SAFE_DISTANCE = 100 -local DYNAHUD_COMPANION_HUD_PREVIEW_TIME = 5000 -local DYNAHUD_WEAPON_HUD_AUTOHIDE = false -local DYNAHUD_DYNAMIC_WEAPON_HUD_AUTOHIDE_TIMEOUT = 5000 -local DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW = false -local DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW_QUICKHIDE = false -local DYNAHUD_DYNAMIC_WEAPON_HUD_RELOAD_SHOW = false -local DYNAHUD_DYNAMIC_WEAPON_HUD_WEAPONCHECK_SHOW = false -local DYNAHUD_DYNAMIC_COLD_SYSTEM_ENABLE = false -local DYNAHUD_DYNAMIC_COLD_SYSTEM_SAFE_THRESHOLD = 600 -local DYNAHUD_DYNAMIC_COLD_SYSTEM_CRITICAL_THRESHOLD = 1800 -local DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT = 100 -local DYNAHUD_DYNAMIC_COLD_SYSTEM_SHOW_RECOVERY = false -local cold_val_next_breakpoint = 0 -local DYNAHUD_DYNAMIC_COLD_SYSTEM_HUD_KEYBIND = 0 -DYNAHUD_DYNAMIC_MAGHUD_WEAPON_CHECK = false ------------------------- DYNA HUD MAIN ------------------------ -local DYNAHUD_MAGREDUX_SUPPORT = nil -local DYNAHUD_BHS_SUPPORT = nil -local DYNAHUD_COLD_SYSTEM_SUPPORT = nil -local minimap_while_weapon_equipped = nil -local last_weapon_equipped = nil -local companion_hud_visible = true -------------------------- BHS PATCH AWARENESS ---------------------- --- 0 BHS | 1 BHS_GAMMA - | 2 BSH_EFP4 -patch_type = nil --- Minimap Style Binding --- the choosen minimap/compass script will bind its stlye into this variable --- 0 bottom right - 1 top right - 2 top left - 3 compass top - 4 compass bottom -MINIMAP = nil --- HUD Style Binding --- INHERIT | -4 Aydin | -3 BHS | -2 EFP | -1 GAMMA | ======= | MAIN | 0 S2 | 1 minimalistic | 2 minimalistic no ammo counter -HUD = nil - -ACTION = {IDLE = 0, RELOAD = 1, UNJAMMING = 2, AMMO_CHECK = 3 } -local player_action = ACTION.IDLE - -local function dynahud_load_mcm_settings() - -- Dynamic Main Hud - DYNAHUD_MAIN_HUD_AUTOHIDE = dynahud_mcm.get_config("main_hud/autohide") -- boolean - DYNAHUD_MAIN_HUD_HIDE_HEALTH_THRESHOLD = (dynahud_mcm.get_config("main_hud/hide_health_threshold")) * 1 - DYNAHUD_MAIN_HUD_HIDE_HEALTH_AUTOHIDE_TIMEOUT = (dynahud_mcm.get_config("main_hud/hide_health_autohide_timeout")) * 1000 - DYNAHUD_MAIN_HUD_HIDE_POWER_THRESHOLD = (dynahud_mcm.get_config("main_hud/hide_power_threshold")) * 1 - DYNAHUD_MAIN_HUD_HIDE_PSY_THRESHOLD = (dynahud_mcm.get_config("main_hud/hide_psy_threshold")) * 1 - DYNAHUD_MAIN_HUD_BG_AUTOHIDE_TIMEOUT = (dynahud_mcm.get_config("main_hud/bg_autohide_timeout")) * 1000 - DYNAHUD_MAIN_HUD_PREVIEW_ON_SHOW = dynahud_mcm.get_config("main_hud/bg_preview_on_show") - DYNAHUD_MAIN_HUD_PREVIEW_TIME = dynahud_mcm.get_config("main_hud/bg_preview_time") * 1000 - -- Dynamic Icons Hud - DYNAHUD_ICONS_HUD_AUTOHIDE = dynahud_mcm.get_config("icons_hud/autohide") -- boolean - DYNAHUD_ICONS_HUD_AUTOHIDE_TIMEOUT = (dynahud_mcm.get_config("icons_hud/autohide_timeout")) * 1000 - DYNAHUD_ICONS_HUD_PREVIEW = dynahud_mcm.get_config("icons_hud/preview") -- boolean - DYNAHUD_ICONS_HUD_PREVIEW_SHOW_TIMER = (dynahud_mcm.get_config("icons_hud/preview_timer")) * 1000 - DYNAHUD_ICONS_HUD_PREVIEW_TIME = (dynahud_mcm.get_config("icons_hud/preview_time")) * 1000 - DYNAHUD_ICONS_HUD_INVENTORY_PREVIEW = dynahud_mcm.get_config("icons_hud/inventory_preview") -- boolean - DYNAHUD_ICONS_HUD_TIMERS = dynahud_mcm.get_config("icons_hud/enable_timers") and actor_status.XCVB_ICON_TIME_IMPL -- boolean - DYNAHUD_ICONS_HUD_TIMERS_EXPIRING = (dynahud_mcm.get_config("icons_hud/show_only_expiring")) * 1 - -- Dynamic Weapon Hud - DYNAHUD_WEAPON_HUD_AUTOHIDE = dynahud_mcm.get_config("weapon_hud/autohide") - DYNAHUD_DYNAMIC_WEAPON_HUD_AUTOHIDE_TIMEOUT = (dynahud_mcm.get_config("weapon_hud/autohide_timeout")) * 1000 - DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW = dynahud_mcm.get_config("weapon_hud/aim_show") - DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW_QUICKHIDE = dynahud_mcm.get_config("weapon_hud/aim_show_quickhide") - DYNAHUD_DYNAMIC_WEAPON_HUD_RELOAD_SHOW = dynahud_mcm.get_config("weapon_hud/reload_show") - DYNAHUD_DYNAMIC_WEAPON_HUD_WEAPONCHECK_SHOW = dynahud_mcm.get_config("weapon_hud/weaponcheck_show") - -- Dynamic BHS Hud - DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE = dynahud_mcm.get_config("bhs_hud/autohide") -- boolean - DYNAHUD_DYNAMIC_BHS_HUD_UPDATE_HIDE_TIMEOUT = (dynahud_mcm.get_config("bhs_hud/update_hide_timeout")) * 1000 - DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT = (dynahud_mcm.get_config("bhs_hud/dismiss_timeout")) * 60000 - DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_FORCE = dynahud_mcm.get_config("bhs_hud/dismiss_force") -- boolean - DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_ON_MAPLOAD = dynahud_mcm.get_config("bhs_hud/dismiss_on_mapload") - DYNAHUD_DYNAMIC_BHS_HUD_ALWAYS_HIDE = dynahud_mcm.get_config("bhs_hud/always_hide") - -- Dynamic minimap - DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE = dynahud_mcm.get_config("minimap/autohide") - DYNAHUD_DYNAMIC_MINIMAP_HIDE = dynahud_mcm.get_config("minimap/hide") - DYNAHUD_DYNAMIC_MINIMAP_SHOW = dynahud_mcm.get_config("minimap/show") - DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE_TIMEOUT = (dynahud_mcm.get_config("minimap/autohide_timeout")) * 1000 - DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED = dynahud_mcm.get_config("minimap/show_on_wpn_lowered") - DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_ACTOR_SPRINT = dynahud_mcm.get_config("minimap/show_on_actor_sprint") - DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED_TIMEOUT = (dynahud_mcm.get_config("minimap/show_on_wpn_lowered_timeout")) * 1000 - DYNAHUD_DYNAMIC_MINIMAP_HIDE_ON_END_SPRINT_TIMEOUT = (dynahud_mcm.get_config("minimap/hide_on_end_sprint_timeout")) - -- Notifications - DYNAHUD_NOTIFICATIONS = dynahud_mcm.get_config("general/notifications_enable") - -- Dynamic Magazine Hud - DYNAHUD_DYNAMIC_MAGHUD_AUTOHIDE = dynahud_mcm.get_config("mags/enable") - DYNAHUD_DYNAMIC_MAGHUD_SHOW_RELOAD = dynahud_mcm.get_config("mags/show_reload") - DYNAHUD_DYNAMIC_MAGHUD_SHOW_AMMOCHECK = dynahud_mcm.get_config("mags/show_ammocheck") - DYNAHUD_DYNAMIC_MAGHUD_AUTOHIDE_TIMEOUT = (dynahud_mcm.get_config("mags/autohide_timeout")) - DYNAHUD_DYNAMIC_MAGHUD_WEAPON_CHECK = dynahud_mcm.get_config("mags/weapon_check") - -- Cold System Hud - DYNAHUD_DYNAMIC_COLD_SYSTEM_ENABLE = dynahud_mcm.get_config("cold_system/enable") -- boolean - DYNAHUD_DYNAMIC_COLD_SYSTEM_SAFE_THRESHOLD = (dynahud_mcm.get_config("cold_system/safe_threshold")) * 1 - DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT = (dynahud_mcm.get_config("cold_system/breakpoint")) * 1 - DYNAHUD_DYNAMIC_COLD_SYSTEM_SHOW_RECOVERY = dynahud_mcm.get_config("cold_system/show_recovery") -- boolean - DYNAHUD_DYNAMIC_COLD_SYSTEM_CRITICAL_THRESHOLD = dynahud_mcm.get_config("cold_system/critical_threshold") * 1 - -- Companion Hud - DYNAHUD_COMPANION_HUD_AUTOHIDE = dynahud_mcm.get_config("companion_hud/enable") -- boolean - DYNAHUD_COMPANION_CHECK_DISTANCE = dynahud_mcm.get_config("companion_hud/check_distance") -- boolean - DYNAHUD_COMPANION_SAFE_DISTANCE = dynahud_mcm.get_config("companion_hud/safe_distance") * 1 - DYNAHUD_COMPANION_HUD_PREVIEW_TIME = dynahud_mcm.get_config("companion_hud/preview_time") * 1000 -end - -local function dynahud_mcm_print_config() - printf("___________________________DYNAHUD MCM CONFIG__________________________") - printf("DYNAHUD_MAIN_HUD_AUTOHIDE %s", DYNAHUD_MAIN_HUD_AUTOHIDE) - printf("DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE %s", DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE) - printf("DYNAHUD_DYNAMIC_BHS_HUD_UPDATE_HIDE_TIMEOUT %s", DYNAHUD_DYNAMIC_BHS_HUD_UPDATE_HIDE_TIMEOUT) - printf("DYNAHUD_MAIN_HUD_HIDE_PSY_THRESHOLD %s", DYNAHUD_MAIN_HUD_HIDE_PSY_THRESHOLD) - printf("DYNAHUD_MAIN_HUD_HIDE_POWER_THRESHOLD %s", DYNAHUD_MAIN_HUD_HIDE_POWER_THRESHOLD) - printf("DYNAHUD_MAIN_HUD_HIDE_HEALTH_THRESHOLD %s", DYNAHUD_MAIN_HUD_HIDE_HEALTH_THRESHOLD) - printf("DYNAHUD_MAIN_HUD_HIDE_HEALTH_AUTOHIDE_TIMEOUT %s", DYNAHUD_MAIN_HUD_HIDE_HEALTH_AUTOHIDE_TIMEOUT) - printf("DYNAHUD_MAIN_HUD_BG_AUTOHIDE_TIMEOUT %s", DYNAHUD_MAIN_HUD_BG_AUTOHIDE_TIMEOUT) - printf("DYNAHUD_MAIN_HUD_PREVIEW_ON_SHOW %s", DYNAHUD_MAIN_HUD_PREVIEW_ON_SHOW) - printf("DYNAHUD_MAIN_HUD_PREVIEW_TIMER %s", DYNAHUD_MAIN_HUD_PREVIEW_TIME) - printf("DYNAHUD_ICONS_HUD_AUTOHIDE %s", DYNAHUD_ICONS_HUD_AUTOHIDE) - printf("DYNAHUD_ICONS_HUD_AUTOHIDE_TIMEOUT %s", DYNAHUD_ICONS_HUD_AUTOHIDE_TIMEOUT) - printf("DYNAHUD_ICONS_HUD_PREVIEW %s", DYNAHUD_ICONS_HUD_PREVIEW) - printf("DYNAHUD_ICONS_HUD_PREVIEW_SHOW_TIMER %s", DYNAHUD_ICONS_HUD_PREVIEW_SHOW_TIMER) - printf("DYNAHUD_ICONS_HUD_PREVIEW_TIME %s", DYNAHUD_ICONS_HUD_PREVIEW_TIME) - printf("DYNAHUD_ICONS_HUD_INVENTORY_PREVIEW %s", DYNAHUD_ICONS_HUD_INVENTORY_PREVIEW) - printf("DYNAHUD_ICONS_HUD_TIMERS %s", DYNAHUD_ICONS_HUD_TIMERS) - printf("DYNAHUD_ICONS_HUD_TIMERS_EXPIRING %s", DYNAHUD_ICONS_HUD_TIMERS_EXPIRING) - printf("DYNAHUD_WEAPON_HUD_AUTOHIDE %s", DYNAHUD_WEAPON_HUD_AUTOHIDE) - printf("DYNAHUD_DYNAMIC_WEAPON_HUD_AUTOHIDE_TIMEOUT %s", DYNAHUD_DYNAMIC_WEAPON_HUD_AUTOHIDE_TIMEOUT) - printf("DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW %s", DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW) - printf("DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW_QUICKHIDE %s", DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW_QUICKHIDE) - printf("DYNAHUD_DYNAMIC_WEAPON_HUD_RELOAD_SHOW %s", DYNAHUD_DYNAMIC_WEAPON_HUD_RELOAD_SHOW) - printf("DYNAHUD_DYNAMIC_WEAPON_HUD_WEAPONCHECK_SHOW %s", DYNAHUD_DYNAMIC_WEAPON_HUD_WEAPONCHECK_SHOW) - printf("DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE %s", DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE) - printf("DYNAHUD_DYNAMIC_MINIMAP_HIDE %s", DYNAHUD_DYNAMIC_MINIMAP_HIDE) - printf("DYNAHUD_DYNAMIC_MINIMAP_SHOW %s", DYNAHUD_DYNAMIC_MINIMAP_SHOW) - printf("DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE_TIMEOUT %s", DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE_TIMEOUT) - printf("DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED %s", DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED) - printf("DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_ACTOR_SPRINT %s", DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_ACTOR_SPRINT) - printf("DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED_TIMEOUT %s", DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED_TIMEOUT) - printf("DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED_TIMEOUT %s", DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED_TIMEOUT) - printf("DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT %s", DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT) - printf("DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_FORCE %s", DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_FORCE) - printf("DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_ON_MAPLOAD %s", DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_ON_MAPLOAD) - printf("DYNAHUD_DYNAMIC_BHS_HUD_ALWAYS_HIDE %s", DYNAHUD_DYNAMIC_BHS_HUD_ALWAYS_HIDE) - printf("DYNAHUD_DYNAMIC_MAGHUD_WEAPON_CHECK %s", DYNAHUD_DYNAMIC_MAGHUD_WEAPON_CHECK) - printf("DYNAHUD_NOTIFICATIONS %s", DYNAHUD_NOTIFICATIONS) - printf("DYNAHUD_DYNAMIC_COLD_SYSTEM_ENABLE %s", DYNAHUD_DYNAMIC_COLD_SYSTEM_ENABLE) - printf("DYNAHUD_DYNAMIC_COLD_SYSTEM_SAFE_THRESHOLD %s", DYNAHUD_DYNAMIC_COLD_SYSTEM_SAFE_THRESHOLD) - printf("DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT %s", DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT) - printf("DYNAHUD_DYNAMIC_COLD_SYSTEM_SHOW_RECOVERY %s", DYNAHUD_DYNAMIC_COLD_SYSTEM_SHOW_RECOVERY) - printf("DYNAHUD_DYNAMIC_COLD_SYSTEM_CRITICAL_THRESHOLD %s", DYNAHUD_DYNAMIC_COLD_SYSTEM_CRITICAL_THRESHOLD) - printf("DYNAHUD_COMPANION_HUD_AUTOHIDE %s", DYNAHUD_COMPANION_HUD_AUTOHIDE) - printf("DYNAHUD_COMPANION_CHECK_DISTANCE %s", DYNAHUD_COMPANION_CHECK_DISTANCE) - printf("DYNAHUD_COMPANION_SAFE_DISTANCE %s", DYNAHUD_COMPANION_SAFE_DISTANCE) - printf("DYNAHUD_COMPANION_HUD_PREVIEW_TIME %s", DYNAHUD_COMPANION_HUD_PREVIEW_TIME) - printf("________________________________________________________________________") -end - -local function dynahud_initialize_hud_style() - zzz_dynahud_hud.init_hud_style() - HUD = zzz_dynahud_hud.HUD -end - -local function dynahud_restore_hud_style() - zzz_dynahud_hud.destroy_init_style() - HUD = nil -end -local compass_initialized = false -local function compass_waypoint_init() - - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.UIZoneMap) then - local m_background = maingameui.UIZoneMap:Background() - local b = m_background:GetWndPos(); - b.y = b.y + 100 - m_background:SetWndPos(vector2():set( b.x , b.y )); - compass_initialized = true - end -end - -local function compass_waypoint_restore() - - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.UIZoneMap) then - local m_background = maingameui.UIZoneMap:Background() - local b = m_background:GetWndPos(); - b.y = b.y - 100 - m_background:SetWndPos(vector2():set( b.x , b.y )); - compass_initialized = true - end -end -weapon_is_lowered = nil -local function dynahud_map_initialize() - - if dynahud_minimap_binder.MINIMAP == nil then - printf("[dynahud] Error: Minimap not bound") - end - - MINIMAP = dynahud_minimap_binder.MINIMAP - - if MINIMAP.style == 5 and not compass_initialized then compass_waypoint_init() end - - local itm = db.actor:active_item() - local is_weapon = itm and IsWeapon(itm) or false - if is_weapon then - last_weapon_equipped = itm - weapon_is_equipped = true - minimap_while_weapon_equipped = ui_options.get("video/hud/show_minimap") - -- if DYNAHUD_WEAPON_HUD_AUTOHIDE then - update_shooting_tg() - -- end - weapon_is_lowered = game.actor_weapon_lowered() - else - weapon_is_equipped = false - end - last_time_unequipped = time_global() - - --print_tip("ui_mcm_dynahud_dynamic_minimap_enabled") -end - --- called by dynahud_mcm -function dynahud_on_mcm_change() - printf("[dynahud] MCM settings was updated") - -- remember old settings - local old_MAIN_HUD_AUTOHIDE = DYNAHUD_MAIN_HUD_AUTOHIDE - local old_DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE = DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE - local old_DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE = DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE - - -- reset player state - last_time_health_change = time_global() - - -- load new settings - dynahud_load_mcm_settings() - - -- Dynamic Main Hud change and notify - if not DYNAHUD_MAIN_HUD_AUTOHIDE then - if (old_MAIN_HUD_AUTOHIDE ~= DYNAHUD_MAIN_HUD_AUTOHIDE) then - print_tip("ui_mcm_dynahud_dynamic_main_hud_disabled", 1000) - end - local maingameui = ActorMenu.get_maingame() - maingameui.m_ui_hud_states.m_ui_psy_bar_show = true - maingameui.m_ui_hud_states.m_ui_stamina_bar_show = true - maingameui.m_ui_hud_states.m_ui_health_bar_show = true - else - if (old_MAIN_HUD_AUTOHIDE ~= DYNAHUD_MAIN_HUD_AUTOHIDE) then print_tip("ui_mcm_dynahud_dynamic_main_hud_enabled", 1000) end - end - - -- Dynamic BHS Hud change and notify if support is enabled - if DYNAHUD_BHS_SUPPORT then - - if not DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE then - if (old_DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE ~= DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE) then - disable_bhs_hud() - end - if zzz_player_injuries.show_hud_type==0 then zzz_player_injuries.show_hud_type=1 zzz_player_injuries.show_hud_change_time=time_global() - elseif zzz_player_injuries.show_hud_type==1 then zzz_player_injuries.show_hud_type=2 zzz_player_injuries.show_hud_change_time=time_global() - elseif zzz_player_injuries.show_hud_type==2 then zzz_player_injuries.show_hud_type=0 zzz_player_injuries.show_hud_change_time=time_global() - end - else - if (old_DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE ~= DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE) then - enable_bhs_hud() - end - end - if DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_ON_MAPLOAD then - create_dismiss_bhs_event() - end - end - -- Dynamic minimap change and notify - if (old_DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE ~= DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE) then - if DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE then - print_tip("ui_mcm_dynahud_dynamic_minimap_enabled", 1000) - else - print_tip("ui_mcm_dynahud_dynamic_minimap_disabled", 1000) - local minimap_enabled = ui_options.get("video/hud/show_minimap") - show_minimap(minimap_enabled) - end - end - - dynahud_map_initialize() - - dynahud_mcm_print_config() - -- Dynamic Magazines Hud - --dynahud_initialize_hud_style() - - if DYNAHUD_COLD_SYSTEM_SUPPORT then - if DYNAHUD_DYNAMIC_COLD_SYSTEM_ENABLE then - dynamic_cold_system_init() - end - end - - init_companion_hud() -end - -local function dynahud_initialize() - dynahud_load_mcm_settings() - dynahud_mcm_print_config() - - -- main hud initialization - if not DYNAHUD_MAIN_HUD_AUTOHIDE then - print_tip("ui_mcm_dynahud_dynamic_main_hud_disabled") - else - print_tip("ui_mcm_dynahud_dynamic_main_hud_enabled") - end - - dynahud_initialize_hud_style() - - -- initialize minimap - if DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE then - print_tip("ui_mcm_dynahud_dynamic_minimap_enabled") - else - print_tip("ui_mcm_dynahud_dynamic_minimap_disabled") - local minimap_enabled = ui_options.get("video/hud/show_minimap") - show_minimap(minimap_enabled) - end - dynahud_map_initialize() - - -- initialize BHS if support elabled - if DYNAHUD_BHS_SUPPORT then - if not DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE then - disable_bhs_hud() - else - enable_bhs_hud() - end - last_time_health_change = time_global() - last_time_dyn_bhs_updated = last_time_health_change - inventory_opened = false - limbs_fully_healed = check_limbs_fully_healed() - bhs_change_state = false - previous_limbs_total_injury = 0 - bhs_hud_dismissed = false - time_bhs_hud_dismissed = time_global() - --zzz_player_injuries.HUDUpdate() - if DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_ON_MAPLOAD then - create_dismiss_bhs_event() - end - end - - if DYNAHUD_COLD_SYSTEM_SUPPORT then - if DYNAHUD_DYNAMIC_COLD_SYSTEM_ENABLE then - dynamic_cold_system_init() - end - end - - init_companion_hud() -end - -local function dynahud_on_destroy() - printf("[dynahud] dynahud_on_destroy") - if MINIMAP.style == 5 then compass_waypoint_restore() end - dynahud_restore_hud_style() -end - -local function dynahud_actor_on_first_update() - dynahud_initialize() -end - -function initialize_plugins_support() - -- UI mods plugins support - - DYNAHUD_BHS_SUPPORT = false - if zzz_player_injuries and zzz_player_injuries_mcm then - printf("Enabling DYNAHUD_BHS_SUPPORT") - DYNAHUD_BHS_SUPPORT = true - else - printf("DYNAHUD_BHS_SUPPORT not Enabled") - end - DYNAHUD_MAGREDUX_SUPPORT = false - if magazines then - printf("Enabling DYNAHUD_MAGREDUX_SUPPORT") - DYNAHUD_MAGREDUX_SUPPORT = true - ui_mcm.set("magazines/hud/show_hud", false) - else - printf("DYNAHUD_MAGREDUX_SUPPORT not Enabled") - end - - if cold_system then - DYNAHUD_COLD_SYSTEM_SUPPORT = true - end -end -local main_hud_tg_update = 0 -local main_hud_tg_update_step = 500 --[ms] -function dynahud_main_hud_controller() - - if USE_UPDATE_STEP then - local tg = time_global() - if tg < main_hud_tg_update then - return - end - main_hud_tg_update = tg + main_hud_tg_update_step - end - - dynahud_main_hud_update() - -end - -local bhs_hud_tg_update = 0 -local bhs_hud_tg_update_step = 1000 --[ms] -function dynahud_bhs_hud_controller() - - if USE_UPDATE_STEP then - - local tg = time_global() - if tg < bhs_hud_tg_update then - return - end - bhs_hud_tg_update = tg + bhs_hud_tg_update_step - end - - if DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE then - if dynahud_dynamic_bhs_hud_on then - dynahud_dynamic_bhs_hud_update() - if bhs_hud_dismissed then - dynahud_bhs_hud_dismiss_update() - end - end - end - -- if mag_hud_change_state and (time_global() - mag_hud_visible_tg) > 5000 then - -- printf("removing timed event dynahud_mag_hud:hide_ui") - -- RemoveTimeEvent("dynahud_mag_hud", "hide_ui") - -- mag_hud_change_state = false - -- end -end -local mag_hud_tg_update = 0 -local mag_hud_tg_update_step = 100 --[ms] -function dynahud_mag_hud_controller() - - local tg = time_global() - if tg < mag_hud_tg_update then - return - end - mag_hud_tg_update = tg + mag_hud_tg_update_step - - if DYNAHUD_DYNAMIC_MAGHUD_AUTOHIDE then - - -- releoad - if DYNAHUD_DYNAMIC_MAGHUD_SHOW_RELOAD then - local itm = db.actor:active_item() - local is_weapon = itm and IsWeapon(itm) or false - local is_suppoorted_weapon = magazines.is_supported_weapon(itm) - local state = itm and itm:get_state() - - if is_weapon and is_suppoorted_weapon and state == 7 and not reloading_started then - reloading_started = true - dynahud_mags_ui_update(ACTION.RELOAD) - elseif is_weapon and state == 0 and reloading_started then - reloading_started = false - end - end - end - -end - - ------------------------- DYNA HUD ------------------------ --- local time_since_weapon_equipped = -1 --- local weapon_equipped_tg = -1 --- function weapon_status_update() - --- local itm = db.actor:active_item() --- local slot = db.actor:active_slot() - --- local det_active = db.actor:active_detector() --- local is_weapon = itm and IsWeapon(itm) or false --- local is_pda = itm and slot == 8 or slot == 14 or false --- if is_weapon and not is_pda and not det_active then --- -- a weapon is equipped --- if not weapon_is_equipped then --- -- transition from no weapon --- weapon_equipped_tg = time_global() --- -- we are equipping a weapon --- weapon_is_equipped = not weapon_is_equipped --- time_since_weapon_equipped = 0 --- else --- -- we already have equipped this weapon --- time_since_weapon_equipped = time_global - weapon_equipped_tg --- end --- elseif weapon_is_equipped then --- -- we are unequipopo --- weapon_is_equipped = not weapon_is_equipped --- last_time_unequipped = time_global() --- time_since_weapon_equipped = -1 --- weapon_equipped_tg = -1 --- end - --- end - --- function show_on_weapon_lowered_available(wpn) - --- if DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_ACTOR_SPRINT and (not IsPistol(wpn) and not IsMelee(wpn)) then --- return true --- else --- return false --- end - --- end - -function isActorSprinting() - - return IsMoveState("mcSprint") - -end - -function actor_lowers_the_weapon() - - if actor_sprinting_wpn_lower_token then - -- printf("consuming actor_sprinting_wpn_lower_token") - actor_sprinting_wpn_lower_token = false - weapon_is_lowered = true - return false - end - - if game.actor_weapon_lowered() and not weapon_is_lowered then - -- printf("weapon lowered") - weapon_is_lowered = true - return true - end - - return false -end - -function actor_raise_the_weapon() - - if actor_sprinting_wpn_raise_token then - -- printf("consuming actor_sprinting_wpn_raise_token") - actor_sprinting_wpn_raise_token = false - weapon_is_lowered = false - return false - end - - if weapon_is_lowered and not game.actor_weapon_lowered() then - -- printf("weapon raised") - weapon_is_lowered = false - return true - end - - return false -end - -local minimap_tg_update = 0 -local minimap_tg_update_step = 10 --[ms] -local started_sprint_time = 0 -local time_since_sprinting = 0 -function dynahud_minimap_controller() - - local tg = time_global() - if tg < minimap_tg_update then - return - end - minimap_tg_update = tg + minimap_tg_update_step - - --printf("last_weapon_equipped Id: %s", last_weapon_equipped) - if last_weapon_equipped and not level.object_by_id(last_weapon_equipped) then - --printf("[dynahud] last_weapon_equipped was destroyed ") - last_weapon_equipped = nil - end - - local itm = db.actor:active_item() - local slot = db.actor:active_slot() - - local det_active = db.actor:active_detector() - local is_weapon = itm and IsWeapon(itm) or false - local is_pda = itm and slot == 8 or slot == 14 or false - if is_weapon and not is_pda and not det_active then - if last_weapon_equipped == nil then last_weapon_equipped = itm:id() end - - if DYNAHUD_WEAPON_HUD_AUTOHIDE and last_weapon_equipped ~= itm:id() then - last_weapon_equipped = itm:id() - -- printf("weapon changed") - update_shooting_tg() - end - if not weapon_is_equipped then - -- transition to equipping a weapon - if DYNAHUD_WEAPON_HUD_AUTOHIDE and player_action ~= ACTION.AMMO_CHECK then - -- printf("weapon equipped") - update_shooting_tg() - end - if DYNAHUD_DYNAMIC_MINIMAP_HIDE then - -- printf("[dynahud] minimap controller hiding minimap") - if player_action ~= ACTION.AMMO_CHECK then - show_minimap(false) - elseif MINIMAP.style == 0 then - show_minimap(false) - end - end - weapon_is_equipped = not weapon_is_equipped - end - - if DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED or DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_ACTOR_SPRINT then - - if isActorSprinting() then - if started_sprint_time == 0 then - started_sprint_time = time_global() - end - -- printf("sprinting with weapon lowered") - if DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_ACTOR_SPRINT then - - time_since_sprinting = time_global() - started_sprint_time - local minimap_enabled = ui_options.get("video/hud/show_minimap") - if time_since_sprinting > DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED_TIMEOUT and not minimap_enabled then - - -- printf("show on actor sprint --> showing minimap") - show_minimap(true) - weapon_is_lowered = true - actor_sprinting_wpn_lower_token = true - end - else - weapon_is_lowered = true - actor_sprinting_wpn_raise_token = true - actor_sprinting_wpn_lower_token = true - end - else - local minimap_enabled = ui_options.get("video/hud/show_minimap") - if time_since_sprinting > 0 and not minimap_enabled then - -- printf("not enough time sprinting to show the minimap") - weapon_is_lowered = true - actor_sprinting_wpn_raise_token = true - actor_sprinting_wpn_lower_token = true - time_since_sprinting = 0 - end - started_sprint_time = 0 - - if actor_lowers_the_weapon() then - -- printf("actor_lowered_the_weapon --> showing minimap") - local minimap_enabled = ui_options.get("video/hud/show_minimap") - if not minimap_enabled then - if DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED then show_minimap(true) end - else - if DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED then - -- printf("Try to RemoveTimeEvent") - RemoveTimeEvent("dynahud_minimap", "delayed_hide") - end - end - end - - if actor_raise_the_weapon() then - -- printf("actor_raised_the_weapon --> hiding minimap") - local minimap_enabled = ui_options.get("video/hud/show_minimap") - if minimap_enabled then - if time_since_sprinting > 0 then - -- printf("CreateTimeEvent dynahud_minimap:delayed_hide") - CreateTimeEvent("dynahud_minimap", "delayed_hide", DYNAHUD_DYNAMIC_MINIMAP_HIDE_ON_END_SPRINT_TIMEOUT, function() - -- printf("Consuming Event dynahud_minimap:delayed_hide") - show_minimap(false) - return true - end) - time_since_sprinting = 0 - else - if DYNAHUD_DYNAMIC_MINIMAP_SHOW_ON_WPN_LOWERED then show_minimap(false) end - end - end - end - end - end - elseif weapon_is_equipped then - -- printf("weapon_is_equipped -> generating dynamic_minimap_autoshow_token ") - weapon_is_equipped = not weapon_is_equipped - last_time_unequipped = time_global() - dynamic_minimap_autoshow_token = true - end - - local time_since_unequipped = time_global() - last_time_unequipped - - if not weapon_is_equipped and dynamic_minimap_autoshow_token and time_since_unequipped > DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE_TIMEOUT then - -- printf("consuming dynamic_minimap_autoshow_token") - if DYNAHUD_DYNAMIC_MINIMAP_SHOW then - show_minimap(true) - end - dynamic_minimap_autoshow_token = false - end - -end - -local function dynahud_actor_on_update() - - -- the main hud - if DYNAHUD_MAIN_HUD_AUTOHIDE then - dynahud_main_hud_controller() - end - - -- the minimap hud - if DYNAHUD_DYNAMIC_MINIMAP_AUTOHIDE then - dynahud_minimap_controller() - end - - -- the bhs hud if mod is available - if DYNAHUD_BHS_SUPPORT then - dynahud_bhs_hud_controller() - end - - -- the mag hud if mod is available - if DYNAHUD_MAGREDUX_SUPPORT then - dynahud_mag_hud_controller() - end - - if DYNAHUD_WEAPON_HUD_AUTOHIDE then - dynahud_weapon_hud_controller() - end - - if DYNAHUD_ICONS_HUD_AUTOHIDE then - status_icons_controller() - end - - if DYNAHUD_COLD_SYSTEM_SUPPORT then - cold_system_controller() - end - - if DYNAHUD_COMPANION_HUD_AUTOHIDE then - update_companion_hud() - end -end - - - ------------------------ Utility ------------------------------------------------------ - -function ui_show_cur_ammo(show) - local pos = ActorMenu.get_maingame().m_ui_hud_states.m_ui_weapon_cur_ammo:GetWndPos() - pos.x = ((not show and pos.x > 0) or (show and pos.x < 0)) and (-1 * pos.x) or pos.x - ActorMenu.get_maingame().m_ui_hud_states.m_ui_weapon_cur_ammo:SetWndPos(pos) -end - -function ui_show_weapon_icon(show) - pos = ActorMenu.get_maingame().m_ui_hud_states.m_ui_weapon_icon:GetWndPos() - pos.x = ((not show and pos.x > 0) or (show and pos.x < 0)) and (-1 * pos.x) or pos.x - ActorMenu.get_maingame().m_ui_hud_states.m_ui_weapon_icon:SetWndPos(pos) -end - -local dynamic_minimap_autoshow_token = false -function show_minimap(show) - -- printf("[dynahud] show minimap %s", show) - -- minimap_enabled = ui_options.get("video/hud/show_minimap") - -- ui_options.set("video/hud/show_minimap", not minimap_enabled ) - printf("RemoveTimeEvent in show_minimap") - RemoveTimeEvent("dynahud_minimap", "delayed_hide") - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.UIZoneMap) then - maingameui.UIZoneMap.disabled = not show - maingameui.UIMotionIcon:Show(maingameui.UIZoneMap.disabled == false) - ui_options.set("video/hud/show_minimap", show ) - end - -end - -print_tip = print_tip or function(text,delay, ...) - if DYNAHUD_NOTIFICATIONS then - local text = tostring(text) - printf(text, ...) - if not db.actor then - return - end - - local ico = "ui_inGame2_Dengi_otdani" - local text_color = utils_xml.get_color("pda_white") - local arg_color = utils_xml.get_color("d_green") - local function colorize(s) - return arg_color .. s .. text_color - end - local i = 0 - local t = {...} - if #t > 0 then - local function sr(a) - i = i + 1 - if (type(t[i]) == 'userdata') then - if (t[i].x and t[i].y) then - return colorize(vec_to_str(t[i])) - end - return colorize('userdata') - end - return colorize(tostring(t[i])) - end - text = string.gsub(game.translate_string(text), "%%s", sr) - else - text = game.translate_string(text) - end - text = text_color .. text - if delay == nil then - delay = 6000 - end - news_manager.send_tip(db.actor, text, nil, ico, delay) - end -end - ------------------------ WEAPON HUD SUPPORT --------------------------------------------- -local last_time_fired = -1 -local time_since_nofiring = -1 -local stop_autohide_ammo_hud = false -function update_shooting_tg() - -- EFP HUD never shows weapon hud - if HUD.style == -2 then return end - - last_time_fired = time_global() - time_since_nofiring = 0 - show_ammo_hud() -end - -function show_ammo_hud() - ui_show_cur_ammo(true) - ui_show_weapon_icon(true) - if ui_bartgac_mcm then ui_bartgac_mcm.BGAC_ON() end - show_firemode_gui(true) - weapon_hud_visible = true -end - -local function autohide_ammo_hud() - - time_since_nofiring = time_global() - last_time_fired - if time_since_nofiring > DYNAHUD_DYNAMIC_WEAPON_HUD_AUTOHIDE_TIMEOUT then - hide_ammo_hud() - end -end - -function hide_ammo_hud() - ui_show_cur_ammo(false) - ui_show_weapon_icon(false) - if ui_bartgac_mcm then ui_bartgac_mcm.BGAC_OFF() end - show_firemode_gui(false) - weapon_hud_visible = false -end - -local function enter_weapon_aiming() - --printf("enter_weapon_aiming") - if DYNAHUD_WEAPON_HUD_AUTOHIDE and DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW then - update_shooting_tg() - end -end - - -function exit_weapon_aiming() - --printf("exit_weapon_aiming") - if DYNAHUD_WEAPON_HUD_AUTOHIDE and DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW and DYNAHUD_DYNAMIC_WEAPON_HUD_AIM_SHOW_QUICKHIDE then - hide_ammo_hud() - end -end - -function weapon_hud_update(action) - player_action = action - if player_action == ACTION.RELOAD and DYNAHUD_DYNAMIC_WEAPON_HUD_RELOAD_SHOW then - update_shooting_tg() - elseif player_action == ACTION.AMMO_CHECK and DYNAHUD_DYNAMIC_WEAPON_HUD_WEAPONCHECK_SHOW then - update_shooting_tg() - end - -end - - -local function dynahud_weapon_hud_update() - if not DYNAHUD_MAGREDUX_SUPPORT then - -- releoad - if DYNAHUD_DYNAMIC_WEAPON_HUD_RELOAD_SHOW then - local itm = db.actor:active_item() - local is_weapon = itm and IsWeapon(itm) or false - local state = itm and itm:get_state() - if is_weapon and state == 7 and not reloading_started then - reloading_started = true - weapon_hud_update(ACTION.RELOAD) - elseif is_weapon and state == 0 and reloading_started then - reloading_started = false - end - end - end - - if DYNAHUD_WEAPON_HUD_AUTOHIDE and not stop_autohide_ammo_hud and weapon_hud_visible then - autohide_ammo_hud() - end -end - -local weapon_hud_tg_update = 0 -local weapon_hud_tg_update_step = 100 --[ms] -function dynahud_weapon_hud_controller() - - local tg = time_global() - if tg < weapon_hud_tg_update then - return - end - weapon_hud_tg_update = tg + weapon_hud_tg_update_step - - dynahud_weapon_hud_update() -end - -function show_firemode_gui(show) - pos = ActorMenu.get_maingame().m_ui_hud_states.m_fire_mode:GetWndPos() - pos.x = ((not show and pos.x > 0) or (show and pos.x < 0)) and (-1 * pos.x) or pos.x -- Raven, no! - ActorMenu.get_maingame().m_ui_hud_states.m_fire_mode:SetWndPos(pos) -end - ------------------------ MAIN HUD SUPPORT --------------------------------------------- -function dynahud_autohide_main_hud() - - local maingameui = ActorMenu.get_maingame() - -- hide - -- Health autohide will only kick in if health above of a threshold and after a certain timeout since being stable - if db.actor.health > DYNAHUD_MAIN_HUD_HIDE_HEALTH_THRESHOLD then - local time_since_last_damage = time_global() - last_time_health_change - if (time_since_last_damage > DYNAHUD_MAIN_HUD_HIDE_HEALTH_AUTOHIDE_TIMEOUT) then - maingameui.m_ui_hud_states.m_ui_health_bar_show = false - end - else - maingameui.m_ui_hud_states.m_ui_health_bar_show = true - end - -end - - -function check_all_mainhud_bars_hidden() - local maingameui = ActorMenu.get_maingame() - --printf("m_ui_psy_bar_show %s", maingameui.m_ui_hud_states.m_ui_psy_bar_show) - --printf("m_ui_stamina_bar_show %s", maingameui.m_ui_hud_states.m_ui_stamina_bar_show) - --printf("m_ui_health_bar_show %s", maingameui.m_ui_hud_states.m_ui_health_bar_show) - local radbar_on = false - if db.actor.radiation > 0 then - --printf("db.actor.radiation %s", db.actor.radiation) - radbar_on = true - end - - return not radbar_on and not maingameui.m_ui_hud_states.m_ui_psy_bar_show and not maingameui.m_ui_hud_states.m_ui_stamina_bar_show and not maingameui.m_ui_hud_states.m_ui_health_bar_show -end - -local preview_timer_tg = -1 -preview_on = false -local function preview_vitals() - --printf("preview_vitals") - preview_timer_tg = time_global() - preview_on = true -end - -local function check_preview_expired() - - local time_since_preview = time_global() - preview_timer_tg - --printf("time_since_preview %s", time_since_preview) - if time_since_preview > DYNAHUD_MAIN_HUD_PREVIEW_TIME then - preview_timer_tg = -1 - preview_on = false - end - --printf("is_preview_on %s",preview_on ) - return preview_on -end - -local all_bars_hidden_tg = -1 -local time_since_all_bars_hidden = -1 -function dynahud_main_hud_update() - - local maingameui = ActorMenu.get_maingame() - - if preview_on then check_preview_expired() end - - local psy_health - if get_psy_health then - psy_health = get_psy_health() - else - psy_health = db.actor.psy_health - end - - if psy_health <= DYNAHUD_MAIN_HUD_HIDE_PSY_THRESHOLD or preview_on then - maingameui.m_ui_hud_states.m_ui_psy_bar_show = true - else - maingameui.m_ui_hud_states.m_ui_psy_bar_show = false - end - if db.actor.power <= DYNAHUD_MAIN_HUD_HIDE_POWER_THRESHOLD or preview_on then - maingameui.m_ui_hud_states.m_ui_stamina_bar_show = true - else - maingameui.m_ui_hud_states.m_ui_stamina_bar_show = false - end - - local health_delta = myhealth - db.actor.health - -- always show health bar if actor is damaged or healing - if health_delta>0.0001 or health_delta<-0.0001 or preview_on then - last_time_health_change = time_global() - maingameui.m_ui_hud_states.m_ui_health_bar_show = true - else - dynahud_autohide_main_hud() - end - - myhealth=db.actor.health - - if DYNAHUD_MAIN_HUD_BG_AUTOHIDE_TIMEOUT < DYNAHUD_MAIN_HUD_BG_AUTOHIDE_TIMEOUT_DISABLE then - main_hud_bg_controller() - end - -end -main_hud_bg_visible = nil -function main_hud_bg_controller() - --printf("main_hud_bg_visible %s",main_hud_bg_visible) - - local main_hud_bars_hidden = check_all_mainhud_bars_hidden() - if main_hud_bars_hidden then - --printf("all_mainhud_bars_hidden true") - -- bars are hidden - if main_hud_bg_visible then - --printf("lets autohide_mainhud_bg") - autohide_mainhud_bg() - end - else - --printf("all_mainhud_bars_hidden false") - if not main_hud_bg_visible then - autoshow_main_hud_bg() - end - end - -end - -local MAIN_HUD_ON = "on" -local MAIN_HUD_OFF = "off" -local function refresh_status_icons(main_hud_status) - if DYNAHUD_ICONS_HUD_AUTOHIDE then - --printf("refresh_status_icons main hud is $s", main_hud_status) - if z_alticons and z_alticons.dynamic_icons_hud then - - if main_hud_status == MAIN_HUD_ON then - z_alticons.main_hud_bg_on_status_icons() - else - z_alticons.main_hud_bg_off_status_icons() - end - - actor_status.deactivate_hud() - actor_status.activate_hud() - end - end -end -local mainhud_hidden_tg = -1 -function autohide_mainhud_bg() - --printf("autohide_mainhud_bg") - if time_since_all_bars_hidden < 0 and all_bars_hidden_tg < 0 then - --printf("all bars have transitioned from visible to hidden") - -- all bars have transitioned from visible to hidden, take timestamp and wait timeout seconds before hiding bg - all_bars_hidden_tg = time_global() - time_since_all_bars_hidden = 0 - else - -- we are counting since last time all bars did hide - time_since_all_bars_hidden = time_global() - all_bars_hidden_tg - --printf("time_since_all_bars_hidden %s", time_since_all_bars_hidden) - if time_since_all_bars_hidden > DYNAHUD_MAIN_HUD_BG_AUTOHIDE_TIMEOUT then - -- time to hide the main hud bg - show_mainhud_bg(false) - main_hud_bg_visible = false - mainhud_hidden_tg = time_global() - refresh_status_icons(MAIN_HUD_OFF) - end - end - -end - -function autoshow_main_hud_bg() - - refresh_status_icons(MAIN_HUD_ON) - if DYNAHUD_MAIN_HUD_PREVIEW_ON_SHOW then - preview_vitals() - end - show_mainhud_bg(true) - time_since_all_bars_hidden = -1 - all_bars_hidden_tg = -1 - mainhud_hidden_tg = -1 - main_hud_bg_visible = true -end - -function show_mainhud_bg(show) - - local pos = ActorMenu.get_maingame().m_ui_hud_states["m_back"]:GetWndPos() - pos.y = ((not show and pos.y > 0) or (show and pos.y < 0)) and (-1 * pos.y) or pos.y - ActorMenu.get_maingame().m_ui_hud_states["m_back"]:SetWndPos(pos) - -end - -function show_mainhud_quick_slots(show) - - -- local pos = ActorMenu.get_maingame().m_ui_hud_states["m_ui_quick_slot"]:GetWndPos() - -- pos.y = ((not show and pos.y > 0) or (show and pos.y < 0)) and (-1 * pos.y) or pos.y - -- ActorMenu.get_maingame().m_ui_hud_states["m_ui_quick_slot"]:SetWndPos(pos) - --- local pos = ActorMenu.get_maingame().m_ui_hud_states["quick_slot1"]:GetWndPos() --- pos.y = ((not show and pos.y > 0) or (show and pos.y < 0)) and (-1 * pos.y) or pos.y --- ActorMenu.get_maingame().m_ui_hud_states["quick_slot1"]:SetWndPos(pos) - --- local pos = ActorMenu.get_maingame().m_ui_hud_states["quick_slot2"]:GetWndPos() --- pos.y = ((not show and pos.y > 0) or (show and pos.y < 0)) and (-1 * pos.y) or pos.y --- ActorMenu.get_maingame().m_ui_hud_states["quick_slot2"]:SetWndPos(pos) - --- local pos = ActorMenu.get_maingame().m_ui_hud_states["quick_slot3"]:GetWndPos() --- pos.y = ((not show and pos.y > 0) or (show and pos.y < 0)) and (-1 * pos.y) or pos.y --- ActorMenu.get_maingame().m_ui_hud_states["quick_slot3"]:SetWndPos(pos) -end - -local icons_hud_tg_update = 0 -local icons_hud_tg_update_step = 100 --[ms] -local status_icons_hidden = false -local status_icons_hidden_tg = -1 -local preview_status_icons = false -local preview_status_icons_tg = - 1 -function status_icons_controller() - - if USE_UPDATE_STEP then - local tg = time_global() - if tg < icons_hud_tg_update then - return - end - icons_hud_tg_update = tg + icons_hud_tg_update_step - end - if preview_status_icons then - local time_since_preview_status_icons = time_global() - preview_status_icons_tg - if time_since_preview_status_icons > DYNAHUD_ICONS_HUD_PREVIEW_TIME then - preview_status_icons = false - preview_status_icons_tg = -1 - end - return - end - - if not main_hud_bg_visible then - -- printf("mainhud_hidden_tg %s ", mainhud_hidden_tg) - local time_since_mainhud_hidden = time_global() - mainhud_hidden_tg - local icon_timers_expiring = false - if DYNAHUD_ICONS_HUD_TIMERS then - icon_timers_expiring = actor_status.is_icon_expiring(DYNAHUD_ICONS_HUD_TIMERS_EXPIRING) - end - --printf("time_since_mainhud_hidden %s ", time_since_mainhud_hidden) - if time_since_mainhud_hidden > DYNAHUD_ICONS_HUD_AUTOHIDE_TIMEOUT and not status_icons_hidden and not icon_timers_expiring then - -- printf("deactivate_icons_hud") - actor_status.deactivate_hud() - status_icons_hidden = true - status_icons_hidden_tg = time_global() - else - -- printf("cannot deactivate_icons_hud") - local time_since_status_icons_hidden = time_global() - status_icons_hidden_tg - if status_icons_hidden and (icon_timers_expiring or time_since_status_icons_hidden > DYNAHUD_ICONS_HUD_PREVIEW_SHOW_TIMER) then - -- printf("activate_icons_hud") - if time_since_status_icons_hidden > DYNAHUD_ICONS_HUD_PREVIEW_SHOW_TIMER then - actor_status.activate_hud(true) - else - actor_status.activate_hud() - end - status_icons_hidden = false - preview_status_icons = true - status_icons_hidden_tg = -1 - preview_status_icons_tg = time_global() - end - end - elseif status_icons_hidden then - -- printf("main_hud_bg_visible") - actor_status.activate_hud() - status_icons_hidden = false - preview_status_icons = false - status_icons_hidden_tg = -1 - preview_status_icons_tg = -1 - end - -end - -function show_status_icons() - if DYNAHUD_ICONS_HUD_AUTOHIDE then - if status_icons_hidden then - --printf("show_status_icons") - actor_status.activate_hud() - status_icons_hidden = false - preview_status_icons = true - status_icons_hidden_tg = -1 - preview_status_icons_tg = time_global() - - end - end - -end - ------------------------- COLD SYSTEM ----------------------------------- - -function dynamic_cold_system_init() - - DYNAHUD_DYNAMIC_COLD_SYSTEM_HUD_KEYBIND = tonumber(cold_system_mcm.get_config("keybind")) - - local cold_t = alife_storage_manager.get_state().cold - local cold_val = cold_t and cold_t.val - - if cold_val then - printf("cold_val stored was %s", cold_val) - else - printf("cannot read cold_system cold table from save") - cold_val = 0 - end - - - if cold_val > DYNAHUD_DYNAMIC_COLD_SYSTEM_SAFE_THRESHOLD then - cold_val_next_breakpoint = DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT * math.ceil(cold_val/DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT) - if cold_val_next_breakpoint > 2000 then cold_val_next_breakpoint = 2000 end - else - cold_val_next_breakpoint = DYNAHUD_DYNAMIC_COLD_SYSTEM_SAFE_THRESHOLD - end - - printf("[dynahud] cold system starting with cold_val %s and cold_val_next_breakpoint %s", cold_val, cold_val_next_breakpoint) -end - -local last_cold_val = 0 -local cold_system_show_recovery = false -local cold_system_critical = false -function cold_system_update() - - local cold_t = alife_storage_manager.get_state().cold - local cold_val = cold_t and cold_t.val - local cold_sickness_val = cold_t and cold_t.sickness - - if not cold_t then - --printf("cannot read cold_system cold table from save") - local state = {} - cold_system.save_state(state) - if state then - cold_t = dup_table(state.cold) - cold_val = cold_t and cold_t.val - else - cold_val = 0 - end - end - - --printf("cold_val %s", cold_val) - -- printf("cold_sickness_val %s", cold_sickness_val) - - if cold_val > DYNAHUD_DYNAMIC_COLD_SYSTEM_CRITICAL_THRESHOLD then - if not cold_system_critical then - ui_mcm.set("cold_system/hud", true) - end - cold_system_critical = true - elseif cold_val > cold_val_next_breakpoint then - if cold_system_critical then - cold_system_critical = false - ui_mcm.set("cold_system/hud", false) - end - -- hud show up on breakpoints only when not in static mode - if not cold_system_show_recovery then - cold_system.on_key_press(DYNAHUD_DYNAMIC_COLD_SYSTEM_HUD_KEYBIND) - cold_val_next_breakpoint = cold_val + DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT - end - end - - local cold_val_delta = cold_val - last_cold_val - if cold_val_delta < 0 then - -- cold value decreasing, we want to the hud always visible - if not cold_system_show_recovery then - if DYNAHUD_DYNAMIC_COLD_SYSTEM_SHOW_RECOVERY then - ui_mcm.set("cold_system/hud", true) - cold_system_show_recovery = true - end - end - -- we need to downgrage the breakpoint scale as cold goes down - if cold_val > DYNAHUD_DYNAMIC_COLD_SYSTEM_SAFE_THRESHOLD then - cold_val_next_breakpoint = DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT * math.ceil(cold_val/DYNAHUD_DYNAMIC_COLD_SYSTEM_BREAKPOINT) - else - cold_val_next_breakpoint = DYNAHUD_DYNAMIC_COLD_SYSTEM_SAFE_THRESHOLD - end - else - -- cold value increasing, we want the hud to show up only at breakpoints - -- disable show on recovery if enabled - if cold_system_show_recovery then - ui_mcm.set("cold_system/hud", false) - cold_system_show_recovery = false - end - end - - last_cold_val = cold_val -end - -local cold_hud_tg_update = 0 -local cold_hud_tg_update_step = 1000 --[ms] -function cold_system_controller() - - if USE_UPDATE_STEP then - - local tg = time_global() - if tg < cold_hud_tg_update then - return - end - cold_hud_tg_update = tg + cold_hud_tg_update_step - end - - if DYNAHUD_DYNAMIC_COLD_SYSTEM_ENABLE then - cold_system_update() - end - -end - ------------------------ BHS HUD SUPPORT ---------------------------------------------- - -function enable_bhs_hud() - dynahud_bhs_hud_visible = false - dynahud_dynamic_bhs_hud_on = true - zzz_player_injuries.show_hud_type = 0 - dynahud_pref_hud_type = 0 - print_tip("ui_mcm_dynahud_dynamic_bhs_hud_enabled") - print_tip("ui_mcm_dynahud_dynamic_bhs_hud_on") -end - -function disable_bhs_hud() - zzz_player_injuries.show_hud_type = 0 - dynahud_bhs_hud_visible = false - dynahud_dynamic_bhs_hud_on = false - dynahud_pref_hud_type = 0 - print_tip("ui_mcm_dynahud_dynamic_bhs_hud_disabled") -end - -function dynahud_bhs_hud_switcher() - -- show_hud_type=0 hides the bhs hud (in this mode we can dynamically make it appear or disappear based on conditions - thus dynamic bhs) - -- the dynamic bhs will use the `show_hud_type` toggle to enable/disable the bhs hud on necessity and instad the `dynahud_pref_hud_type` will be used to understand the user preferences around bhs (H hotkey) - -- show_hud_type=2 displays the bhs hud (in this mod the bhs is statically displayed always) - --printf("dynahud - dynahud_bhs_hud_switcher called") - if dynahud_pref_hud_type==0 then - zzz_player_injuries.show_hud_type=2 - dynahud_pref_hud_type = 2 - dynahud_dynamic_bhs_hud_on = false - if not dynahud_bhs_hud_visible then - dynahud_bhs_hud_visible = true - end - zzz_player_injuries.show_hud_change_time=time_global() - print_tip("ui_mcm_dynahud_dynamic_bhs_hud_off") - print_tip("ui_mcm_dynahud_dynamic_bhs_hud_off_help1") - elseif dynahud_pref_hud_type==2 then - zzz_player_injuries.show_hud_type=0 - dynahud_pref_hud_type = 0 - dynahud_dynamic_bhs_hud_on = true - bhs_hud_dismissed = false - if dynahud_bhs_hud_visible then - dynahud_bhs_hud_visible = false - end - zzz_player_injuries.show_hud_change_time=time_global() - print_tip("ui_mcm_dynahud_dynamic_bhs_hud_on") - if limbs_fully_healed then - print_tip("ui_mcm_dynahud_dynamic_bhs_hud_on_noinjuries") - else - print_tip("ui_mcm_dynahud_dynamic_bhs_hud_on_injuried") - end - end -end - - -local head_difference -local torso_difference -local rightarm_difference -local leftarm_difference -local rightleg_difference -local leftleg_difference -local function evaluate_player_injury() - - head_difference = zzz_player_injuries.maxhp.head - zzz_player_injuries.health.head + zzz_player_injuries.timedhp.head - torso_difference = zzz_player_injuries.maxhp.torso - zzz_player_injuries.health.torso + zzz_player_injuries.timedhp.torso - rightarm_difference = zzz_player_injuries.maxhp.rightarm - zzz_player_injuries.health.rightarm + zzz_player_injuries.timedhp.leftarm - leftarm_difference = zzz_player_injuries.maxhp.leftarm - zzz_player_injuries.health.leftarm + zzz_player_injuries.timedhp.rightarm - rightleg_difference = zzz_player_injuries.maxhp.rightleg - zzz_player_injuries.health.rightleg + zzz_player_injuries.timedhp.leftleg - leftleg_difference = zzz_player_injuries.maxhp.leftleg - zzz_player_injuries.health.leftleg + zzz_player_injuries.timedhp.rightleg - - limbs_total_injury = head_difference + torso_difference + rightarm_difference + leftarm_difference + rightleg_difference + leftleg_difference - --printf("limbs_total_injury %s", limbs_total_injury) -end - -local function is_serious_injury() - - local is_serious_injury = false - - if zzz_player_injuries.health.head < 4 or zzz_player_injuries.health.torso < 4 or zzz_player_injuries.health.rightarm < 3 or zzz_player_injuries.health.leftarm < 3 or zzz_player_injuries.health.rightleg < 3 or zzz_player_injuries.health.leftleg < 3 then - is_serious_injury = true - end - - return is_serious_injury -end - -function check_limbs_fully_healed() - - evaluate_player_injury() - - limbs_fully_healed = true - - if (head_difference > 0 or torso_difference > 0 or rightarm_difference > 0 or leftarm_difference > 0 or rightleg_difference > 0 or leftleg_difference > 0) then - limbs_fully_healed = false - end - if previous_limbs_total_injury ~= limbs_total_injury then - bhs_hud_dismissed = false - end -end - -function dynahud_bhs_hud_dismiss_update() - -- printf("time_bhs_hud_dismissed = %s | DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT %s | MAX %s | remaining %s", time_bhs_hud_dismissed, DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT, DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT_MAX, (time_global() - time_bhs_hud_dismissed)) - if DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT < DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT_MAX then - - if bhs_hud_dismissed and (time_global() - time_bhs_hud_dismissed) > DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_TIMEOUT then - bhs_hud_dismissed = false - end - end - -end - -local function always_hide() - local always_hide = false - if DYNAHUD_DYNAMIC_BHS_HUD_ALWAYS_HIDE then - local serious_injured = is_serious_injury() - if serious_injured then - if DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_FORCE then - always_hide = true - else - always_hide = false - end - else - always_hide = true - end - end - - return always_hide -end - -function dynahud_dynamic_bhs_hud_update() - - -- call this function only if dynahud_dynamic_bhs_hud_on == true - -- this function is resposible to update the dynamic bhs hud based on the limb status - -- broken limbs - -- bhs hud not visible --> show hud - -- bhs hud visible --> do nothing - - -- limbs healed --> hide hud - -- bhs hud not visible --> do nothing - -- bhs hud visible --> hide hud - - local time_since_dyn_bhs_update = time_global() - last_time_dyn_bhs_updated - - -- we try to update the bhs hud every `dynahud_dyn_bhs_update_tick` (default 6 seconds) - if (time_since_dyn_bhs_update > DYNAHUD_DYNAMIC_BHS_HUD_UPDATE_TICK) then - -- check if any limb is broken - check_limbs_fully_healed() - if not limbs_fully_healed and not bhs_hud_dismissed and not always_hide() then - -- broken limbs - -- we show the bhs hud only if it's not visible - if not dynahud_bhs_hud_visible then - zzz_player_injuries.show_hud_type=2 - dynahud_bhs_hud_visible = true - end - -- update the last bhs_update timestamp - last_time_dyn_bhs_updated = time_global() - -- limbs healed - else - -- bhs hud visible --> hide hud, hiding hud will be done after a while (default 15 seconds) though - if time_since_dyn_bhs_update > DYNAHUD_DYNAMIC_BHS_HUD_UPDATE_HIDE_TIMEOUT then - if dynahud_bhs_hud_visible and not inventory_opened then - zzz_player_injuries.show_hud_type=0 - dynahud_bhs_hud_visible = false - end - -- update the last bhs_update timestamp - last_time_dyn_bhs_updated = time_global() - end - end - end -end - -function create_dismiss_bhs_event() - --printf("[dynahud] priming time event bhs_keypress:bhs_keypress_long") - CreateTimeEvent("bhs_keypress", "bhs_keypress_long", 0.5, function() - --printf("fired time event bhs_keypress:bhs_keypress_long") - bhs_change_state = true - if not dynahud_dynamic_bhs_hud_on then - print_tip("ui_mcm_dynahud_dynamic_bhs_off_dismiss_not_allowed") - --printf("bhs - timed event fired for bhs hud dismiss [false:dynahud_dynamic_bhs_hud_off]") - return true - end - local serious_injured = is_serious_injury() - if serious_injured and not DYNAHUD_DYNAMIC_BHS_HUD_DISMISS_FORCE then - print_tip("ui_mcm_dynahud_bhs_dismiss_not_allowed") - --printf("bhs - timed event fired for bhs hud dismiss [false: serious_injured]") - return true - end - -- printf("dynahud_bhs_hud_visible %s inventory_opened %s",dynahud_bhs_hud_visible, inventory_opened) - if dynahud_bhs_hud_visible and not inventory_opened then - zzz_player_injuries.show_hud_type=0 - dynahud_bhs_hud_visible = false - bhs_hud_dismissed = true - time_bhs_hud_dismissed = time_global() - previous_limbs_total_injury = limbs_total_injury - print_tip("ui_mcm_dynahud_bhs_dismissed") - --printf("bhs - timed event fired for bhs hud dismiss [true]") - return true - end - --printf("bhs - timed event fired for bhs hud dismiss [false]") - return true - end) -end - ------------------------- Overriding zzz_player_injuries functions ------------------------ - -local inv_closed_hud_type = nil -local function ActorMenu_on_mode_changed(mode,last_mode) - --printf("ActorMenu_on_mode_changed mode %s last_mode %s",mode,last_mode ) - if mode==1 then - if DYNAHUD_BHS_SUPPORT then - inv_closed_hud_type = zzz_player_injuries.show_hud_type - end - inventory_opened = true - -- when opening the inventory the bhs hud will be shown only if dynahud_dynamic_bhs_hud_on - if DYNAHUD_BHS_SUPPORT and zzz_player_injuries.show_hud_type~=2 then - zzz_player_injuries.show_hud_type=2 - dynahud_bhs_hud_visible = true - end - end - if last_mode==1 then --inv closed - -- when closing the inventory the bhs hud will be hidden if the dynahud_dynamic_bhs_hud_on is true and no limbs are broken - inventory_opened = false - --EmptyPreviewBars() - if DYNAHUD_BHS_SUPPORT and zzz_player_injuries.show_hud_type==2 then - if dynahud_dynamic_bhs_hud_on and not DYNAHUD_DYNAMIC_BHS_HUD_ALWAYS_HIDE then - if limbs_fully_healed or bhs_hud_dismissed then - zzz_player_injuries.show_hud_type=0 - dynahud_bhs_hud_visible = false - end - elseif not dynahud_dynamic_bhs_hud_on then - zzz_player_injuries.show_hud_type = inv_closed_hud_type - if inv_closed_hud_type == 0 then - dynahud_bhs_hud_visible = false - else - dynahud_bhs_hud_visible = true - end - end - end - - if DYNAHUD_ICONS_HUD_AUTOHIDE and DYNAHUD_ICONS_HUD_INVENTORY_PREVIEW then - show_status_icons() - end - end --looting closed -end - ------------------------ Input Keys handling --------------------------------------------- - -local function bhs_hud_on_key_press(dik) - if dik == DIK_keys.DIK_H then - create_dismiss_bhs_event() - end -end - -local function bhs_hud_on_key_release(dik) - -- bhs hud toggle key - if dik == DIK_keys.DIK_H then - - RemoveTimeEvent("bhs_keypress", "bhs_keypress_long") - if not bhs_change_state then - if DYNAHUD_DYNAMIC_BHS_HUD_AUTOHIDE then - dynahud_bhs_hud_switcher() - elseif DYNAHUD_BHS_PATCH ~= 2 then - zzz_player_injuries.on_key_press(dik) - end - xr_sound.set_sound_play(db.actor:id(), "pda_tips") - end - bhs_change_state = false - end -end - -local function mainhud_on_key_release(dik) - -- main hud toggle key - local bind = dik_to_bind(dik) - if (bind == key_bindings.kCUSTOM6) then - - local main_hud_on = get_console_cmd(1,"hud_draw") - if main_hud_on then - print_tip("ui_mcm_dynahud_main_hud_off", 1000) - else - print_tip("ui_mcm_dynahud_main_hud_on", 1000) - end - end - -end - -local compass_raised = false -local function compass_on_key_press(dik) - - -- local KEY = ui_mcm.get("rax_mmt/keybind") - - if (dik == DIK_keys.DIK_RSHIFT) then - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.UIZoneMap) then - local m_clipFrame = maingameui.UIZoneMap:MapFrame() - local p = m_clipFrame:GetWndPos(); - local m_background = maingameui.UIZoneMap:Background() - local b = m_background:GetWndPos(); - -- printf("frame p.x %s p.y %s",name, p.x, p.y) - -- printf("bg b.x %s b.y %s", b.x, b.y) - if not compass_raised then - printf("raise compass") - p.y = p.y - 100 - b.y = b.y - 100 - else - printf("lower compass") - p.y = p.y + 100 - b.y = b.y + 100 - end - compass_raised = not compass_raised - m_clipFrame:SetWndPos( vector2():set( p.x , p.y )); - m_background:SetWndPos(vector2():set( b.x , b.y )); - end - end -end - -local function on_key_release(dik) - - mainhud_on_key_release(dik) - if DYNAHUD_BHS_SUPPORT then bhs_hud_on_key_release(dik) end - companion_hud_on_key_release(dik) - -end - -local function on_key_press(dik) - if DYNAHUD_BHS_SUPPORT then bhs_hud_on_key_press(dik) end - companion_hud_on_key_press(dik) -end - ------------------------ MAGAZINES --------------------------------------------- - --- local mag_hud_change_state = false --- local hud_visible_tg = 0 -local reloading_started = false -function dynahud_mags_ui_update(action) - player_action = action - -- printf("[dynahud] updating mag hud, following action %s", player_action) - ui_mcm.set("magazines/hud/show_hud", true) - mag_hud.on_screen_resolution_changed() - - ------- minimap hiding - ---- minimap is hidden only whern on the bottom right corner - if MINIMAP.style == 0 then - -- printf("[dynahud] updating mag hud, hiding minimap") - local minimap_enabled = ui_options.get("video/hud/show_minimap") - minimap_while_weapon_equipped = minimap_enabled - if minimap_enabled then - show_minimap(false) - end - end - ------- minimap hiding - - --- ammo and icon counter hiding - local temp_hide_ammo_counter_icon = false - if HUD.style == 0 then - ui_show_cur_ammo(false) - ui_show_weapon_icon(false) - temp_hide_ammo_counter_icon = true - if ui_bartgac_mcm then ui_bartgac_mcm.BGAC_OFF() end - elseif player_action == ACTION.RELOAD and DYNAHUD_DYNAMIC_WEAPON_HUD_RELOAD_SHOW then - update_shooting_tg() - stop_autohide_ammo_hud = true - elseif player_action == ACTION.AMMO_CHECK and DYNAHUD_DYNAMIC_WEAPON_HUD_WEAPONCHECK_SHOW then - update_shooting_tg() - stop_autohide_ammo_hud = true - end - --printf("HUD.style %s",HUD.style ) - --printf("temp_hide_ammo_counter_icon %s",temp_hide_ammo_counter_icon) - --printf("stop_autohide_ammo_hud %s",stop_autohide_ammo_hud) - --- ammo and icon counter hiding - - CreateTimeEvent("dynahud_mag_hud", "hide_ui", DYNAHUD_DYNAMIC_MAGHUD_AUTOHIDE_TIMEOUT, function() - --printf("Consuming Event dynahud_mag_hud:hide_ui") - ui_mcm.set("magazines/hud/show_hud", false) - mag_hud.on_screen_resolution_changed() - -- printf("[dynahud] mag reload hud event triggered following action %s", player_action) - ------- minimap showing - ---- minimap is shown only if it was visible before the reload - if MINIMAP.style == 0 then - local minimap_enabled = ui_options.get("video/hud/show_minimap") - if not minimap_enabled and minimap_while_weapon_equipped then - show_minimap(true) - end - end - ------- minimap handling - - --- ammo and icon counter showing - --printf("temp_hide_ammo_counter_icon %s",temp_hide_ammo_counter_icon) - --printf("stop_autohide_ammo_hud %s",stop_autohide_ammo_hud) - stop_autohide_ammo_hud = false - if temp_hide_ammo_counter_icon then - ui_show_cur_ammo(true) - ui_show_weapon_icon(true) - if ui_bartgac_mcm then ui_bartgac_mcm.BGAC_ON() end - end - --- ammo and icon counter showing - player_action = ACTION.IDLE - -- mag_hud_change_state = true - -- mag_hud_visible_tg = time_global() - return true - end) -end - -function dynahud_mags_ui_update_ammocheck() - - if DYNAHUD_MAGREDUX_SUPPORT and DYNAHUD_DYNAMIC_MAGHUD_AUTOHIDE and DYNAHUD_DYNAMIC_MAGHUD_SHOW_AMMOCHECK then - dynahud_mags_ui_update(ACTION.AMMO_CHECK) - end - -end - -local function dynahud_mags_ui_update_jammin() - local itm = db.actor:active_item() - local is_weapon = itm and IsWeapon(itm) or false - local is_suppoorted_weapon = magazines.is_supported_weapon(itm) - local state = itm and itm:get_state() - printf("DYNAHUD JAMMING weapon state %s",state ) - dynahud_mags_ui_update(ACTION.UNJAMMING) -end - ------------------------------------ COMPANION HUD --------------------------------------- - -local companion_hud_preview_tg = -1 -local companion_hud_preview_on = false -function preview_companion_hud_event() - - CreateTimeEvent("companion_hud_keypress", "companion_hud_keypress_long", 0.5, function() - --printf("companion_hud_keypress") - if not companion_hud_visible then - axr_companions.activate_hud() - companion_hud_visible = true - companion_hud_preview_on = true - companion_hud_preview_tg = time_global() - --printf("companion_hud_preview_on %s", companion_hud_preview_on) - end - return true - end) -end - -local function check_companion_hud_preview_expired() - - local time_since_preview = time_global() - companion_hud_preview_tg - - if time_since_preview > DYNAHUD_COMPANION_HUD_PREVIEW_TIME then - companion_hud_preview_tg = -1 - companion_hud_preview_on = false - end - - return companion_hud_preview_on -end - -function companion_hud_on_key_press(dik) - - local bind = dik_to_bind(dik) - if bind == key_bindings.kCUSTOM18 then - preview_companion_hud_event() - end - -end - -function companion_hud_on_key_release(dik) - - local bind = dik_to_bind(dik) - if bind == key_bindings.kCUSTOM18 then - - if DYNAHUD_COMPANION_HUD_AUTOHIDE then - RemoveTimeEvent("companion_hud_keypress", "companion_hud_keypress_long") - --printf("companion_hud_preview_on %s", companion_hud_preview_on) - if not companion_hud_preview_on then - --printf("axr_companions.on_key_release") - axr_companions.on_key_release(dik) - end - else - axr_companions.on_key_release(dik) - end - - else - axr_companions.on_key_release(dik) - end -end - -function is_companions_squad_in_danger() - --printf("============================================================================================") - local squad_is_peaceful = true - for id,squad in pairs(axr_companions.companion_squads) do - if (squad and squad.commander_id) then - local i = 0 - for k in squad:squad_members() do - local npc = db.storage[k.id] and db.storage[k.id].object - i = i+1 - -- printf("companion[%s]", i) - if npc then - local is_peaceful = false - -- check if is in fight - if (npc and npc:alive()) then - is_peaceful = (not npc:best_enemy()) and npc:dont_has_info("npcx_beh_ignore_combat") and true or false - end - -- printf("companion[%s] is_peaceful %s - dist: %s",k.id, is_peaceful, distance_between(db.actor,npc)) - -- check if is too far away - if DYNAHUD_COMPANION_CHECK_DISTANCE and npc and distance_between(db.actor,npc) > DYNAHUD_COMPANION_SAFE_DISTANCE then - is_peaceful = false - end - squad_is_peaceful = squad_is_peaceful and is_peaceful - -- printf("current calculation for squad is_peaceful %s", squad_is_peaceful) - end - -- printf("--") - end - end - end - if not squad_is_peaceful then - printf("squad is under attack or attacking") - end - --printf("squad is resolved peaceful %s", squad_is_peaceful) - --printf("============================================================================================") - return not squad_is_peaceful -end - -function init_companion_hud() - if DYNAHUD_COMPANION_HUD_AUTOHIDE then - local is_danger = is_companions_squad_in_danger() - if is_danger then - axr_companions.activate_hud() - companion_hud_visible = true - else - -- axr_companions.deactivate_hud() - -- companion_hud_visible = false - axr_companions.activate_hud() - companion_hud_visible = true - companion_hud_preview_on = true - companion_hud_preview_tg = time_global() - end - else - axr_companions.activate_hud() - end -end - -local companions_hud_tg_update = 0 -local companions_hud_tg_update_step = 1000 --[ms] -function update_companion_hud() - - if USE_UPDATE_STEP then - - local tg = time_global() - if tg < companions_hud_tg_update then - return - end - companions_hud_tg_update = tg + companions_hud_tg_update_step - end - - if companion_hud_preview_on then check_companion_hud_preview_expired() end - - --printf("[on update] companion_hud_preview_on %s", companion_hud_preview_on) - - local is_danger = is_companions_squad_in_danger() - - if is_danger and not companion_hud_visible then - axr_companions.activate_hud() - companion_hud_visible = true - elseif not is_danger and companion_hud_visible and not companion_hud_preview_on then - axr_companions.deactivate_hud() - companion_hud_visible = false - end - -end - ------------------------------------ ON GAME START --------------------------------------- - -function on_game_start() - initialize_plugins_support() - - RegisterScriptCallback("actor_on_first_update",dynahud_actor_on_first_update) - RegisterScriptCallback("actor_on_update",dynahud_actor_on_update) - if DYNAHUD_BHS_SUPPORT then - UnregisterScriptCallback("on_key_press",zzz_player_injuries.on_key_press) - end - RegisterScriptCallback("ActorMenu_on_mode_changed",ActorMenu_on_mode_changed) - RegisterScriptCallback("on_key_press",on_key_press) - UnregisterScriptCallback("on_key_release",axr_companions.on_key_release) - RegisterScriptCallback("on_key_release", on_key_release) - RegisterScriptCallback("actor_on_net_destroy",dynahud_on_destroy) - RegisterScriptCallback("actor_on_weapon_fired", update_shooting_tg) - RegisterScriptCallback("actor_on_weapon_zoom_in", enter_weapon_aiming) - RegisterScriptCallback("actor_on_weapon_zoom_out", exit_weapon_aiming) - RegisterScriptCallback("actor_on_item_use",show_status_icons) - -end \ No newline at end of file diff --git a/mods/DynaHUD/gamedata/textures/ui/dynahud/BHS_Banner.dds b/mods/DynaHUD/gamedata/textures/ui/dynahud/BHS_Banner.dds deleted file mode 100644 index b8e5c34de..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/dynahud/BHS_Banner.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:4ec251390f636681aa3c2e23965fb01116a629a3befcde9cf829e8637c6481d4 -size 165200 diff --git a/mods/DynaHUD/gamedata/textures/ui/dynahud/Cold Hud.dds b/mods/DynaHUD/gamedata/textures/ui/dynahud/Cold Hud.dds deleted file mode 100644 index 63af843bf..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/dynahud/Cold Hud.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:0fda59039b7c4a1dc2428809940854f14b5cf482409700416af6dccffd17dcbd -size 32896 diff --git a/mods/DynaHUD/gamedata/textures/ui/dynahud/Companion Hud.dds b/mods/DynaHUD/gamedata/textures/ui/dynahud/Companion Hud.dds deleted file mode 100644 index a34b0121b..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/dynahud/Companion Hud.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:82f644eb3385b23081265a98cf9a0562ca3d283ad090ea5601d5b426056c62dc -size 32896 diff --git a/mods/DynaHUD/gamedata/textures/ui/dynahud/Dynahud_Banner.dds b/mods/DynaHUD/gamedata/textures/ui/dynahud/Dynahud_Banner.dds deleted file mode 100644 index 016ff1db1..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/dynahud/Dynahud_Banner.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:19095d2ad8aba1772a404bc689db2a97b37895aebde2dda6e633e7bf32932263 -size 32896 diff --git a/mods/DynaHUD/gamedata/textures/ui/dynahud/Main_Hud_Banner.dds b/mods/DynaHUD/gamedata/textures/ui/dynahud/Main_Hud_Banner.dds deleted file mode 100644 index 43f55c551..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/dynahud/Main_Hud_Banner.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:efd839cf0752a24a1ad90124a375206b3469ceb1514555735775475c12f60a11 -size 32896 diff --git a/mods/DynaHUD/gamedata/textures/ui/dynahud/bhs.dds b/mods/DynaHUD/gamedata/textures/ui/dynahud/bhs.dds deleted file mode 100644 index b6f991bc5..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/dynahud/bhs.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:a5027fd4ef93bc3f52e0dfba4dd3b4c5014dab8153b44611f640cd0fd19dc3bc -size 262272 diff --git a/mods/DynaHUD/gamedata/textures/ui/dynahud/mainhud.dds b/mods/DynaHUD/gamedata/textures/ui/dynahud/mainhud.dds deleted file mode 100644 index 22bd4c8b3..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/dynahud/mainhud.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:1d69571066020a0dfe439635b074dd65d180f8f741fc4c0ece06c96459642f7e -size 1048704 diff --git a/mods/DynaHUD/gamedata/textures/ui/ui_body_health_system3.dds b/mods/DynaHUD/gamedata/textures/ui/ui_body_health_system3.dds deleted file mode 100644 index fed322cf8..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/ui_body_health_system3.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:f349664a41bca3e59bf6f83ebbd8015b8f65772e948e6f7120d5d93b5916644f -size 262272 diff --git a/mods/DynaHUD/gamedata/textures/ui/ui_body_health_system_med.dds b/mods/DynaHUD/gamedata/textures/ui/ui_body_health_system_med.dds deleted file mode 100644 index 85da0a40e..000000000 --- a/mods/DynaHUD/gamedata/textures/ui/ui_body_health_system_med.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:6d84bb195e080304a364c9857c16c563dbf410597cbfae62a5b1f144af31cdc6 -size 4194432 diff --git a/mods/DynaHUD/meta.ini b/mods/DynaHUD/meta.ini deleted file mode 100644 index 6365361b6..000000000 --- a/mods/DynaHUD/meta.ini +++ /dev/null @@ -1,28 +0,0 @@ -[General] -gameName=stalkeranomaly -modid=0 -version=1.10.5.0 -newestVersion= -category="16," -nexusFileStatus=1 -installationFile=Dynahud.24.zip -repository=Nexus -ignoredVersion= -comments=Disabled until better compatibility is added. -notes= -nexusDescription= -url= -hasCustomURL=true -lastNexusQuery= -lastNexusUpdate= -nexusLastModified=2024-02-29T05:42:59Z -nexusCategory=0 -converted=false -validated=false -color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) -tracked=0 - -[installedFiles] -1\modid=0 -1\fileid=0 -size=1 diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/fonts.ltx b/mods/Enhanced Graphical User Interface/gamedata/configs/fonts.ltx deleted file mode 100644 index c29da428d..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/fonts.ltx +++ /dev/null @@ -1,85 +0,0 @@ -[stat_font] -shader = font -texture = ui\ui_font_hud_01 -texture2160 = ui\ui_font_hud_01_2160 -interval = 0.75,1 - -[hud_font_small]:stat_font - -[hud_font_medium] -shader = font -texture = ui\ui_font_hud_02 -texture2160 = ui\ui_font_hud_02_2160 - -[hud_font_di] -shader = hud\font -texture = ui\ui_font_console_02 -texture2160 = ui\ui_font_console_02_2160 - -[hud_font_di2] -shader = hud\font2 -texture = ui\ui_font_console_02 -texture2160 = ui\ui_font_console_02_2160 - -[ui_font_arial_14] -shader = font -texture = ui\ui_font_arial_14_1024 -texture800 = ui\ui_font_arial_14_800 -texture1600 = ui\ui_font_arial_14_1600 - -;not used -[ui_font_arial_21] -shader = font -texture = ui\ui_font_arial_21_1024 -texture800 = ui\ui_font_arial_21_800 -texture1600 = ui\ui_font_arial_21_1600 - -[ui_font_graffiti19_russian] -shader = font -texture = ui\ui_font_graff_19_1024 -texture800 = ui\ui_font_graff_19_800 -texture1600 = ui\ui_font_graff_19_1600 - -[ui_font_graffiti22_russian] -shader = font -texture = ui\ui_font_graff_22_1024 -texture800 = ui\ui_font_graff_22_800 -texture1600 = ui\ui_font_graff_22_1600 - -[ui_font_graff_32] -shader = font -texture = ui\ui_font_graff_32_1024 -texture800 = ui\ui_font_graff_32_800 -texture1600 = ui\ui_font_graff_32_1600 - -;not used -[ui_font_graff_40] -shader = font -texture = ui\ui_font_graff_40_1024 -texture800 = ui\ui_font_graff_40_800 -texture1600 = ui\ui_font_graff_40_1600 - -[ui_font_graff_50] -shader = font -texture = ui\ui_font_graff_50_1024 -texture800 = ui\ui_font_graff_50_800 -texture1600 = ui\ui_font_graff_50_1600 - - -[ui_font_letterica16_russian] -shader = font -texture = ui\ui_font_letter_16_1024 -texture800 = ui\ui_font_letter_16_800 -texture1600 = ui\ui_font_letter_16_1600 - -[ui_font_letterica18_russian] -shader = font -texture = ui\ui_font_letter_18_1024 -texture800 = ui\ui_font_letter_18_800 -texture1600 = ui\ui_font_letter_18_1600 - -[ui_font_letter_25] -shader = font -texture = ui\ui_font_letter_25_1024 -texture800 = ui\ui_font_letter_25_800 -texture1600 = ui\ui_font_letter_25_1600 diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_cooking.ltx b/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_cooking.ltx deleted file mode 100644 index fa82f6659..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_cooking.ltx +++ /dev/null @@ -1,300 +0,0 @@ -;;--;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;;--;;;;;;; Cooking equipments ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;;--;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; - -;;-- Section configs for 'cooking kits' - items which initiate the manual cooking UI. Kits are allowed to use other items as 'materials' boosting cooking efficiency. 19.10.2013 ponney68 - - -;;--==========================< Field cooking kit >============================= -[cooking]:booster_multi -$spawn = "devices\repair_kit_10" -kind = i_kit -visual = dynamics\equipments\trade\ckit.ogf -inv_name = st_cooking -inv_name_short = st_cooking -description = st_cooking_descr -empty_weight = 1.02 -inv_weight = 1.92 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 3 -inv_grid_y = 32 -upgr_icon_path = ui\actor_items\ui_actor_items_1 -upgr_icon_x = 600 -upgr_icon_y = 200 -upgr_icon_width = 150 -upgr_icon_height = 100 -cost = 2310 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -remove_after_use = false -cooking_tool = true -cooking_limited = true -cooking_campfire = false -cooking_fuel = charcoal -cooking_use_actor_effects = true -tier = 1 - -;;--==========================< Army Kettle >============================= -[army_bowler]:booster_multi -$spawn = "devices\repair_kit_10" -kind = i_kit -visual = dynamics\cooking\wood_stove.ogf -cost = 6160 -inv_name = st_army_bowler -inv_name_short = st_army_bowler -description = st_army_bowler_descr -empty_weight = 1.19 -inv_weight = 2.27 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 5 -inv_grid_y = 32 -upgr_icon_path = ui\actor_items\ui_actor_items_1 -upgr_icon_x = 600 -upgr_icon_y = 100 -upgr_icon_width = 150 -upgr_icon_height = 100 -use_condition = true -script_binding = bind_item.bind -max_uses = 7 -remove_after_use = false -cooking_tool = true -cooking_limited = true -cooking_campfire = true -cooking_fuel = charcoal -cooking_use_actor_effects = true -tier = 2 - -;;--==========================< Multi-fuel Stove >============================= -[fieldcooker]:booster -$spawn = "devices\repair_kit_10" -;$spawn = "devices\roubles" -;$prefetch = 16 -kind = i_kit -;class = II_ATTCH -;cform = skeleton -visual = dynamics\cooking\multi_fuel_stove.ogf -cost = 10155 -inv_name = st_fieldcooker -inv_name_short = st_fieldcooker -description = st_fieldcooker_descr -inv_weight = 0.93 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 1 -inv_grid_y = 32 -upgr_icon_path = ui\actor_items\ui_actor_items_1 -upgr_icon_x = 600 -upgr_icon_y = 0 -upgr_icon_width = 150 -upgr_icon_height = 100 -cooking_ui = ui_itm_cook -remove_after_use = false -cooking_tool = true -cooking_limited = false -cooking_campfire = false -cooking_fuel = kerosene, explo_balon_gas, explo_jerrycan_fuel -cooking_use_actor_effects = true -;use_sound = interface\inv_cooking -tier = 4 - -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;;;;;;;; Cooking fuels ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; - -[charcoal]:booster_multi -$spawn = "devices\pda" -visual = dynamics\drink\drink_match0.ogf -kind = i_tool -description = st_charcoal_descr -inv_name = st_charcoal -inv_name_short = st_charcoal -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 0 -inv_grid_y = 30 -cost = 1262 -inv_weight = 2.72 -empty_weight = 0.32 -can_trade = true -quest_item = false -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -;use_sound = interface\inv_matches -remove_after_use = false -tier = 1 - -[kerosene]:booster_multi -$spawn = "devices\pda" -visual = dynamics\drink\drink_match0.ogf -kind = i_misc -description = st_kerosene_descr -inv_name = st_kerosene -inv_name_short = st_kerosene -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 1 -inv_grid_y = 30 -cost = 3500 -inv_weight = 4.47 -empty_weight = 0.27 -can_trade = true -quest_item = false -use_condition = true -script_binding = bind_item.bind -max_uses = 5 -;use_sound = interface\inv_matches -remove_after_use = false -tier = 2 - -[explo_jerrycan_fuel]:booster_multi -$spawn = "devices\pda" -visual = dynamics\balon\kanistra.ogf -kind = i_tool -description = st_jerrycan_fuel_descr -inv_name = st_jerrycan_fuel -inv_name_short = st_jerrycan_fuel -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 2 -inv_grid_y = 30 -cost = 6500 -inv_weight = 8.48 -empty_weight = 3.16 -can_trade = true -quest_item = false -use_condition = true -script_binding = bind_item.bind -max_uses = 8 -;use_sound = interface\inv_matches -remove_after_use = false -tier = 2 - -[explo_balon_gas]:booster_multi -$spawn = "devices\pda" -visual = dynamics\balon\gaz_balon.ogf -kind = i_tool -description = st_balon_gas_descr -inv_name = st_balon_gas -inv_name_short = st_balon_gas -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 4 -inv_grid_y = 30 -cost = 8000 -inv_weight = 10.36 -empty_weight = 4.16 -can_trade = true -quest_item = false -use_condition = true -script_binding = bind_item.bind -max_uses = 8 -;use_sound = interface\inv_matches -remove_after_use = false -tier = 2 - -;[kerosene]:identity_immunities,delayed_action_fuse,default_weapon_params -;$spawn = "weapons\explosive\mobiltank" -;$prefetch = 16 -;class = S_EXPLO -;cform = skeleton -;visual = dynamics\cooking\kerosene.ogf -;radius = 68; 50 -;kind = i_tool -;description = st_kerosene_descr -;inv_name = st_kerosene -;inv_name_short = st_kerosene -;inv_grid_width = 1 -;inv_grid_height = 2 -;inv_grid_x = 1 -;inv_grid_y = 30 -;cost = 3500 -;box_size = 1 -;empty_weight = 0.27 -;inv_weight = 4.47 -;attach_angle_offset = -0.287979, 1.560923, 1.544060 -;attach_position_offset = 0.096910, -0.013594, 0.107925 -;attach_bone_name = bip01_r_hand -;auto_attach = false -;use_condition = true -;script_binding = bind_item.bind -;max_uses = 5 -;blast = 1 -;blast_r = 1 -;blast_impulse = 1 -;blast_impulse_factor = 1 -;frags = 0 -;frags_r = 0 -;frag_hit = 0 -;frag_hit_impulse = 0 -;hit_type_blast = explosion -;hit_type_frag = fire_wound -;remove_after_use = false -;up_throw_factor = 0.46 -;wm_size = 0.1 -;explode_particles = explosions\explosion_mobiltank -;light_color = 1.9,1.3,0.5 -;light_range = 1.0 -;light_time = 1 -;fragment_speed = 0 ;ñêîðîñòü îñêîëêîâ (ì/ñ) -;explode_duration = 0 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ) -;time_to_explode = 0.f -;wallmark_section = explosion_marks -;snd_explode = weapons\explo\fuelcan_boom -;immunities_sect = explosive_jerrycan_immunities_sect -;repair_part_bonus = 0.03 -;uses_charges = 5 - -;[charcoal]:identity_immunities,delayed_action_fuse,default_weapon_params -;$spawn = "weapons\explosive\mobiltank" -;$prefetch = 16 -;class = S_EXPLO -;cform = skeleton -;visual = dynamics\cooking\charcoal.ogf -;radius = 68; 50 -;kind = i_tool -;description = st_charcoal_descr -;inv_name = st_charcoal -;inv_name_short = st_charcoal -;inv_grid_width = 1 -;inv_grid_height = 2 -;inv_grid_x = 0 -;inv_grid_y = 30 -;cost = 1262 -;empty_weight = 0.32 -;inv_weight = 2.72 -;attach_angle_offset = -0.287979, 1.560923, 1.544060 -;attach_position_offset = 0.096910, -0.013594, 0.107925 -;attach_bone_name = bip01_r_hand -;auto_attach = false -;use_condition = true -;script_binding = bind_item.bind -;max_uses = 3 -;blast = 0.1 -;blast_r = 0.1 -;blast_impulse = 0.1 -;blast_impulse_factor = 1 -;frags = 0 -;frags_r = 0 -;frag_hit = 0 -;frag_hit_impulse = 0 -;hit_type_blast = explosion -;hit_type_frag = fire_wound -; -;remove_after_use = false -;up_throw_factor = 0.46 -;wm_size = 0.1 -;explode_particles = explosions\explosion_mobiltank -;light_color = 1.9,1.3,0.5 -;light_range = 1.0 -;light_time = 1 -;fragment_speed = 0 ;ñêîðîñòü îñêîëêîâ (ì/ñ) -;explode_duration = 0 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ) -;time_to_explode = 0.f -;wallmark_section = explosion_marks -;snd_explode = weapons\explo\fuelcan_boom -;immunities_sect = explosive_jerrycan_immunities_sect -;uses_charges = 3 diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_drink.ltx b/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_drink.ltx deleted file mode 100644 index 6b87c650c..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_drink.ltx +++ /dev/null @@ -1,780 +0,0 @@ - -;;--========================================= -;;--================| Drink |================ -;;--========================================= - -[vodka]:booster_multi -$spawn = "food and drugs\vodka" -cform = skeleton -visual = dynamics\devices\dev_vodka\dev_vodka.ogf -kind = i_drink -description = st_vodka_descr -cost = 946 -inv_name = st_vodka -inv_name_short = st_vodka -empty_weight = 0.328 -inv_weight = 1.454 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 0 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -break_particles = destroy_fx\destroy_bottle -break_sound = material\bottle\collide\bottle_break_1 -repair_part_bonus = 0.03 -boost_time = 35 -boost_radiation_restore = 0.00088 -eat_alcohol = 0.195 -eat_satiety = 0.022 -eat_sleepiness = 0.039 -eat_thirstiness = 0.25 -eat_health = -0.018 -use_sound = interface\inv_drink_flask_effect -snd_on_take = bottle -tier = 1 - -;----------------------------------------------------------------------- - -[vodka2]:booster_multi -$spawn = "food and drugs\vodka" -cform = skeleton -visual = dynamics\devices\dev_vodka\dev_vodka2.ogf -kind = i_drink -description = st_vodka2_descr -cost = 1516 -inv_name = st_vodka2 -inv_name_short = st_vodka2 -empty_weight = 0.328 -inv_weight = 1.454 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 1 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -break_particles = destroy_fx\destroy_bottle -break_sound = material\bottle\collide\bottle_break_1 -repair_part_bonus = 0.03 -boost_time = 37 -boost_radiation_restore = 0.00126 -eat_alcohol = 0.168 -eat_satiety = 0.042 -eat_sleepiness = 0.055 -eat_thirstiness = 0.3 -eat_health = -0.018 -use_sound = interface\inv_drink_flask_effect -snd_on_take = bottle -tier = 1 - -;----------------------------------------------------------------------- - -[vodka_script]:vodka -$spawn = "food and drugs\vodka_script" -inv_weight = 0 - -;----------------------------------------------------------------------- - -[vodka_quality]:booster_multi -$spawn = "food and drugs\vodka" -cform = skeleton -visual = dynamics\drink\drink_vodka.ogf -kind = i_drink -description = st_vodka_quality_descr -cost = 2663 -inv_name = st_vodka_quality -inv_name_short = st_vodka_quality -inv_weight = 1.454 -empty_weight = 0.328 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 2 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -break_particles = destroy_fx\destroy_bottle -break_sound = material\bottle\collide\bottle_break_1 -repair_part_bonus = 0.04 -boost_time = 35 -boost_radiation_restore = 0.00148 -eat_alcohol = 0.179 -eat_satiety = 0.028 -eat_sleepiness = 0.068 -eat_thirstiness = 0.35 -eat_health = -0.018 -use_sound = interface\inv_drink_flask_effect -tier = 2 - -;----------------------------------------------------------------------- - -[beer]:booster -$spawn = "food and drugs\vodka" -cform = skeleton -visual = dynamics\devices\dev_beer\dev_beer.ogf -kind = i_drink -description = st_beer_descr -cost = 1349 -inv_name = st_beer -inv_name_short = st_beer -inv_weight = 0.71 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 3 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -break_particles = destroy_fx\destroy_bottle -break_sound = material\bottle\collide\bottle_break_1 -boost_time = 30 -boost_radiation_restore = 0.00062 -eat_alcohol = 0.032 -eat_satiety = 0.247 -eat_sleepiness = 0.024 -eat_thirstiness = 0.3 -eat_health = -0.008 -use_sound = interface\inv_drink_flask_beer -snd_on_take = bottle -tier = 1 - -;----------------------------------------------------------------------- - -[energy_drink]:booster -$spawn = "food and drugs\energy_drink" -visual = dynamics\devices\dev_drink_stalker\dev_drink_stalker -kind = i_drink -description = st_energy_drink_descr -cost = 610 -inv_name = st_energy_drink -inv_name_short = st_energy_drink -inv_weight = 0.33 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 4 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -boost_time = 280 -boost_max_weight = 1.554 -boost_radiation_restore = 0.00005 -boost_power_restore = 0.0028 -eat_alcohol = -0.280 -eat_satiety = 0.113 -eat_sleepiness = -0.03 -eat_thirstiness = -2.22 -use_sound = interface\inv_drink_can2 -tier = 1 - -;----------------------------------------------------------------------- - -[water_drink]:booster -$spawn = "food and drugs\energy_drink" -visual = dynamics\devices\dev_drink_stalker\dev_drink_water -kind = i_drink -description = st_water_drink_descr -cost = 613 -inv_name = st_water_drink -inv_name_short = st_water_drink -inv_weight = 0.38 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 5 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -repair_part_bonus = 0.01 -boost_time = 32 -boost_radiation_restore = 0.00042 -eat_alcohol = -0.14 -eat_satiety = 0.112 -eat_sleepiness = -0.06 -eat_thirstiness = -2.89 -use_sound = interface\inv_drink_can2 -tier = 1 - -;----------------------------------------------------------------------- - -[mineral_water]:booster_multi -$spawn = "food and drugs\energy_drink" -visual = dynamics\devices\dev_mineral_water\dev_mineral_water.ogf -kind = i_drink -description = st_mineral_water_descr -cost = 1719 -inv_name = st_mineral_water -inv_name_short = st_mineral_water -inv_weight = 1.035 -empty_weight = 0.034 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 6 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -repair_part_bonus = 0.01 -boost_time = 34 -boost_radiation_restore = 0.00066 -eat_alcohol = -0.16 -eat_satiety = 0.127 -eat_sleepiness = -0.082 -eat_thirstiness = -4.26 -use_sound = interface\inv_drink_flask -tier = 2 - -;----------------------------------------------------------------------- - -[bottle_metal]:booster_multi -$spawn = "food and drugs\energy_drink" -visual = dynamics\drink\drink_water -kind = i_drink -description = st_bottle_metal_descr -cost = 1264 -inv_name_short = st_bottle_metal -inv_name = st_bottle_metal -inv_weight = 1.42 -empty_weight = 0.47 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 7 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -repair_part_bonus = 0.02 -boost_time = 29 -boost_radiation_restore = 0.00080 -eat_alcohol = 0.196 -eat_satiety = 0.018 -eat_sleepiness = 0.65 -eat_thirstiness = 0.3 -eat_health = -0.018 -use_sound = interface\inv_drink_flask_effect -tier = 1 - -;----------------------------------------------------------------------- - -[tea]:booster_multi -$spawn = "food and drugs\energy_drink" -visual = dynamics\drink\drink_tea -kind = i_drink -description = st_tea_descr -cost = 4473 -inv_name = st_tea -inv_name_short = st_tea -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 1.035 -empty_weight = 0.033 -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 8 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -boost_time = 38 -boost_radiation_restore = 0.00128 -eat_alcohol = -0.274 -eat_satiety = 0.226 -eat_sleepiness = -0.105 -eat_thirstiness = -3.98 -use_sound = interface\inv_drink_tea -tier = 3 - -;----------------------------------------------------------------------- - -[flask]:booster_multi -$spawn = "food and drugs\energy_drink" -visual = dynamics\drink\drink_flask -kind = i_drink -description = st_flask_descr -cost = 658 -inv_name = st_flask -inv_name_short = st_flask -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 1.33 -empty_weight = 0.329 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 9 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -repair_part_bonus = 0.01 -boost_time = 31 -boost_radiation_restore = 0.00028 -eat_alcohol = -0.079 -eat_satiety = 0.066 -eat_sleepiness = -0.06 -eat_thirstiness = -2.98 -use_sound = interface\inv_drink_flask_2 -tier = 1 - -;----------------------------------------------------------------------- - -[drink_crow]:booster -$spawn = "food and drugs\energy_drink" -visual = dynamics\drink\drink_crow.ogf -kind = i_drink -description = st_drink_crow_descr -cost = 5660 -inv_name = st_drink_crow -inv_name_short = st_drink_crow -inv_weight = 0.223 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 10 -inv_grid_y = 61 -attach_angle_offset = 0.000000, 0.000000, 0.000000 -attach_position_offset = 0.087266, -0.078540, 0.052360 -attach_bone_name = bip01_r_hand -auto_attach = false -boost_time = 174 -boost_radiation_restore = 0.00088 -eat_alcohol = -0.274 -eat_satiety = 0.446 -eat_sleepiness = -0.396 -eat_thirstiness = -1.54 -eat_health = -0.036 -use_sound = interface\inv_drink_flask_2 -tier = 3 - -;;--========================================= -;;--================| Smoke |================ -;;--========================================= - -[joint]:booster -$spawn = "devices\pda" -visual = dynamics\drink\drink_joint.ogf -kind = i_medical -description = st_joint_descr -cost = 380 -inv_name = st_joint -inv_name_short = st_joint -inv_weight = 0.001 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 0 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 420 -boost_telepat_protection = 0.0064 -eat_alcohol = -0.033 -eat_satiety = -0.074 -eat_sleepiness = 0.17 -eat_thirstiness = 0.15 -eat_health = -0.004 -use_sound = interface\inv_smoke -tier = 2 - -;----------------------------------------------------------------------- - -[marijuana]:booster -$spawn = "devices\pda" -visual = dynamics\equipments\trade\sack.ogf -kind = i_medical -description = st_marijuana_descr -cost = 1040 -inv_name = st_marijuana -inv_name_short = st_marijuana -inv_weight = 0.032 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 1 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 652 -boost_telepat_protection = 0.0166 -eat_alcohol = -0.092 -eat_satiety = -0.294 -eat_sleepiness = 1.21 -eat_thirstiness = 0.15 -eat_health = -0.004 -use_sound = interface\inv_smoke_bongo -tier = 4 - -;----------------------------------------------------------------------- - -[cigarettes]:booster_multi -$spawn = "devices\pda" -visual = dynamics\drink\drink_cigar0.ogf -kind = i_drink -description = st_cigarettes_descr -cost = 1402 -inv_name = st_cigarettes -inv_name_short = st_cigarettes -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 0.005 -empty_weight = 0.002 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 2 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -required_tool = box_matches -boost_time = 52 -boost_radiation_restore = 0.00062 -eat_alcohol = -0.052 -eat_satiety = 0.029 -eat_sleepiness = -0.036 -eat_thirstiness = 0.15 -eat_health = -0.007 -use_sound = interface\inv_smoke -tier = 2 - -;----------------------------------------------------------------------- - -[cigarettes_lucky]:booster_multi -$spawn = "devices\pda" -visual = dynamics\devices\dev_cigarettes_lucky\dev_cigarettes_lucky.ogf -kind = i_drink -description = st_cigarettes_lucky_descr -cost = 1663 -inv_name = st_cigarettes_lucky -inv_name_short = st_cigarettes_lucky -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 0.005 -empty_weight = 0.002 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 3 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 54 -boost_radiation_restore = 0.00064 -eat_satiety = 0.014 -eat_alcohol = -0.022 -eat_sleepiness = -0.032 -eat_thirstiness = 0.15 -eat_health = -0.001 -use_sound = interface\inv_smoke -tier = 2 - -;----------------------------------------------------------------------- - -[cigarettes_russian]:booster_multi -$spawn = "devices\pda" -visual = dynamics\devices\dev_cigarettes_russian\dev_cigarettes_russian.ogf -kind = i_drink -description = st_cigarettes_russian_descr -cost = 1208 -inv_name = st_cigarettes_russian -inv_name_short = st_cigarettes_russian -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 0.005 -empty_weight = 0.002 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 4 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 48 -boost_radiation_restore = 0.00024 -eat_alcohol = -0.036 -eat_satiety = 0.032 -eat_sleepiness = -0.038 -eat_thirstiness = 0.15 -eat_health = -0.009 -use_sound = interface\inv_smoke -tier = 1 - -;----------------------------------------------------------------------- - -[cigar]:booster -$spawn = "devices\pda" -visual = dynamics\devices\dev_cigar\dev_cigar.ogf -kind = i_drink -description = st_cuban_cigar_descr -cost = 1898 -inv_name = st_cuban_cigar -inv_name_short = st_cuban_cigar -inv_weight = 0.011 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 5 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 54 -boost_radiation_restore = 0.00092 -eat_alcohol = -0.066 -eat_satiety = 0.032 -eat_sleepiness = -0.027 -eat_thirstiness = 0.15 -eat_health = -0.005 -use_sound = interface\inv_smoke -tier = 3 - -;----------------------------------------------------------------------- - -[cigar1]:booster_multi -$spawn = "devices\pda" -visual = dynamics\drink\drink_cigar1.ogf -kind = i_drink -description = st_cigar1_descr -cost = 2506 -inv_name = st_cigar1 -inv_name_short = st_cigar1 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 0.004 -empty_weight = 0.002 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 6 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 59 -boost_radiation_restore = 0.00058 -eat_alcohol = -0.0585 -eat_satiety = 0.031 -eat_sleepiness = -0.049 -eat_thirstiness = 0.15 -eat_health = -0.006 -use_sound = interface\inv_smoke -tier = 2 - -;----------------------------------------------------------------------- - -[cigar2]:booster_multi -$spawn = "devices\pda" -visual = dynamics\drink\drink_cigar2.ogf -kind = i_drink -description = st_cigar2_descr -cost = 3092 -inv_name = st_cigar2 -inv_name_short = st_cigar2 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 0.005 -empty_weight = 0.002 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 7 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 52 -boost_radiation_restore = 0.00082 -eat_alcohol = -0.066 -eat_satiety = 0.026 -eat_sleepiness = -0.06 -eat_thirstiness = 0.15 -eat_health = -0.005 -use_sound = interface\inv_smoke -tier = 3 - -;----------------------------------------------------------------------- - -[cigar3]:booster_multi -$spawn = "devices\pda" -visual = dynamics\drink\drink_cigar3.ogf -kind = i_drink -description = st_cigar3_descr -cost = 3581 -inv_name = st_cigar3 -inv_name_short = st_cigar3 -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 0.005 -empty_weight = 0.002 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 8 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 54 -boost_radiation_restore = 0.00092 -eat_alcohol = -0.0725 -eat_satiety = 0.023 -eat_sleepiness = -0.074 -eat_thirstiness = 0.15 -eat_health = -0.004 -use_sound = interface\inv_smoke -tier = 3 - -;----------------------------------------------------------------------- - -[tobacco]:booster_multi -$spawn = "devices\pda" -visual = dynamics\equipments\trade\tobacco.ogf -kind = i_drink -description = st_tobacco_descr -cost = 3268 -inv_name = st_tobacco -inv_name_short = st_tobacco -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 0.106 -empty_weight = 0.100 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 9 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 20 -boost_radiation_restore = 0.00122 -eat_alcohol = -0.0765 -eat_satiety = 0.058 -eat_sleepiness = -0.077 -eat_thirstiness = 0.15 -eat_health = -0.009 -use_sound = interface\inv_smoke_tobacco -tier = 2 - -;----------------------------------------------------------------------- - -[hand_rolling_tobacco]:booster_multi -$spawn = "devices\pda" -visual = dynamics\devices\dev_hand_rolling_tobacco\dev_hand_rolling_tobacco.ogf -kind = i_drink -description = st_hand_rolling_tobacco_descr -cost = 2801 -inv_name = st_hand_rolling_tobacco -inv_name_short = st_hand_rolling_tobacco -use_condition = true -script_binding = bind_item.bind -max_uses = 3 -inv_weight = 0.005 -empty_weight = 0.002 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 10 -inv_grid_y = 60 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 -angle_offset = 1.570790,1.570790,3.92699 -required_tool = box_matches -boost_time = 15 -boost_radiation_restore = 0.00144 -eat_alcohol = -0.0876 -eat_satiety = 0.072 -eat_sleepiness = -0.106 -eat_thirstiness = 0.15 -eat_health = -0.004 -use_sound = interface\inv_smoke_tobacco -tier = 2 diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_explosives.ltx b/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_explosives.ltx deleted file mode 100644 index b67693465..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_explosives.ltx +++ /dev/null @@ -1,559 +0,0 @@ -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;;;; DEPLOYABLE CIVILIAN EXPLOSIVES ;;;;;;;;;;;;;;;; -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; - -; UNUSED -- already defined inside configs\items\items\items_cooking.ltx -;[explo_jerrycan_fuel]:identity_immunities,delayed_action_fuse,default_weapon_params -;$spawn = "weapons\explosive\mobiltank" -;$prefetch = 16 -;kind = i_tool -;class = S_EXPLO -;cform = skeleton -;visual = dynamics\balon\kanistra.ogf -;radius = 68;;-- 50 -;use_condition = true -;script_binding = bind_item.bind -;max_uses = 8 -;description = st_jerrycan_fuel_descr -;inv_name = st_jerrycan_fuel -;inv_name_short = st_jerrycan_fuel -;inv_grid_width = 2 -;inv_grid_height = 2 -;inv_grid_x = 2 -;inv_grid_y = 30 -;cost = 6500 -;;box_size = 1 -;inv_weight = 8.4862 -;empty_weight = 3.1647 -;attach_angle_offset = -0.287979, 1.560923, 1.544060 -;attach_position_offset = 0.096910, -0.013594, 0.107925 -;attach_bone_name = bip01_r_hand -;auto_attach = false -; -;remove_after_use = false -;blast = 0.475 -;blast_r = 0.7 -;blast_impulse = 15.75 -;blast_impulse_factor = 1 -;frags = 39 -;frags_r = 3.5 -;frag_hit = 0.09 -;frag_hit_impulse = 6 -;hit_type_blast = explosion -;hit_type_frag = fire_wound -;up_throw_factor = 0.46 -;wm_size = 0.1 -;explode_particles = explosions\explosion_mobiltank -;light_color = 1.9,1.3,0.5 -;light_range = 30.0 -;light_time = 1 -;fragment_speed = 96 ;;--ñêîðîñòü îñêîëêîâ (ì/ñ) -;explode_duration = 3 ;;--ïîäîëæèòåëüíîñòü âçðûâà (ñ) -;time_to_explode = 3.f -;wallmark_section = explosion_marks -;snd_explode = weapons\explo\fuelcan_boom -;immunities_sect = explosive_jerrycan_immunities_sect -;repair_part_bonus = 0.02 - -[explo_jerrycan_fuel_empty]:identity_immunities -$spawn = "devices\roubles" -$prefetch = 16 -kind = i_misc -class = II_ATTCH -cform = skeleton -visual = dynamics\balon\kanistra.ogf -use_condition = false -description = st_jerrycan_fuel_empty_descr -inv_name = st_jerrycan_fuel_empty -inv_name_short = st_jerrycan_fuel_empty -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 2 -inv_grid_y = 30 -cost = 187 -;box_size = 1 -inv_weight = 2.3843 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -immunities_sect = explosive_jerrycan_immunities_sect -repair_part_bonus = 0.02 - -tier = 1 - -[explosive_jerrycan_immunities_sect] -;;--êîýôôèöèåíòû äëÿ ïîïàäàíèé ðàçëè÷íûìè òèïàìè õèòîâ -burn_immunity = 0.0 -strike_immunity = 1.0 -shock_immunity = 1.0 -wound_immunity = 0.16 -radiation_immunity = 1.0 -telepatic_immunity = 1.0 -chemical_burn_immunity = 1.0 -explosion_immunity = 0.84 -fire_wound_immunity = 0.66 - - - -;[explo_balon_gas]:identity_immunities,delayed_action_fuse,default_weapon_params -;$spawn = "weapons\explosive\mobiltank" -;$prefetch = 16 -;kind = i_tool -;class = S_EXPLO -;cform = skeleton -;visual = dynamics\balon\gaz_balon.ogf -;radius = 68;;-- 50 -;use_condition = true -;script_binding = bind_item.bind -;max_uses = 8 -;description = st_balon_gas_descr -;inv_name = st_balon_gas -;inv_name_short = st_balon_gas -;inv_grid_width = 2 -;inv_grid_height = 2 -;inv_grid_x = 4 -;inv_grid_y = 30 -;cost = 8000 -;;box_size = 1 -;inv_weight = 10.360 -;empty_weight = 10.201 -;attach_angle_offset = -0.287979, 1.560923, 1.544060 -;attach_position_offset = 0.096910, -0.013594, 0.107925 -;attach_bone_name = bip01_r_hand -;auto_attach = false -; -;remove_after_use = false -;blast = 0.575 -;blast_r = 0.8 -;blast_impulse = 16.25 -;blast_impulse_factor = 1 -;frags = 28 -;frags_r = 4.5 -;frag_hit = 0.11 -;frag_hit_impulse = 8.25 -;hit_type_blast = explosion -;hit_type_frag = fire_wound -;up_throw_factor = 0.54 -;wm_size = 0.1 -;explode_particles = explosions\explosion_barrel -;light_color = 1.9,1.3,0.5 -;light_range = 30.0 -;light_time = 1 -;fragment_speed = 206 ;;--ñêîðîñòü îñêîëêîâ (ì/ñ) -;explode_duration = 2 ;;--ïîäîëæèòåëüíîñòü âçðûâà (ñ) -;time_to_explode = 2.f -;wallmark_section = explosion_marks -;snd_explode = weapons\explo\fuelcan_boom -;immunities_sect = explosive_balon_gas_immunities_sect -;repair_part_bonus = 0.03 - - -[explo_balon_gas_empty]:identity_immunities -$spawn = "devices\roubles" -$prefetch = 16 -kind = i_misc -class = II_ATTCH -cform = skeleton -visual = dynamics\balon\gaz_balon.ogf -use_condition = false -description = st_balon_gas_empty_descr -inv_name = st_balon_gas_empty -inv_name_short = st_balon_gas_empty -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 4 -inv_grid_y = 30 -cost = 316 -;box_size = 1 -inv_weight = 10.176 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -repair_part_bonus = 0.01 - -tier = 1 - -[explosive_balon_gas_immunities_sect] -;;--êîýôôèöèåíòû äëÿ ïîïàäàíèé ðàçëè÷íûìè òèïàìè õèòîâ -burn_immunity = 0.0 -strike_immunity = 1.0 -shock_immunity = 1.0 -wound_immunity = 0.14 -radiation_immunity = 1.0 -telepatic_immunity = 1.0 -chemical_burn_immunity = 1.0 -explosion_immunity = 0.77 -fire_wound_immunity = 0.68 - - - - -[explo_metalcan_powder]:identity_immunities,instant_action_fuse,default_weapon_params -$spawn = "weapons\explosive\mobiltank" -$prefetch = 16 -kind = i_misc -class = S_EXPLO -cform = skeleton -visual = dynamics\workshop_room\banka_kraski_1.ogf -radius = 68;;-- 50 -use_condition = false -description = st_metalcan_powder_descr -inv_name = st_metalcan_powder -inv_name_short = st_metalcan_powder -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 2 -inv_grid_y = 38 -cost = 672 -;box_size = 1 -inv_weight = 2.081 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -blast = 1.6 -blast_r = 1.8 -blast_impulse = 63 -blast_impulse_factor = 1 -frags = 77 -frags_r = 14 -frag_hit = 0.08 -frag_hit_impulse = 56 -hit_type_blast = explosion -hit_type_frag = fire_wound -up_throw_factor = 0.13 -wm_size = 0.1 -explode_particles = explosions\explosion_mobiltank -light_color = 1.9,1.3,0.5 -light_range = 30.0 -light_time = 1 -fragment_speed = 163 ;;--ñêîðîñòü îñêîëêîâ (ì/ñ) -explode_duration = 0 ;;--ïîäîëæèòåëüíîñòü âçðûâà (ñ) -time_to_explode = 0.f -;;--wallmarks -wallmark_section = explosion_marks -snd_explode = weapons\explo\fuelcan_boom -immunities_sect = explosive_metalcan_powder_immunities_sect -repair_part_bonus = 0.01 - -tier = 2 - -[explosive_metalcan_powder_immunities_sect] -;;--êîýôôèöèåíòû äëÿ ïîïàäàíèé ðàçëè÷íûìè òèïàìè õèòîâ -burn_immunity = 0.0 -strike_immunity = 1.0 -shock_immunity = 1.0 -wound_immunity = 0.22 -radiation_immunity = 1.0 -telepatic_immunity = 1.0 -chemical_burn_immunity = 1.0 -explosion_immunity = 0.94 -fire_wound_immunity = 0.78 - - -;;;;;;;;;;;;;;;;;;;;;;;;-- -;;;; IEDs ;;;;;;;;;;;;;;;; -;;;;;;;;;;;;;;;;;;;;;;;;-- - -; UNUSED -[ied_rpg]:identity_immunities -$spawn = "devices\roubles" -$prefetch = 16 -kind = w_explosive -class = II_ANTIR -cform = skeleton -visual = dynamics\weapons\wpn_ied\wpn_ied_rpg.ogf -inv_vol = 1 -description = st_ied_rpg_descr -inv_name = st_ied_rpg -inv_name_short = st_ied_rpg -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 2 -inv_grid_y = 39 -cost = 2990 -inv_weight = 1.89 -attach_angle_offset = -1.5708,0.1919,3.1416 ;;--óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180 -attach_position_offset = 0.075, 0.066, 0.023 -attach_bone_name = bip01_l_hand -auto_attach = false -;;-- eatable item -eat_health = 0 -eat_satiety = 0 -eat_power = 0 -eat_radiation = 0 -eat_alcohol = 0 -eat_portions_num = 1 -wounds_heal_perc = 0 - -tier = 4 - -; UNUSED -[rpg_blow]:explosive_barrel -$spawn = "devices\roubles" -$prefetch = 16 -kind = w_explosive -class = II_EXPLO -cform = skeleton -script_binding = item_mine.add_actor_mine -visual = dynamics\weapons\wpn_ied\wpn_ied_rpg.ogf -inv_name = -inv_name_short = -inv_weight = 1.89 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 2 -inv_grid_y = 39 -;;--âåùü íåâîçìîæíî ïîäîáðàòü -can_take = false -cost = 2990 -blast = 4.3 -blast_r = 7.2 -blast_impulse = 205 -;;--delete -blast_impulse_factor = 1 -frags = 153 -frags_r = 36 -frag_hit = 0.03 -frag_hit_impulse = 28 -hit_type_blast = explosion -hit_type_frag = fire_wound -up_throw_factor = 0.76 -wm_size = 0.1 -explode_particles = explosions\explosion_04 -light_color = 1.9,1.3,0.5 -light_range = 30.0 -light_time = 1 -;;--òðàññû îò îñêîëêîâ -fragment_speed = 230 ;;--ñêîðîñòü îñêîëêîâ (ì/ñ) -explode_duration = 0 ;;--ïîäîëæèòåëüíîñòü âçðûâà (ñ) -time_to_explode = 0.f -;;--çâóêè -snd_explode = weapons\rpg7\rpg7_explode -immunities_sect = ied_rpg_immunities_sect -;;--wallmarks -wallmark_section = explosion_marks - -; UNUSED -[ied_rpg_immunities_sect] -burn_immunity = 0.0 -strike_immunity = 1.0 -shock_immunity = 1.0 -wound_immunity = 0.14 -radiation_immunity = 1.0 -telepatic_immunity = 1.0 -chemical_burn_immunity = 1.0 -explosion_immunity = 0.77 -fire_wound_immunity = 0.68 -eat_portions_num = 1 -;;-- food item -animation_slot = 4 -;;--hud item -hud = wpn_vodka_hud - -; UNUSED -[ied]:identity_immunities -$spawn = "devices\roubles" -$prefetch = 16 -kind = w_explosive -class = II_ANTIR -cform = skeleton -visual = dynamics\weapons\wpn_ied\wpn_ied.ogf -description = st_ied_descr -inv_name = st_ied -inv_name_short = st_ied -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 3 -inv_grid_y = 39 -cost = 3690 -inv_weight = 2.165 -attach_angle_offset = -1.5708,0.1919,3.1416 ;;--óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180 -attach_position_offset = 0.075, 0.066, 0.023 -attach_bone_name = bip01_l_hand -auto_attach = false -;;-- eatable item -eat_health = 0 -eat_satiety = 0 -eat_power = 0 -eat_radiation = 0 -eat_alcohol = 0 -eat_portions_num = 1 -wounds_heal_perc = 0 - -tier = 5 - -; UNUSED -[ied_blow]:explosive_barrel -$spawn = "devices\roubles" -$prefetch = 16 -kind = w_explosive -class = II_EXPLO -cform = skeleton -script_binding = item_mine.add_actor_mine -visual = dynamics\weapons\wpn_ied\wpn_ied.ogf -inv_name = st_ied -inv_name_short = st_ied -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 3 -inv_grid_y = 39 -cost = 3690 -can_take = false -blast = 5.7 -blast_r = 12.9 -blast_impulse = 274 -;;--delete -blast_impulse_factor = 1 -frags = 5 -frags_r = 74 -frag_hit = 0.06 -frag_hit_impulse = 43 -hit_type_blast = explosion -hit_type_frag = fire_wound -up_throw_factor = 1.0 -wm_size = 0.1 -explode_particles = explosions\explosion_mobiltank -light_color = 1.9,1.3,0.5 -light_range = 30.0 -light_time = 1 -;;--òðàññû îò îñêîëêîâ -fragment_speed = 220 ;;--ñêîðîñòü îñêîëêîâ (ì/ñ) -explode_duration = 0 ;;--ïîäîëæèòåëüíîñòü âçðûâà (ñ) -time_to_explode = 0.f -;;--wallmarks -wallmark_section = explosion_marks -;;--çâóêè -snd_explode = weapons\explo\fuelcan_boom -immunities_sect = ied_immunities_sect - -; UNUSED -[ied_immunities_sect] -burn_immunity = 0.0 -strike_immunity = 1.0 -shock_immunity = 1.0 -wound_immunity = 0.14 -radiation_immunity = 1.0 -telepatic_immunity = 1.0 -chemical_burn_immunity = 1.0 -explosion_immunity = 0.77 -fire_wound_immunity = 0.68 -eat_portions_num = 1 -;;-- food item -animation_slot = 4 -;;--hud item -hud = wpn_vodka_hud - -;;;;;;;;;;;;;;;;;;;;;;;; -;;;; MINES ;;;;;;;;;;;;;;;; -;;;;;;;;;;;;;;;;;;;;;;;; -;;--Swartz - Added landmines below. - -; UNUSED -[mine]:identity_immunities -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "devices\play" -cform = skeleton -kind = w_explosive -class = II_ANTIR -visual = dynamics\weapons\wpn_pfm1\wpn_pfm1.ogf -inv_vol = 1 -inv_name = st_mine_name -inv_name_short = st_mine_name -description = st_mine_descr -inv_weight = 0.0751 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 1 -inv_grid_y = 39 -cost = 1790 -attach_angle_offset = -1.5708,0.1919,3.1416 ;;--óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180 -attach_position_offset = 0.075, 0.066, 0.023 -attach_bone_name = bip01_l_hand -auto_attach = false -;;-- eatable item -eat_health = 0 -eat_satiety = 0 -eat_power = 0 -eat_radiation = 0 -eat_alcohol = 0 -eat_portions_num = 1 -wounds_heal_perc = 0 -;;-- Ñîáñòíî ìèíà êîòîðàÿ íà çåìëå - -tier = 3 - -; UNUSED -[mine_blow]:explosive_barrel -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "sm\scripts\mina_blow" -$prefetch = 16 -kind = w_explosive -class = II_EXPLO -cform = skeleton -script_binding = item_mine.add_actor_mine -visual = dynamics\weapons\wpn_pfm1\wpn_pfm1.ogf -inv_name = -inv_name_short = -inv_weight = 0.751 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 1 -inv_grid_y = 39 -;;--âåùü íåâîçìîæíî ïîäîáðàòü -can_take = false -cost = 1500 -blast = 3.18 -blast_r = 2.26 -blast_impulse = 126 -;;--delete -blast_impulse_factor = 1 -frags = 0 -frags_r = 0 -frag_hit = 0.04 -frag_hit_impulse = 8 -hit_type_blast = explosion -hit_type_frag = fire_wound -up_throw_factor = 0.1 -wm_size = 0.01 -explode_particles = explosions\explosion_01 -light_color = 1.9,1.4,0.5 -light_range = 25.0 -light_time = 0.85 -;;--òðàññû îò îñêîëêîâ -fragment_speed = 170 ;;--ñêîðîñòü îñêîëêîâ (ì/ñ) -explode_duration = 0 ;;--ïîäîëæèòåëüíîñòü âçðûâà (ñ) -time_to_explode = 0.f -;;--çâóêè -snd_explode = weapons\mine_boom -immunities_sect = personnel_mine_immunities_sect -;;--wallmarks -wallmark_section = explosion_marks - -; UNUSED -[personnel_mine_immunities_sect] -;;--êîýôôèöèåíòû äëÿ ïîïàäàíèé ðàçëè÷íûìè òèïàìè õèòîâ -burn_immunity = 0.0 -strike_immunity = 0 -shock_immunity = 0 -wound_immunity = 0.35 -radiation_immunity = 0 -telepatic_immunity = 0 -chemical_burn_immunity = 0 -explosion_immunity = 0.85 -fire_wound_immunity = 0.95 -eat_portions_num = 1 -;;-- food item -animation_slot = 4 -;;--hud item -hud = wpn_vodka_hud -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; - -[as_script_grenade]:explosive_grenade -script_binding = bind_physic_object.init -custom_data = scripts\as_script_grenade.ltx \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_explosives_new_mines.ltx b/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_explosives_new_mines.ltx deleted file mode 100644 index be05e0b57..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/items/items/items_explosives_new_mines.ltx +++ /dev/null @@ -1,231 +0,0 @@ -[planted_mine_immunities] -burn_immunity = 0 -strike_immunity = 0 -shock_immunity = 0 -wound_immunity = 0 -radiation_immunity = 0 -telepatic_immunity = 0 -chemical_burn_immunity = 0 -explosion_immunity = 1 -fire_wound_immunity = 0.5 - -[mine_new]:identity_immunities -GroupControlSection = spawn_group -$spawn = "devices\play" -cform = skeleton -kind = w_explosive -class = II_ANTIR -visual = dynamics\weapons\wpn_pfm1\wpn_pfm1.ogf -inv_vol = 1 -inv_name = st_mine_name -inv_name_short = st_mine_name -description = st_mine_descr -inv_weight = 0.751 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 1 -inv_grid_y = 39 -cost = 1790 -attach_angle_offset = -1.5708,0.1919,3.1416 -attach_position_offset = 0.075, 0.066, 0.023 -attach_bone_name = bip01_l_hand -auto_attach = false - -use1_functor = txr_mines.str_prox_plant -use1_action_functor = txr_mines.func_prox_plant -tier = 3 - -[mine_new_blow]:explosive_barrel -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "sm\scripts\mina_blow" -$prefetch = 16 -kind = w_explosive -class = II_EXPLO -cform = skeleton -visual = dynamics\weapons\wpn_pfm1\wpn_pfm1.ogf -; visual = dynamics\devices\dev_conserv\dev_conserv.ogf -inv_name = nil -inv_name_short = nil -inv_weight = 0.751 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 1 -inv_grid_y = 39 -can_take = false -cost = 1500 -blast = 3.18 -blast_r = 2.26 -blast_impulse = 126 -blast_impulse_factor = 1 -frags = 0 -frags_r = 0 -frag_hit = 0.04 -frag_hit_impulse = 8 -hit_type_blast = explosion -hit_type_frag = fire_wound -up_throw_factor = 0.1 -wm_size = 0.01 -explode_particles = explosions\explosion_01 -light_color = 1.9,1.4,0.5 -light_range = 25.0 -light_time = 0.85 -fragment_speed = 170 -explode_duration = 0 -time_to_explode = 0.f -snd_explode = weapons\mine_boom -immunities_sect = planted_mine_immunities -wallmark_section = explosion_marks - -[ied_rpg_new]:identity_immunities -$spawn = "devices\roubles" -$prefetch = 16 -kind = w_explosive -class = II_ANTIR -cform = skeleton -visual = dynamics\weapons\wpn_ied\wpn_ied_rpg.ogf -inv_vol = 1 -description = st_ied_rpg_descr -inv_name = st_ied_rpg -inv_name_short = st_ied_rpg -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 2 -inv_grid_y = 39 -cost = 2990 -inv_weight = 1.89 -attach_angle_offset = -1.5708,0.1919,3.1416 -attach_position_offset = 0.075, 0.066, 0.023 -attach_bone_name = bip01_l_hand -auto_attach = false -eat_health = 0 -eat_satiety = 0 -eat_power = 0 -eat_radiation = 0 -eat_alcohol = 0 -eat_portions_num = 1 -wounds_heal_perc = 0 - -use1_functor = txr_mines.str_prox_plant -use1_action_functor = txr_mines.func_prox_plant -use2_functor = txr_mines.str_timer_plant_10 -use2_action_functor = txr_mines.func_timer_plant_10 -use3_functor = txr_mines.str_timer_plant_30 -use3_action_functor = txr_mines.func_timer_plant_30 - -tier = 4 - -[rpg_new_blow]:explosive_barrel -$spawn = "devices\roubles" -$prefetch = 16 -kind = w_explosive -class = II_EXPLO -cform = skeleton -visual = dynamics\weapons\wpn_ied\wpn_ied_rpg.ogf -inv_name = -inv_name_short = -inv_weight = 1.89 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 2 -inv_grid_y = 39 -can_take = false -cost = 2990 -blast = 4.3 -blast_r = 7.2 -blast_impulse = 205 -blast_impulse_factor = 1 -frags = 153 -frags_r = 36 -frag_hit = 0.03 -frag_hit_impulse = 28 -hit_type_blast = explosion -hit_type_frag = fire_wound -up_throw_factor = 0.76 -wm_size = 0.1 -explode_particles = explosions\explosion_04 -light_color = 1.9,1.3,0.5 -light_range = 30.0 -light_time = 1 -fragment_speed = 230 -explode_duration = 0 -time_to_explode = 0.f -snd_explode = weapons\rpg7\rpg7_explode -immunities_sect = planted_mine_immunities -wallmark_section = explosion_marks - - -[ied_new]:identity_immunities -$spawn = "devices\roubles" -$prefetch = 16 -kind = w_explosive -class = II_ANTIR -cform = skeleton -visual = dynamics\weapons\wpn_ied\wpn_ied.ogf -description = st_ied_descr -inv_name = st_ied -inv_name_short = st_ied -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 3 -inv_grid_y = 39 -cost = 3690 -inv_weight = 2.165 -attach_angle_offset = -1.5708,0.1919,3.1416 -attach_position_offset = 0.075, 0.066, 0.023 -attach_bone_name = bip01_l_hand -auto_attach = false -eat_health = 0 -eat_satiety = 0 -eat_power = 0 -eat_radiation = 0 -eat_alcohol = 0 -eat_portions_num = 1 -wounds_heal_perc = 0 - -use1_functor = txr_mines.str_prox_plant -use1_action_functor = txr_mines.func_prox_plant -use2_functor = txr_mines.str_timer_plant_10 -use2_action_functor = txr_mines.func_timer_plant_10 -use3_functor = txr_mines.str_timer_plant_30 -use3_action_functor = txr_mines.func_timer_plant_30 - -tier = 5 - -[ied_new_blow]:explosive_barrel -$spawn = "devices\roubles" -$prefetch = 16 -kind = w_explosive -class = II_EXPLO -cform = skeleton -visual = dynamics\weapons\wpn_ied\wpn_ied.ogf -inv_name = st_ied -inv_name_short = st_ied -inv_grid_width = 1 -inv_grid_height = 2 -inv_grid_x = 3 -inv_grid_y = 39 -cost = 3690 -can_take = false -blast = 5.7 -blast_r = 12.9 -blast_impulse = 274 -blast_impulse_factor = 1 -frags = 5 -frags_r = 74 -frag_hit = 0.06 -frag_hit_impulse = 43 -hit_type_blast = explosion -hit_type_frag = fire_wound -up_throw_factor = 1.0 -wm_size = 0.1 -explode_particles = explosions\explosion_mobiltank -light_color = 1.9,1.3,0.5 -light_range = 30.0 -light_time = 1 -fragment_speed = 220 -explode_duration = 0 -time_to_explode = 0.f -wallmark_section = explosion_marks -snd_explode = weapons\explo\fuelcan_boom -immunities_sect = planted_mine_immunities \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/items/weapons/dis/m_bolt.ltx b/mods/Enhanced Graphical User Interface/gamedata/configs/items/weapons/dis/m_bolt.ltx deleted file mode 100644 index 8e2500ec2..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/items/weapons/dis/m_bolt.ltx +++ /dev/null @@ -1,97 +0,0 @@ -;------------------------------------------------------------------------------------------------ -[bolt]:identity_immunities,weapon_probability,default_weapon_params - GroupControlSection = spawn_group - discovery_dependency = - $prefetch = 16 - cform = skeleton - - class = II_BOLT - slot = 5 - animation_slot = 6 - ef_weapon_type = 1 - single_handed = 0 - - can_take = true - anim_item = true - - inv_grid_height = 1 - inv_grid_width = 1 - inv_grid_x = 9 - inv_grid_y = 23 - inv_name = st_bolty - inv_name_short = st_bolty - description = st_bolty_descr - - kind = w_mbolt - inv_weight = 0.01 - cost = 10 - - hud = bolt_hud - visual = dynamics\devices\dev_bolt\dev_bolt.ogf - - attach_bone_name = bip01_l_hand - attach_position_offset = -0.03, -0.05, 0.03 - attach_angle_offset = 0, 0, 0 - auto_attach = false - - throw_dir = 0, 0, 1 - throw_point = 0.4, 0.3, 0.1 - - force_min = 10 - force_const = 20 - force_max = 20 - force_grow_speed = 10 - destroy_time = 10000000 - - PDM_disp_accel_factor = 1.0 - PDM_disp_base = 1.0 - PDM_disp_crouch = 1.0 - PDM_disp_crouch_no_acc = 1.0 - PDM_disp_vel_factor = 1.0 - - snd_on_take = bolt - - -[bolt_hud]:hud_base - item_visual = dynamics\devices\dev_bolt\dev_bolt_hud - attach_place_idx = 0 - - item_position = 0, 0, 0 - item_orientation = 0, 0, 0 - - hands_position = 0.033, -0.155, 0.1 - hands_position_16x9 = 0.033, -0.155, 0.1 - hands_orientation = 0, 0, 0 - hands_orientation_16x9 = 0, 0, 0 - - anm_bore = dev_bolt_idle_bore - anm_hide = dev_bolt_holster - anm_idle = dev_bolt_idle - anm_idle_moving = dev_bolt_idle_moving - anm_idle_sprint = dev_bolt_idle_sprint - anm_show = dev_bolt_draw - anm_throw = dev_bolt_shoot_end - anm_throw_begin = dev_bolt_shoot_start - anm_throw_idle = dev_bolt_shoot_idle - - fire_bone = wpn_body - fire_point = 0, 0, 0 - - throw_dir = 0, 0, 1 - throw_point = 0.0, 0.4, 0.3 - -;------------------------------------------------------------------------------------------------ -[bolt_bullet]:bolt - inv_grid_x = 10 - inv_grid_y = 23 - inv_name = st_bolt_bullet - inv_name_short = st_bolt_bullet - description = st_bolt_bullet_descr - - hud = bolt_bullet_hud - visual = dynamics\devices\dev_bolt\dev_bolt_bullet.ogf - - -[bolt_bullet_hud]:bolt_hud - item_visual = dynamics\devices\dev_bolt\dev_bolt_bullet_hud - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/system.ltx b/mods/Enhanced Graphical User Interface/gamedata/configs/system.ltx deleted file mode 100644 index 41bd4e7c9..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/system.ltx +++ /dev/null @@ -1,1394 +0,0 @@ -#include "defines.ltx" -#include "prefetch\prefetch_single.ltx" - -#include "creatures\monsters.ltx" -#include "creatures\stalkers.ltx" -#include "creatures\helicopter.ltx" -#include "creatures\game_relations.ltx" - -; Items -#include "items\item_base.ltx" - -#include "creatures\actor.ltx" -#include "creatures\actor_hud_hand_animations.ltx" -#include "zones\zones.ltx" -#include "misc\postprocess.ltx" -#include "misc\bridge.ltx" -#include "plugins\achievements.ltx" -#include "misc\radiation_counter.ltx" -#include "models\dynamic_objects.ltx" -#include "misc\m_online_offline_group.ltx" -#include "misc\squad_descr\squad_descr.ltx" -#include "misc\effectors.ltx" -#include "external.ltx" - -#include "mp\mp_actor.ltx" -#include "mp\team_logo.ltx" -#include "mp\weapons_mp\ammo_mp.ltx" -#include "mp\weapons_mp\weapons_mp.ltx" -#include "mp\weapons_mp\outfit_mp.ltx" -#include "mp\weapons_mp\items_mp.ltx" - -;Game types -#include "mp\SoundMessages\mp_snd_messages.ltx" -#include "mp\SoundMessages\ahunt_snd_messages.ltx" -#include "mp\SoundMessages\cta_snd_messages.ltx" -#include "mp\SoundMessages\dm_snd_messages.ltx" -#include "mp\SoundMessages\tdm_snd_messages.ltx" -#include "mp\private_defines.ltx" -#include "mp\deathmatch_game.ltx" -#include "mp\teamdeathmatch_game.ltx" -#include "mp\artefacthunt_game.ltx" -#include "mp\capturetheartefact_game.ltx" -#include "mp\anticheat_active_params.ltx" - -#include "evaluation.ltx" -#include "fonts.ltx" -#include "alife.ltx" -#include "creatures\spawn_sections.ltx" -#include "extracontent.ltx" -#include "localization.ltx" -#include "smart_cover.ltx" -#include "models\awr_dynamic_objects.ltx" ; AWR - -#include "vehicles.ltx" - -[smart_terrain] -GroupControlSection = -$spawn = "ai\smart_terrain" -;$prefetch = 4 -$def_sphere = 2 -class = SMRTTRRN -script_binding = bind_smart_terrain.bind -shape_transp_color = 100, 100, 180, 60 ;0x1800FF00 -shape_edge_color = 32, 32, 32, 255 ;0xFF202020 - -[zone_pick_dof] -near = -1500.0 -far = 10.0 - -[sound] -occlusion_scale = 0.4 -snd_collide_min_volume = 0.1 -snd_collide_max_volume = 200. - -[demo_record] -speed0 = 0.3 -speed1 = 3.0 -speed2 = 15.0 -speed3 = 60.0 -ang_speed0 = 0.1 -ang_speed1 = 0.5 -ang_speed2 = 7.0 -ang_speed3 = 2.0 - -[texture_desc] -files = ui_npc_unique, ui_npc_unique_2, ui_npc_unique_3 - -[info_portions] -files = info_portions, info_upgrades, info_alife_switch, info_yantar, info_katacomb, info_escape, info_zaton, info_jupiter, info_pripyat - -[dialogs] -files = dialogs, dialogs_agroprom, dialogs_agroprom_underground, dialogs_yantar, dialogs_marsh, dialogs_redforest, dialogs_katacomb, dialogs_escape, dialogs_bar, dialogs_zaton, dialogs_jupiter, dialogs_pripyat, dialogs_darkvalley, dialogs_deadcity, dialogs_garbage, dialogs_military, dialogs_truck, dialogs_warlab, dialogs_minigames, dialogs_mlr, dialogs_mlr_arena, dialogs_lostzone_ll, dialogs_lostzone_ms, dialogs_lostzone_oa, dialogs_lostzone_hb - -[encyclopedia] -files = encyclopedia_infos - -[profiles] -files = npc_profile, npc_profile_mlr, npc_profile_lostzone -specific_characters_files = character_desc_general, character_desc_marsh, character_desc_agroprom, character_desc_agroprom_underground, character_desc_darkvalley, character_desc_bar, character_desc_escape, character_desc_red_forest, character_desc_yantar, character_desc_military, character_desc_deadcity, character_desc_katacomb, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass, character_desc_sarcofag, character_desc_warlab, character_desc_garbage, character_desc_darkscape, character_desc_truck, character_desc_lostzone_ll, character_desc_lostzone_ms, character_desc_lostzone_oa, character_desc_lostzone_hb - - -;------------------------------------------------------------------ -;-- Inventory slots -;------------------------------------------------------------------ -;New in Anomaly (ported from CoC 1.5): You can have as many slots as you want, simply create slot_active_* and slot_persistent_* for it in sequential order -;Set slot_persistent_* = false to treat actor inventory as a 'slot'. Setting highlight_equipped = true in the item section will highlight equipped items in inventory -[inventory] -take_dist = 2 ; not used at all -max_weight = 35 -max_ruck = 92 -max_belt = 5 ;16 - -slot_persistent_1 = false ;knife -slot_active_1 = true - -slot_persistent_2 = false ;weapon 1 -slot_active_2 = true - -slot_persistent_3 = false ;weapon 2 -slot_active_3 = true - -slot_persistent_4 = false ;grenades -slot_active_4 = true - -slot_persistent_5 = false ;binocular -slot_active_5 = true - -slot_persistent_6 = true ;bolt -slot_active_6 = true - -slot_persistent_7 = false ;outfit -slot_active_7 = false - -slot_persistent_8 = false ;true ;pda -slot_active_8 = true - -slot_persistent_9 = false ;true ;detector -slot_active_9 = false - -slot_persistent_10 = false ;true ;torch -slot_active_10 = false - -slot_persistent_11 = false ;artefact -slot_active_11 = true - -slot_persistent_12 = false ;helmet -slot_active_12 = false - -slot_persistent_13 = false ;backpack -slot_active_13 = false - -slot_persistent_14 = true ;script animation -slot_active_14 = true - - -;------------------------------------------------------------------ -;-- Items kinds and inventory sorter -;------------------------------------------------------------------ -[item_kind_order] -w_sniper = 1 -w_rifle = 1 -w_smg = 1 -w_shotgun = 1 -w_pistol = 1 -w_melee = 1 -w_misc = 1 -w_base = 1 -w_explosive = 1 -o_heavy = 2 -o_sci = 2 -o_medium = 2 -o_light = 2 -o_helmet = 2 -i_backpack = 2 -i_arty = 3 -i_arty_junk = 3 -i_arty_cont = 3 -i_device = 4 -i_tool = 5 -i_repair = 5 -i_kit = 5 -i_medical = 6 -i_food = 7 -i_drink = 7 -i_mutant_cooked = 7 -i_mutant_raw = 7 -i_letter = 8 -i_quest = 8 -w_ammo = 9 -i_mutant_belt = 10 -i_mutant_part = 10 -i_misc = 11 -i_upgrade = 12 -i_part = 13 - -[button_sort_settings] -button_amount = 10 -hotkeys = true - -[button_sort_tab_1] -kinds = s_all - -[button_sort_tab_2] -kinds = w_base, w_pistol, w_shotgun, w_smg, w_rifle, w_sniper, w_melee, w_misc, w_explosive - -[button_sort_tab_3] -kinds = o_light, o_medium, o_sci, o_heavy, o_helmet, i_backpack, i_attach - -[button_sort_tab_4] -kinds = w_ammo - -[button_sort_tab_5] -kinds = i_arty, i_arty_junk, i_arty_cont, i_mutant_belt, i_mutant_part - -[button_sort_tab_6] -kinds = i_device, i_tool, i_repair, i_kit, w_mbolt - -[button_sort_tab_7] -kinds = i_mutant_raw, i_mutant_cooked, i_food, i_drink - -[button_sort_tab_8] -kinds = i_medical - - -[button_sort_tab_9] -kinds = i_upgrade - -[button_sort_tab_10] -kinds = i_misc, i_letter, i_part, i_quest - - - -;------------------------------------------------------------------ -[lights_hanging_lamp] -GroupControlSection = spawn_group -$spawn = "physics\hanging lamp" -class = SO_HLAMP -script_binding = bind_physic_object.init - - -[lights_signal_light] -GroupControlSection = spawn_group -$spawn = "physics\signal_light" -class = SO_HLAMP -script_binding = bind_signal_light.init - - -[search_light] -GroupControlSection = spawn_group -$spawn = "physics\search light" -class = O_SEARCH -cform = skeleton -visual = dynamics\light\projector.ogf -script_binding = bind_physic_object.init - -[explosion_marks] -wallmarks = wm\wm_grenade -dist = 0.5 ;2.4 ; -size = 0.6 ;0.4 ; -max_count = 5 - -[bloody_marks] -wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3,wm\wm_blood_4,wm\wm_blood_5,wm\wm_blood_6,wm\wm_blood_7,wm\wm_blood_8,wm\wm_blood_9,wm\wm_blood_10,wm\wm_blood_11,wm\wm_blood_1_1,wm\wm_blood_1_2,wm\wm_blood_1_3,wm\wm_blood_1_4,wm\wm_blood_1_5 -dist = 8.0 ;2.0 ;2.4 ;(ì) max ðàññòîšíèå îòëåòà êðîâè -max_size = 0.6 ;0.4 ;(ì)ðàäèóñ ïšòíà ïðè õèòå ñèëîé nominal hit ïî áîëüøîìó îáúåêòó (ïî ìàëåíüêîìó *0.5) -min_size = 0.3 ;0.07 ;(ì)ìèíèìàëüívé ðàäèóñ ïšòíà -nominal_hit = 0.50 ;âåëè÷èíà íîìèíàëüíîãî õèòà, ïðè êîòîðîì ðàçëåòàåòñš ìàêñèìóì êðîâè (max_size) - -;êàïëè êðîâè - -blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4 -start_blood_size = 0.5 ;ðàçìåð ðàív ÷òîá íà÷àëà êàïàòü êðîâü -stop_blood_size = 0.25 ;ðàçìåð ðàív ÷òîá êðîâü îñòàíîâèëàñü (äîëæíî ávòü ìåíüøå start_blood_size) - -blood_drop_time = 0.2 ;OBSOLETE -blood_drop_time_min = 1.5 ; -blood_drop_time_max = 2.5 ; -blood_drop_size = 0.2 ;ðàçìåð êàïëè (ì) êðîâè, êîòîðàš óïàëà - - -[entity_fire_particles] -fire_particles = damage_fx\burn_creatures -start_burn_size = 0.0003 ;ðàçìåð îæåãà ïîñëå êîòîðîãî íà÷àòü èãðàòü ïàðòèêëv îãíš -stop_burn_size = 0.0001 ;ðàçìåð îæåãà ïîñëå êîòîðîãî îñòàíîâèòü ïàðòèêëv -min_burn_time = 10000 ;ìèíèìàëüíîå âðåìš îòvãðvøà ïàðòèêëîâ (äàæå åñëè ðàíà óæå çàæèëà) - -[hud_cursor] -;âñå ðàçìåðv â ïðîöåíòàõ îò äëèív ýêðàíà -cross_length = 0.0010 ;0.0015 -min_radius = 0.0 -max_radius = 0.0 -radius_lerp_speed = 0.08 -cross_color = 0.7,0.7,0.7,0.5 -disp_scale = 0.08 - -[hud_hitmark] -hit_mark_texture = ui\ui_hud_hit_mark ; ui\ui_empty -grenade_mark_texture = ui\ui_hud_grenade_mark - -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;; inventory items -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; - - -[document] -GroupControlSection = spawn_group -;discovery_dependency = -$spawn = "documents\document 01" -;$prefetch = 32 -class = II_DOC -cform = skeleton -visual = dynamics\equipments\item_document_1.ogf - -inv_name = Document -inv_name_short = Document -inv_weight = 1 ;0.2 - -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 0 -inv_grid_y = 0 -cost = 0 - - - - -[spectator] -$player = on -class = SPECT - - -[??tg_event] -class = EVENT - -[actor_firsteye_cam] -lim_pitch = -1.5, 1.5 -lim_yaw = 0, 0 -rot_speed = 3.14, 3.14, 0 - -[actor_ladder_cam] -lim_pitch = -1.5, 1.5 -lim_yaw = -1.0, 1.0 -rot_speed = 3.14, 3.14, 0 - -[actor_free_cam] -;---------------- -lim_pitch = -1.5, 1.5 -lim_yaw = 0, 0 -lim_zoom = 0.4, 10 -rot_speed = 3.14, 1.0, 10 - -[actor_look_cam] -lim_pitch = -0.7, 1 -lim_yaw = 0, 0 -lim_zoom = 1, 5 -rot_speed = 3.14, 6.28, 10 - -[actor_look_cam_psp] -lim_pitch = -0.7, 1 -lim_yaw = 0, 0 -lim_zoom = 1, 5 -rot_speed = 2, 2, 2 -offset = 0.5,0.2,-1.1 -autoaim_speed_y = 0.5, 3.14 ;min,max speed -autoaim_speed_x = 0.5, 3.14 - -[mounted_weapon_cam] -lim_pitch = -0.5, 0.5 -lim_yaw = -1.0, 1.0 -rot_speed = 3.14, 1.0, 0 - -[holder_entity_object_cam] -lim_pitch = -0.5, 0.5 -lim_yaw = -2.0, 2.0 -lim_zoom = 5, 7 -rot_speed = 3.14, 1.0, 0 - -[car_firsteye_cam] -lim_pitch = -0.5, 0.3 -lim_yaw = -2.0, 2.0 -rot_speed = 3.14, 1.0, 0 - -[car_free_cam] -lim_pitch = -1, 1.56 ;0, 1.56 -lim_yaw = 0, 0 ;0, 0 -lim_zoom = 5, 10 ;1, 7 -rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10 - -[car_look_cam] -lim_pitch = 0, 1.56 -lim_yaw = 0 , 0 -lim_zoom = 5, 7 -rot_speed = 25, 1.0, 10 - -[heli_free_cam] -lim_pitch = -1.5, 1.5 -lim_yaw = 0, 0 -lim_zoom = 5, 25 -rot_speed = 3.14, 1.0, 10 - -[heli_front_cam] -;lim_yaw = -0.01,0.01 -lim_pitch = -1.2, 1.2 -lim_yaw = -1.5, 1.5 -rot_speed = 3.14, 1.5, 0 - -[heli_look_cam] -lim_pitch = 0, 1.56 -lim_yaw = 0, 0 -lim_zoom = 5, 15 -rot_speed = 3.14, 1.0, 10 - -[interface] -font_game = font_game -font_small = font_small - - -[graph_point] -class = AI_GRAPH -$spawn = "ai\graph point" - -;----------------------------------------------------------------- -; Trade -;----------------------------------------------------------------- -[trade] -;êîýôôèöèåíòv èçìåíåíèš öåív ïðè òîðãîâëå â çàâèñèìîñòè îò îòíîøåíèš ê ïåðñîíàæó -;ëèíåéíî àïðîêñèìèðó³òñš ìåæäó çíà÷åíèš -buy_price_factor_hostile = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = -100 -buy_price_factor_friendly = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = 100 -sell_price_factor_hostile = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = -100 -sell_price_factor_friendly = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = 100 - - - -;----------------------------------------------------------------- - -[spawn_group_zone] -GroupControlSection = spawn_group_zone -$spawn = "ai\group zone" ; option for Level Editor -class = AI_SPGRP - -[spawn_group] -GroupControlSection = spawn_group -$spawn = "ai\spawn group" ; option for Level Editor -class = AI_SPGRP - -[level_changer] -GroupControlSection = -$spawn = "ai\level changer" -;$prefetch = 4 -class = LVL_CHNG -script_binding = bind_level_changer.bind - -shape_transp_color = 255, 255, 255, 100 -shape_edge_color = 32, 32, 32, 255 - -[script_zone] -GroupControlSection = -$spawn = "ai\script zone" -;$prefetch = 4 -class = SCRIPTZN -script_binding = xr_zones.bind - -[physics] -object_damage_factor = 1.2f - -;***************************************** -; ++=+³LT+³- L³+= -;***************************************** -[stalker_names_stalker] -name_cnt = 123 ; 104 -last_name_cnt = 836 ; 600 - -[stalker_names_bandit] -name_cnt = 55 ; 38 -last_name_cnt = 281 ; 182 - -[stalker_names_science] -name_cnt = 22 ; 15 -last_name_cnt = 36 ; 29 - -[stalker_names_private] -name_cnt = 2 -last_name_cnt = 244 ; 200 - -[stalker_names_sergeant] -name_cnt = 2 -last_name_cnt = 244 ; 200 - -[stalker_names_senior_sergeant] -name_cnt = 2 -last_name_cnt = 200 - -[stalker_names_lieutenant] -name_cnt = 3 -last_name_cnt = 245 ; 200 - -[stalker_names_captain] -name_cnt = 1 -last_name_cnt = 245 ; 200 - - -[script_object] -GroupControlSection = spawn_group -$spawn = "script\script object" ; option for Level Editor -$npc = on ; option for Level Editor -; $prefetch = 32 ; -Scheduled = on ; option for ALife Simulator -Human = off ; option for ALife Simulator -cform = skeleton ; collision class -class = SCRPTOBJ ; AI class - -;ïàðàìåòðv ïîêàçvâàíèš âõîäšèõ ñîîáåíèé PDA â ãëàâíîì ìåí³ -[maingame_ui] -pda_msgs_max_show_time = 20000 -info_msgs_max_show_time = 10000 -snd_new_contact = detectors\contact_1 -snd_new_contact1 = detectors\contact_8 - -[hud_sound] -hud_sound_vol_k = 1. -hud_step_sound_vol_k = 0.7 - -[attachable_item] -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "equipment\attachable_item" -cform = skeleton -class = II_ATTCH -cost = 100 -inv_name = "Attachable item" -inv_name_short = "Attachable item" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 16 -inv_grid_y = 12 -attach_angle_offset = 0, -3.14, 1.6 -attach_position_offset = 0.105, 0.00, 0.085 -attach_bone_name = bip01_head - -[new_attachable_item] -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "equipment\new_attachable_item" -cform = skeleton -class = II_BTTCH -cost = 100 -inv_name = "Attachable item" -inv_name_short = "Attachable item" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 16 -inv_grid_y = 12 -attach_angle_offset = 0, -3.14, 1.6 -attach_position_offset = 0.105, 0.00, 0.085 -attach_bone_name = bip01_head - -[hand_radio]:identity_immunities -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "equipment\hand_radio" -cform = skeleton -class = II_ATTCH -visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf -cost = 0 -inv_name = "hand_radio" -inv_name_short = "hand_radio" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 14 -inv_grid_y = 7 -attach_angle_offset = -1.5708,0.1919,3.1416 ;óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180 -attach_position_offset = 0.075, 0.066, 0.023 -attach_bone_name = bip01_l_hand -auto_attach = false -anim_item = true - -; ðàöèÿ äëÿ ïðàâîé ðóêè -[hand_radio_r]:identity_immunities -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "equipment\hand_radio_r" -cform = skeleton -class = II_ATTCH -visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf -cost = 0 -inv_name = "hand_radio" -inv_name_short = "hand_radio" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 14 -inv_grid_y = 7 -attach_angle_offset = 1.571,0.75,0.0 ;óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180 -attach_position_offset = 0.015, -0.084, 0.023 -attach_bone_name = bip01_r_hand -auto_attach = false - - -[anim_knife]:hand_radio -visual = dynamics\weapons\wpn_knife\wpn_knife.ogf -inv_name = st_knife -inv_name_short = st_knife -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 18 -inv_grid_y = 9 -attach_angle_offset = 0.35, -1.8, -1.3 -attach_position_offset = 0.1, 0.03, 0.02 -attach_bone_name = bip01_r_hand - -[anim_binoc]:hand_radio -visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf -inv_name = st_binocular_name -inv_name_short = st_binocular_name -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 14 -inv_grid_y = 9 -attach_angle_offset = 3.080506,-1.493053,-1.202040 ;óñòàíàâëèâàåòñß â ðàäèàíàõ Angle*PI/180 -attach_position_offset = 0.080000,0.021273,0.100000 -attach_bone_name = bip01_r_hand -auto_attach = false - -[breakable_object] -class = O_BRKBL -remove_time = 10 ;after remove_time seconds object will be removed after it is breaked -hit_break_threthhold = 0. ;weapon impact can stand breakable_object -collision_break_threthhold = 2000.f ;collision impact can stand breakable_object -immunity_factor = 1.3 ;hit power multiplier - -[climable_object] -class = O_CLMBL - -[zone_team_base] -$spawn = "network\team base" -class = Z_TEAMBS -GroupControlSection = spawn_group_zone - -[multiplayer_skins] -stalker_killer_head_1 = 0,380 -stalker_killer_antigas = 128,380 -stalker_killer_head_3 = 256,380 -stalker_killer_mask = 384,380 -stalker_killer_exoskeleton = 512,380 -stalker_sci_killer = 640,380 -stalker_killer_military = 768,380 - -stalker_sv_balon_10 = 0,705 -stalker_sv_hood_9 = 128,705 -stalker_sv_rukzak_3 = 256,705 -stalker_sv_rukzak_2 = 384,705 -stalker_sv_exoskeleton = 512,705 -stalker_sci_svoboda = 640,705 -stalker_sv_military = 768,705 - -[main_ingame_indicators_thresholds] -radiation = 0.1,0.25,0.4,0.55,0.7 -wounds = 0.01,0.2,0.4,0.6,0.8 -jammed = 0.5,0.6,0.7,0.8,0.9 -starvation = 0.5,0.6,0.7,0.8,0.9 -fatigue = 0.3,0.6,0.7,0.8,0.9 - -[tutorial_conditions_thresholds] -max_power = 0.75 -power = 0.1 -bleeding = 0.4 -satiety = 0.5 -radiation = 0.1 -weapon_jammed = 0.9 -psy_health = 0.5 - -[squad_manager] -schedule_min = 1 -schedule_max = 999 - -[agent_manager] -schedule_min = 100 -schedule_max = 1000 - -[custom_script_object] -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "scripts\custom_object" -cform = skeleton -class = NW_ATTCH -visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf -cost = 0 -inv_name = "custom_script_object" -inv_name_short = "custom_script_object" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 16 -inv_grid_y = 12 -attach_angle_offset = 0, 0, 0 -attach_position_offset = 0.08, 0.04, 0.03 -attach_bone_name = bip01_r_hand - -[ph_skeleton_object] -class = P_SKELET -remove_time = 120 - -[script] -current_server_entity_version = 12 - -[space_restrictor] -GroupControlSection = spawn_group_restrictor -$spawn = "ai\space_restrictor" -;$prefetch = 64 -class = SPC_RS_S -script_binding = bind_restrictor.bind - -shape_transp_color = 0, 255, 0, 24 -shape_edge_color = 32, 32, 32, 255 - - - -[camp_zone] -GroupControlSection = spawn_group_restrictor -$spawn = "ai\camp" -$prefetch = 16 -$def_sphere = 2 -class = SPC_RS_S -script_binding = bind_camp.bind - -shape_transp_color = 0, 0, 255, 24 -shape_edge_color = 32, 32, 32, 255 - - - -[anomal_zone]:space_restrictor -GroupControlSection = spawn_group_zone -$spawn = "ai\anomal_zone" -$def_sphere = 2 -$prefetch = 16 -script_binding = bind_anomaly_zone.bind - -shape_transp_color = 240, 217, 182, 58 -shape_edge_color = 32, 32, 32, 255 - - -[collision_damage] -bonce_damage_factor_for_objects = 1. - -[pkm_visual_memory] -min_view_distance = 1 ;0.4 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñš íà eye_range, â çàâèñèìîñòè îò óãëà -max_view_distance = 1 ;0.8 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñš íà eye_range, â çàâèñèìîñòè îò óãëà -visibility_threshold = 50 ;150.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñš âèäèìvì -always_visible_distance = 1 ;0.1 -time_quant = 0.00001 -decrease_value = 0.1 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñš âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ£êñš ïî êàêèì-òî ïðè÷èíàì -velocity_factor = 0.5 -luminocity_factor = 0.5 ; ôàêòîð îñâååíèš (òîëüêî äëš Lêò£ðà) -transparency_threshold = 0.4 ; -view_fov_deg = 90 -view_aspect = 1 -view_far_plane = 100 - -[details] -swing_normal_amp1 = .1 -swing_normal_amp2 = .05 -swing_normal_rot1 = 30.0 -swing_normal_rot2 = 1.0 -swing_normal_speed = 2.0 -; fast -swing_fast_amp1 = 0.35 ;0.25 -swing_fast_amp2 = .20 ;0.15 -swing_fast_rot1 = 5 -swing_fast_rot2 = .5 ;0.75 -swing_fast_speed = 0.5 ;1 - -[ph_capture_visuals] -;Ñïèñîê îáúåêòîâ êîòîðvå ìîæíî òàñêàòü. - -;NPC -actors\stalker_bandit\stalker_bandit_1 = -actors\stalker_bandit\stalker_bandit_2 = -actors\stalker_bandit\stalker_bandit_3 = -actors\stalker_bandit\stalker_bandit_3_face_1 = -actors\stalker_bandit\stalker_bandit_3_face_2 = -actors\stalker_bandit\stalker_bandit_3_mask = -actors\stalker_bandit\stalker_bandit_4 = -actors\stalker_dolg\stalker_dolg_1 = -actors\stalker_dolg\stalker_dolg_2 = -actors\stalker_dolg\stalker_dolg_2_face_1 = -actors\stalker_dolg\stalker_dolg_2_face_2 = -actors\stalker_dolg\stalker_dolg_2_mask = -actors\stalker_dolg\stalker_dolg_3 = -actors\stalker_dolg\stalker_dolg_4 = -actors\stalker_freedom\stalker_freedom_1 = -actors\stalker_freedom\stalker_freedom_2 = -actors\stalker_freedom\stalker_freedom_2_face_1 = -actors\stalker_freedom\stalker_freedom_2_face_2 = -actors\stalker_freedom\stalker_freedom_2_mask = -actors\stalker_freedom\stalker_freedom_3 = -actors\stalker_freedom\stalker_freedom_4 = -actors\stalker_hero\stalker_hero_1 = -actors\stalker_hero\stalker_hero_stc_strelok = -actors\stalker_lesnik\stalker_lesnik_1 = -actors\stalker_merc\stalker_merc_2 = -actors\stalker_merc\stalker_merc_4 = -actors\stalker_monolith\stalker_monolith_1 = -actors\stalker_monolith\stalker_monolith_2 = -actors\stalker_monolith\stalker_monolith_3 = -actors\stalker_monolith\stalker_monolith_4 = -actors\stalker_nebo\stalker_nebo_1 = -actors\stalker_nebo\stalker_nebo_2 = -actors\stalker_nebo\stalker_nebo_2_face_1 = -actors\stalker_nebo\stalker_nebo_2_face_2 = -actors\stalker_nebo\stalker_nebo_2_face_3 = -actors\stalker_nebo\stalker_nebo_2_mask = -actors\stalker_nebo\stalker_nebo_3 = -actors\stalker_neutral\stalker_neutral_1 = -actors\stalker_neutral\stalker_neutral_2 = -actors\stalker_neutral\stalker_neutral_2_face_1 = -actors\stalker_neutral\stalker_neutral_2_face_2 = -actors\stalker_neutral\stalker_neutral_2_mask = -actors\stalker_neutral\stalker_neutral_3 = -actors\stalker_neutral\stalker_neutral_4 = -actors\stalker_soldier\stalker_soldier_1 = -actors\stalker_soldier\stalker_soldier_2 = -actors\stalker_soldier\stalker_soldier_2_face_1 = -actors\stalker_soldier\stalker_soldier_3 = -actors\stalker_soldier\stalker_soldier_4 = -actors\stalker_trader\stalker_trader_1 = -actors\stalker_ucheniy\stalker_ucheniy_1 = -actors\stalker_zombied\stalker_zombied_1 = -actors\stalker_zombied\stalker_zombied_2 = -actors\stalker_zombied\stalker_zombied_3 = -actors\stalker_zombied\stalker_zombied_4 = - -;Monsters -monsters\controller\controller_1 = -monsters\controller\controller_2 = -monsters\controller\controller_3 = -monsters\controller\controller_4 = -monsters\controller\controller_dead = -monsters\crow\crow = -monsters\dog\dog = -monsters\dog\dog_bulterier = -monsters\dog\dog_bulterier_dead = -monsters\dog\dog_dead = -monsters\dog\dog_red = -monsters\dog\dog_red_dead = -monsters\dog\dog_white = -monsters\dog\dog_white_dead = -monsters\flesh\flesh = -monsters\flesh\flesh_dead = -monsters\flesh\flesh_strong = -monsters\krovosos\krovosos = -monsters\krovosos\krovosos_dead = -monsters\krovosos\krovosos_strong = -monsters\krovosos\krovosos_strong_xray = -monsters\krovosos\krovosos_xray = -monsters\mutant_boar\mutant_boar = -monsters\mutant_boar\mutant_boar_dead = -monsters\mutant_boar\mutant_boar_strong = -monsters\poltergeist\poltergeist = -monsters\poltergeist\poltergeist_dead = -monsters\poltergeist\poltergeist_strong = -monsters\pseudodog\pseudodog = -monsters\pseudodog\pseudodog_dead = -monsters\pseudodog\pseudodog_grey = -monsters\pseudodog\pseudodog_grey_dead = -monsters\rat\rat_1 = -monsters\snork\snork = -monsters\snork\snork_dead = -monsters\tushkano\tushkano = -monsters\tushkano\tushkano_dead = - -;objects -dynamics\balon\balon_01 = -dynamics\balon\balon_02 = -dynamics\balon\balon_02a = -dynamics\balon\bidon = -dynamics\balon\bochka_close_1 = -dynamics\balon\bochka_close_2 = -dynamics\balon\bochka_close_3 = -dynamics\balon\bochka_close_4 = -dynamics\balon\bochka_fuel = -dynamics\balon\kanistra = - -dynamics\box\box_1a = -dynamics\box\box_1b = -dynamics\box\box_1c = -dynamics\box\box_metall_01 = -dynamics\box\box_wood_01 = -dynamics\box\expl_dinamit = -dynamics\box\part\box_metall_01_part_1 = -dynamics\box\part\box_metall_01_part_2 = -dynamics\box\part\box_wood_01_part_1 = -dynamics\box\part\box_wood_01_part_2 = -dynamics\box\part\box_wood_01_part_3 = -dynamics\box\part\box_wood_01_part_4 = -dynamics\box\part\box_wood_01_part_5 = -dynamics\box\part\box_wood_01_part_6 = -dynamics\box\part\box_wood_01_part_7 = - -dynamics\dead_body\skelet_crash = -dynamics\dead_body\skelet_crash_monster = -dynamics\dead_body\vertel_boar = - -dynamics\el_tehnika\disel_generator = -dynamics\el_tehnika\komp_blok = -dynamics\el_tehnika\komp_klava = -dynamics\el_tehnika\komp_monitor = -dynamics\el_tehnika\komp_monitor_screen_1 = -dynamics\el_tehnika\krisagenerator = -dynamics\el_tehnika\lab_primary_switcher = -dynamics\el_tehnika\notebook = -dynamics\el_tehnika\priemnik_gorizont = -dynamics\el_tehnika\rupor = -dynamics\el_tehnika\table_lamp_01 = -dynamics\el_tehnika\transiver = -dynamics\el_tehnika\tv_1 = -dynamics\el_tehnika\ventilator_01 = -dynamics\el_tehnika\ventilator_02 = -dynamics\el_tehnika\ventilator_03 = -dynamics\el_tehnika\ventilator_04 = -dynamics\el_tehnika\ventilator_05 = - -dynamics\light\light_altar = - -dynamics\equipment_cache\equipment_box_01_case = -dynamics\equipment_cache\equipment_box_02_case = -dynamics\equipment_cache\equipment_cross_1_case = -dynamics\equipment_cache\equipment_cross_2_case = -dynamics\equipment_cache\equipment_cross_3_case = -dynamics\equipment_cache\equipment_electric_box_01_case = -dynamics\equipment_cache\equipment_electric_box_02_case = -dynamics\equipment_cache\equipment_hatch_01_case = -dynamics\equipment_cache\equipment_hatch_02_case = -dynamics\equipment_cache\equipment_instrument_case_01_case = -dynamics\equipment_cache\equipment_pipe_01_case = -dynamics\equipment_cache\equipment_pipe_02_case = -dynamics\equipment_cache\equipment_pipe_valve_01_case = -dynamics\equipment_cache\equipment_rucksack_01_case = -dynamics\equipment_cache\equipment_rucksack_02_case = -dynamics\equipment_cache\equipment_seif_01_case = -dynamics\equipment_cache\equipment_seif_02_case = -dynamics\equipment_cache\equipment_seif_03_case = -dynamics\equipment_cache\equipment_trees_log_01_case = -dynamics\equipment_cache\equipment_trees_stump_01_case = -dynamics\equipment_cache\equipment_zaz968_case = - -dynamics\equipments\documents_1 = -dynamics\equipments\documents_2 = -dynamics\equipments\documents_3 = -dynamics\equipments\documents_4 = -dynamics\equipments\documents_5 = -dynamics\equipments\documents_6 = -dynamics\equipments\documents_7 = -dynamics\equipments\documents_8 = -dynamics\equipments\documents_9 = - -dynamics\fence\wood_fence_1 = -dynamics\fence\wood_fence_2 = -dynamics\fence\wood_fence_3 = -dynamics\fence\wood_fence_4 = -dynamics\fence\wood_fence_5 = -dynamics\fence\wooden_board_01 = -dynamics\fence\wooden_board_02 = -dynamics\fence\wooden_board_03 = -dynamics\fence\wooden_board_04 = - -dynamics\firestation\fire_vedro = -dynamics\firestation\ognetushitel = - -dynamics\kitchen_room\bottle_3l = -dynamics\kitchen_room\curtains = -dynamics\kitchen_room\freezer = -dynamics\kitchen_room\kitchen_bludo = -dynamics\kitchen_room\kitchen_kastrula = -dynamics\kitchen_room\kitchen_kastrula_up = -dynamics\kitchen_room\kitchen_krujka = -dynamics\kitchen_room\kitchen_lojka = -dynamics\kitchen_room\kitchen_miska = -dynamics\kitchen_room\kitchen_tarelka1 = -dynamics\kitchen_room\kitchen_tarelka2 = -dynamics\kitchen_room\teapot_1 = - -dynamics\medical_object\kolyaska_01 = -dynamics\medical_object\kolyaska_01_braked = -dynamics\medical_object\kolyaska_wheel_01_braked = -dynamics\medical_object\med_stolik_01 = -dynamics\medical_object\wheel_litter_01 = -dynamics\medical_object\wheel_litter_01_braked = - -dynamics\scene_objects\hospital\hospital_arka_1 = -dynamics\scene_objects\hospital\hospital_arka_2 = -dynamics\scene_objects\hospital\hospital_arka_3 = -dynamics\scene_objects\hospital\hospital_arka_4 = -dynamics\scene_objects\hospital\hospital_arka_5 = -dynamics\scene_objects\hospital\hospital_debris_01 = -dynamics\scene_objects\hospital\hospital_fence_01 = -dynamics\scene_objects\hospital\hospital_wooden_board_01 = -dynamics\scene_objects\hospital\hospital_wooden_board_02 = -dynamics\scene_objects\hospital\part\hospital_arka_1_part_1 = -dynamics\scene_objects\hospital\part\hospital_arka_2_part_1 = -dynamics\scene_objects\hospital\part\hospital_arka_3_part_1 = -dynamics\scene_objects\hospital\part\hospital_arka_4_part_1 = -dynamics\scene_objects\hospital\part\hospital_arka_5_part_1 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_01 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_02 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_03 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_04 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_05 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_06 = -dynamics\scene_objects\hospital\part\hospital_fence_part_01 = -dynamics\scene_objects\hospital\part\hospital_fence_part_02 = -dynamics\scene_objects\hospital\part\hospital_fence_part_03 = -dynamics\scene_objects\hospital\part\hospital_fence_part_04 = -dynamics\scene_objects\hospital\part\hospital_fence_part_05 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_01 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_02 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_03 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_04 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_05 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_01 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_02 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_03 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_04 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_05 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_06 = - -dynamics\wood_doski\wood_doska1 = -dynamics\wood_doski\wood_stolb1 = -dynamics\wood_doski\wood_stolb_fixed = - -dynamics\workshop_room\banka_kraski_1 = -dynamics\workshop_room\kanistra_02 = -dynamics\workshop_room\lopata = -dynamics\workshop_room\tiski = -dynamics\workshop_room\vedro_01 = -dynamics\workshop_room\ventil_01 = -;Alundaio -dynamics\equipments\mattress02 = - -;COP Variation Mod - -actors\stalker_bandit\stalker_band_2_mask = -actors\stalker_bandit\stalker_band2a_mask = -actors\stalker_bandit\stalker_bandit_a = -actors\stalker_bandit\stalker_bandita1 = -actors\stalker_bandit\stalker_bandita2 = -actors\stalker_bandit\stalker_bandita3 = -actors\stalker_bandit\stalker_bandit_1_mask = -actors\stalker_bandit\stalker_bandit1a_mask = -actors\stalker_bandit\stalker_bandit1b_mask = -actors\stalker_bandit\stalker_bandit1c_mask = -actors\stalker_bandit\stalker_bandit1a = -actors\stalker_bandit\stalker_bandit1b = -actors\stalker_bandit\stalker_bandit1c = -actors\stalker_bandit\stalker_bandit_2_mask = -actors\stalker_bandit\stalker_bandit2a_mask = -actors\stalker_bandit\stalker_bandit_2a = -actors\stalker_bandit\stalker_bandit2a_old = -actors\stalker_bandit\stalker_bandit_2a_merc = -actors\stalker_bandit\stalker_bandit_2a_gp5 = -actors\stalker_bandit\stalker_bandit2a = -actors\stalker_bandit\stalker_bandit3a = -actors\stalker_bandit\stalker_bandit3b = -actors\stalker_bandit\stalker_bandit3c = -actors\stalker_bandit\stalker_bandit4a = -actors\stalker_bandit\stalker_bandit4b = -actors\stalker_bandit\stalker_bandit4c = -actors\stalker_bandit\stalker_bandit5a = -actors\stalker_bandit\stalker_bandit5b = -actors\stalker_bandit\stalker_bandit5c = -actors\stalker_bandit\stalker_bandit5d = -actors\stalker_dolg\stalker_dolg1a = -actors\stalker_dolg\stalker_dolg1b = -actors\stalker_dolg\stalker_dolg1c = -actors\stalker_dolg\stalker_dolg1d = -actors\stalker_dolg\stalker_dolg_2_old = -actors\stalker_dolg\stalker_dolg_2_mas2 = -actors\stalker_dolg\stalker_dolg_2_mas3 = -actors\stalker_dolg\stalker_dolg_2_mas4 = -actors\stalker_dolg\stalker_dolg2a = -actors\stalker_dolg\stalker_dolg2a_mask = -actors\stalker_dolg\stalker_dolg2a_mas2 = -actors\stalker_dolg\stalker_dolg2a_mas3 = -actors\stalker_dolg\stalker_dolg2a_mas4 = -actors\stalker_dolg\stalker_dolg2a_old = -actors\stalker_dolg\stalker_dolg3a = -actors\stalker_dolg\stalker_dolg3b = -actors\stalker_dolg\stalker_dolg4a = -actors\stalker_dolg\stalker_dolg4b = -actors\stalker_dolg\stalker_dolg4c = -actors\stalker_dolg\stalker_dolgexo_4 = -actors\stalker_dolg\stalker_dolgexo4a = -actors\stalker_dolg\stalker_dolgexo4b = -actors\stalker_dolg\stalker_dolgexo4c = -actors\stalker_freedom\stalker_free_0 = -actors\stalker_freedom\stalker_free0a = -actors\stalker_freedom\stalker_freedom1a = -actors\stalker_freedom\stalker_freedom_2_old = -actors\stalker_freedom\stalker_freedom_2_mas2 = -actors\stalker_freedom\stalker_freedom_2_mas3 = -actors\stalker_freedom\stalker_freedom_2_mas4 = -actors\stalker_freedom\stalker_freedom2a = -actors\stalker_freedom\stalker_freedom2a_mask = -actors\stalker_freedom\stalker_freedom2a_mas2 = -actors\stalker_freedom\stalker_freedom2a_mas3 = -actors\stalker_freedom\stalker_freedom2a_mas4 = -actors\stalker_freedom\stalker_freedom2a_old = -actors\stalker_freedom\stalker_freedom2b = -actors\stalker_freedom\stalker_freedom2b_mask = -actors\stalker_freedom\stalker_freedom2b_mas2 = -actors\stalker_freedom\stalker_freedom2b_mas3 = -actors\stalker_freedom\stalker_freedom2b_mas4 = -actors\stalker_freedom\stalker_freedom3a = -actors\stalker_freedom\stalker_freedom4a = -actors\stalker_freedom\stalker_freedom4b = -actors\stalker_freedom\stalker_freedom_5 = -actors\stalker_freedom\stalker_freedom5a = -actors\stalker_freedom\stalker_freedom5b = -actors\stalker_merc\stalker_merc_sun1 = -actors\stalker_merc\stalker_merc_sun1_merc = -actors\stalker_merc\stalker_merc_sun1_old = -actors\stalker_merc\stalker_merc2a = -actors\stalker_merc\stalker_merc2b = -actors\stalker_merc\stalker_merc2c = -actors\stalker_merc\stalker_mercenary3 = -actors\stalker_merc\stalker_mercenary4 = -actors\stalker_merc\stalker_merc4a = -actors\stalker_merc\stalker_mercexo_4 = -actors\stalker_merc\stalker_mercexo4a = -actors\stalker_monolith\stalker_monolith_2_old = -actors\stalker_monolith\stalker_monolith2a_old = -actors\stalker_monolith\stalker_monolith2b_old = -actors\stalker_monolith\stalker_monolith1 = -actors\stalker_monolith\stalker_monolith1b = -actors\stalker_monolith\stalker_monolith2 = -actors\stalker_monolith\stalker_monolith2_gp5 = -actors\stalker_monolith\stalker_monolith3a = -actors\stalker_monolith\stalker_monolith3b = -actors\stalker_monolith\stalker_monolith4a = -actors\stalker_monolith\stalker_monolith4b = -actors\stalker_neutral\stalker_neutral_0 = -actors\stalker_neutral\stalker_neutral0a = -actors\stalker_neutral\stalker_neutral0b = -actors\stalker_neutral\stalker_neutral0c = -actors\stalker_neutral\stalker_neutral0d = -actors\stalker_neutral\stalker_neutral0e = -actors\stalker_neutral\stalker_neutral0f = -actors\stalker_neutral\stalker_neutral0g = -actors\stalker_neutral\stalker_neutral1a = -actors\stalker_neutral\stalker_neutral1b = -actors\stalker_neutral\stalker_neutral1c = -actors\stalker_neutral\stalker_neutral1d = -actors\stalker_neutral\stalker_neutral1e = -actors\stalker_neutral\stalker_neutral1f = -actors\stalker_neutral\stalker_neutral_a = -actors\stalker_neutral\stalker_neutrala1 = -actors\stalker_neutral\stalker_neutrala2 = -actors\stalker_neutral\stalker_neutrala3 = -actors\stalker_neutral\stalker_neutrala4 = -actors\stalker_neutral\stalker_neutrala5 = -actors\stalker_neutral\stalker_neutrala6 = -actors\stalker_neutral\stalker_neutral_1_mas2 = -actors\stalker_neutral\stalker_neutral1a_mas2 = -actors\stalker_neutral\stalker_neutral1b_mas2 = -actors\stalker_neutral\stalker_neutral1c_mas2 = -actors\stalker_neutral\stalker_neutral1d_mas2 = -actors\stalker_neutral\stalker_neutral1e_mas2 = -actors\stalker_neutral\stalker_neutral1f_mas2 = -actors\stalker_neutral\stalker_neutral_1_mask = -actors\stalker_neutral\stalker_neutral1a_mask = -actors\stalker_neutral\stalker_neutral1b_mask = -actors\stalker_neutral\stalker_neutral1c_mask = -actors\stalker_neutral\stalker_neutral1d_mask = -actors\stalker_neutral\stalker_neutral1e_mask = -actors\stalker_neutral\stalker_neutral1f_mask = -actors\stalker_neutral\stalker_neutral_1_gas = -actors\stalker_neutral\stalker_neutral1a_gas = -actors\stalker_neutral\stalker_neutral1b_gas = -actors\stalker_neutral\stalker_neutral1c_gas = -actors\stalker_neutral\stalker_neutral1d_gas = -actors\stalker_neutral\stalker_neutral1e_gas = -actors\stalker_neutral\stalker_neutral1f_gas = -actors\stalker_neutral\stalker_neutral_2_mas2 = -actors\stalker_neutral\stalker_neutral_2_mas3 = -actors\stalker_neutral\stalker_neutral_2_merc = -actors\stalker_neutral\stalker_neutral_2_gp5 = -actors\stalker_neutral\stalker_neutral_2mask1 = -actors\stalker_neutral\stalker_neutral_2mask2 = -actors\stalker_neutral\stalker_neutral_2_old = -actors\stalker_neutral\stalker_neutral2a = -actors\stalker_neutral\stalker_neutral2a_mask = -actors\stalker_neutral\stalker_neutral2a_mas2 = -actors\stalker_neutral\stalker_neutral2a_mas3 = -actors\stalker_neutral\stalker_neutral2a_merc = -actors\stalker_neutral\stalker_neutral2a_gp5 = -actors\stalker_neutral\stalker_neutral2amask1 = -actors\stalker_neutral\stalker_neutral2amask2 = -actors\stalker_neutral\stalker_neutral2a_old = -actors\stalker_neutral\stalker_neutral2b = -actors\stalker_neutral\stalker_neutral2b_mask = -actors\stalker_neutral\stalker_neutral2b_mas2 = -actors\stalker_neutral\stalker_neutral2b_mas3 = -actors\stalker_neutral\stalker_neutral2b_merc = -actors\stalker_neutral\stalker_neutral2b_gp5 = -actors\stalker_neutral\stalker_neutral2bmask1 = -actors\stalker_neutral\stalker_neutral2bmask2 = -actors\stalker_neutral\stalker_neutral2b_old = -actors\stalker_neutral\stalker_neutral2c = -actors\stalker_neutral\stalker_neutral2c_mask = -actors\stalker_neutral\stalker_neutral2c_mas2 = -actors\stalker_neutral\stalker_neutral2c_mas3 = -actors\stalker_neutral\stalker_neutral2c_merc = -actors\stalker_neutral\stalker_neutral2c_gp5 = -actors\stalker_neutral\stalker_neutral2cmask1 = -actors\stalker_neutral\stalker_neutral2cmask2 = -actors\stalker_neutral\stalker_neutral2c_old = -actors\stalker_neutral\stalker_neutral2d = -actors\stalker_neutral\stalker_neutral2d_mask = -actors\stalker_neutral\stalker_neutral2d_mas2 = -actors\stalker_neutral\stalker_neutral2d_mas3 = -actors\stalker_neutral\stalker_neutral2d_merc = -actors\stalker_neutral\stalker_neutral2d_gp5 = -actors\stalker_neutral\stalker_neutral2dmask1 = -actors\stalker_neutral\stalker_neutral2dmask2 = -actors\stalker_neutral\stalker_neutral2d_old = -actors\stalker_neutral\stalker_neutral2e = -actors\stalker_neutral\stalker_neutral2e_mask = -actors\stalker_neutral\stalker_neutral2e_mas2 = -actors\stalker_neutral\stalker_neutral2e_mas3 = -actors\stalker_neutral\stalker_neutral2e_merc = -actors\stalker_neutral\stalker_neutral2e_gp5 = -actors\stalker_neutral\stalker_neutral2emask1 = -actors\stalker_neutral\stalker_neutral2emask2 = -actors\stalker_neutral\stalker_neutral2e_old = -actors\stalker_neutral\stalker_neutral2f = -actors\stalker_neutral\stalker_neutral2f_mask = -actors\stalker_neutral\stalker_neutral2f_mas2 = -actors\stalker_neutral\stalker_neutral2f_mas3 = -actors\stalker_neutral\stalker_neutral2f_merc = -actors\stalker_neutral\stalker_neutral2f_gp5 = -actors\stalker_neutral\stalker_neutral2fmask1 = -actors\stalker_neutral\stalker_neutral2fmask2 = -actors\stalker_neutral\stalker_neutral2f_old = -actors\stalker_neutral\stalker_neutral2g = -actors\stalker_neutral\stalker_neutral2g_mask = -actors\stalker_neutral\stalker_neutral2g_mas2 = -actors\stalker_neutral\stalker_neutral2g_mas3 = -actors\stalker_neutral\stalker_neutral2g_merc = -actors\stalker_neutral\stalker_neutral2g_gp5 = -actors\stalker_neutral\stalker_neutral2gmask1 = -actors\stalker_neutral\stalker_neutral2gmask2 = -actors\stalker_neutral\stalker_neutral2g_old = -actors\stalker_neutral\stalker_neutral3a = -actors\stalker_neutral\stalker_neutral3b = -actors\stalker_neutral\stalker_neutral4a = -actors\stalker_neutral\stalker_neutral4b = -actors\stalker_zombied\stalker_zombied_1_face1 = -actors\stalker_zombied\stalker_zombied_1_face2 = -actors\stalker_zombied\stalker_zombied1a = -actors\stalker_zombied\stalker_zombied1a_face1 = -actors\stalker_zombied\stalker_zombied1a_face2 = -actors\stalker_zombied\stalker_zombied1b = -actors\stalker_zombied\stalker_zombied1b_face1 = -actors\stalker_zombied\stalker_zombied1b_face2 = -actors\stalker_zombied\stalker_zombied1c = -actors\stalker_zombied\stalker_zombied1c_face1 = -actors\stalker_zombied\stalker_zombied1c_face2 = -actors\stalker_zombied\stalker_zombied1d = -actors\stalker_zombied\stalker_zombied1d_face1 = -actors\stalker_zombied\stalker_zombied1d_face2 = -actors\stalker_zombied\stalker_zombied1e = -actors\stalker_zombied\stalker_zombied1e_face1 = -actors\stalker_zombied\stalker_zombied1e_face2 = -actors\stalker_zombied\stalker_zombied1f = -actors\stalker_zombied\stalker_zombied1f_face1 = -actors\stalker_zombied\stalker_zombied1f_face2 = -actors\stalker_zombied\stalker_zombied1g = -actors\stalker_zombied\stalker_zombied1g_face1 = -actors\stalker_zombied\stalker_zombied1g_face2 = -actors\stalker_zombied\stalker_zombied1h = -actors\stalker_zombied\stalker_zombied1h_face1 = -actors\stalker_zombied\stalker_zombied1h_face2 = -actors\stalker_zombied\stalker_zombied1i = -actors\stalker_zombied\stalker_zombied1i_face1 = -actors\stalker_zombied\stalker_zombied1i_face2 = -actors\stalker_zombied\stalker_zombied1j = -actors\stalker_zombied\stalker_zombied1j_face1 = -actors\stalker_zombied\stalker_zombied1j_face2 = -actors\stalker_zombied\stalker_zombied_2_face1 = -actors\stalker_zombied\stalker_zombied_2_face2 = -actors\stalker_zombied\stalker_zombied2a = -actors\stalker_zombied\stalker_zombied2a_face1 = -actors\stalker_zombied\stalker_zombied2a_face2 = -actors\stalker_zombied\stalker_zombied2b = -actors\stalker_zombied\stalker_zombied2b_face1 = -actors\stalker_zombied\stalker_zombied2b_face2 = -actors\stalker_zombied\stalker_zombied2c = -actors\stalker_zombied\stalker_zombied2c_face1 = -actors\stalker_zombied\stalker_zombied2c_face2 = -actors\stalker_zombied\stalker_zombied2d = -actors\stalker_zombied\stalker_zombied2d_face1 = -actors\stalker_zombied\stalker_zombied2d_face2 = -actors\stalker_zombied\stalker_zombied2e = -actors\stalker_zombied\stalker_zombied2e_face1 = -actors\stalker_zombied\stalker_zombied2e_face2 = -actors\stalker_zombied\stalker_zombied2f = -actors\stalker_zombied\stalker_zombied2f_face1 = -actors\stalker_zombied\stalker_zombied2f_face2 = -actors\stalker_zombied\stalker_zombied2g = -actors\stalker_zombied\stalker_zombied2g_face1 = -actors\stalker_zombied\stalker_zombied2g_face2 = -actors\stalker_zombied\stalker_zombied2h = -actors\stalker_zombied\stalker_zombied2h_face1 = -actors\stalker_zombied\stalker_zombied2h_face2 = -actors\stalker_zombied\stalker_zombied2i = -actors\stalker_zombied\stalker_zombied2i_face1 = -actors\stalker_zombied\stalker_zombied2i_face2 = -actors\stalker_zombied\stalker_zombied2j = -actors\stalker_zombied\stalker_zombied2j_face1 = -actors\stalker_zombied\stalker_zombied2j_face2 = -actors\stalker_zombied\stalker_zombied2k = -actors\stalker_zombied\stalker_zombied2k_face1 = -actors\stalker_zombied\stalker_zombied2k_face2 = -actors\stalker_zombied\stalker_zombied2l = -actors\stalker_zombied\stalker_zombied2l_face1 = -actors\stalker_zombied\stalker_zombied2l_face2 = -actors\stalker_zombied\stalker_zombied_3_face1 = -actors\stalker_zombied\stalker_zombied_3_face2 = -actors\stalker_zombied\stalker_zombied3a = -actors\stalker_zombied\stalker_zombied3a_face1 = -actors\stalker_zombied\stalker_zombied3a_face2 = -actors\stalker_zombied\stalker_zombied_4_face1 = -actors\stalker_zombied\stalker_zombied_4_face2 = -actors\stalker_zombied\stalker_zombied4a = -actors\stalker_zombied\stalker_zombied4a_face1 = -actors\stalker_zombied\stalker_zombied4a_face2 = -actors\stalker_zombied\stalker_zombied4b = -actors\stalker_zombied\stalker_zombied4b_face1 = -actors\stalker_zombied\stalker_zombied4b_face2 = -actors\stalker_zombied\stalker_zombied4c = -actors\stalker_zombied\stalker_zombied4c_face1 = -actors\stalker_zombied\stalker_zombied4c_face2 = -actors\stalker_zombied\stalker_zombied4d = -actors\stalker_zombied\stalker_zombied4d_face1 = -actors\stalker_zombied\stalker_zombied4d_face2 = -actors\stalker_zombied\stalker_zombied4e = -actors\stalker_zombied\stalker_zombied4e_face1 = -actors\stalker_zombied\stalker_zombied4e_face2 = -actors\stalker_zombied\stalker_zombied4f = -actors\stalker_zombied\stalker_zombied4f_face1 = -actors\stalker_zombied\stalker_zombied4f_face2 = -actors\stalker_zombied\stalker_zombied4g = -actors\stalker_zombied\stalker_zombied4g_face1 = -actors\stalker_zombied\stalker_zombied4g_face2 = -actors\stalker_zombied\stalker_zombied4h = -actors\stalker_zombied\stalker_zombied4h_face1 = -actors\stalker_zombied\stalker_zombied4h_face2 = -actors\stalker_zombied\stalker_zombied4i = -actors\stalker_zombied\stalker_zombied4i_face1 = -actors\stalker_zombied\stalker_zombied4i_face2 = -actors\stalker_zombied\stalker_zombied_merecenary_2_face1 = -actors\stalker_zombied\stalker_zombied_merecenary_2_face2 = -actors\stalker_zombied\stalker_zombied_merecenary_2_face3 = -actors\stalker_zombied\stalker_zombied_merecenary2a_face1 = -actors\stalker_zombied\stalker_zombied_merecenary2a_face2 = -actors\stalker_zombied\stalker_zombied_merecenary2a_face3 = -actors\stalker_zombied\stalker_zombied_merecenary2b_face1 = -actors\stalker_zombied\stalker_zombied_merecenary2b_face2 = -actors\stalker_zombied\stalker_zombied_merecenary2b_face3 = -actors\stalker_zombied\stalker_zombied_merecenary2c_face1 = -actors\stalker_zombied\stalker_zombied_merecenary2c_face2 = -actors\stalker_zombied\stalker_zombied_merecenary2c_face3 = -actors\stalker_zombied\stalker_zombied_bandit_2_face1 = -actors\stalker_zombied\stalker_zombied_bandit_2_face2 = -actors\stalker_zombied\stalker_zombied_bandit_2_face3 = -actors\stalker_zombied\stalker_zombied_bandit2a_face1 = -actors\stalker_zombied\stalker_zombied_bandit2a_face2 = -actors\stalker_zombied\stalker_zombied_bandit2a_face3 = -actors\stalker_soldier\stalker_soldier_5 = -actors\stalker_soldier\stalker_soldier_3_beret = -actors\stalker_soldier\stalker_soldier3a_beret = -monsters\snork\snork2 = -monsters\snork\snork3 = -monsters\snork\snork4 = -monsters\snork\snork5 = -monsters\snork\snorkdead2 = -monsters\snork\snorkdead3 = -monsters\snork\snorkdead4 = -monsters\snork\snorkdead5 = -monsters\burer\burer2 = -monsters\burer\burer2_dead = diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/st_mm_faction_select.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/st_mm_faction_select.xml deleted file mode 100644 index 30e1fcac5..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/st_mm_faction_select.xml +++ /dev/null @@ -1,444 +0,0 @@ - - - - - - Loner - - - %c[0,150,150,150]Loners, or free stalkers, prefer to remain unaligned with the various factions operating in the Zone.\n - The vast majority of the Zone's inhabitants belong to this unofficial brotherhood, choosing to live life without getting caught up in the ideals of others.\n - %c[0,255,255,255]Recommended For: New Players - - - Bandit - - - %c[0,150,150,150]Chernobyl's outlaws know that while Ukraine and Belarus control the Zone on paper, it is in effect a lawless place.\n - Bandits are killers, thieves and other members of the criminal underworld who exploit this, abusing the Zone's anarchic state to hide from the law and continue their illicit dealings. - - - Duty - - - %c[0,150,150,150]Duty is a paramilitary faction that wages war against the Zone itself, seeing it as an incubator for untold horrors that would threaten the entire world if left unchecked.\n - They have long been in fierce conflict with Freedom due to their conflicting ideals. - - - Freedom - - - %c[0,150,150,150]Freedom are anarchists and daredevils who fight for unregulated access to the Zone, seeing the Zone as a miracle to be shared and consequently finding themselves in constant conflict with Duty. - - - Military - - - %c[0,150,150,150]The Military refers to the Ukrainian government's internal troops, Spetsnaz detachments and commissioned stalkers.\n - Taking a hardline approach to securing the border between the Zone and the outside world, they're known to shoot all unsanctioned personnel on sight. - - - Ecologist - - - %c[0,150,150,150]Sponsored by the Ukrainian government, the Ecologists are an official body of scientists and contracted field assistants who research the Zone, hoping to harness its potential for the good of mankind.\n - %c[0,255,255,255]Recommended For: Pacifistic Players - - - Mercenary - - - %c[0,150,150,150]Mercenaries in the Zone usually belong to a semi-loose company of professional fighters.\n - These irregulars come from all sorts of nationalities and backgrounds, selling their services as veteran soldiers to anyone willing to pay.\n - It is unknown who hired them to enter the Zone, or why they have interests there. - - - Monolith - - - %c[0,150,150,150]The Monolith are a fanatical cult hostile to all but their own.\n - Despite the destruction of the C-Conciousness, they recently experienced a troubling surge in numbers. Since then, they have retaken many of their former territories.\n - %c[0,255,255,255]Recommended For: Advanced Players Only - - - Clear Sky - - - %c[0,150,150,150]Clear Sky is an independent scientific and paramilitary organization, dedicated to increasing general understanding of the Zone while safeguarding its deadliest secrets.\n - Although the group effectively collapsed after a failed expedition to the CNPP seven years ago, the few remaining survivors eventually rebuilt the faction to its former stature.\n - %c[0,255,255,255]Recommended For: New Players - - - Renegade - - - %c[0,150,150,150]Renegades consist of the most despicable stalkers in the Zone.\n - Each member has committed transgressions so grave that no group will take them in, and even bandits just barely tolerate them.\n - %c[0,255,255,255]Recommended For: Advanced Players Only - - - Sin - - - %c[0,150,150,150]Sin are an extremely hostile cult of mutant stalkers who believe in the divine essence of the Zone.\n - Variously described as zombified, mutated or possessed, "dark stalkers" of the ominous Sin faction seek to expand the Zone to span the whole world - and they will stop at nothing to accomplish this ambitious goal.\n - %c[0,255,255,255]Recommended For: Advanced Players Only - - - UNISG - - - %c[0,150,150,150]The United Nations International Scientific Group is a special forces unit with a keen interest in the Zone.\n - Whatever their goal may be, their field agents are far from defenceless, and most would rather shoot first than risk information on their movements getting leaked.\n - %c[0,255,255,255]Recommended For: Advanced Players Only - - - Zombified - - - %c[0,150,150,150]Braaaiiinnnsss!!!\n - Zombified stalkers are mindless husks of their previous selves reduced to their most basic animal-like instincts and will attack almost anything that gets too close.\n - %c[0,255,255,255]Recommended For: Advanced Players Only - - - - - - %c[0,150,150,150]%s flair. - - - - - %c[0,150,150,150]The portrait of your character. - - - - - %c[0,150,150,150]Choose the start location of your new game. - - - - - %c[0,150,150,150]Reset the inventory. - - - - - %c[0,150,150,150]The Progression difficulty has a big impact on the economy, which affects the player's progression during their journey in the Zone.\n - Aspects affected by this range from sell/buy prices with traders, repair/upgrade prices with mechanics, rarity of loots, money and goodwill earned by completing tasks and more.\n - %c[200,200,50,50]• %c[0,150,150,150]You can control each one of these aspects in your playthrough at any time.\n - See "Extra Options -> Progression difficulty". - - - - - %c[0,150,150,150]Gameplay difficulty affects aspects related to the player such as protection against damage sources, stamina loss and carry weight. In addition to extra aspects such as water and sleep deprivation.\n - %c[200,200,50,50]• %c[0,150,150,150]You can control each one of these aspects in your playthrough at any time.\n - See "Extra Options -> Gameplay difficulty". - - - - - %c[0,150,150,150]Story mode, when active, allows the player to experience a unique set of story-driven and dynamic questlines.\n - Story-driven questlines such as "Living Legend", "Mortal Sin" and "Operation Afterglow" are only available to Loner, Duty, Freedom, Ecologist, Mercenary and Clear Sky factions.\n - Dynamic questlines, however, can be enjoyed by all the playable factions. In both cases, speak to your faction leader to begin them. Have fun!\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Warfare mode.\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Survival mode.\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Azazel mode. - - - - - %c[0,150,150,150]A dynamic, linked set of varied tasks to take you throughout the Zone.\n - Infinite replayability; playthrough will never be the same even if you play again as the same faction.\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Story mode.\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Azazel mode. - - - - - %c[0,150,150,150]Ironman mode is a feature that will remove your game saves upon death.\n - You are free to make as many saves as you wish but dying will result in the removal of all saves made with this character. - - - - - %c[0,150,150,150]Hardcore AI Aim is a feature that maximizes AI aim predictability, making it more difficult for the player to dodge hits while moving. - - - - - %c[0,150,150,150]Survival mode is a feature that replaces all spawns with Zombies.\n - These hordes will make their way to your location - be prepared! See how long you can survive!\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Warfare mode. - - - - - %c[0,150,150,150]In Azazel mode, death is not the end.\n - Like the demon Azazel you will possess a new body when you die; taking over the form of another random stalker that really exists in the Zone.\n - If you have companions, you will become one of them. This feature compliments Ironman and/or Survival mode very well.\n - %c[200,200,50,50]• %c[0,150,150,150]All maps will be unlocked in Azazel mode.\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Story mode.\n - - - - - %c[0,150,150,150]This mode grants Stalker's A-Life system more freedom, creating a more dynamic Zone. - Faction ownership of bases and territories is more prone to change. Medics, traders and mechanics are now also replaceable.\n - You also have the ability to lead your faction and help them with taking over the surrounding areas, achieving dominance in the Zone.\n - %c[200,150,50,200]• %c[0,150,150,150]Command your faction through the PDA map!\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Story mode.\n - %c[200,200,50,50]• %c[0,150,150,150]Not compatible with Survival mode. - - - - - %c[0,150,150,150](LEAVE UNCHECKED - Better Campfire Saves mod handles this)\n - In Campfire save mode, you can't save your progress unless you're standing near a campfire. Campfires can be found all across the Zone, and represent gathering places for stalkers everywhere.\n - %c[200,50,200,50]• %c[0,150,150,150]All hardcore save modes are compatible with each other. - - - - - %c[0,150,150,150]Agony mode will prevent you from saving your progress if you're:\n - %c[200,200,200,50]• %c[0,150,150,150]Injured\n - %c[200,200,200,50]• %c[0,150,150,150]Bleeding\n - %c[200,200,200,50]• %c[0,150,150,150]Irradiated\n - %c[200,200,200,50]• %c[0,150,150,150]In combat with enemies\n - %c[200,200,200,50]• %c[0,150,150,150]Under circumstances of an emission or psi-storm\n - %c[200,50,200,50]• %c[0,150,150,150]All hardcore save modes are compatible with each other. - - - - - %c[0,150,150,150]Many levels are not accessible by default. Hidden routes can be discovered by different ways through your playthrough.\n - Enabling this option will unlocks all levels upon starting a new game. - - - - - %c[0,150,150,150]An addition feature for Ironman mode that allows you to set how many lives you have at the beginning of your new game.\n - Every time you die, you will lose a life.\n - Once you run out of lives, all the game saves of your related playthrough will be removed.\n - %c[200,200,50,50]• %c[0,150,150,150]Ironman mode must be active. - - - - - %c[0,150,150,150]An additional feature for Ironman mode that allows you to set how many days it will take to grant an extra life.\n - %c[200,200,50,50]• %c[0,150,150,150]Sleeping will not help.\n - %c[200,200,50,50]• %c[0,150,150,150]Ironman mode must be active. - - - - - %c[0,150,150,150]In Timer mode, you can save your game every specific amount of time.\n - Once you save your game, you cannot make another save once again until the timer is over.\n - %c[200,50,200,50]• %c[0,150,150,150]All hardcore save modes are compatible with each other. - - - - - - CHARACTER - - - SELECT FACTION - - - SELECT PORTRAIT - - - SETTINGS - - - INVENTORY - - - LOADOUT - - - NAME: - - - FACTION: - - - MONEY: - - - Points Left: - - - Points Used: - - - -Random Location- - - - - - - RELATIONS - - - BRIEF HISTORY - - - Points - - - Essential - - - - - No available info - - - - - Warfare - - - DoctorX Questlines - - - Campfire Mode - - - Agony Mode - - - Timer Mode - - - Accessible Zone - - - Ironman Lives - - - Life Granter - - - Progression Difficulty - - - Gameplay Difficulty - - - - Tourist - - - Scavenger - - - Survivalist - - - - Easy - - - Medium - - - Hard - - - Hardcore - - - - - - off - - - min. - - - mins. - - - hour - - - hours - - - day - - - days - - - life - - - lives - - - - - FACTION - - - PORTRAIT - - - BACK - - - START - - - RANDOMIZE - - - - - Lives Left - - - Life Left - - - Dead - - - Main Menu - - - Loading - - - Pause Menu - - - Freeplay Mode - - - Lives Possessed - - - Life Possessed - - - God Mode - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_credits.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_credits.xml deleted file mode 100644 index bd148d227..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_credits.xml +++ /dev/null @@ -1,1305 +0,0 @@ - - - - - Enhanced GUI / Anomaly Edition v0.1 [ALPHA] © 2007 INCBOX INC - - - - - Enhanced GUI - - - - INC - - - EZEILL - - - Aster - - - äåäóøêà Ëè - - - Hunlight - - - - Enhanced GUI Testers - - - - semfeliks - - - RAR - - - Jerry - - - Rain - - - Xen - - - - - Artwork - - - - Kait Kybar - - - Andrew Goryunov - - - Ihor Tovstohan - - - Matias Machado - - - Sergej Dubovik - - - Sergey Taranik - - - Sergey Zabelin - - - Vitaliy Filipskyy - - - BONDARTS - - - - - - Authors - - - - - Contributors - - - - - - Boomsticks and Sharpsticks - - - - Mich - - - Mortan (STCoP WP) - - - SiberCat - - - YungPr1nce - - - - - Blindside's Weapon Reanimation and Rebalance "Loner" - - - - Blindxside - - - - - Food, Drug and Drinks Animations - - - - Feel_Fried - - - - - Weapon Parts Overhaul - - - - artifax - - - - - Ballistics Overhaul - - - - - Body Health System - - - - Grokitach - - - - Gunslinger Mod Team - - - - - - Original The Hand/Arms Project - - - - ICHICROW - - - - - T.H.A.P. Rework - - - - - I.N.E.R.T.I.A. Camera Reanimation Project - - - - IENCE - - - - - HD Models - - - - Ninja_Nub[NOR] - - - Raito-x-Ray - - - - - Dux's Innumerable Character Kit - - - - DuxFortis - - - - Isthar - - - ALEX1197 - - - 2clip - - - ky-ky - - - lafugix - - - - - Soundscape Overhaul - - - - - - Skies Redux - - - - d_nan - - - - - Aydins Grass Tweaks - - - - aytabag - - - - - Weapon Cover Tilt - - - - - Michikos Weather Revamp - - - - - Dynamic Anomalies Overhaul - - - - TheMrDemonized - - - - - Toxic Air - - - - - Stealth - - - - - Hunger Thirst Sleepiness Bars - - - - bvcx - - - - - Screen Space Shaders - - - - Ascii1457 - - - - Enhanced Shaders - - - - KennShade - - - - Atmospherics - - - - Hippobot - - - - Expedition - - - - jdud - - - - - - Icons Pack - - - - Cr3pis - - - - - Tactical Fonts for Anomaly - - - - CryoManne - - - - - - Other Modders - - - - DeadEnvoy - - - Daniel Swahn - - - Alexey Omelchuk - - - ec0- - - - TDLemon - - - Zooey - - - Hekawa - - - Foxhed - - - .MaLum - - - maidresidence - - - BlackGrowl - - - HarukaSai - - - ravenascendant - - - wuut - - - JasonVN.za - - - Ishmaeel - - - indyora - - - Freedom_is_garbage - - - Wang_Laoshi - - - fitzroy_doll - - - Arkady & Boris Strugatsky - - - Stalker Wiki - - - CEMENT - - - - Moperdogolus - - - SarisKhan - - - MerelyMezz - - - Leviathan - - - Jurkonov - - - AeneasH - - - IgiGog - - - DamieneX - - - thisisntmysteamid - - - AyyKyu - - - swergdach - - - Daedalus-Prime - - - Cobra Commander - - - BazinGarrey - - - CrookR - - - LVutner - - - theRealBeef - - - LilGabe - - - thales100 - - - denis2000 - - - Patrick Sutton - - - Valerok - - - Grelka - - - - Lucy - - - GRIZZY - - - Diphenhydramine-HCl - - - Tweaki_Breeki - - - DaveIsDead - - - zoust - - - GabeCPB0 - - - 2Gen - - - Vintar0 - - - Arszi - - - meatchunk - - - tdef - - - Rezy - - - K0bik - - - Quantum_Cookie - - - Strogglet15 - - - Elkinda - - - longreed - - - Smiyukiharukagacus02 - - - Qball - - - av661194 - - - Real_leaper - - - Dominus_Imperatoriis - - - - Green_Ghost - - - Aorushome - - - ptolthegoodguy - - - artifax - - - Aonestr - - - TheShinyHaxorus - - - lyrathechimera - - - OnegRiot - - - K.Cin - - - sneaky - - - Favkis_Nexerade - - - reter - - - mora145 - - - nb79 - - - ForeverButthurt - - - Sarapz - - - whereismy - - - illinaru - - - CptCrits - - - RowanMaBoot - - - KronQ - - - Yastin - - - AeroFW - - - - helloworlder - - - SiNiMiKe - - - Lenny Weisstein - - - RazorShultz - - - Big Angry Negro - - - SparksTheUnicorn - - - Noxilian - - - AGoodSetOfPistol - - - Incompetent - - - Toxicity86 - - - Evilwarrior2019 - - - Death_KnightRZ - - - Steelhawk28 - - - strelocc - - - mezz - - - Mich_Cartman - - - r3zy - - - Dead Air - - - ThunderVision - - - PYP - - - Briggs - - - Enola Straight - - - Lauta_ro - - - - Stalker_Boss - - - sneakydud - - - Michiko-chan152 - - - ChadSTALKEREnjoyer - - - A. R. E. A - - - Isthar - - - ALEX1197 - - - 2clip - - - ky-ky - - - lafugix - - - Thfpjct - - - Óãðþìûé - - - Awene - - - Mireles - - - brainscorcher - - - CrommCruac - - - Doodlezoid - - - Queen Kat - - - towelie60 - - - Doenitz - - - Pryviet - - - RickRiera - - - Aboba - - - MrStalkerHacker - - - - Darth_Shepard - - - Azetrix - - - jenek96 - - - #Closed - - - Mike0422 - - - tkcrits - - - pr0statitis - - - rene13cross - - - Souvlakii - - - Battlestate Games - - - [ R R G ] - - - Ethylia - - - dannydealmusic - - - Lord Jardhead - - - Sosoyer - - - hetza - - - tcmx - - - Kennedith - - - moddbplsffs - - - =Krieger= - - - DSurs - - - unethicalrus - - - Beats - - - - JSRS Team - - - Kh0rnz - - - Apathy Knight - - - SD - - - Maid - - - maslinupoymal - - - Mortan - - - Andrejs Green - - - LsdPro - - - _MrVlad - - - SiberCat - - - YungPrince - - - Shadow_Guardian - - - mp5lng - - - tych0 - - - FIREBREATH1001 - - - - - - Anomaly - - - - - Anomaly Developers - - - - Project Founder and Lead Engine Developer - - - Searge - - - Lead Game Designer and Project Manager - - - Tronex - - - Game Designer and Script Developer - - - tdef - - - Texture Artist and Weather Designer - - - meatchunk - - - Engine Developer - - - Rezy - - - Shader Developer and Additional Programming - - - LVutner - - - Level Designer and Model Designer - - - CEASER - - - Level Designer and Model Designer - - - Vehtam - - - Russian Translator and Game Tester - - - ThunderVision - - - - - Anomaly Contributors - - - - - Features - - - "Lost to the Zone" - Storylines - - - SarisKhan - - - Warfare Mode - - - Werejew - - - - Visuals - - - - Atmosfear 3 Source Materials - - - Cromm Cruac - - - Textures (Stalkers, Detectors and Zombie Models) - - - Akinaro - - - DUGA and Pripyat Signs (Models and Textures), Levels - - - Campfire Particles and Assistance - - - Theysani - - - Mask Cleaning Animation - - - Monkatraz - - - Sight Overhaul - - - BMWAG65321 - - - DX8 Rendering Improvements - - - Zhoraferz - - - Blend Animations - - - Souvlaki - - - PDA Animations - - - Unethicalrus - - - Textures and Tree Models - - - Vurt - - - - Dialogs and Text - - - - Proof Reading, Dialogue Revision - - - Red Forest Cake - - - Russian Translator - - - ThunderVision - - - Jaznavav - - - Revised Strings - - - Killeon - - - Grey - - - Expanded Information Dialogue for NPCs - - - Salty - - - Indyor - - - Expanded Messages for PDAs - - - DesmanMetzger - - - Taffy - - - Improved Strings for Outfits and Weapons Description - - - Acinu - - - - Coding - - - - Engine Optimization Assistance - - - Rafa / EMS Team - - - Stalker Weather Tweaker - - - Davyd McColl - - - - Rebalance and Fixes - - - - Damage System - - - Balathruin - - - AI Improvement, Stability Testing - - - Zhoraferz - - - Weapon Fixes - - - PYP - - - Õðîíà - - - Re-organized XML Profiles - - - Bob - - - Upgrades Fixes - - - Just Monika - - - PSY System Improvements - - - Arszi - - - - Audio and Music - - - - Ambient Music - - - HEIFEHEN - - - Music - - - Ilya Ponomarenko - - - Anomaly 1.5 B3 Trailer - - - Carl Mylo - - - - Quality Control - - - - Beta Testers - - - Keystone - - - Carl Mylo - - - Delraich - - - Topsi - - - Unethicalrus - - - Klean - - - Warezz.K - - - DesmanMetzger - - - Sanchez69full - - - ÑàÍÛ÷ - - - MindAbsorber - - - Regicide - - - Lennic - - - Balathruin - - - GhenTuong - - - Arszi - - - Asnen - - - Axis - - - Solarint - - - Souvlaki - - - Domi - - - Hip - - - Feel_Fried - - - - Special Thanks - - - - Anomaly Discord Server Creator and Manager - - - Exo-Stalker - - - VK Community Manager - - - Zhoraferz - - - Vaakvadoz - - - Andrejs - - - VK Tech Support - - - TrueTrolleybus - - - - Assets - - - - Skyboxes - - - Skygod - - - Tactical Flashlight - - - Romann - - - Outfits - - - DDOA Add-on - - - Base Mod / Core Features and Scripts - - - Call of Chernobyl - - - Base Mod / Gameplay Mechanics - - - Misery / Call of Misery - - - Base mod - - - Last Day - - - Engine Support and Optimization - - - Oxygen - - - Engine Support and Weapons features - - - Shoker Weapons Mode - - - Weapons - - - STCoP 3.0 - - - Icons Work - - - A.R.E.A - - - Detectors Models Base, Items and Particles - - - Dead Air - - - Glass Textures - - - Textures.com - - - SWTC - - - MNP Meshes - - - Demosfen - - - Yim's Weapon Tweaks - - - Yim - - - 21:9 Scopes Patch - - - digitalifeless - - - And as always: good hunting, stalker! - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_factionID.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_factionID.xml deleted file mode 100644 index 946ed2743..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_factionID.xml +++ /dev/null @@ -1,107 +0,0 @@ - - - - Faction Identification - - - - Identify dead stalkers - - - - Identify stalker names - - - - Delay identification by distance - - - If enabled, identification will require you to look at a stalker for a period of time based on distance to identify them. - - - - Identify stalker rank - - - - Must learn name - - - If enabled, the player must speak to or loot a stalker before knowing their name and rank. - - - - Identification speed - - - - Position X - - - Position Y - - - - Patch Offset X - - - Patch Offset Y - - - - Name Offset X - - - Name Offset Y - - - - Rank Offset X - - - Rank Offset Y - - - - Flip text alignment - - - Name and rank will be aligned to the right so the HUD can be placed on the right side of the screen. - - - - Name Text Color R - - - Name Text Color G - - - Name Text Color B - - - - Rank Text Color R - - - Rank Text Color G - - - Rank Text Color B - - - - Targeting Lenience - - - How far away the target can be from the center of the screen and still be identified. A higher value is less lenient, lower values make it much easier to track a target without magnification. A value of 1.0 means you must be looking directly at the target. - - - - Unknown - - - Identification... - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_inventory.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_inventory.xml deleted file mode 100644 index 6fccd7562..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_inventory.xml +++ /dev/null @@ -1,1297 +0,0 @@ - - - - - All Items (1) - - - Weapons and Explosives (2) - - - Armour, Helmets, Backpacks and Attachements (3) - - - Ammo (4) - - - Artefacts and Mutant Parts (5) - - - Devices, Tools and Repair Items (6) - - - Drinks, Food, Cooking and Cigarettes (7) - - - Medicine (8) - - - Upgrades (for weapons and armor) (9) - - - Miscellaneous Items (10) - - - - - MOVE ALL - - - MOVE ALL ITEMS (SHIFT + P) - - - TAKE ALL - - - MOVE ALL ITEMS TO BACKPACK (SHIFT + T) - - - - - TOTAL - - - BUY - - - SELL - - - Sell selected items - - - Buy selected items - - - Not enough money - - - The character does not have enough money. - - - The trader isn’t interested in items like this. - - - The item is too damaged to be traded. - - - - - Repair - - - Repair selected item - - - - - $$ACTION_QUICK_USE_1$$ - - - $$ACTION_QUICK_USE_2$$ - - - $$ACTION_QUICK_USE_3$$ - - - $$ACTION_QUICK_USE_4$$ - - - - - activate artefact - - - attach grenade launcher to - - - attach scope to - - - attach suppressor to - - - Price - - - Group: - - - Condition - - - detach grenade launcher - - - detach scope - - - detach suppressor - - - drop - - - drop all - - - eat - - - donate - - - attach to belt - - - move to backpack - - - move - - - move all - - - unequip - - - move to slot - - - play - - - sell item - - - use - - - sort - - - unpack - - - play - - - open - - - reveal - - - read - - - separate - - - disassemble - - - charge UPD - - - take out %s RU - - - details - - - unpack batteries - - - tear off patch - - - attach patch - - - restore part [!] - - - disassemble weapon [!] - - - disassemble outfit [!] - - - disassemble headgear [!] - - - disassemble [!] - - - drink - - - unload - - - use - - - wear suit - - - wear helmet - - - wear backpack - - - remove suit - - - remove helmet - - - remove backpack - - - - plant with proximity trigger - - - plant with 10 second timer - - - plant with 30 second timer - - - - - % - - - kg - - - g - - - kcal eq. - - - kcal/sec eq. - - - mSv - - - mSv/sec - - - µg of adren. - - - µg of adren./sec - - - ml/min - - - kW/m2 - - - kV - - - mT - - - C1 ppm eq. - - - H/mm2 - - - Ah/Sec - - - mAh/Sec - - - uAh/Sec - - - pAh/Sec - - - Hz - - - KHz - - - MHz - - - GHz - - - sec - - - seconds - - - - - %c[0,255,255,255]RADIATION\n - %c[ui_gray_2]This stat determines how much radiation is currently stored within the actor's body.\n - Exposure to ionizing radiation poses an extreme, perhaps even fatal, risk. For this reason, the ability to adequately measure radiation levels is a vital skill. The basic unit is the millisievert (mSv).\n\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Items: %c[ui_gray_2]Anti-radiation drugs, Cystamine, Potassium Iodide, Radopprotectant, AI-2 Medkit, Scientific Medkit, Axyltallisal, Scientific Stimpack, Small Survival Kit\n - %c[d_cyan] • %c[0,255,255,255]Useful Equipment: %c[ui_gray_2]Protective suits, radiation suits and mask\breathing apparatus.\n - - - - %c[0,255,255,255]BURN RESISTANCE\n - %c[ui_gray_2]This stat determines the actor's resistance to the typical fire anomaly within the Chernobyl Exclusion Zone:\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Equipment: %c[ui_gray_2]Protective suits\equipment\armor.\n - - - - %c[0,255,255,255]CHEMICAL RESISTANCE\n - %c[ui_gray_2]This stat determines the actor's resistance to the typical chemical anomaly within the Chernobyl Exclusion Zone:\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Items: %c[ui_gray_2]Chlortetracycline, Sulfadimethoxine, Antidote\n - %c[d_cyan] • %c[0,255,255,255]Useful Equipment: %c[ui_gray_2]Protective suits\equipment\armor.\n - - - - %c[0,255,255,255]BALLISTIC RESISTANCE\n - %c[ui_gray_2]Ballistic resistance indicates the anti-ballistic properties of your body armor (the ability to safely absorb the kinetic energy of small, high-velocity objects such as bullets or shrapnel). For assessment purposes, the internationally recognized, American National Institute of Justice (NIJ) system is used:\n\n - %c[d_cyan] • %c[ui_gray_2] ARMOR GRADATION CHART:\n - %c[d_cyan] • %c[ui_gray_2] NONE:%c[ui_gray_2] 9x18mm, .45 ACP, 12x70 shot\n - %c[d_cyan] • %c[ui_gray_2] CLASS I:%c[ui_gray_2] 9x18mm +P+, 9x19mm FMJ, 9x19mm JHP, grenade shrapnel\n - %c[d_cyan] • %c[ui_gray_2] CLASS IIA and II:%c[ui_gray_2] 9x18mm RG028, .45 HS, 5.7x28mm SS195, .357 HP, 12x76 slug\n - %c[d_cyan] • %c[ui_gray_2] CLASS IIIA:%c[ui_gray_2] 9x19mm AP, 5.45x39mm FMJ/EP, 5.56x45mm FMJ, 7.62x51mm NATO ball, 9x39mm SP-5, 12x76 dart\n - %c[d_cyan] • %c[ui_gray_2] CLASS III:%c[ui_gray_2] 5.56x45mm EP/AP, 7.62x39mm FMJ/AP, 7.62x54mm ZN1/PP, 7.92x57mm Mauser, 9x39mm SP-6, 12.7x55mm STs-130\n - %c[d_cyan] • %c[ui_gray_2] CLASS IV:%c[ui_gray_2] 5.45x39mm AP, 7.62x51mm NATO AP, 7.62x54mm AP/7H14, 7.92x57mm SA, .338 Lapua Magnum, 12.7x55mm STs-130 VPS\n - %c[d_cyan] • %c[ui_gray_2] CLASS V (exoskeleton):%c[d_red] classified\n - %c[0,255,255,255]NOTE:\n - %c[ui_gray_2]The above-mentioned protection levels only relate to counter-penetration properties of armour. Bullet impact is still capable of inflicting damage by means of blunt trauma due to pure kinetic energy.\n - - - - %c[0,255,255,255]Radiation Resistance\n - %c[ui_gray_2]This stat determines the actor's resistance to radiation:\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Items: %c[ui_gray_2]Anti-radiation drugs, Cystamine, Potassium Iodide, Radopprotectant, AI-2 Medkit, Scientific Medkit, Axyltallisal, Scientific Stimpack, Small Survival Kit.\n - %c[d_cyan] • %c[0,255,255,255]Useful Equipment: %c[ui_gray_2]Protective suits\armor, radiation suits and\or mask\breathing apparatus.\n - - - - %c[0,255,255,255]Electrical Resistance\n - %c[ui_gray_2]This stat determines the actor's resistance to the typical electrical anomaly within the Chernobyl Exclusion Zone:\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Equipment: %c[ui_gray_2]Protective suits\equipment\armor.\n - - - - %c[0,255,255,255]Psychic Resistance\n - %c[ui_gray_2]This stat determines the actor's resistance to psy fields within the Chernobyl Exclusion Zone:\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Items: %c[ui_gray_2]Etperazine, Psy-block, Sleeping Pills, Cannabis Joint, Marijuana\n - - - - %c[0,255,255,255]Rupture Resistance\n - %c[ui_gray_2]Rupture resistance represents your armor's ability to absorb and displace trauma imparted by all sorts of physical blows and impacts. These include-but are not limited to-attempted punches, kicks, stabs, cuts, bites and telekinetically thrown debris.\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Equipment: %c[ui_gray_2]Protective suits\equipment\armor.\n - - - - %c[0,255,255,255]Stamina Recovery\n - %c[ui_gray_2]Your stamina level represents the available physical energy stored in the actor's body. This energy is used for a variety of purposes, most notably running. Severe loss of stamina may cause loss of movement. It is thus vital to eat, drink and sleep to regain your energy, and to check the weight of your backpack as the amount carried influences the rate of exhaustion. Drugs and artefacts can provide a boost to stamina recovery.\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Items: %c[ui_gray_2]Epinephrine Shot, Caffeine Tablets, Cocaine, Hercules, Glucose Shot, Large Glucose Shot, Army Medkit\n - - - - %c[0,255,255,255]Bleeding\n - %c[ui_gray_2]Bleeding can drain vitality at a very fast rate if not treated promptly. Bleeding wounds are most often the result of external physical force penetrating body armor and rupturing the skin and are sometimes accompanied by damage to internal organs. Bleeding can also be the effect of open bone fractures caused by blunt trauma.\n - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Items: %c[ui_gray_2]Bandage, Vinca, Army Medkit, Scientific Medkit, Small Survival Kit\n - - - - %c[0,255,255,255]Health\n - %c[ui_gray_2]Health is the overall vitality of the actor. Death will occur if this reaches zero.\n - In GAMMA, this is equivalent to the overall body health for Body Health System. - %c[0,255,255,255]Mitigation Strategy:\n - %c[d_cyan] • %c[0,255,255,255]Useful Items: %c[ui_gray_2]Diclofenac Sodium, AI-2 Medkit, Army Medkit, Scientific Medkit, Axyltallisal, Improvised Stimpack, Military Stimpack, Scientific Stimpack Small Survival Kit\n - - - - - - Old - - - Bad - - - - (Basic) - - - (Advanced) - - - (Fine-tuning) - - - - (Zone-produced) - - - (Stewed) - - - (Purified) - - - - Torn - - - Damaged - - - Scratched - - - Clean - - - Deformed - - - Damaged - - - Scratched - - - Functional - - - - Armour condition - - - WGT. - - - WEIGHT - - - Mag. size - - - Accuracy - - - Damage - - - Handling - - - - Health restoration - - - Stamina Recovery - - - - Weight carried - - - Belt slots - - - Burn Res. - - - Chemical Res. - - - Ballistic Res. - - - Ext. Radiation Res. - - - Electrical Res. - - - Psychic Res. - - - Rupture Res. - - - Explosive Res. - - - Impact Res. - - - Strength - - - - Satiety level - - - Stamina Recovery - - - Conv. encumbrance - - - Efficiency - - - Weight: - - - Health - - - Ammo - - - Duration - - - - PROPERTIES - - - DETAILS - - - WARNING - - - - possible - - - not possible - - - included - - - available (by the mechanic) - - - not available - - - not included - - - low - - - average - - - high - - - slight - - - moderate - - - significant - - - increment - - - reduction - - - - contained artefact - - - permissible radiation level - - - - %s sleepiness %s - - - %s thirstiness %s - - - radiation poisoning - - - unhealthy - - - - upgradable - - - headgear - - - attachments for extra slots - - - carry weight increment - - - sprinting is - - - The %s on this outfit has been torn - - - faction - - - - repair bonus - - - required tool - - - - usable on mechanic's workshop for part replacement and upgrades - - - not usable below condition level - - - base condition gain - - - can repair materials by using their counterparts - - - - usable at workshops for part replacement - - - base component - - - weapon part - - - outfit part - - - - weapon upgrade kit - - - outfit upgrade kit - - - usable at workshops for installing suitable upgrades - - - - - Buy basic ammo for pistol (Q) - - - Buy rifle ammo (W) - - - Bleeding control - - - Cancel - - - Cannot buy weapon - - - Amount restrictions - - - Default (F5) - - - Back - - - Buy under-barrel grenade launcher for rifle (D) - - - Buy under-barrel grenade launcher grenades (E) - - - Now - - - Heavy - - - Buy last purchased loadout - - - Previous (F4) - - - Money - - - Required - - - Needs - - - Not enough money - - - OK - - - Loadout 1 (F1) - - - Loadout 2 (F2) - - - Loadout 3 (F3) - - - Radiation - - - Rank restriction - - - Fire rate - - - Clear (C) - - - Assault rifles - - - Buy optical scope for rifle (S) - - - Sell all items in backpack (X) - - - Rifles - - - Buy silencer for pistol (A) - - - Buy silencer for rifle (F) - - - Sniper - - - Time - - - Already got one - - - Online S.T.A.L.K.E.R. services are not accessible. - - - Cannot connect to master server. - - - Protection: - - - Default - - - Purchased loadout saved as - - - Allows you to survive an emission - - - Containers - - - Artefacts - - - Damaged Items - - - Supportive Materials - - - Fuel - - - Recipes - - - Repair - - - Craft - - - Cancel - - - Total - - - Bonus - - - Base - - - Old - - - - - %c[d_red]A proper disassembling tool is required. - - - %s is required to conduct electricity - - - New anomaly map is discovered - - - create stash - - - Mode 1: while active - - - Mode 2: always - - - Mode 3: on button click - - - PDA is not functional - - - LOW POWER - - - ACCESS DENIED - - - KILL STRELOK - - - The device has more power - - - Head lamp disconnected - - - Head lamp equipped - - - Head lamp has %s% power left - - - Head lamp has no power left - - - You don't have a Universal Power Device (UPD) - - - Low battery power - - - PDA has no power left - - - No active PDA - - - - Scopes - - - Silencer - - - Grenade Launcher - - - Replacement Parts - - - Compatible Repair Kits - - - Compatible Workshop Kit - - - Components - - - Upgrades - - - artefact rank - - - artefact - - - Base condition gain - - - Not usable below condition level - - - repair bonus - - - power loss - - - Uses - - - Useable Materials - - - Power - - - Amount - - - power consumption - - - Info - - - unpack - - - attach - - - view - - - Remove from Container - - - Place in Container - - - open can - - - place - - - Swap items - - - Usable fuel - - - - - - STATE - - - REPAIR - - - UPGRADES - - - CRAFT - - - Inventory - - - Craft menu - - - Known recipes and guides - - - List of craftable items - - - Components - - - Result - - - Replacement parts - - - Upgrades - - - Required toolkit - - - Devices - - - Equipment - - - Repair toolkits - - - Upgrade parts - - - Medical - - - Ammo - - - - The workshop allows you to repair, upgrade and craft items by yourself with the help of proper toolkits.\n - The tools shown above represent the available main toolkits on this workshop, which allow further adjustments for your items.\n - Select one of the tabs to proceed. - - - - This workshop belongs to %s. - - - nobody - - - - You can replace damaged parts of your weapon or outfit by using replacement parts and proper toolkit.\n - Choose the item you want to repair from your inventory. - - - - Each item has its own set of parts and materials.\n - Grayed parts indicate the lack of identical replacements for them in your inventory.\n - If you have the replacement part and a usable "%s" in your possession, click on the part you wish to replace. - - - - You don't have any replacement parts in your inventory for this equipment. - - - Replacement parts can be obtained mainly through disassembling outfits and weapons. - - - You cannot replace parts of this equipment without "%s" - - - The majority of mechanics sell such tools. You also may be able to obtain them by other ways. - - - You can pick identical replacement parts "%s" from your inventory.\n - Only parts with higher condition can be used to improve your item.\n - Greyed parts means they have worse condition than your item's part. They are not suitable for proper replacement. - - - - The replacement part "%s" in your inventory has worse condition compared to the one used by your equipment. It cannot be used. - - - Many tools can repair these parts using counterparts. The majority of mechanics sell such tools. You also may be able to obtain them by other ways. - - - Replacement parts are ready to be installed, click on "Repair" button to install selected replacements. - - - - - With the correct toolkits in your possession, you can install upgrades for your weapons and outfits.\n - Choose the item you want to upgrade from your inventory. - - - - Each upgrade requires a specific toolset of the same type, in addition to usable "%s" to complete the process.\n - Additional conditions need to be met in order for the upgrade to be installed correctly.\n - Click on the upgrade you want to install on your selected item.\n - If the upgrade is disabled, hover on it to see all the missing requirements. - - - - You cannot install upgrades on this equipment without "%s" - - - The majority of mechanics sell such tools. You also may be able to obtain them by other ways. - - - There is no available upgrade to be installed. - - - Hover on an upgrade to see missing requirements. - - - Upgrade is ready to install. If you're done, click on "Upgrade" button to install selected upgrades. - - - - A lot of materials can be used to craft various kinds of items.\n - Recipes and guides you've acquired through your journey can provide you with more information to craft more items.\n - Select an entry from the craft menu to see craftable items. - - - - Select the item you want to craft. - - - You don't know how to craft "%s" yet. - - - Guide books and recipes have enough information regarding items, they will come in handy for learning more about those items. - - - "%s" is required to craft this item using its components (availability only, by player or the mechanic) - - - Such tools are usually rare to come by, keep an eye on such sets through your travels. - - - Your inventory is lacking some necessary components to craft this item. - - - Components can be obtained from different items and materials around you. It's advised that you disassemble unneeded items in order to acquire useful components. - - - You have all necessary components to craft "%s", select "Craft" button if you wish to continue. - - - - - The workshop allows you to repair, upgrade and craft items by yourself with the help of proper toolkits.\n - The tools shown above represent the available main toolkits on this workshop, which allow further adjustments for your items.\n - Select one of the tabs to proceed. - - - - - You can replace damaged parts of your weapon or outfit by using replacement parts and proper toolkit.\n - Choose the item you want to repair from your inventory. - - - - Each item has its own set of parts and materials.\n - Grayed parts indicate the lack of identical replacements for them in your inventory.\n - If you have the replacement part and a usable "%s" in your possession, click on the part you wish to replace. - - - - You can pick identical replacement parts from your inventory.\n - Only parts with higher condition can be used to improve your item.\n - Greyed parts means they have worse condition than your item's part. They are not suitable for proper replacement. - - - - Replacement parts are ready to be installed, click on "Repair" button to install selected replacements. - - - - - With the correct toolkits in your possession, you can install upgrades for your weapons and outfits. - \nChoose the item you want to upgrade from your inventory. - - - - Each upgrade requires a specific toolset of the same type, in addition to usable "%s" to complete the process.\n - Additional conditions need to be met in order for the upgrade to be installed correctly.\n - Click on the upgrade you want to install on your selected item.\n - If the upgrade is disabled, hover on it to see all the missing requirements. - - - - Upgrade is ready to install. If you're done, click on "Upgrade" button to install selected upgrades. - - - - A lot of materials can be used to craft various kinds of items.\n - Recipes and guides you've acquired through your journey can provide you with more information to craft more items.\n - Select an entry from the craft menu to see craftable items. - - - - Select the item you want to craft. - - - To craft this item, a set of specified components are required.\n - When you don't have the minimum amount of some component, it will be showed in red. Thus preventing the craft procedure. - - - - You have all necessary components to craft this item, select "Craft" button if you wish to continue. - - - - You don't know how to craft this item. - - - "%s" are required on this workshop so you can craft this item. - - - - - "%s" is required for this upgrade to be installed. - - - "%s" is required for this upgrade to be installed. - - - - This workshop missing the required tools to install this upgrade. - - - An alternative upgrade is already installed in this slot. - - - It's not possible to install this upgrade without installing previous upgrades. - - - - Minimum required condition - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_mcm.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_mcm.xml deleted file mode 100644 index c20fc998d..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_mcm.xml +++ /dev/null @@ -1,187 +0,0 @@ - - - - - - Welcome to Anomaly Mod Configuration Menu. By itself MCM does nothing. MCM provides a place for other mods/addons to display a settings UI. - \nTo the left you will see a list of mods/addons that are using MCM to do so. - - - Bugs with MCM or crashes with ui_mcm.script in the log are most likely caused by one of the mods/addons using MCM and should be reported to that mod/addon's author. - - - ADDONS - - - - MCM - - - About - - - Reload all menus - - - Checking this and hitting apply will cause MCM to reload all menus. This is a debugging tool and shouldn't be necessary in the normal course of things. - - - - - Logging - - - This is a utility for addon makers that lets them move their logging out of the xray log and game console. - \nBecause I respect your concerns about lag and SSD write cycles I have provided some controls for you to tweak how the logging behaves. - \nLogs will be named after the script that creates them and the MCM session id number. They be created in appdata/logs/mcm/ - - - - Enable MCM logging utility. - - - Unchecking this will prevent any new logs from being created or updated. (Note changes may not take effect until after a new save game is loaded.) - - - Number of log sessions to keep. - - - When the number of logs created by a script exceeds this number older logs will be deleted. (Note log deletion will not happen if the game crashes.) - - - Allow continuous file writes. - - - Logs files are normally updated in batches. This can cause some information to be lost if the game crashes. An addon maker may request you check this box to allow their log to be updated immediately. - - - Time between Log auto saves in milliseconds. - - - No matter what is set here logs will still be saved when entering assorted UI screens and saving/loading games. - - - Xray log time stamp frequency. - - - MCM adds a time stamp to the xray log to make it easier to coordinate events between mcm logs and the xray log. This is the minimum time between those time stamps. If nothing else is printing to the console neither will mcm. - - - Enable Debug logging. - - - This enables MCM's own debug logging and should be enabled before reporting bugs with MCM. Other addons may also use this setting to enable thier own logging. - - - - - MCM Key Binds. - - - Main. - - - - MCM Key Binds work "Minecraft Style": click on the box, then hit a key. Clicking or Escape Key will cancel. - \nIf the key you see does not match the key you pressed, or MCM seems to ignore some keys, you likely need to modify mcm_key_localization.ltx to reflect your keyboard layout. - \nKeys that are assigned to more than one MCM Key Bind or to an engine key bind will be highlighted red - - - A few notes on the red conflicting key coloring. - \n1. It may not matter. If the keys are used in two different UI's or if one key bind only triggers when also holding shift then the fact that the key is used twice doesn't matter. - \n2. MCM does not know what an addon may be doing with a key. YOU need to understand how an addon is using a key to know if a conflict is relevant. - \n3. For a single pending change the color updates correctly, for multiple pending changes it may not. Apply your changes and reopen MCM to verify correct conflict status. - - - - Long press multiplier. - - - Multiplier applied to Double tap window to determine How long a key needs to be held down to count as a long press or hold. Only applies to addons that use MCM to identify long key presses. - - - Double tap window. - - - How soon a second press of a key needs to follow a first to count as a double tap of the key. Only applies to addons that use MCM to identify double key presses. This time can affect the input delay of some single key press events and should thereby be set as small as possible. - - - - All keybinds. - - - This panel gathers all MCM key binds into one place, in the same order that the addons that add them appear on the left. - \nHowever this list cannot include additional settings from the addons panel that may affect how this key behaves. - \nAlways review the addon panel where they Key Bind was gathered from as well as that addons documentation. - - - Pending changes on other panels will not be reflected on this panel, nor will pending settings on this panel be reflected on others. - \nApply your changes before and after using this panel. Failure to do so may result in undesired behavior. - \n\nA few notes on the red conflicting key coloring. - \n1. It may not matter. If the keys are used in two different UI's or if one key bind only triggers when also holding shift then the fact that the key is used twice doesn't matter. - \n2. MCM does not know what an addon may be doing with a key. YOU need to understand how an addon is using a key to know if a conflict is relevant. - \n3. For a single pending change the color updates correctly, for multiple pending changes it may not. Apply your changes and reopen MCM to verify correct conflict status. - - - Key Bind Conflicts. - - - This panel gathers all MCM key binds marked as conflicting into one place, sorted by key. - \nIf a key only appears on this list once it likely conflicts with an engine keybind. Those are listed in the normal Anomaly options. - \nHowever this list cannot include additional settings from the addons panel that may affect how this key behaves. - \nAlways review the addon panel where they Key Bind was gathered from as well as that addons documentation. - - - - - - With modifier key. - - - The above keybind will only activate if this key is also held down. - - - - No modifier. - - - Control key. - - - Shift key. - - - Alt key. - - - - - - - Input mode. - - - The above keybind will activate if the key input in this manner. - - - - Simple Press. - - - Double tap. - - - Long Press. - - - - - - - - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_mm.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_mm.xml deleted file mode 100644 index 2991f4007..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_mm.xml +++ /dev/null @@ -1,239 +0,0 @@ - - - - Clear - - - Cloudy - - - Night - - - Rain - - - Game Type - - - Master - - - Rookie - - - Veteran - - - Icons - - - MAP - - - High - - - Low - - - Medium - - - Off - - - Action - - - Advanced - - - Alternative - - - Back - - - Blood - - - OK - - - Next - - - Previous - - - Craft - - - Upgrade - - - Repair - - - Cook - - - Loot Selected - - - Loot All (ENTER) - - - Game Updates - - - Controls - - - CREDITS - - - DELETE - - - Do you really want to delete this file? - - - Difficulty - - - DISCONNECT - - - Are you sure you want to disconnect? - - - Button - - - Keyboard Setup - - - LAST ZONE - - - LOAD - - - LOAD ZONE - - - Quit Profile - - - Master - - - Changes will only take effect after the game is restarted. - - - Multiplayer - - - NEW ZONE - - - Rookie - - - SETTINGS - - - Particle Distance - - - Quality Settings - - - EXIT TO WINDOWS - - - QUIT ZONE - - - Are you sure you want to quit the game? - - - Are you sure you want to leave the Zone, stalker? - - - RETURN TO ZONE - - - SAVE - - - SAVE ZONE - - - Stalker - - - Veteran - - - RESET - - - Sell all - - - Version - - - Stalker - - - Extreme - - - Very High - - - Apply changes? All changes will be reverted in - - - Story Mode - - - Survival Mode - - - Ironman Mode - - - Ironman Mode - - - Hardcore Save: Campfire - - - Extra Atmosphere Effects - - - FACTION - - - Enable/Disable Item Animations - - - Azazel Mode - - - - - - Character Name - - - Open Level Passageways - - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_options.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_options.xml deleted file mode 100644 index 24fe062ed..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_options.xml +++ /dev/null @@ -1,2410 +0,0 @@ - - - - - - - SETTINGS - - - APPLY TO ALL - - - - - Visual - - - Basic - - - Advanced - - - UI/HUD - - - Player - - - Weather - - - Night - - - Sound - - - General - - - Environment - - - Radio - - - Control - - - Keybinds - - - Gameplay - - - Progression Difficulty - - - Gameplay Difficulty - - - Disguise - - - Fast Travel - - - Backpack Travel - - - Others - - - - The Zone - - - Events - - - Warfare - - - Azazel - - - Stalker - - - Bandits - - - Clear Sky - - - Military - - - Freedom - - - Duty - - - Ecologists - - - Mercenaries - - - Monolith - - - Renegades - - - Sin - - - UNISG - - - Zombified - - - Dynamic News - - - - - APPLY - - - RESET - - - DEFAULT - - - CANCEL - - - PRESET - - - - - You have (%s) pending changes. - - - Progression Difficulty factors are only accessible in a loaded game. - - - Gameplay Difficulty factors are only accessible in a loaded game. - - - Changes saved\n - Restart your game to take effect. - - - Changes are saved - - - Pending changes will be discarded.\n - Continue? - - - - - - Video Settings - - - - DirectX 8 (Basic) - - - DirectX 9 (Basic) - - - DirectX 9 (Normal) - - - DirectX 9 (Enhanced) - - - DirectX 10 (Enhanced) - - - DirectX 11 (Enhanced) - - - Medium - - - Extreme - - - High - - - Low - - - Potato - - - Fullscreen - - - Borderless - - - Windowed - - - - Render Type - - - Quality Settings - - - Resolution - - - Gamma - - - Colour Saturation - - - Brightness - - - HUD FOV - - - FOV - - - Screen Mode - - - Basic Light Settings - - - - - - Advanced Video Settings - - - - Medium - - - Extreme - - - High - - - Low - - - Potato - - - - Low - - - Medium - - - High - - - Ultra - - - Extreme - - - Off - - - Default - - - HBAO - - - HDAO - - - x2 - - - x4 - - - x8 - - - Use DX10 - - - Use DX10.1 - - - Volumetric - - - Screen Space - - - Both - - - - Stalkers Use Headlamps - - - Vertical Sync - - - Frequency 60Hz - - - FPS Limiter - - - This slider allows you to set a custom FPS cap. "0" means no cap. - - - - Rendering Distance - - - World - - - Static Objects - - - Dynamic Objects - - - Distant Shadow Culling - - - Enabling this can improve performance by removing distant shadows (you usually can't see them anyway).\n - Can cause very long shadows to be removed (noticeable during sunrise/sunset). - - - - - Rendering Quality - - - Texture Detail - - - Texture MIP Bias - - - Sets the quality and sharpness of textures in the distance. - - - Object Detail - - - Detailed Textures - - - Anisotropic Filtering - - - Anti-aliasing - - - Anti-aliasing - - - SMAA - - - Detail Bump - - - Steep Parallax - - - Tessellation - - - - Grass - - - Grass Density - - - Grass Rendering Distance - - - Grass Size - - - Grass Shadows - - - Grass Shadow - - - - Lighting - - - Actor Shadow - - - Specular Gloss Factor (DONT TOUCH) - - - Lighting Distance - - - Shadow Quality - - - Sun Shadow - - - Sun Shadow Quality - - - Sun Rays Mode - - - Sun Rays Quality (Volumetric) - - - Sun Rays Main Intensity - - - Sun Rays Base Intensity - - - SSAO Mode - - - SSAO Quality - - - Volumetric lLight - - - - - Smooth A-test Objects - - - Optimize Smoothing - - - - Effects - - - Soft Water - - - Soft Particles - - - Depth of Field - - - Motion Blur - - - Motion Blur Amount - - - Wet Surfaces - - - Volumetric Smoke - - - - - - - UI/HUD - - - - Show Crosshair - - - Crosshair Target Distance - - - Dynamic Crosshair - - - Crosshair Color (Alpha) - - - Crosshair Color (Red) - - - Crosshair Color (Green) - - - Crosshair Color (Blue) - - - Show Weapon - - - Show NPC name when pointing at them. The colour represents their relation towards the player, making it easier for the player to recognize friend form foe. - - - Show Tracers - - - Show HUD - - - Show Belt Artefact HUD - - - Show Minimap - - - Show Enemy Health - - - Show NPC Identification - - - Autohide Stamina Bar - - - Ironsights Zoom Factor - - - Headbobbing Factor - - - Show 3D PDA Model - - - - - Player Effects - - - Gas Mask - - - - Item Usage Animations - - - Enhanced Recoil Effects - - - Mask Overlay - - - Breathing Fog - - - Radiation Effect - - - Bleeding Effect - - - Low Health Blur - - - Item Swap Animations - - - Hit Impact Effect - - - Dust Particles - - - Dynamic Fog - - - Rain Droplets - - - Glass Reflection - - - - - Rare - - - Regular - - - 3h - - - 4h - - - 5h - - - 6h - - - 7h - - - 8h - - - 9h - - - 10h - - - 11h - - - 12h - - - - Period - - - Occurrence - - - - - Nights - - - - Dark Nights - - - Slightly Bright Nights - - - Medium Bright Nights - - - Very Bright Nights - - - 8 days - - - 28 days - - - New Moon - - - Waxing Crescent - - - 1st Quarter - - - Waxing Gibbous - - - Full Moon - - - Waning Gibbous - - - 3rd Quarter - - - Waning Crescent - - - - Ambient Night Brightness - - - Moon Cycle Length - - - Enable Static Moon Phase - - - Static Moon Phase - - - - - - General Sound Settings - - - - None - - - Special Characters Only - - - All - - - - SFX Volume - - - Music Volume - - - Sound Device - - - EAX - - - Sound Targets - - - Dynamic Music - - - Captions - - - - - Environment Sound Effects - - - - Environment Sound Volume - - - This slider controls the volume of background sounds such as crickets, crows, birds, night screams and so on. - - - Ambient Wind Sounds - - - Mask Breathing Sound - - - Helmet Rain Droplets - - - - - Radio - - - - Radios of the Zone - - - This option allows radios around the Zone to play music. - - - Radio Options Menu Button - - - Radio Settings Menu Button - - - Play/Stop Radio - - - Play/Stop Music Player - - - Volume-Up button - - - Volume-Down button - - - Next Track - - - Previous Track - - - Next Channel/Playlist - - - Emissions Signal Interference - - - Underground Area Signal Interference - - - Music Player Tracks on HUD - - - Name of Playlist 1 - - - Name of Playlist 2 - - - Name of Playlist 3 - - - Name of Playlist 4 - - - Name of Playlist 5 - - - Name of Playlist 6 - - - Name of Playlist 7 - - - Name of Playlist 8 - - - Name of Playlist 9 - - - Name of Playlist 10 - - - - - - General Controls - - - - Mouse Sensitivity - - - Aim Sensitivity - - - Invert Mouse - - - Toggle Crouch Mode - - - Toggle Walking Mode - - - Toggle Sprinting Mode - - - Toggle Leaning Mode - - - Toggle Aim Mode - - - Multi-item Pickup Mode - - - When enabled, you can pick up multiple items at once. Otherwise, you will pick up one item at a time. - - - PDA Simple Mode - - - %c[ui_gray_1]•%c[ui_gray_2]Enabled: Simple mode.\n - PDA will enter focus (Interface) mode only when player holds it close (Reload keybind).\n\n - %c[ui_gray_1]•%c[ui_gray_2]Disabled: Advanced mode.\n - Player can switch between focus/movement modes by pressing the Grenade Launcher keybind, regardless if PDA is held close or far from view point. - - - - Hold (ALT) for Disassembly - - - This option prevents the player from disassembling items without holding the (Left ALT) button first, to prevent unintentional disassembly of items. - - - - - - General Gameplay Settings - - - - Hardcore AI Aim - - - Goodwill Notifications - - - This option notifies the player of changes in goodwill with factions after completing (or failing) tasks. - - - Delayed Repairs by Mechanics - - - When enabled, the player must wait a day or more for mechanics to complete repairs to their broken items.\n - Items are returned when repairs are complete. - - - Player Name - - - Outfit Player Portrait - - - Changes player portrait according to the outfit they're wearing.\n - Disabling this option will restore the default portrait chosen from the New Game menu. - - - Default Portrait - - - Despawn Old Dropped Items - - - Despawn Corpse Count - - - Corpses are despawned to avoid performance drops and A-Life occupation caused by corpse stacking.\n - The despawn process begins once the count of corpses, their distance from the player and the despawn timer exceed their limits. - - - - Despawn Corpse Distance (Meters) - - - Corpses are despawned to avoid performance drops and A-Life occupation caused by corpse stacking.\n - The despawn process begins once the count of corpses, their distance from the player and the despawn timer exceed their limits. - - - - Corpse Loot Distance (Meters) - - - Corpses are only looted by other stalkers if the player is at least this far away.\n - It should prevent AI stealing the players hard earned loot. - - - - - NPC Maximum Tasks - - - How many tasks you can have active at once from a singular npc. - - - - Must Equip Hunting Kit for Bonus - - - - - Gameplay Difficulty - - - Changes made to Gameplay difficulty settings will be applied to your active playthrough only. - - - - Easy - - - Medium - - - Hard - - - - Great - - - Good - - - Average - - - Poor - - - - Player Protection - - - This option controls the player's immunity against all damage sources.\n - The better the protection, the more damage the player can take. - - - Bullet Hit Power Factor - - - Multiplier for the amount of damage caused by bullets.\n\n - %c[pda_yellow]Note:%c[ui_gray_2]\n - This setting applies only to bullets fired by the player and does not affect bullets fired by NPCs. - - - - Enemy Dispersion Base - - - Base value for enemy weapon dispersion.\n - Higher values will make enemies less accurate at higher distance. - - - - Enemy Dispersion Factor - - - Multiplier for enemy weapon dispersion.\n - Higher values will increase enemy weapons recoil at higher distance. - - - - Stamina Loss Factor - - - Max Carry Weight - - - Water Deprivation - - - Sleep Deprivation - - - Radioactive Air During Daytime - - - When enabled, the player will receive constant radiation when outside during the daytime and underground areas will be much more radioactive.\n - Helmets and outfits with considerable radiation protection will help protect against this effect. - - - Radiation Clicks (Geiger Counter Only) - - - %c[ui_gray_1]Disabled:%c[ui_gray_2] The player will hear radiation clicks upon approaching radioactive fields. - \n\n%c[ui_gray_1]Enabled:%c[ui_gray_2] The clicks can be heard only if the player has a Geiger Counter in their inventory with enough battery power. - - - - Anomaly Detector Sound - - - When enabled, the player will hear warning beeps upon approaching anomalies. - - - - - - Progression Difficulty - - - Changes made to Progression difficulty settings will be applied to your active playthrough only. - - - - Tourist - - - Scavenger - - - Survivalist - - - - Progressive - - - - Earned Goodwill Factor - - - Multiplier for the amount of goodwill the player gains upon completing tasks. - - - Money Rewards Factor - - - Multiplier for the amount of money the player gains upon completing tasks. - - - Repair Costs Factor - - - Multiplier for the cost of repair services offered by mechanics. - - - Upgrade Costs Factor - - - Multiplier for cost of upgrade services offered by mechanics. - - - Trade Price (Sell) Factor - - - Multiplier for price of items sold by the player to traders. - - - Trade Price (Buy) Factor - - - Multiplier for price of items bought by the player from traders. - - - Loot Items Chance Factor - - - Multiplier for chance of finding items on corpses. - - - Loot Money Factor - - - Multiplier for the amount of money found on corpses. - - - Looted Weapons Average Condition - - - PDA Stash Discovery Chance - - - Chance of looting PDAs from corpses with stash locations. - - - Medkits Usage Factor - - - Weapon Degradation Factor - - - Weapons degrade with each bullet fired, with the degradation amount determined by the weapon and ammunition used.\n - This global factor acts as a multiplier for these individual values to control the rate of degradation in general. - - - Battery Power Consumption Factor - - - Electronic devices consume battery power when in use, with the rate of depletion determined by the device.\n - This global factor acts as a multiplier for these individual values to control the rate of battery depletion. - - - Limited Bolts? - - - When enabled, bolts will no longer be infinite. The player needs to either buy or find bolts when they run out.\n\n - %c[pda_green]Tip:%c[ui_gray_2]\n - The player can pick up thrown bolts as long as they are not damaged by anomalies. - - - - Artefact Degradation - - - Backpack Degradation - - - Full-percentage Part System - - - When enabled, parts from disassembled items use the full condition scale (1 to 100% condition).\n - When this option is disabled, items use one of four condition categories (25%, 50%, 75% and 100% condition). - - - Trader Restock Cycle (hours) - - - Determines the number of hours before traders completely restock their inventories. - - - Artefact Respawn Chance - - - Artefacts are usually created during emissions and (less likely) psi-storms inside anomalous fields.\n - This option controls the possibility of an anomalous field to create an artefact. - - - Outfit Loot Factor - - - Control how outfits can be found on corpses.\n\n - "Progressive" means that outfits drops depend on player's progression. Higher ranks will make it possible to find better outfits from loot. - - - - - - Disguise Settings - - - Players can disguise themselves as members of other factions while keeping their true identity hidden, for a variety of purposes, such as theft and assassination. The following settings control aspects of the disguise system. A detailed article which further explains this feature can be found in the PDA encyclopedia. - - - - Enable Disguise System - - - Consider Active Item - - - When enabled, the type and condition of the item the player is holding is considered by observing NPCs.\n\n - This factor controls the importance of this element when calculating the overall suspicion factor. - - - Active Item Suspicion Factor - - - Consider Player Weapon - - - When enabled, the type and condition of the weapon in the player's main slot is considered by observing NPCs.\n\n - This factor controls the importance of this element when calculating the overall suspicion factor. - - - Player Weapon Suspicion Factor - - - Consider Player Outfit - - - When enabled, the type and condition of the armour in the player's outfit slot is considered by observing NPCs.\n\n - This factor controls the importance of this element when calculating the overall suspicion factor.\n\n - %c[pda_green]Tip:%c[ui_gray_2]\n - The condition of the outfit is a critical element in the disguise system. NPCs will consider damaged outfits very suspicious. - - - - Player Outfit Suspicion Factor - - - Consider Player Helmet - - - When enabled, the type and condition of the helmet the player is wearing, either in the helmet slot or integrated, is considered by observing NPCs. - \n\nThis factor controls the importance of this element when calculating the overall suspicion factor. - \n\n%c[pda_green]Tip:%c[ui_gray_2] - \nHelmets are a critical element in the disguise system, as they cover the player's face and identity. - - - - Player Helmet Suspicion Factor - - - Consider Player Backpack - - - When enabled, the type and condition of the backpack in the player's backpack slot is considered by observing NPCs.\n\n - This factor controls the importance of this element when calculating the overall suspicion factor.\n\n - %c[pda_green]Tip:%c[ui_gray_2]\n - Large backpacks attract more attention, but this factor has a small overall impact. - - - - Player Backpack Suspicion Factor - - - Consider Player Inventory - - - When enabled, the quantity, weight and size of items in the player's inventory is considered by observing NPCs.\n\n - This factor controls the importance of this element when calculating the overall suspicion factor.\n\n - %c[pda_green]Tip:%c[ui_gray_2]\n - Carrying many items, especially large objects such as weapons, is considered suspicious by NPCs, but this factor has a small overall impact. - - - - Player Inventory Suspicion Factor - - - Consider Player Movement - - - When enabled, the player's movement and speed is considered by observing NPCs.\n\n - This factor controls the importance of this element when calculating the overall suspicion factor.\n\n - %c[pda_green]Tip:%c[ui_gray_2]\n - Try to blend in. Don't run and jump when NPCs are nearby. - - - - Player Movement Suspicion Factor - - - Consider Distance Between Player and NPCs - - - When enabled, the distance between the player and NPCs is considered.\n\n - This factor controls the minimum safe distance before suspicion is calculated. - - - - Minimum Safe Distance (Meters) - - - Consider Time Spent Near NPCs - - - When enabled, the length of time spent by the player inside the safe distance to NPCs is considered.\n\n - This factor controls the maximum time allowed before suspicion is calculated.\n\n - %c[pda_green]Tip:%c[ui_gray_2]\n - This factor includes time spent in conversation, so don't linger too long. - - - - Maximum Safe Stay Time (seconds) - - - - - With few restrictions, you can fast travel to many locations in the Zone by clicking on travel markers found on the PDA map. A fast-travel marker appear once you visit a location for the first time. The following settings allow you to control aspects of fast travel. - - - - Disabled - - - Visited Only - - - Show All - - - - Fast Travel State - - - Combat? - - - Overweight? - - - Wounded? - - - Emissions? - - - Use Long Names - - - Location Visit Message - - - Travel Without Time Change - - - - - With few restrictions, you can fast travel to stashes you create around the Zone by clicking on them on the PDA map. The following settings allow you to control aspects of backpack travel. - - - - Backpack Travel State - - - Combat? - - - Wounded? - - - Emissions? - - - Overweight? - - - Travel Without Time Change - - - - - General A-Life Settings - - - - Full - - - Smart Terrains Only - - - - Stalker Population Factor - - - Multiplier for stalkers spawn numbers across the Zone. The greater the number, the more likely it is that squads will spawn. - \n\n%c[pda_yellow]Note:%c[ui_gray_2] - \nThis setting has its greatest effect when starting a new game. Modifying this factor in a game in progress will produce very gradual changes in population, due to squads already being present in the Zone. - - - - Mutant Population Factor - - - Multiplier for mutant spawn numbers across the Zone. The greater the number, the more mutants will spawn.. - \n\n%c[pda_yellow]Note:%c[ui_gray_2] - \nThis setting has its greatest effect when starting a new game. Modifying this factor in a game in progress will produce very gradual changes in population, due to mutants already being present in the Zone. - - - - Offline Combat - - - This option adds to the dynamic aspects of the A-Life simulation by allowing squads in distant parts of the Zone to fight against their enemies. - It can impact factions and mutant populations, depending on the outcome of these battles. - \n\n - %c[pda_yellow]Note:%c[ui_gray_2]\n - %c[ui_gray_1]•%c[ui_gray_2] When the dynamic relations option is enabled, offline combat will play a large role in relation changes, due to the running battles between factions.\n - %c[ui_gray_1]•%c[ui_gray_2] This feature works for all game modes, including Warfare.\n - %c[ui_gray_1]•%c[ui_gray_2] Be aware that this feature can reduce the overall stalker population to some extent. Do not enable this option if you want a more populated zone. - - - - Exclusion Radius - - - Squads won't spawn if their spawn points (smart terrains) are inside the exclusion radius of the player.\n - This is to prevent unsightly and unfair spawns close to the player. - - - - Dynamic Anomalies - - - When enabled, emissions can create new anomalies around the Zone.\n - Anomalies might appear or disappear across the Zone after every emission event. - - - Dynamic Faction Relations - - - When enabled, relations between factions can change due to battles happening within the Zone, for better or worse.\n - Death of common enemies can have a positive impact on relations, and vice versa.\n - Magnitude of change in relations is determined by the importance of the victim. - - - Reset Hostile Faction Goodwill - - - When a faction becomes an enemy of the player's faction, the player will lose all goodwill earned with them previously. - - - Helicopter Sounds - - - Helicopter Patrols - - - - - Emissions - - - Psi-storms - - - - Every 6-12 hours - - - Every 12-24 hours - - - Every 1-2 days - - - Every 2-4 days - - - Kill at the end - - - Kill as wave advances - - - Kill at vortex - - - Turn to zombie - - - Explode - - - Don't kill - - - Siren and radio - - - Siren only - - - Radio only - - - No warning - - - - Enable Emissions - - - Frequency - - - Stalkers Fate - - - Warning - - - Give Hide Task - - - - Enable Psi-storms - - - Frequency - - - Stalkers Fate - - - Warning - - - Give Hide Task - - - - - Fast - - - Slow - - - - Warfare Main Settings - - - - All Out War - - - When enabled, every faction will be hostile to every other faction. When DrX's Dynamic Relations are detected, this will only be applied at the beginning of a game. - - - Random Starting Locations - - - When enabled, the player will spawn at a random base in the Zone. Every other base will be populated using the random_stalker_chance and random_mutant_chance options. - - - Random Starting Character - - - When this option is enabled it will randomize the name and faction of the player after starting a new game; best used with random_starting_locations. - - - Random Stalker Chance - - - The chance, between 0 - 100, that stalker squads will be spawned at a base or resource point when random_starting_locations is enabled. This is the chance that a single squad will spawn. If a base has a max population of 2, and random_stalker_chance is set to 50, then there is a 50% chance that the first squad will spawn, and a 50% chance that the second squad will spawn. - - - Random Mutant Chance - - - The chance, between 0 - 100, that mutant squads will be spawned at a territory point when random_starting_locations is enabled. Only one mutant per point will be spawned. - - - Enable Auto-capture - - - When enabled, the player will be able to capture points by standing within the distance specified by auto_capture_distance for the amount of time specified by auto_capture_time. If you are close to multiple points, the closest base will be chosen followed by the rest of the bases and then resource points; territory points are not auto-capturable. - - - Auto-capture Max Distance - - - Points within this distance to the player will be auto-captured; if the distance between the player and the point being captured is larger than this then it will stop being captured. - - - Auto-capture Wait Time - - - The amount of time, in in-game minutes, that it takes to capture a point manually. - - - Fog of War - - - When enabled, anything within the fog_of_war_distance range to the player, or any squad of the same faction, will be shown. show_unfriendly_squads and hide_smarts will still affect whether or not an object is shown on the PDA. - - - Fog of War Distance - - - When fog_of_war is enabled, anything within this range to the player or any squad of the players faction will be shown on the PDA. show_unfriendly_squads and hide_smarts will still affect whether or not an object is shown on the PDA. - - - Hide Unfriendly Squads - - - When enabled, neutral and enemy squads will not be displayed on the PDA. - - - Hide Smarts - - - When enabled, smart terrain icons will not be rendered on the PDA. Targets of the player's faction will still be shown on the PDA. - - - Hide Underground Smarts on map - - - When enabled, underground smarts will be hidden from the PDA. - - - Enemy Bonus Starting Squads - - - When enabled, enemy squads will have slightly more initial squads while neutral and friendly factions will have slightly less initial squads. - - - Enemy Base Boost - - - All enemies of the player's faction will be treated as if owning the specified number of bases in addition to what they really own. - - - Enemy Resource Boost - - - All enemies of the player faction will be treated as if owning the specified number of resources in addition to what they really own. Resources affect respawn time for defence / attack / patrol squads and how skilled the squads spawned are; higher resource count means faster respawn times with better squads. - - - Actor Influence Weight - - - How much priority each influence point adds to a target. Typical priority numbers are between 1 and 10; the higher the number the more likely points are to target the point with influence added to it. - - - Novice Squad Price - - - The price of a novice squad. When you have this amount of money or more and right click a base of your own faction's, it will include an option to buy a novice squad which will be spawned at that base immediately and be treated as companions. - - - Advanced Squad Price - - - The price of an advanced squad. When you have this amount of money or more and right click a base of your own faction's, it will include an option to buy an advanced squad which will be spawned at that base immediately and be treated as companions. - - - Veteran Squad Price - - - The price of a veteran squad. When you have this amount of money or more and right click a base of your own faction's, it will include an option to buy a veteran squad which will be spawned at that base immediately and be treated as companions. - - - Helicopter Price - - - The price of a helicopter. When you have this amount of money or more and right click a base of your own faction's, it will include an option to buy a helicopter. There can only be one helicopter per-faction on a single level. - - - Reward Enemy Rank Weight - - - When you kill an enemy, you will be rewarded actor_support_reward_money + (enemy_rank * actor_support_enemy_rank_weight). - - - Reward Money - - - When you kill an enemy, you will be rewarded actor_support_reward_money + (enemy_rank * actor_support_enemy_rank_weight). - - - Reward Influence - - - Whenever you kill an enemy, you are rewarded this amount of influence points. - - - Max Monster Squads - - - Whenever there is less than this amount of mutant squads on a level, the level will be able to be targeted by other mutant squads and mutants will spawn at any unoccupied point or lair based on the monster_min_faction_respawn and monster_max_faction_respawn variables. - - - Min Monster Respawn - - - The minimum amount of time that passes before a lair or unoccupied base/resource spawns a mutant squad if there are less than monster_max_squads_per_level mutant squads already on the point's level. - - - Max Monster Respawn - - - The maximum amount of time that passes before a lair or unoccupied base/resource spawns a mutant squad if there are less than monster_max_squads_per_level mutant squads already on the point's level. - - - Zombie Faction - - - When enabled, zombified stalkers will take part in the faction wars. - - - Mutant Offline Combat - - - When enabled, mutants will participate in offline combat. When disabled, mutants will have a more notable presence in the Zone. - - - Disable Smart Population Cap - - - When enabled, smart terrains will not auto-remove overflow squads. - - - Purge Zone on Emission - - - Purge Zone Percentage - - - Debug Logging (inflates log file) - - - When enabled, Warfare will use debug logging. Debug logging will log the beginning and end of most functions in warfare, so it will inflate your log size quite a bit. - - - - - Warfare Faction Settings - - - - Participate in Warfare - - - Spawn on new game - - - Random spawn entries - - - Linked level targeting - - - Ignore empty targets - - - Offline power multiplier - - - When a squad deals damage in offline combat, it is multiplied by this amount. If this is set to 2, for instance, squads that are a part of this faction will deal twice as much damage as typical squads in offline combat. - - - Expansion Aggression - - - Every time a base has less than the allowed number of targets and process_targets is called, a random number will be generated between 0 and 100. If this number is less than or equal to the expansion_aggression, the faction will choose a new target. Otherwise, the faction will not choose any new targets. - - - Night Activity Chance - - - The chance that a faction will send out invasion forces or send patrol squads anywhere during the night time. Night time is considered as between the hours of 8:00pm and 6:00am, or 20:00 and 6:00. - - - - Minimum Respawn Time - - - The minimum amount of time that must pass for a base to spawn a defence squad. This along with the base's available resources determines the bases defence respawn time. A base's available resources is determined by the following: total_resources = global_resources + (regional_resources * 2) + (local_resources * 3). The base's respawn time is determined by choosing a value between the minimum and maximum faction respawn time with a factor of resource_count / warfare.resource_count. respawn time = (100% - owned_resource_percentage) * min_faction_respawn + (owned_resource_percentage * max_faction_respawn. - - - Maximum Respawn Time - - - The maximum amount of time that must pass for a base to spawn a defence squad. This along with the base's available resources determines the bases defence respawn time. A base's available resources is determined by the following: total_resources = global_resources + (regional_resources * 2) + (local_resources * 3). The base's respawn time is determined by choosing a value between min_faction_respawn and max_faction_respawn with a factor of resource_count / warfare.resource_count. respawn time = (100% - owned_resource_percentage) * min_faction_respawn + (owned_resource_percentage * max_faction_respawn. - - - Keep Last Base - - - - Minimum Invasion Population Factor - - - The minimum invasion size multiplier. This is used along with max_invasion_size and the number of bases the faction owns in order to calculate a final invasion_size. This is a multiplier for a smart terrains max_population, so the stalker population factor from the stalker gameplay options will affect the final invasion size. Current invasion size = (100% - owned_base_percentage) * min_invasion_size + (owned_base_percentage * max_invasion_size). Current invasion population = min(1, target.max_population * Current invasion size). - - - Maximum Invasion Population Factor - - - The maximum invasion size multiplier. This is used along with max_invasion_size and the number of bases the faction owns in order to calculate a final invasion_size. This is a multiplier for a smart terrains max_population, so the stalker population factor from the stalker gameplay options will affect the final invasion size. Current invasion size = (100% - owned_base_percentage) * min_invasion_size + (owned_base_percentage * max_invasion_size). Current invasion population = min(1, target.max_population * Current invasion size). - - - Minimum Invasion Depart Time - - - Maximum Invasion Depart Time - - - - Minimum Patrol Population Factor - - - The minimum patrol squad population factor. When a faction owns no bases, each base would (theoretically since they don't own any) have min_patrol_squads * max_population amount of patrol squads. Current patrol squad factor = (100% - owned_base_percentage) * min_patrol_squds + (owned_base_percentage * max_patrol_squads. Current allowed patrols quads = base.max_population * current patrol squad factor. - - - Maximum Patrol Population Factor - - - The maximum patrol squad population factor. When a faction owns every base, each base will have max_patrol_squads * max_population amount of patrol squads. Current patrol squad factor = (100% - owned_base_percentage) * min_patrol_squds + (owned_base_percentage * max_patrol_squads. Current allowed patrols quads = base.max_population * current patrol squad factor. - - - Minimum Patrol Time - - - The minimum amount of time that must pass for a base to spawn a patrol squad. This along with the base's available resources determines the bases patrol respawn time. A base's available resources is determined by the following: total_resources = global_resources + (regional_resources * 2) + (local_resources * 3). The base's patrol respawn time is determined by choosing a value between min_patrol_time and max_patrol_time with a factor of resource_count / warfare.resource_count. respawn time = (100% - owned_resource_percentage) * min_patrol_time + (owned_resource_percentage * max_patrol_time. - - - Maximum Patrol Time - - - The maximum amount of time that must pass for a base to spawn a patrol squad. This along with the base's available resources determines the bases patrol respawn time. A base's available resources is determined by the following: total_resources = global_resources + (regional_resources * 2) + (local_resources * 3). The base's patrol respawn time is determined by choosing a value between min_patrol_time and max_patrol_time with a factor of resource_count / warfare.resource_count. respawn time = (100% - owned_resource_percentage) * min_patrol_time + (owned_resource_percentage * max_patrol_time. - - - Patrol Hunt Chance - - - When a base is looking for a new target for a patrol squad, and if there is an enemy patrol squad on the current level or a linked level, this is the chance that the base will assign the enemy patrol squad as a target; if the squad is not assigned an enemy patrol squad as a target then it will be assigned a territory point near the base to patrol as usual. - - - Minimum Patrol Rest Time - - - The minimum amount of time a patrol squad will wait at a territory point. Night activity chance will also affect whether or not they are sent to a new territory point. - - - Maximum Patrol Rest Time - - - The maximum amount of time a patrol squad will wait at a territory point. Night activity chance will also affect whether or not they are sent to a new territory point. - - - Minimum Resurgence Wait Time - - - Maximum Resurgence Wait Time - - - Random Squad Count - - - When enabled, every squad for this faction will have a random number of NPCs between min_random_squad_count and max_random_squad_count. - - - Minimum Random Squad Count - - - When random_squad_count is enabled, this is the minimum number of NPCs a squad will have for this faction. - - - Maximum Random Squad Count - - - When random_squad_count is enabled, this is the maximum number of NPCs a squad will have for this faction. - - - - Random Patrols - - - Maximum Random Patrols - - - Maximum Random Patrols Time - - - Maximim Random Patrols Time - - - - Invasion Departure Chance - - - The chance that an invasion will depart during the current process_targets update. This is called every 1 to 5 in-game minutes. - - - - Base Priority - - - How much the faction prioritises bases. Typical priority numbers are between 0 and 10. - - - Resource Priority - - - How much the faction prioritizes resource points. Typical priority numbers are between 0 and 10. - - - Territory Priority - - - How much the faction prioritizes territory points. Typical priority numbers are between 0 and 10. - - - Faction Flag Priority - - - How much a base prioritizes points that are flagged for their owning faction in the gamedata/configs/misc/simulation_objects_props.ltx file. For instance if Clear Sky is looking at a territory point, it will increase the priority for a point by 2 if in that file the point has csky = 1 defined for it. - - - Actively Targeted Priority - - - If a base is being targeted by another base, it will add this much priority to it in order to attempt to counter the invasion. - - - Weaker Target Priority - - - How much a base prioritizes points which have less powerful squads present. - - - Stronger Target Priority - - - How much a base prioritizes points which have more powerful squads present. - - - Same Level Target Priority - - - How much a base prioritizes points which are on the same level as itself. - - - - Max Base Smart Targets - - - How many points a base can target at once. - - - Resource Count Modifier - - - How many resource points are added to each base's available resource points. This can be negative. Higher numbers cause faster respawn times. - - - Base Count Modifier - - - How many bases are added to each faction's owned base count. This can be negative. Higher numbers cause more patrols and larger invasion forces. - - - - Enable Enemy Faster Respawn - - - Manual Capture Wait Time - - - Offline Combat Distance - - - Disable Offline Combat - - - When enabled, squads will not participate in offline combat. This will, in effect, cause warfare to set up battles that will unfold as you approach them. This will slow warfare down and make it centre around you and the squads around you. - - - Simulate Offline Combat at Smarts - - - When enabled, squads will only simulate offline combat when they are defending a target point. If two squads are nearby but waiting at different smart terrains, they will not engage in offline combat. - - - Enable Offline News Events - - - When enabled, you will receive offline news updates whenever a friendly squads enter offline combat, enter online combat, or a base is taken/lost by/from a friendly faction. - - - Offline News Display Percentage - - - A number between 0 and 100; Warfare will only display this percentage of offline news messages. - - - Randomize Squad Member Count - - - Min Squad Member Count - - - Max Squad Member Count - - - Factions Keep Last Base - - - Zombie Mode - - - - Target Faction Stronger Priority - - - Target Faction Weaker Priority - - - Target Faction Resource Priority - - - - Level (Great Swamps) Priority - - - Level (Darkscape) Priority - - - Level (Cordon) Priority - - - Level (Garbage) Priority - - - Level (Aprogrom) Priority - - - Level (Darkvalley) Priority - - - Level (Rostok) Priority - - - Level (Wild Territory) Priority - - - Level (Army Warehouses) Priority - - - Level (Yantar) Priority - - - Level (Dead City) Priority - - - Level (Limansk) Priority - - - Level (Radar) Priority - - - Level (Red Forest) Priority - - - Level (Deserted Hospital) Priority - - - Level (Pripyat) Priority - - - Level (Chernobyl NPP (South)) Priority - - - Level (Sarcofag) Priority - - - Level (Monolith Control Center) Priority - - - Level (Chernobyl NPP (North)) Priority - - - Level (Generators) Priority - - - Level (Zaton) Priority - - - Level (Jupiter) Priority - - - Level (Outskirts) Priority - - - Level (Jupiter Underground) Priority - - - Level (Truck Cemetery) Priority - - - - - - Warfare Azazel Mode Settings - - - - Azazel Mode - - - - Respawn as Companion - - - Respawn as Member Faction - - - Respawn as Ally Stalker - - - Respawn as Neutral Stalker - - - Respawn as Enemy Stalker - - - Respawn as Nearest Stalker - - - Companion Respawn Distance Factor - - - Faction Member Respawn Distance Factor - - - Friend Respawn Distance Factor - - - Ally Respawn Distance Factor - - - Neutral Respawn Distance Factor - - - Enemy Respawn Distance Factor - - - - Min. Companion Respawn Distance - - - Max. Companion Respawn Distance - - - Min. Faction member Respawn Distance - - - Max. Faction Member Respawn Distance - - - Min. Ally Respawn Distance - - - Max. Ally Respawn Distance - - - Min. Neutral Respawn Distance - - - Max. Neutral Respawn Distance - - - Min. Enemy Respawn Distance - - - Max. Enemy Respawn Distance - - - - - From missions and death reports, to daily jokes and banter, stalkers communicate for all kind of reasons. The following settings allow you to filter the type of messages your PDA will receive. - - - - HUD Messages Duration (seconds) - - - SOS/Death Reports (Enemy Raid) - - - SOS/Death Reports (Mutant Raid) - - - Death Reports and Discoveries - - - Death Reports (Obituaries) - - - Tips News - - - Threats - - - Artefact Discoveries - - - Helicopter requests - - - Loot Found - - - Special News Time Cycle (seconds) - - - - Stalker Reactions - - - - Weather Gossip - - - Time Gossip - - - Nearby Activities Gossip - - - Zombie Communication Attempts - - - - Bounties Gossip - - - Task News Time (seconds) - - - - Random Banter - - - Faction Activities - - - Zone Activities - - - Corpse Discoveries - - - Emission Predictions - - - Random News Time Cycle (seconds) - - - - Companion Banter - - - Companion Banter Time Cycle (seconds) - - - - - Other Settings - - - - Language - - - Discord Status - - - If you're connected to discord while this option is enabled, your game status will appear on your profile for everyone to see.\n - Info shown: level, active task, faction, health and game Mode - - - Autosave (Level Change) - - - Autosave (Every 15 mins) - - - Autosave (Every X mins (0 = disabled)) - - - Quicksave Count - - - Debug HUD - - - Debug Map Spots - - - Shows map markers for all squads in the Zone, with additional debug info. - - - Debug Error Notifications - - - Shows a notification on HUD if an error is logged in console. - - - - - - Experimental feature allowing silent takedowns of unaware npcs.\n - To perform a stealth kill you need to hit a npc with a suitable weapon (by default the Spetnaz Switchblade or a headshot with a suppressed gun) without either you or the victim being seen by any other npc.\n - If successful the npc will die without alerting nearby allies and friends, however if anybody sees you near the killed npc too soon they will realize you murdered them and everyone will react as usual.\n - This feature is disabled by default because it's still a work in progress and can severely impact balance (due to the ability of freely killing friendly npcs if done properly or to clear enemy bases when disguised). - - - Stealth Kills - - - Enable Silent Kills - - - Allow Melee Weapon Silent Kills - - - All Melee Weapons (Silent Kill Valid) - - - If unchecked, a melee weapon can be used for a silent kill only if its "can_stealth_stab" config value is true. By default only the Spetnaz Switchblade. - - - Suppressed Guns (Silent Kill Valid) - - - Gun Headshot Necessary for Silent Kill - - - Suspicion Time After Silent Kill - - - How much time being seen near a corpse you killed can cause other npcs to discover you. - - - Corpse Discovery (Player Distance) - - - How close the player must be to a silently killed npc to be recognized as the killer by other npcs. - - - Melee Silent Kills (Minimum Witness Distance) - - - A melee stealth kill attempt will always fail (decreases with rain) if there are any npcs near you or beside the victim within this distance (meters). - - - Gun Silent Kills (Minimum Witness Distance) - - - A melee stealth kill attempt will always fail (decreases with rain) if there are any npcs near you or beside the victim within this distance (meters). - - - - - Sale Minimum Item Condition - - - This is the value in %% that the item condition must be to be accepted by traders.\n - If set to 0, the minimum condition of items is decided by each trader's config file. - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_other.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_other.xml deleted file mode 100644 index 6e0da0cb1..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_other.xml +++ /dev/null @@ -1,539 +0,0 @@ - - - - CANCEL - - - NO - - - OK - - - YES - - - Map of the Zone - - - PDA bonus - - - Only one active vote permitted. - - - Game - - - Used - - - Level - - - Loading AI objects - - - Server: Loading alife simulator - - - Loading CFORM - - - Loading details - - - Loading geometry - - - Loading saved game - - - Loading sectors & portals - - - Loading shaders - - - Loading spatial-DB - - - Loading textures - - - Direct IP - - - No active task - - - Not enough money - - - The NPC does not have enough money - - - Opening stream - - - Prefetching objects - - - roubles. - - - SERVER: Connecting - - - SERVER: Starting - - - Validating CD Key - - - Video - - - repair - - - You can't run Render 2 on your PC - - - Connection error: Your CD-Key is disabled. Contact customer service. - - - Connection error: CD-Key already in use. - - - Connection error: Invalid CD-Key. - - - Connection error: Invalid host - - - Connection error: Invalid password - - - A new patch is available.\n Version: %s\n Location: %s\nDo you want to download it now? - - - No new patches currently available - - - Connection error: connection rejected by server - - - Connection error: server full - - - Connection error: Different version. - - - Connecting to master server - - - Days - - - Error - - - Load error - - - A file with this name already exists. Do you want to overwrite it? - - - The file name is empty - - - Hours - - - Was disconnected by BattleEye protection system: - - - Disconnected. Reason: - - - Leave - - - Loading this game will cause unsaved data to be lost. Proceed? - - - min - - - months - - - Backpack - - - Parameters - - - Unable to download the patch. - - - Patch successfully downloaded. Do you want to install it? - - - Price - - - sec - - - sec - - - Please select at least one map - - - Remaining - - - Vote failed - - - Do you really want to leave the game? - - - ... - - - moving within an area - - - I don't know the way yet. - - - Move %s? - - - You can't go there. - - - moving from Zaton to Yanov - - - moving from Zaton to Pripyat - - - moving from Yanov to Zaton - - - moving from Yanov to Pripyat - - - moving from Pripyat to Zaton - - - moving from Pripyat to Yanov - - - moving from Pripyat to X8 - - - moving from X8 to Pripyat - - - emission - - - beginning of the game - - - arrival at the Skadovsk - - - Stingray 1 examined - - - Stingray 2 examined - - - Stingray 3 examined - - - Stingray 4 examined - - - Stingray 5 examined - - - getting to the plateau - - - arrival at Yanov - - - road to Pripyat found - - - Zulu joins the squad - - - Vano’s debt repaid - - - Vano joins the squad - - - anomalous plant collected - - - Sokolov joins the squad - - - Strider joins the squad - - - squad assembled - - - arrival in the underpass - - - arrival in Pripyat - - - military forces located - - - unidentified weapon captured - - - recon squad found - - - reinforcements arrived - - - ‘antenna’ examined - - - missing sentry found - - - controller near sentry killed - - - testing workshop accessed - - - Gauss rifle documentation found - - - dead fighter found - - - entry to the kindergarten - - - military medic rescued - - - established communications with HQ - - - Pripyat evacuation initiated - - - evacuation helicopters reached - - - evacuation complete - - - mutant detector - - - ransom paid for hostage - - - hostage freed - - - Ash Heap anomaly measurements - - - Plavni anomaly measurements - - - bloodsucker lair - - - sent to Kopachy - - - approach to the waste processing station - - - stalker hit - - - container found in stash - - - hunting the chimera - - - Oasis found - - - Operation One Shot initiated - - - search for the psy-emission source - - - administrative documents - - - approach to the substation workshop - - - deal by the ranger station - - - Duty warehouse - - - strange glow source found - - - Zulu found - - - dangerous cave - - - Repair/modifications - - - Trade - - - Close window ($$ACTION_USE$$) - - - Open trading window ($$ACTION_SPRINT_TOGGLE$$) - - - Open repair and modification window ($$ACTION_SPRINT_TOGGLE$$) - - - evacuation helicopter take-off - - - Hold then release - - - Stealth - - - Sleep - - - Save - - - - - - Selected - - - Artefacts - - - Get artefact - - - Put artefact - - - Chop body - - - Kick - - - Position not on AI Map - - - Use of mess kit only possible near a lit campfire - - - Battery fully charged - - - Current charge: - - - Radiation level - - - Get a knife - - - - Are you sure you would like to repair %s?\n \n%c[255,1,255,1]+%s% - - - The item is beyond repair with these tools. - - - These tools aren't enough to repair this item further. - - - - 1234567890 - - - - 1234567890 - - - 1234567890abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_-. - - - - 1234567890abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_-. - - - - - I'm rolling the leaves, won't take long. - - - Sewing this sleeping bag will take a while. - - - Making this backpack will take a while. - - - I'm making the cartridges, might take a bit of time. - - - The roll is done. - - - The sleeping bag is done. - - - The backpack is done. - - - The cartridges are done. - - - - - discovered - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_screen.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_screen.xml deleted file mode 100644 index fc672df38..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/eng/ui_st_screen.xml +++ /dev/null @@ -1,857 +0,0 @@ - - - - IGNITE ($$ACTION_USE$$) - - - You must wait a bit before rekindling again - - - Need to be near a campfire - - - EXTINGUISH ($$ACTION_USE$$) - - - OPEN PERSONAL BOX ($$ACTION_USE$$) - - - You're too exhausted to move - - - You're too encumbered to move - - - OPEN DOOR ($$ACTION_USE$$) - - - SIT ($$ACTION_USE$$) - - - SPEAK ($$ACTION_USE$$) - - - SEARCH BODY ($$ACTION_USE$$) - - - SEARCH BODY ($$ACTION_USE$$)\nDRAG BODY (SHIFT+$$ACTION_USE$$) - - - MISSION COMPLETED: - - - MISSION FAILED: - - - ITEM RECEIVED: - - - MONEY RECEIVED: - - - NEW MISSION: - - - ITEM LOST: - - - MONEY LOST: - - - MISSION CANCELLED: - - - MISSION UPDATED: - - -   - - - %s - - - SEARCH BOX ($$ACTION_USE$$) - - - PICK UP ITEM ($$ACTION_USE$$) - - - SEARCH AIRCRAFT ($$ACTION_USE$$) - - - DOOR JAMMED - - - The door is locked from the inside - - - SAFE LOCKED - - - CODE REQUIRED - - - ENDER CODE ($$ACTION_USE$$) - - - TAKE PLANT ($$ACTION_USE$$) - - - SET UP SCANNER ($$ACTION_USE$$) - - - TAKE SCANNER ($$ACTION_USE$$) - - - Rainbow aggression suppressor\n - model of external emissions complex\n - scale 1:20 - - - ACTIVATE SWITCH ($$ACTION_USE$$) - - - EXAMINE DEVICE ($$ACTION_USE$$) - - - PLANT EXPLOSIVES ($$ACTION_USE$$) - - - RECOVER ($$ACTION_USE$$) - - - ELEVATOR HAS NO POWER - - - ACTIVATE GENERATOR ($$ACTION_USE$$) - - - SLEEP.. - - - You cannot sleep. You are bleeding and suffering from radiation exposure. Use drugs or find a medic. - - - You cannot sleep. You are bleeding. Use drugs or find a medic. - - - You cannot sleep You are suffering from radiation exposure. Use drugs or find a medic. - - - SLEEP ($$ACTION_USE$$) - - - AUTOSAVING... - - - You can now take your weapon out. - - - CODE LOCK ($$ACTION_USE$$) - - - Medical supplies have been placed in the personal box on the Skadovsk for solving the secret of the missing stalkers. - - - A PS5-M Universal Protection suit has been placed in the personal box at Yanov for helping Duty. - - - A PSZ-9d Duty armor suit has been placed in the personal box at Yanov for helping Duty. - - - A Wind of Freedom suit has been placed in the personal box at Yanov for helping Freedom. - - - A Freedom Guard suit has been placed in the personal box at Yanov for helping Freedom. - - - You didn't manage to reach the helicopters and the evacuation team left the Zone without you. - - - Are you ready to leave the Zone? There's no way back. - - - LOST TO THE ZONE - - -   - - - PAUSED - - - ZONE SAVED - - - An artefact has been placed in the personal box on the Skadovsk for helping to expose Magpie. - - - You must wait for the dock to become airtight - - - ACCESS GRANTED - - - TAKE THE ELEVATOR UP ($$ACTION_USE$$) - - - TAKE THE ELEVATOR DOWN ($$ACTION_USE$$) - - - Dangerous psy-emission levels. Protection required to go further. - - - PROTECTION SHUTDOWN - - - Dangerous radiation levels. Protection required to go further. - - - EXAMINE HELICOPTER ($$ACTION_USE$$) - - - SEARCH THE STASH ($$ACTION_USE$$) - - - h - - - MESSAGE - - - DOOR BLOCKED - - - CLOSE DOOR ($$ACTION_USE$$) - - - DOOR LOCKED - the camp is on alert - - - DOOR LOCKED - you must holster your weapon - - - DOOR LOCKED - - - Door is not being powered - - - OPEN DOOR ($$ACTION_USE$$) - - - GATE BLOCKED - - - USE THE ACCESS CARD ($$ACTION_USE$$) - - - ACCESS CARD REQUIRED - - - The door cannot be opened from this side - - - - - - - CREATE - - - The container is locked. Two keys are needed to open it. - - - USE KEY ($$ACTION_USE$$) - - - USE KEYS ($$ACTION_USE$$) - - - The container is locked. You need the second key to open it. - - - OPEN CONTAINER ($$ACTION_USE$$) - - - The door mechanism has been blocked from the inside. - - - CONNECT GAS TANK ($$ACTION_USE$$) - - - WARNING! CHEMICAL HAZARD! - - - TURN VALVE ($$ACTION_USE$$) - - - SEARCH CAR ($$ACTION_USE$$) - - - You can restock on medical supplies and ammo by visiting Lieutenant Rogovets and Lieutenant Kirillov. - - - An emission has recently occurred in the Zone - - - Ammo has been placed in the personal box at Yanov for eliminating dangerous mutants - - - Received coordinates of a stash that has already been discovered - - - STASH FOUND - - - STASH COORDINATES RECEIVED - - - THE ZONE AWAITS - - - TURN OFF THE MIRACLE MACHINE ($$ACTION_USE$$) - - - TURN OFF THE BRAIN SCORCHER ($$ACTION_USE$$) - - - LOWER BRIDGE ($$ACTION_USE$$) - - - STOP BRIDGE ($$ACTION_USE$$) - - - RAISE BRIDGE ($$ACTION_USE$$) - - - ACTIVATE THE BRAIN SCORCHER ($$ACTION_USE$$) - - - MAKE A WISH ($$ACTION_USE$$) - - - Listen to PDA recording - - - Someone is holding the door - - - Excellent, Colleague. I'm glad that you've received 2nd level access. At last you will find out what goes on in our laboratory. Your access code is 1243. Chief of Laboratory X18, Piotr Ilich Kalugin. - - - Dear colleague, may I remind you that starting tomorrow you will attend to the container in the central laboratory room. You must inspect the containers every two hours. Report everything directly to me. The code to the central laboratory room is 9524. Chief of Laboratory X18, Piotr Ilyitch Kalugin. - - - Good man, you made it after all. It's extremely important that we study the machine in the lab. Try turning it off so that we can have a look at it. - - - Listen, this prototype won't protect you from powerful emissions for long. I expected this, so every time an emission is detected, a timer is activated. When the time runs out, the prototype will no longer protect you, so be careful and keep an eye on the time. - - - Great work. The emission has been turned off and you're still alive. Oh, by the way, pop into our bunker every once in a while, won't you? - - - Turn off the generators ($$ACTION_USE$$) - - - The door is locked by a code - - - Press ($$ACTION_USE$$) to decode the door - - - Decoding in progress - - - The fight is off! The challenger got cold feet. - - - 10 seconds have elapsed! - - - 20 seconds have elapsed! - - - 30 seconds have elapsed! - - - 40 seconds have elapsed! - - - 50 seconds have elapsed! - - - 1 minute has elapsed! - - - 1 minute and 10 seconds have elapsed! - - - 1 minute and 20 seconds have elapsed! - - - 1 minute and 30 seconds have elapsed! - - - The fight has started! - - - Attention! Attention! A new fight is about to start in the Arena! In the left corner - the Zone's most dreaded nightmare, the ever-hungry Bloodsucker! And in the right corner... A human? Yes, it's a human! Your applause, please, for the stalker! - - - Attention! Attention! A new fight is about to start in the Arena! In the left corner - the spoon-bending kung-fu master himself - the burer! And in the right corner - a stalker constantly on the lookout! - - - So, the challenger has been killed! Now there's a surprise! - - - Well, the challenger killed their opponent, but they didn't do it in time. They lose the fight! - - - Attention! Attention! A new fight is about to start in the Arena. In the left corner - it's white, it's fluffy and it's pissed off like hell... The pseudodog! And in the right corner - he came from nowhere and that's precisely where he's headed. - - - Attention! Attention! A new fight is about to start in the Arena. In the left corner - you know him, you love him, and he hates you right back! It's the Beast! And in the right corner - alive and kicking, at least for the moment - our stalker! - - - Attention! Attention! A new fight is about to start in the Arena! In the left corner - the martial arts guru and health specialist - the snork! And in the right corner - the man with no past and no future. - - - The time's up! The challenger lost, but he's still fighting for his life! - - - Ho! The challenger killed his opponent in time! He wins! - - - You have died %s times. - - - New locations marked on PDA - - - WISH GRANTED! - - - - KICK - - - COLLECT PARTS - - - There are no replacements - - - NOTHING USEFUL FOUND - - - HELICOPTER - - - - - Need permission to use vice - - - USE WORKSHOP ($$ACTION_USE$$) - - - REPAIR ($$ACTION_USE$$) - - - - - EMISSION IMMINENT - - - - - NEW LIFE GRANTED!\n - You died %s times\n - Lives left: %s - - - - - ITEM ANIMATIONS ENABLED - - - ITEM ANIMATIONS DISABLED - - - - - DISGUISE SYSTEM DISABLED - - - You are now identified as a member of %s again - - - You can't disguise as a %s member - - - You have been seen changing your outfit. Everybody remembers you as a %s member - - - You have been seen recently. Everybody remembers you as a %s member - - - Without a disguise, stalkers will know you're a member of the %s community - - - This outfit's patch is torn. Stalkers will think you're part of the %s community - - - You tore the %s on this outfit. It can no longer be used for disguise - - - You attached a %s on this outfit, it can be used for disguise now - - - With this outfit, most stalkers will assume you're part of the %s community - - - You have been discovered! Everybody knows you are a %s member in disguise - - - - INTRUDER!!! - - - SPY!! SHOOT HIM. - - - A SPY!! QUICK! OPEN FIRE. - - - THIS GUY IS AN ENEMY!!! SHOOT AT ONCE. - - - STOP RIGHT THERE CRIMINAL SCUM! Pay the court a fine or serve your sentence. Your stolen goods are now forfeit. - - - - Were you spying on someone?! Who sent you? - - - Undercover? You think that's funny? - - - You're not fooling anyone, dumbass. - - - LEAVE. - - - - - And this one... - - - You have joined the - - - faction. - - - - - The ceasefire with %s has expired. - - - You broke the rules. The deal with %s is off. - - - - - CHANGE OF ORDER - - - Rumors are spreading about your latest efforts. - - - Rumors are spreading about your recent failures. - - - You gained more trust among %s. - - - You lost trust among %s. - - - %s didn't receive that well. - - - - - - You are expelled from the group - - - %c[0,255,0,0]You are expelled from the group - - - Psy-radiation level critical; you have been zombified - - - %c[0,255,64,0]Psy-radiation levels are critical; you have been zombified - - - Dezombification finished successfully - - - %c[0,255,64,0]Dezombification finished successfully - - - - - Unsafe to travel; enemies nearby - - - YOU ARE OVERENCUMBERED - - - You are already at your destination - - - MOVING - - - OPEN BACKPACK - - - - - STASH CREATED - - - You have already placed a stash somewhere - - - STASH CANNOT BE PLACED HERE - - - STASH - - - %s's STASH - - - - - Not tired enough to sleep - - - Woke up early after %s hours - - - Slept for %s hours - - - Slept very well for %s hours - - - Unable to rest due to too much caffeine - - - You are bleeding; seek medical attention - - - You are bleeding and irradiated; seek medical attention - - - You were killed while unconscious - - - Unable to rest during this - - - You are exhausted - - - You are extremely exhausted - - - You are irradiated; seek medical attention - - - A safer place is needed to sleep - - - Need to go inside tent to sleep - - - - - BODY TOO DECAYED - - - BODY HAS NOTHING USEFUL - - - NEED A KNIFE - - - KNIFE IS TOO DAMAGED - - - A sharper knife is required for this mutant - - - - - Manual saving is disabled (campfires only) - - - Reloading while alive is disabled - - - Quitting while alive is disabled - - - Something sharp is needed to open the can - - - You need a lighter to start a fire - - - CAMPFIRE SUCCESSFULLY LIT - - - CAMPFIRE FAILED TO IGNITE - - - You can only %s near campfires - - - Matches or Firestarter Set are required to ignite campfires - - - - - NEED MATCHES - - - Similar effect with greater efficiency already active - - - NEED SOMETHING SHARP - - - NEED SWISS KNIFE - - - SWISS KNIFE BROKE - - - NO BACKPACK EQUIPPED - - - - Similar effect with greater efficiency already active: %s - - - %s IS REQUIRED - - - - - ALREADY READ - - - ALREADY READ - - - - - The timer is active, you cannot %s yet - - - - You cannot %s during combat - - - You cannot %s during an emission or psi-storm - - - You cannot %s while bleeding - - - You cannot %s while irradiated - - - You cannot %s while bleeding or irradiated - - - You cannot %s while suffering from moderate injuries - - - You cannot %s while suffering from serious injuries - - - You cannot %s while suffering from severe injuries - - - You cannot %s while suffering from critical injuries - - - - Meeker: Your order has arrived, stalker. Come and pick it up. - - - Griffin: Stalker, you are in the territory of the Syndicate. You won't be attacked, but we expect proper behaviour from you. If you're looking for work, I may have a few things. - - - - - The recon squad bites the dust. It's time to launch one final assault on the centre of Pripyat. - - - We'll enter the Sarcophagus next. Catch your breath before we move on. This will be difficult. - - - The Shard is heavily protected. We've gotta kill all the guards. - - - Hey, tough guy. We've got a situation here in Limansk. I'll need your help. Here are my coordinates. - - - This won't be a walk in the park. Slow advance. Watch doors and corners. - - - Hey man, is that you? Come over here, quick! - - - ...camp in abandoned substation workshops for now. We've located the enemy SR unit and are preparing to... - - - I see that you're in the area. How about you come to Yanov Station so we can talk? - - - Hey there, stalker. How about you come to me so we can talk? - - - I'm engaging Monolith forces near the abandoned hospital. Any help would be appreciated. - - - H-help... me... Somebody... help me... - - - Shit, shit, shit! I could use some help here! Anyone?! - - - This is Colonel Alexander Alexandrovitsch Degtyarev of the SSU. We know you're there, Strelok, and you know why we're here. Put your weapons away and come out slowly, one at a time. We can do this without resorting to violence if you comply. - - - You can never leave the Zone, Colonel, whether you're raiding the Power Plant or are hiding on the other side of the planet. As long as it exists, it threatens the whole world. This isn't something your superiors can just sweep under the rug. I'm afraid I won't be joining you. - - - This is the last time you've interfered with our work, Colonel. Say your prayers. - - - %s, this is %s. Meet me in Jupiter, there is something I want to discuss with you. - - - DECRYPTING TRANSMISSION - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/resc/eng/ui_st_screen.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/resc/eng/ui_st_screen.xml deleted file mode 100644 index 4044e858a..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/resc/eng/ui_st_screen.xml +++ /dev/null @@ -1,853 +0,0 @@ - - - - Ignite ($$ACTION_USE$$) - - - You must wait a bit before rekindling again - - - Either there is no campfire nearby, or you're standing way too far - - - Extinguish ($$ACTION_USE$$) - - - Open personal box ($$ACTION_USE$$) - - - You're too exhausted to move. - - - You're too overloaded to move. - - - Open door ($$ACTION_USE$$) - - - Sit ($$ACTION_USE$$) - - - Speak ($$ACTION_USE$$) - - - Search body ($$ACTION_USE$$) - - - Search body ($$ACTION_USE$$)\nDrag body (SHIFT+$$ACTION_USE$$) - - - Mission complete: - - - Mission failed: - - - Item received: - - - Money received: - - - New mission: - - - Item lost: - - - Money lost: - - - Mission cancelled: - - - Mission updated: - - - Gun jammed - - - %s - - - Search box ($$ACTION_USE$$) - - - Pick up item ($$ACTION_USE$$) - - - Search aircraft ($$ACTION_USE$$) - - - Door jammed - - - The door is locked from the inside - - - Safe locked - - - Code needed - - - Enter code ($$ACTION_USE$$) - - - Take plant ($$ACTION_USE$$) - - - Set up scanner ($$ACTION_USE$$) - - - Take scanner ($$ACTION_USE$$) - - - Rainbow aggression suppressor\nmodel of external emissions complex\nscale 1:20 - - - Activate switch ($$ACTION_USE$$) - - - Examine device ($$ACTION_USE$$) - - - Plant explosives ($$ACTION_USE$$) - - - Recover ($$ACTION_USE$$) - - - Elevator has no power - - - Activate generator ($$ACTION_USE$$) - - - Sleep - - - You cannot sleep! You are bleeding dangerously and suffering from radiation exposure. Use drugs or contact a medic. - - - You cannot sleep! You are bleeding dangerously. Use drugs or contact a medic. - - - You cannot sleep! You are suffering from radiation exposure. Use drugs or contact a medic. - - - Sleep ($$ACTION_USE$$) - - - Autosaving... - - - You can now take your weapon out. - - - Code lock ($$ACTION_USE$$) - - - Medical supplies have been placed in the personal box on the Skadovsk for solving the secret of the missing stalkers. - - - A PS5-M Universal Protection suit has been placed in the personal box at Yanov for helping Duty. - - - A PSZ-9d Duty armour suit has been placed in the personal box at Yanov for helping Duty. - - - A Wind of Freedom suit has been placed in the personal box at Yanov for helping Freedom. - - - A Freedom Guard suit has been placed in the personal box at Yanov for helping Freedom. - - - You didn't manage to reach the helicopters and the evacuation team left the Zone without you. - - - Are you ready to leave the Zone? There's no way back. - - - Game Over - - - Game Over (Press Jump) - - - Paused - - - Game saved - - - An artefact has been placed in the personal box on the Skadovsk for helping to expose Magpie. - - - You must wait for the dock to become airtight - - - Access granted - - - Take the elevator up ($$ACTION_USE$$) - - - Take the elevator down ($$ACTION_USE$$) - - - Dangerous psy-emission levels. Protection required to go further. - - - Protection shutdown - - - Dangerous radiation levels. Protection required to go further. - - - Examine helicopter ($$ACTION_USE$$) - - - Search the stash ($$ACTION_USE$$) - - - h - - - Message - - - Door blocked - - - Close door ($$ACTION_USE$$) - - - Door locked - the camp is on alert - - - Door locked - you must holster your weapon - - - Door locked - - - Door is not being powered - - - Open door ($$ACTION_USE$$) - - - Gate blocked - - - Use the access card ($$ACTION_USE$$) - - - Access card required - - - The door cannot be opened from this side - - - - - - - Create - - - The container is locked. Two keys are needed to open it. - - - Use key ($$ACTION_USE$$) - - - Use keys ($$ACTION_USE$$) - - - The container is locked. You need the second key to open it. - - - Open container ($$ACTION_USE$$) - - - The door mechanism has been blocked from the inside. - - - Connect gas tank ($$ACTION_USE$$) - - - Warning! Chemical hazard! - - - Turn valve ($$ACTION_USE$$) - - - Search car ($$ACTION_USE$$) - - - You can restock on medical supplies and ammo by visiting Lieutenant Rogovets and Lieutenant Kirillov. - - - An emission has recently occurred in the Zone. - - - Ammo has been placed in the personal box at Yanov for eliminating dangerous mutants. - - - Received coordinates of a stash that has already been discovered. - - - Stash found - - - Stash coordinates received - - - Press any key to continue - - - Turn off the Miracle Machine ($$ACTION_USE$$) - - - Turn off the Brain Scorcher ($$ACTION_USE$$) - - - Lower bridge ($$ACTION_USE$$) - - - Stop bridge ($$ACTION_USE$$) - - - Raise bridge ($$ACTION_USE$$) - - - Activate the Brain Scorcher ($$ACTION_USE$$) - - - Make a wish ($$ACTION_USE$$) - - - Listen to PDA recording - - - Someone is holding the door. - - - Excellent, Colleague. I'm glad that you've received 2nd level access. At last you will find out what goes on in our laboratory. Your access code is 1243. Chief of Laboratory X18, Piotr Ilich Kalugin. - - - Dear colleague, may I remind you that starting tomorrow you will attend to the container in the central laboratory room. You must inspect the containers every two hours. Report everything directly to me. The code to the central laboratory room is 9524. Chief of Laboratory X18, Piotr Ilyitch Kalugin. - - - Good man, you made it after all. It's extremely important that we study the machine in the lab. Try turning it off so that we can have a look at it. - - - Listen, this prototype won't protect you from powerful emissions for long. I expected this, so every time an emission is detected, a timer is activated. When the time runs out, the prototype will no longer protect you, so be careful and keep an eye on the time. - - - Great work. The emission has been turned off and you're still alive. Oh, and by the way, pop into our bunker every once in a while, won't you? - - - Turn off the Generators ($$ACTION_USE$$) - - - The door is locked by a code - - - Press ($$ACTION_USE$$) to decode the door - - - Decoding in progress - - - The fight is off! The challenger got cold feet and didn't come out to fight at all! - - - 10 seconds have elapsed! - - - 20 seconds have elapsed! - - - 30 seconds have elapsed! - - - 40 seconds have elapsed! - - - 50 seconds have elapsed! - - - 1 minute into the fight! - - - 1 minute and 10 seconds have elapsed! - - - 1 minute and 20 seconds have elapsed! - - - 1 minute and 30 seconds have elapsed! - - - The fight has started! - - - Attention! Attention! A new fight is about to start in the Arena! In the left corner - the Zone's most dreaded nightmare, the ever-hungry Bloodsucker! And in the right corner... A human? Yes, it's a human! Your applause, please, for the stalker! - - - Attention! Attention! A new fight is about to start in the Arena! In the left corner - the spoon-bending kung-fu master himself - the burer! And in the right corner - a stalker constantly on the lookout! - - - So, the challenger has been killed! Now there's a surprise! - - - Well, the challenger killed their opponent, but they didn't do it in time. They lose the fight! - - - Attention! Attention! A new fight is about to start in the Arena. In the left corner - it's white, it's fluffy and it's pissed off like hell... The pseudodog! And in the right corner - he came from nowhere and that's precisely where he's headed. - - - Attention! Attention! A new fight is about to start in the Arena. In the left corner - you know him, you love him, and he hates you right back! It's the Beast! And in the right corner - alive and kicking, at least for the moment - our stalker! - - - Attention! Attention! A new fight is about to start in the Arena! In the left corner - the martial arts guru and health specialist - the snork! And in the right corner - the man with no past and no future. - - - The time's up! The challenger lost, but he's still fighting for his life! - - - Ho! The challenger killed his opponent in time! He wins! - - - You have died %s times. - - - New locations have been marked on your PDA. - - - WISH GRANTED ! - - - - Kick - - - Collect parts - - - There are no replacements. - - - Nothing useful - - - Helicopter - - - - - You do not have permission to use this vice - - - Use Workshop ($$ACTION_USE$$) - - - Repair ($$ACTION_USE$$) - - - - - Imminent emission - - - - - NEW LIFE GRANTED! You died %s times. Lives left: %s - - - - - Items animations are enabled - - - Items animations are disabled - - - - - Disguise system is disabled. - - - You're now identified as a member of %s again. - - - You can't disguise as a %s member. - - - You have been seen changing outfit, everybody remembers you as a %s member. - - - You have been seen recently, everybody remembers you as a %s member. - - - Without a disguise, stalkers will know you're a member of the %s community. - - - This outfit's patch is torn, stalkers will think you're part of the %s community. - - - You tore the %s on this outfit, it can no longer be used for disguise. - - - You attached a %s on this outfit, it can be used for disguise now. - - - With this outfit, most stalkers will assume you're part of the %s community. - - - You have been discovered! Everybody knows you are a %s member in disguise. - - - - INTRUDER!!! - - - SPY!! SHOOT HIM. - - - A SPY!! QUICK! OPEN FIRE. - - - THIS GUY IS AN ENEMY!!! SHOOT AT ONCE. - - - STOP RIGHT THERE CRIMINAL SCUM! Pay the court a fine or serve your sentence, your stolen goods are now forfeit. - - - - Were you spying on someone?! Who sent you? - - - Undercover? You think that's funny? - - - You're not fooling anyone, dumbass. - - - Leave. - - - - - And this one... - - - You have joined the - - - faction. - - - - - The ceasefire with %s has expired. - - - You broke the rules, the deal with %s is off! - - - - - Change of order - - - Rumours are spreading about your latest efforts. - - - Rumours are spreading about your recent failure. - - - You gained more trust among %s. - - - You're losing %s trust. - - - %s didn't receive that well. - - - - - - You are expelled from the group! - - - %c[0,255,0,0]You are expelled from the group! - - - The Psy-radiation level is critical and you have been zombified! - - - %c[0,255,64,0]The Psy-radiation level is critical and you have been zombified! - - - Dezombification finished successfully! - - - %c[0,255,64,0]Dezombification finished successfully! - - - - - It would be unsafe to travel with enemies nearby - - - You are carrying too much weight - - - You are already at your destination - - - Moving - - - Open backpack - - - - - Stash created - - - You have already placed a stash somewhere - - - Stash cannot be placed here - - - stash - - - %s's stash - - - - - I'm not tired enough to sleep. - - - Woke up early after %s hours - - - Slept for %s hours - - - Slept very well for %s hours - - - You are high on caffeine and unable to rest - - - You are bleeding; seek medical attention - - - You are bleeding and irradiated; seek medical attention - - - You were killed whilst unconscious - - - You aren't crazy enough to rest during this - - - You are exhausted and need to rest - - - You are extremely exhausted - rest immediately! - - - You are irradiated; seek medical attention - - - A safer place is needed to sleep - - - You have to go inside your tent to sleep - - - - - The body is too decayed - - - The body has nothing useful - - - Need a knife - - - The knife is in very bad condition - - - Need a stronger knife for this mutant - - - - - Manual saving is disabled (campfires only) - - - Reloading while alive is disabled - - - Quitting while alive is disabled - - - You need something sharp to open the can - - - You need a lighter to start a fire - - - Campfire lighting successful - - - Campfire lighting unsuccessful - - - You can only %s near campfires. - - - Matches or Firestarter set are required to ignite campfires. - - - - - You need matches to light up your smoke - - - You already have a similar effect with greater efficiency - - - You need something sharp to open the can - - - To open the can, you need a Swiss knife - - - Your Swiss knife broke - - - No backpack equipped - - - - You already have a similar effect with greater efficiency: %s - - - %s is required! - - - - - You've read this before - - - You've read this before - - - - - The timer is active, you cannot %s yet. - - - - You cannot %s during combat. - - - You cannot %s during an emission or psi-storm. - - - You cannot %s while bleeding. - - - You cannot %s while being irradiated. - - - You cannot %s while bleeding or being irradiated. - - - You cannot %s while suffering from moderate injuries. - - - You cannot %s while suffering from serious injuries. - - - You cannot %s while suffering from severe injuries. - - - You cannot %s while suffering from critical injuries. - - - - Meeker:\nYour order has arrived, stalker. Come and pick it up. - - - Griffin:\nStalker, you are in the territory of the Syndicate. You won't be attacked, but we expect proper behaviour of you. If you're looking for work, I may have a few things for you. - - - - - The recon squad bites the dust. It's time to launch one final assault on the centre of Pripyat. - - - We'll enter the Sarcophagus next. Catch your breath before we move on. This will be difficult. - - - The Shard is heavily protected. We've gotta kill all the guards. - - - Hey, tough guy. We've got a situation here in Limansk. I'll need your help. Here are my coordinates. - - - This won't be a walk in the park. Slow advance. Watch doors and corners. - - - Hey man, is that you? Come over here, quick! - - - ...camp in abandoned substation workshops for now. We've located the enemy SR unit and are preparing to... - - - I see that you're in the area. How about you come to Yanov Station so we can talk? - - - Hey there, stalker. How about you come to me so we can talk? - - - I'm engaging Monolith forces near the abandoned hospital. Any help would be appreciated. - - - H-help... me... Somebody... help me... - - - Shit, shit, shit! I could use some help here! Anyone?! - - - This is Colonel Alexander Alexandrovitsch Degtyarev of the SSU. We know you're there, Strelok, and you know why we're here. Put your weapons away and come out slowly, one at a time. We can do this without resorting to violence if you comply. - - - You can never leave the Zone, Colonel, whether you're raiding the Power Plant or are hiding on the other side of the planet. As long as it exists, it threatens the whole world. This isn't something your superiors can just sweep under the rug. I'm afraid I won't be joining you. - - - This is the last time you've interfered with our work, Colonel. Say your prayers. - - - %s, this is %s. Meet me in Jupiter, there is something I want to discuss with you. - - - Decrypting transmission - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_credits.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_credits.xml deleted file mode 100644 index e84e8890c..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_credits.xml +++ /dev/null @@ -1,1305 +0,0 @@ - - - - - Enhanced GUI / Anomaly Edition v0.1 [ALPHA] © 2007 INCBOX INC - - - - - Enhanced GUI - - - - INC - - - EZEILL - - - Aster - - - äåäóøêà Ëè - - - Hunlight - - - - Enhanced GUI Òåñòåðû - - - - semfeliks - - - RAR - - - Jerry - - - Rain - - - Xen - - - - - Âèçóàë - - - - Kait Kybar - - - Andrew Goryunov - - - Ihor Tovstohan - - - Matias Machado - - - Sergej Dubovik - - - Sergey Taranik - - - Sergey Zabelin - - - Vitaliy Filipskyy - - - BONDARTS - - - - - - Àâòîðû - - - - - Âí¸ñøèå âêëàä - - - - - - Boomsticks and Sharpsticks - - - - Mich - - - Mortan (STCoP WP) - - - SiberCat - - - YungPr1nce - - - - - Blindside's Weapon Reanimation and Rebalance "Loner" - - - - Blindxside - - - - - Food, Drug and Drinks Animations - - - - Feel_Fried - - - - - Weapon Parts Overhaul - - - - artifax - - - - - Ballistics Overhaul - - - - - Body Health System - - - - Grokitach - - - - Gunslinger Mod Team - - - - - - Original The Hand/Arms Project - - - - ICHICROW - - - - - T.H.A.P. Rework - - - - - I.N.E.R.T.I.A. Camera Reanimation Project - - - - IENCE - - - - - HD Models - - - - Ninja_Nub[NOR] - - - Raito-x-Ray - - - - - Dux's Innumerable Character Kit - - - - DuxFortis - - - - Isthar - - - ALEX1197 - - - 2clip - - - ky-ky - - - lafugix - - - - - Soundscape Overhaul - - - - - - Skies Redux - - - - d_nan - - - - - Aydins Grass Tweaks - - - - aytabag - - - - - Weapon Cover Tilt - - - - - Michikos Weather Revamp - - - - - Dynamic Anomalies Overhaul - - - - TheMrDemonized - - - - - Toxic Air - - - - - Stealth - - - - - Hunger Thirst Sleepiness Bars - - - - bvcx - - - - - Screen Space Shaders - - - - Ascii1457 - - - - Enhanced Shaders - - - - KennShade - - - - Atmospherics - - - - Hippobot - - - - Expedition - - - - jdud - - - - - - Icons Pack - - - - Cr3pis - - - - - Tactical Fonts for Anomaly - - - - CryoManne - - - - - - Other Modders - - - - DeadEnvoy - - - Daniel Swahn - - - Alexey Omelchuk - - - ec0- - - - TDLemon - - - Zooey - - - Hekawa - - - Foxhed - - - .MaLum - - - maidresidence - - - BlackGrowl - - - HarukaSai - - - ravenascendant - - - wuut - - - JasonVN.za - - - Ishmaeel - - - indyora - - - Freedom_is_garbage - - - Wang_Laoshi - - - fitzroy_doll - - - Arkady & Boris Strugatsky - - - Stalker Wiki - - - CEMENT - - - - Moperdogolus - - - SarisKhan - - - MerelyMezz - - - Leviathan - - - Jurkonov - - - AeneasH - - - IgiGog - - - DamieneX - - - thisisntmysteamid - - - AyyKyu - - - swergdach - - - Daedalus-Prime - - - Cobra Commander - - - BazinGarrey - - - CrookR - - - LVutner - - - theRealBeef - - - LilGabe - - - thales100 - - - denis2000 - - - Patrick Sutton - - - Valerok - - - Grelka - - - - Lucy - - - GRIZZY - - - Diphenhydramine-HCl - - - Tweaki_Breeki - - - DaveIsDead - - - zoust - - - GabeCPB0 - - - 2Gen - - - Vintar0 - - - Arszi - - - meatchunk - - - tdef - - - Rezy - - - K0bik - - - Quantum_Cookie - - - Strogglet15 - - - Elkinda - - - longreed - - - Smiyukiharukagacus02 - - - Qball - - - av661194 - - - Real_leaper - - - Dominus_Imperatoriis - - - - Green_Ghost - - - Aorushome - - - ptolthegoodguy - - - artifax - - - Aonestr - - - TheShinyHaxorus - - - lyrathechimera - - - OnegRiot - - - K.Cin - - - sneaky - - - Favkis_Nexerade - - - reter - - - mora145 - - - nb79 - - - ForeverButthurt - - - Sarapz - - - whereismy - - - illinaru - - - CptCrits - - - RowanMaBoot - - - KronQ - - - Yastin - - - AeroFW - - - - helloworlder - - - SiNiMiKe - - - Lenny Weisstein - - - RazorShultz - - - Big Angry Negro - - - SparksTheUnicorn - - - Noxilian - - - AGoodSetOfPistol - - - Incompetent - - - Toxicity86 - - - Evilwarrior2019 - - - Death_KnightRZ - - - Steelhawk28 - - - strelocc - - - mezz - - - Mich_Cartman - - - r3zy - - - Dead Air - - - ThunderVision - - - PYP - - - Briggs - - - Enola Straight - - - Lauta_ro - - - - Stalker_Boss - - - sneakydud - - - Michiko-chan152 - - - ChadSTALKEREnjoyer - - - A. R. E. A - - - Isthar - - - ALEX1197 - - - 2clip - - - ky-ky - - - lafugix - - - Thfpjct - - - Óãðþìûé - - - Awene - - - Mireles - - - brainscorcher - - - CrommCruac - - - Doodlezoid - - - Queen Kat - - - towelie60 - - - Doenitz - - - Pryviet - - - RickRiera - - - Aboba - - - MrStalkerHacker - - - - Darth_Shepard - - - Azetrix - - - jenek96 - - - #Closed - - - Mike0422 - - - tkcrits - - - pr0statitis - - - rene13cross - - - Souvlakii - - - Battlestate Games - - - [ R R G ] - - - Ethylia - - - dannydealmusic - - - Lord Jardhead - - - Sosoyer - - - hetza - - - tcmx - - - Kennedith - - - moddbplsffs - - - =Krieger= - - - DSurs - - - unethicalrus - - - Beats - - - - JSRS Team - - - Kh0rnz - - - Apathy Knight - - - SD - - - Maid - - - maslinupoymal - - - Mortan - - - Andrejs Green - - - LsdPro - - - _MrVlad - - - SiberCat - - - YungPrince - - - Shadow_Guardian - - - mp5lng - - - tych0 - - - FIREBREATH1001 - - - - - - Anomaly - - - - - Ðàçðàáîò÷èêè - - - - Îñíîâàòåëü ïðîåêòà è âåäóùèé ðàçðàáîò÷èê - - - Searge - - - Âåäóùèé ãåéìäèçàéíåð è ðóêîâîäèòåëü ïðîåêòà - - - Tronex - - - Ãåéìäèçàéíåð è ðàçðàáîò÷èê ñöåíàðèåâ - - - tdef - - - Õóäîæíèê ïî òåêñòóðàì è ïîãîäíûé äèçàéíåð - - - meatchunk - - - Ðàçðàáîò÷èê äâèæêà - - - Rezy - - - Ðàçðàáîò÷èê øåéäåðîâ è äîï. ïðîãðàììèðîâàíèå - - - LVutner - - - Äèçàéíåð óðîâíåé è ìîäåëåé - - - CEASER - - - Äèçàéíåð óðîâíåé è ìîäåëåé - - - Vehtam - - - Ïåðåâîä÷èê íà ðóññêèé ÿçûê è òåñòèðîâùèê - - - ThunderVision - - - - - Âíåñëè ñâîé âêëàä - - - - - Îñîáåííîñòè - - - "Lost to the Zone" - Storylines - - - SarisKhan - - - Warfare Mode - - - Werejew - - - - Âèçóàëüíûå ýôôåêòû - - - - Atmosfear 3 Source Materials - - - Cromm Cruac - - - Textures (Stalkers, Detectors and Zombie Models) - - - Akinaro - - - DUGA and Pripyat Signs (Models and Textures), Levels - - - Campfire Particles and Assistance - - - Theysani - - - Mask Cleaning Animation - - - Monkatraz - - - Sight Overhaul - - - BMWAG65321 - - - DX8 Rendering Improvements - - - Zhoraferz - - - Blend Animations - - - Souvlaki - - - PDA Animations - - - Unethicalrus - - - Textures and Tree Models - - - Vurt - - - - Äèàëîãè è òåêñò - - - - Proof Reading, Dialogue Revision - - - Red Forest Cake - - - Ïåðåâîä÷èêè íà ðóññêèé - - - ThunderVision - - - Jaznavav - - - Revised Strings - - - Killeon - - - Grey - - - Expanded Information Dialogue for NPCs - - - Salty - - - Indyor - - - Expanded Messages for PDAs - - - DesmanMetzger - - - Taffy - - - Improved Strings for Outfits and Weapons Description - - - Acinu - - - - Íàïèñàíèå êîäà - - - - Engine Optimization Assistance - - - Rafa / EMS Team - - - Stalker Weather Tweaker - - - Davyd McColl - - - - Ïåðåñìîòð áàëàíñà è èñïðàâëåíèÿ - - - - Damage System - - - Balathruin - - - AI Improvement, Stability Testing - - - Zhoraferz - - - Weapon Fixes - - - PYP - - - Õðîíà - - - Re-organized XML Profiles - - - Bob - - - Upgrades Fixes - - - Just Monika - - - PSY System Improvements - - - Arszi - - - - Àóäèî è ìóçûêà - - - - Ambient Music - - - HEIFEHEN - - - Music - - - Ilya Ponomarenko - - - Anomaly 1.5 B3 Trailer - - - Carl Mylo - - - - Êîíòðîëü êà÷åñòâà - - - - Áåòà-òåñòèðîâùèêè - - - Keystone - - - Carl Mylo - - - Delraich - - - Topsi - - - Unethicalrus - - - Klean - - - Warezz.K - - - DesmanMetzger - - - Sanchez69full - - - ÑàÍÛ÷ - - - MindAbsorber - - - Regicide - - - Lennic - - - Balathruin - - - GhenTuong - - - Arszi - - - Asnen - - - Axis - - - Solarint - - - Souvlaki - - - Domi - - - Hip - - - Feel_Fried - - - - Îòäåëüíàÿ áëàãîäàðíîñòü - - - - Ñîçäàòåëü è ìåíåäæåð ñåðâåðà Anomaly â Discord - - - Exo-Stalker - - - Ìåíåäæåð ñîîáùåñòâà ÂÊîíòàêòå - - - Zhoraferz - - - Vaakvadoz - - - Andrejs - - - Òåõíè÷åñêàÿ ïîääåðæêà ÂÊîíòàêòå - - - TrueTrolleybus - - - - Èñïîëüçîâàííûå àññåòû - - - - Skyboxes - - - Skygod - - - Tactical Flashlight - - - Romann - - - Outfits - - - DDOA Add-on - - - Base Mod / Core Features and Scripts - - - Call of Chernobyl - - - Base Mod / Gameplay Mechanics - - - Misery / Call of Misery - - - Base mod - - - Last Day - - - Engine Support and Optimization - - - Oxygen - - - Engine Support and Weapons features - - - Shoker Weapons Mode - - - Weapons - - - STCoP 3.0 - - - Icons Work - - - A.R.E.A - - - Detectors Models Base, Items and Particles - - - Dead Air - - - Glass Textures - - - Textures.com - - - SWTC - - - MNP Meshes - - - Demosfen - - - Yim's Weapon Tweaks - - - Yim - - - 21:9 Scopes Patch - - - digitalifeless - - - È êàê âñåãäà: óäà÷íîé îõîòû, ñòàëêåð! - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_factionID.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_factionID.xml deleted file mode 100644 index 3e1f5f408..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_factionID.xml +++ /dev/null @@ -1,126 +0,0 @@ - - - - - - Ðàñïîçíàâàíèå ãðóïïèðîâîê - - - Îñíîâíûå - - - Ïîçèöèÿ - - - Òåêñò - - - Ðàñïîçíàâàòü òðóïû - - - Ïðè âêëþ÷åíèè ýòîé íàñòðîéêè áóäóò ðàñïîçíàâàòüñÿ ì¸ðòâûå ñòàëêåðû. - - - Ïîêàçûâàòü èìåíà - - - Çàäåðæêà ðàñïîçíàâàíèÿ - - - Åñëè îïöèÿ âêëþ÷åíà, òî ðàñïîçíàâàíèå áóäåò ïðîèñõîäèòü ñ çàäåðæêîé, âåëè÷èíà êîòîðîé çàâèñèò îò ðàññòîÿíèÿ äî ðàñïîçíàâàåìîãî ïåðñîíàæà, ò.å. ÷åì áîëüøå äèñòàíöèÿ, òåì ìåäëåííåå ïðîöåññ. - - - Ïîêàçûâàòü ðàíã - - - Íåîáõîäèìîñòü â çíàêîìñòâå - - - Ïðè âêëþ÷åíèè ýòîé îïöèè, ó ñòàëêåðîâ áóäåò îòîáðàæàòüñÿ òîëüêî ãðóïïèðîâêà. Äîïîëíèòåëüíûå äàííûå Èìÿ/Ðàíã ïîÿâÿòñÿ òîëüêî ïîñëå çíàêîìñòâà ñ íèì. - - - Ñêîðîñòü ðàñïîçíàâàíèÿ - - - Óâåëè÷èâàåò/óìåíüøàåò ñêîðîñòü ðàñïîçíàâàíèÿ. ×åì âûøå çíà÷åíèå, òåì áûñòðåå ïðîöåññ. - - - Ïîãðåøíîñòü íàâåäåíèÿ ïðèöåëà - - - Äàííàÿ îïöèÿ îïðåäåëÿåò, íàñêîëüêî äàëåêî ðàñïîçíîâàåìûé ïåðñîíàæ ìîæåò íàõîäèòüñÿ îò öåíòðà ýêðàíà. ×åì âûøå çíà÷åíèå, òåì òî÷íåå ïðèä¸òüñÿ íàâîäèòü ïðèöåë íà ïåðñîíàæà. Ïðè çíà÷åíèè 1.0 ðàñïîçíàâàíèå ïðîèñõîäèò òîëüêî ïðè òî÷íîì íàâåäåíèè íà ïåðñîíàæà. - - - Êîîðäèíàòû îêíà ïî îñè X - - - Êîîðäèíàòû îêíà ïî îñè Y - - - Ñäâèíóòü âåñü òåêñò ïî îñè X - - - Îòíîñèòåëüíî êîîðäèíàòû X ïîëîæåíèÿ îêíà - - - Ñäâèíóòü âåñü òåêñò ïî îñè Y - - - Îòíîñèòåëüíî êîîðäèíàòû Y ïîëîæåíèÿ îêíà - - - Ñäâèã èìåíè ïî îñè Y - - - Îòíîñèòåëüíî êîîðäèíàòû X ïîëîæåíèÿ îêíà - - - Ñäâèã èìåíè ïî îñè Y - - - Îòíîñèòåëüíî êîîðäèíàòû Y ïîëîæåíèÿ îêíà - - - Ñäâèã ðàíãà ïî îñè Y - - - Îòíîñèòåëüíî êîîðäèíàòû X ïîëîæåíèÿ îêíà - - - Ñäâèã ðàíãà ïî îñè Y - - - Îòíîñèòåëüíî êîîðäèíàòû Y ïîëîæåíèÿ îêíà - - - Âûðîâíÿòü òåêñò ïî ïðàâîìó êðàþ - - - Åñëè îïöèÿ âêëþ÷åíà - îòîáðàæåíèå èìåíè è ðàíãà áóäåò âûðàâíèâàòüñÿ ïî ïðàâîìó êðàþ ýêðàíà. - - - Öâåò òåêñòà èìåíè: êàíàë R - - - Öâåò òåêñòà èìåíè: êàíàë G - - - Öâåò òåêñòà èìåíè: êàíàë B - - - Öâåò òåêñòà ðàíãà: êàíàë R - - - Öâåò òåêñòà ðàíãà: êàíàë G - - - Öâåò òåêñòà ðàíãà: êàíàë B - - - Íåèçâåñòíûé - - - Ñêàíèðîâàíèå... - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_mm.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_mm.xml deleted file mode 100644 index a1eeeb2af..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_mm.xml +++ /dev/null @@ -1,264 +0,0 @@ - - - - ßñíàÿ - - - Îáëà÷íàÿ - - - Íî÷ü - - - Äîæäü - - - Òèï èãðû - - - Ìàñòåð - - - Íîâè÷îê - - - Âåòåðàí - - - Èêîíêè - - - Êàðòà - - - Âûñîêî - - - Íèçêî - - - Ñðåäíå - - - Îòêëþ÷åíî - - - Äåéñòâèå - - - Ðàñøèðåííûå - - - Àëüòåðíàòèâíûé - - - Íàçàä - - - Êðîâü - - - OK - - - Ñëåäóþùèé - - - Ïðåäûäóùèé - - - Ñîçäàòü - - - Ìîäèôèöèðîâàòü - - - Îòðåìîíòèðîâàòü - - - Ïðèãîòîâèòü - - - Âçÿòü âûáðàííîå - - - Âçÿòü âñ¸ (Enter) - - - Îáíîâëåíèÿ èãðû - - - Óïðàâëåíèå - - - ÒÈÒÐÛ - - - ÓÄÀËÈÒÜ - - - Âû äåéñòâèòåëüíî õîòèòå óäàëèòü ýòîò ôàéë? - - - Ñëîæíîñòü - - - ÎÒÊËÞ×ÈÒÜ - - - Âû óâåðåíû, ÷òî õîòèòå îòêëþ÷èòü? - - - Êíîïêà - - - Íàñòðîéêà êëàâèàòóðû - - - ÏÎÑËÅÄÍÅÅ ÑÎÕÐÀÍÅÍÈÅ - - - ÇÀÃÐÓÇÈÒÜ - - - ÏÐÎÄÎËÆÈÒÜ - - - ÇÀÃÐÓÇÈÒÜ ÇÎÍÓ - - - Âûéòè èç ïðîôèëÿ - - - Ìàñòåð - - - Èçìåíåíèÿ âñòóïÿò â ñèëó òîëüêî ïîñëå ïåðåçàãðóçêè èãðû. - - - Ñåòåâàÿ èãðà - - - ÍÎÂÀß ÇÎÍÀ - - - Íîâè÷îê - - - ÍÀÑÒÐÎÉÊÈ - - - Ðàññòîÿíèå ìåæäó ÷àñòèöàìè - - - Óñòàíîâêè êà÷åñòâà - - - ÏÎÊÈÍÓÒÜ ÈÃÐÓ - - - ÂÛÕÎÄ Â WINDOWS - - - ÂÛÉÒÈ Â ÃËÀÂÍÎÅ ÌÅÍÞ - - - Âû óâåðåíû, ÷òî õîòèòå âûéòè â ãëàâíîå ìåíþ? - - - Òû óâåðåí, ÷òî õî÷åøü ïîêèíóòü Çîíó, ñòàëêåð? - - - ÂÅÐÍÓÒÜÑß Â ÇÎÍÓ - - - ÑÎÕÐÀÍÈÒÜ - - - ÑÎÕÐÀÍÈÒÜ ÇÎÍÓ - - - ÌÑÌ-ÌÅÍÞ - - - Ñòàëêåð - - - Âåòåðàí - - - ÑÁÐÎÑ - - - Ïðîäàòü âñ¸ - - - Âåðñèÿ - - - Ñòàëêåð - - - Ìàêñ. âûñîêî - - - Î÷åíü âûñîêî - - - Ïðèìåíèòü èçìåíåíèÿ? Âñå èçìåíåíèÿ áóäóò îòìåíåíû ÷åðåç - - - Ñþæåòíûé ðåæèì - - - Ðåæèì âûæèâàíèÿ - - - Ðåæèì «Îäíà æèçíü» - - - Ðåæèì «Îäíà æèçíü» - - - Æåñòêîå ñïàñåíèå: Êîñòåð - - - Äîïîëíèòåëüíûå àòìîñôåðíûå ýôôåêòû - - - ÃÐÓÏÏÈÐÎÂÊÀ - - - Âêëþ÷åíèå/îòêëþ÷åíèå àíèìàöèè ïðåäìåòîâ - - - Ðåæèì «Æèçíü ïîñëå æèçíè» - - - - - Èìÿ ïåðñîíàæà - - - Îòêðûòü ïåðåõîäû - - - - - ÌÑÌ-ÌÅÍÞ - - - Îáíîâèòü âñå ìåíþ - - - Ïåðåçàãðóçêà âñåãî ìåíþ äîïîëíåíèé. Ýòî èíñòðóìåíò äëÿ îòëàäêè, â êîòîðîì íåò íóæäû ïðè îáû÷íîé èãðå. - - - Íàñòðîéêà ñòîðîííèõ äîïîëíåíèé, ïîääåðæèâàþùèõ MCM (Mod Configuration Menu). - - - Êàêèå-ëèáî áàãè èëè âûëåòû, êàñàþùåéñÿ MCM, ìîãóò áûòü ñâÿçàíû ñ îäíèì èç âêëþ÷åííûõ âàìè äîïîëíåíèé. Åñëè âû çàìåòèëè íå÷òî ïîäîáíîå, òî îá ýòîì ñëåäóåò ñîîáùèòü àâòîðó äàííîãî äîïîëíåíèÿ è âðåìåííî âîçäåðæàòüñÿ îò åãî èñïîëüçîâàíèÿ. - - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_options.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_options.xml deleted file mode 100644 index 7ad42db2e..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_options.xml +++ /dev/null @@ -1,2548 +0,0 @@ - - - - - - - ÍÀÑÒÐÎÉÊÈ - - - ÏÐÈÌÅÍÈÌÎ ÊÎ ÂÑÅÌ - - - - - Âèäåî - - - Îñíîâíûå - - - Ðàñøèðåííûå - - - UI/HUD - - - Èãðîê - - - Ïîãîäà - - - Íî÷ü - - - Çâóê - - - Îñíîâíîå - - - Îêðóæàþùàÿ ñðåäà - - - Ðàäèî - - - Óïðàâëåíèå - - - Êëàâèøè - - - Ãåéìïëåé - - - Ýêîíîìèêà - - - Ñëîæíîñòü - - - Ìàñêèðîâêà - - - Áûñòðîå ïåðåìåùåíèå - - - Áûñòðîå ïåðåìåùåíèå ê ðþêçàêó - - - Äðóãîå - - - - Ìèð Çîíû - - - Ñîáûòèÿ - - - Âîéíà ãðóïïèðîâîê - - - Àçàçåëü - - - Îäèíî÷êè - - - Áàíäèòû - - - «×èñòîå íåáî» - - - Âîåííûå - - - «Ñâîáîäà» - - - «Äîëã» - - - Ó÷¸íûå - - - Íà¸ìíèêè - - - «Ìîíîëèò» - - - Ðåíåãàòû - - - «Ãðåõ» - - - «ÈÈû - - - Çîìáè - - - Äèíàìè÷åñêèå íîâîñòè - - - - - ÏÐÈÌÅÍÈÒÜ - - - ÑÁÐÎÑÈÒÜ - - - ÏÎ ÓÌÎË×ÀÍÈÞ - - - ÎÒÌÅÍÈÒÜ - - - ÏÐÅÄÓÑÒÀÍÎÂÊÈ - - - - - Ó âàñ åñòü (%s) îæèäàþùèõ èçìåíåíèé. - - - Íàñòðîéêè ýêîíîìèêè äîñòóïíû òîëüêî â çàãðóæåííîé èãðå. - - - Íàñòðîéêè ñëîæíîñòè äîñòóïíû òîëüêî â çàãðóæåííîé èãðå. - - - Èçìåíåíèÿ ñîõðàíåíû\n - Ïåðåçàïóñòèòå èãðó, ÷òîáû èçìåíåíèÿ âñòóïèëè â ñèëó. - - - Èçìåíåíèÿ ñîõðàíåíû - - - Íåçàâåðøåííûå èçìåíåíèÿ áóäóò îòìåíåíû.\n - Ïðîäîëæèòü? - - - - - - Îñíîâíûå íàñòðîéêè âèäåî - - - - DirectX 8 (R1) - - - DirectX 9 (R2a) - - - DirectX 9 (R2) - - - DirectX 9 (R2.5) - - - DirectX 10 (R3) - - - DirectX 11 (R4) - - - Ñðåäíåå êà÷åñòâî - - - Ýêñòðèì - - - Âûñîêîå êà÷åñòâî - - - Íèçêîå êà÷åñòâî - - - "Âåäðî ñ áîëòàìè" - - - Ïîëíûé ýêðàí - - - Îêíî áåç ðàìêè - - - Îêîííûé - - - - Òèï ðåíäåðà - - - Íàñòðîéêè êà÷åñòâà - - - Ðàçðåøåíèå ýêðàíà - - - Ãàììà - - - Íàñûùåííîñòü öâåòà - - - ßðêîñòü - - - FOV (Óãîë îáçîðà) èíòåðôåéñà - - - FOV (Field of View / Óãîë îáçîðà) — ýòî óãîë îáçîðà, êîòîðûé îòîáðàæàåò èãðîâîé ìèð íà ýêðàíå âàøåãî êîìïüþòåðà â èãðàõ. Ýòî î÷åíü âàæíûé ïàðàìåòð, êîòîðûé îïðåäåëÿåò øèðèíó óãëà, â êîòîðîì âû âèäèòå èãðîâîé ìèð íà ýêðàíå. FOV íàñòðàèâàåòñÿ ïóòåì èçìåíåíèÿ óãëà îáçîðà â èãðå, ÷òî âëèÿåò íà òî, êàê âû áóäåòå âîñïðèíèìàòü îêðóæàþùóþ ñðåäó è ñîáûòèÿ â èãðîâîì ìèðå. Êîãäà âû èãðàåòå â Ñòàëêåð, íàñòðîéêè FOV ìîãóò èìåòü îãðîìíîå çíà÷åíèå. Îíè ìîãóò âëèÿòü íà âàøó ñïîñîáíîñòü çàìå÷àòü âðàãîâ, íà ïîíèìàíèå îêðóæàþùåãî ìèðà è, ñàìîå ãëàâíîå, íà âàøó èãðîâóþ ìåõàíèêó. Íåêîòîðûå èãðîêè ñ÷èòàþò, ÷òî íàñòðîéêà FOV ÿâëÿåòñÿ êëþ÷åâûì ôàêòîðîì ïðè èãðå â ýòó èãðó è íàñòðàèâàþò åãî òàê, ÷òîáû ïîëó÷èòü íàèëó÷øåå âèçóàëüíîå âîñïðèÿòèå è îïûò èãðû. - - - FOV (Óãîë îáçîðà) - - - FOV (Field of View / Óãîë îáçîðà) — ýòî óãîë îáçîðà, êîòîðûé îòîáðàæàåò èãðîâîé ìèð íà ýêðàíå âàøåãî êîìïüþòåðà â èãðàõ. Ýòî î÷åíü âàæíûé ïàðàìåòð, êîòîðûé îïðåäåëÿåò øèðèíó óãëà, â êîòîðîì âû âèäèòå èãðîâîé ìèð íà ýêðàíå. FOV íàñòðàèâàåòñÿ ïóòåì èçìåíåíèÿ óãëà îáçîðà â èãðå, ÷òî âëèÿåò íà òî, êàê âû áóäåòå âîñïðèíèìàòü îêðóæàþùóþ ñðåäó è ñîáûòèÿ â èãðîâîì ìèðå. Êîãäà âû èãðàåòå â Ñòàëêåð, íàñòðîéêè FOV ìîãóò èìåòü îãðîìíîå çíà÷åíèå. Îíè ìîãóò âëèÿòü íà âàøó ñïîñîáíîñòü çàìå÷àòü âðàãîâ, íà ïîíèìàíèå îêðóæàþùåãî ìèðà è, ñàìîå ãëàâíîå, íà âàøó èãðîâóþ ìåõàíèêó. Íåêîòîðûå èãðîêè ñ÷èòàþò, ÷òî íàñòðîéêà FOV ÿâëÿåòñÿ êëþ÷åâûì ôàêòîðîì ïðè èãðå â ýòó èãðó è íàñòðàèâàþò åãî òàê, ÷òîáû ïîëó÷èòü íàèëó÷øåå âèçóàëüíîå âîñïðèÿòèå è îïûò èãðû. - - - Ðåæèì ýêðàíà - - - Îñíîâíûå íàñòðîéêè îñâåùåíèÿ - - - - - Ðàñøèðåííûå íàñòðîéêè âèäåî - - - - Ñðåäíåå êà÷åñòâî - - - Ýêñòðèì - - - Âûñîêîå êà÷åñòâî - - - Íèçêîå êà÷åñòâî - - - "Âåäðî ñ áîëòàìè" - - - - Íèçêî - - - Ñðåäíå - - - Âûñîêî - - - Óëüòðà - - - Ýêñòðèì - - - Îòêëþ÷åíî - - - Ïî óìîë÷àíèþ - - - HBAO - - - HDAO - - - x2 - - - x4 - - - x8 - - - Èñïîëüçîâàòü DX10 - - - Èñïîëüçîâàòü DX10.1 - - - Îáú¸ìíûé - - - Screen Space (Ýêðàííîå ïðîñòðàíñòâî) - - - Êîìáèíèðîâàííûé - - - - Ñòàëêåðû èñïîëüçóþò íàëîáíûå ôîíàðè - - - Âåðòèêàëüíàÿ ñèíõðîíèçàöèÿ - - - Âåðòèêà?ëüíàÿ ñèíõðîíèçà?öèÿ (V-Sync) — ñèíõðîíèçàöèÿ êàäðîâîé ÷àñòîòû â êîìïüþòåðíîé èãðå ñ ÷àñòîòîé âåðòèêàëüíîé ðàçâ¸ðòêè ìîíèòîðà.  íåêîòîðûõ ñëó÷àÿõ óáèðàåò àðòåôàêòû, òàêæå óáèðàåò ïîäåðãèâàíèÿ èçîáðàæåíèÿ. Ïðè ýòîì ìîæåò ñíèæàòüñÿ ïðîèçâîäèòåëüíîñòü, èíîãäà äîâîëüíî çíà÷èòåëüíî. - - - ×àñòîòà 60Ãö - - - Îãðàíè÷åíèå FPS (êàäðîâ â ñåêóíäó) - - - Ýòîò ïîëçóíîê ïîçâîëÿåò óñòàíîâèòü ïîëüçîâàòåëüñêèé ïðåäåë FPS. Çíà÷åíèå "0" îçíà÷àåò îòñóòñòâèå îãðàíè÷åíèÿ. - - - - Äàëüíîñòü ðåíäåðèíãà - - - Ìèð èãðû - - - Ñòàòè÷åñêèå îáúåêòû - - - Äèíàìè÷åñêèå îáúåêòû - - - Îòêëþ÷èòü äàëüíèå òåíè - - - Âêëþ÷åíèå ýòîãî ïàðàìåòðà ìîæåò ïîâûñèòü ïðîèçâîäèòåëüíîñòü çà ñ÷åò óäàëåíèÿ äàëüíèõ òåíåé (îáû÷íî èõ âñå ðàâíî íå âèäíî)\n. - Ìîæåò ïðèâåñòè ê óäàëåíèþ î÷åíü äëèííûõ òåíåé (çàìåòíî íà âîñõîäå/çàêàòå). - - - - - Êà÷åñòâî ðåíäåðèíãà - - - Êà÷åñòâî òåêñòóð - - - Çíà÷åíèå MIP-òåêñòóð - - - Çàäàåò êà÷åñòâî è ðåçêîñòü òåêñòóð âäàëè. - - - Äåòàëèçàöèÿ îáúåêòîâ - - - Ôèëüòðàöèÿ òåêñòóð (àíèçîòðîïíàÿ ôèëüòðàöèÿ) - - - Àíèçîòðî?ïíàÿ ôèëüòðà?öèÿ (àíãë. Anisotropic Filtering, AF) — â òð¸õìåðíîé ãðàôèêå ìåòîä óëó÷øåíèÿ êà÷åñòâà èçîáðàæåíèÿ òåêñòóð íà ïîâåðõíîñòÿõ, ñèëüíî íàêëîí¸ííûõ îòíîñèòåëüíî êàìåðû. Êàê áèëèíåéíàÿ è òðèëèíåéíàÿ ôèëüòðàöèÿ, àíèçîòðîïíàÿ ôèëüòðàöèÿ ïîçâîëÿåò óñòðàíÿòü àëèàñèíã íà ðàçëè÷íûõ ïîâåðõíîñòÿõ, íî ïðè ýòîì âíîñèò ìåíüøå ðàçìûòèÿ è ïîýòîìó ïîçâîëÿåò ñîõðàíèòü áî?ëüøóþ äåòàëèçàöèþ èçîáðàæåíèÿ. - - - Äåòàëèçèðîâàííûå òåêñòóðû - - - Ñãëàæèâàíèå - - - Anti-aliasing — òåõíîëîãèÿ, èñïîëüçóåìàÿ â îáðàáîòêå èçîáðàæåíèé ñ öåëüþ ñäåëàòü ãðàíèöû êðèâûõ ëèíèé áîëåå ãëàäêèìè, óáèðàÿ âîçíèêàþùèå íà êðàÿõ îáúåêòîâ «çóáöû». - - - Ñãëàæèâàíèå - - - Anti-aliasing-— òåõíîëîãèÿ, èñïîëüçóåìàÿ â îáðàáîòêå èçîáðàæåíèé ñ öåëüþ ñäåëàòü ãðàíèöû êðèâûõ ëèíèé áîëåå ãëàäêèìè, óáèðàÿ âîçíèêàþùèå íà êðàÿõ îáúåêòîâ «çóáöû». - - - SMAA - - - SMAA îçíà÷àåò Subpixel Morphological Anti-Aliasing, ÷òî îçíà÷àåò ïîäïèêñåëüíîå ìîðôîëîãè÷åñêîå ñãëàæèâàíèå. Ýòî òåõíîëîãèÿ àíòè-àëèàñèíãà, êîòîðàÿ èñïîëüçóåòñÿ äëÿ óìåíüøåíèÿ ñòóïåí÷àòîñòè ãðàíèö îáúåêòîâ â èãðå. Ýòî ïîìîãàåò ñäåëàòü èçîáðàæåíèå áîëåå ãëàäêèì è ðåàëèñòè÷íûì, áåç ñèëüíîãî ñíèæåíèÿ ïðîèçâîäèòåëüíîñòè èãðû. - - - Äåòàëüíûé ðåëüåô - - - Steep parallax - - - Steep parallax mapping - óëó÷øåííûé âàðèàíò Parallax Mapping. Îáåñïå÷èâàåò ïîëíîå ïåðåêðûòèå ýëåìåíòîâ êàðòû âûñîò äðóã äðóãîì, ïîçâîëÿåò ïðîñìàòðèâàòü ïîâåðõíîñòü íà ñàìûõ îñòðûõ óãëàõ áåç èñ÷åçíîâåíèÿ ýôôåêòà. - - - Òåññåëÿöèÿ - - - Òåññåëÿöèÿ — ñîâðåìåííàÿ ãðàôè÷åñêàÿ òåõíîëîãèÿ, ïðèçâàííàÿ óâåëè÷èòü êîëè÷åñòâî ãåîìåòðèè â ñöåíå è ñäåëàòü åå áîëåå äîñòîâåðíîé.  èãðàõ â ïåðâóþ î÷åðåäü îíà èñïîëüçóåòñÿ äëÿ ñîçäàíèÿ îáúåêòîâ ñ îêðóãëûìè ôîðìàìè — êîëåñ, êàìíåé, ÷àñòåé òåë ïåðñîíàæåé è ïðî÷åãî. Ïîìèìî ýòîãî, òåññåëÿöèÿ ÷àñòî ïðèìåíÿåòñÿ äëÿ ñîçäàíèÿ ëàíäøàôòà è ýôôåêòîâ ñëîæíûõ ïîâåðõíîñòåé, âðîäå âîäíîé. - - - - Òðàâà - - - Ïëîòíîñòü òðàâû - - - Äèñòàíöèÿ òðàâû (ðàññòîÿíèå ðåíäåðèíãà òðàâû) - - - Âûñîòà òðàâû - - - Òåíè îò òðàâû - - - Òåíü îò òðàâû - - - - Îñâåùåíèå - - - Òåíü îò èãðîêà - - - Êîýôôèöèåíò çåðêàëüíîãî áëåñêà (ÍÅ ÒÐÎÃÀÒÜ) - - - Äàëüíîñòü îñâåùåíèÿ - - - Êà÷åñòâî òåíåé - - - Òåíü îò ñîëíöà - - - Êà÷åñòâî ñîëíöà - - - Ðåæèì ñîëíå÷íûõ ëó÷åé - - - Êà÷åñòâî ñîëíå÷íûõ ëó÷åé (äëÿ îáú¸ìíûõ) - - - Îñíîâíàÿ èíòåíñèâíîñòü ñîëíå÷íûõ ëó÷åé - - - Áàçîâàÿ èíòåíñèâíîñòü ñîëíå÷íûõ ëó÷åé - - - Ðåæèì SSAO - - - Îêðóæàþùåå çàòåíåíèå â ýêðàííîì ïðîñòðàíñòâå (àíãë. screen space ambient occlusion, SSAO) — ïðîãðàììíàÿ òåõíèêà â òð¸õìåðíîé êîìïüþòåðíîé ãðàôèêå, êîòîðàÿ ÿâëÿåòñÿ ïðèáëèæåííîé èìèòàöèåé ãëîáàëüíîãî îñâåùåíèÿ è ïðåäñòàâëÿåò ñîáîé èçìåí¸ííûé è óñîâåðøåíñòâîâàííûé âàðèàíò òåõíèêè îêðóæàþùåãî çàòåíåíèÿ. Àëãîðèòì SSAO ðàáîòàåò â ðåæèìå ðåàëüíîãî âðåìåíè è èìèòèðóåò ðàññåÿííîå íåïðÿìîå îñâåùåíèå è ñîîòâåòñòâóþùåå çàòåìíåíèå â òð¸õìåðíîì âèðòóàëüíîì ïðîñòðàíñòâå. - - - Êà÷åñòâî SSAO - - - Îáú¸ìíûé ñâåò - - - - - Ñãëàæèâàòü À-òåñòîâûå îáúåêòû - - - Îïòèìèçèðîâàòü ñãëàæèâàíèå - - - - Ýôôåêòû - - - Ìÿãêàÿ âîäà - - - Ìÿãêèå ÷àñòèöû - - - Ãëóáèíà ðåçêîñòè - - - Ðàçìûòèå äâèæåíèÿ - - - Âåëè÷èíà ðàçìûòèÿ ïðè äâèæåíèè - - - Íàìîêàíèå ïîâåðõíîñòåé - - - Îáú¸ìíûé äûì - - - - - - - Íàñòðîéêè UI/HUD - - - - Ïðèöåë: îòîáðàçèòü - - - Ïðèöåë: äèñòàíöèÿ äî öåëè - - - Ïðèöåë: äèíàìè÷åñêèé - - - Ïðèöåë: öâåò (Àëüôà) - - - Ïðèöåë: öâåò (Êðàñíûé) - - - Ïðèöåë: öâåò (Çåë¸íûé) - - - Ïðèöåë: öâåò (Ñèíèé) - - - Ïîêàçàòü îðóæèå - - - Ïîêàçûâàòü èìÿ ÍÏÑ ïðè íàâåäåíèè íà íèõ ïåðåêðåñòèå ïðèöåëà. Öâåò îòîáðàæàåò èõ îòíîøåíèå ê èãðîêó, ÷òî îáëåã÷àåò èãðîêó ðàñïîçíàâàíèå äðóãà è âðàãà. - - - Ïîêàçûâàòü òðàññåðû ïóëü - - - HUD: ïîêàçàòü - - - HUD: ïîêàçàòü àðòåôàêò ïîÿñà - - - HUD: ìèíè-êàðòà - - - HUD: ïîêàçûâàòü çäîðîâüå âðàãà - - - HUD: ðàñïîçíàâàíèå ÍÏÑ - - - HUD: àâòîñêðûòèå øêàëó âûíîñëèâîñòè - - - Çóì-ôàêòîð îïòè÷åñêèõ ïðèöåëîâ - - - Êîýôôèöèåíò ïîêà÷èâàíèÿ ãîëîâû - - - Èñïîëüçîâàòü 3D-ìîäåëü ÊÏÊ - - - - - Ýôôåêòû èãðîêà - - - Ïðîòèâîãàç - - - - Àíèìàöèÿ èñïîëüçîâàíèÿ ïðåäìåòîâ - - - Óëó÷øåííûå ýôôåêòû îòäà÷è - - - Íàëîæåíèå ìàñêè - - - Ïàð ïðè äûõàíèè - - - Ýôôåêòû îáëó÷åíèÿ - - - Ýôôåêòû êðîâîòå÷åíèÿ - - - Ðàçìûòèå ïðè íèçêîì óðîâíå çäîðîâüÿ - - - Àíèìàöèè ñìåíû ïðåäìåòîâ - - - Ýôôåêò óäàðà ïðè ïîïàäàíèè - - - ×àñòèöû ïûëè - - - Äèíàìè÷åñêèé òóìàí - - - Êàïëè äîæäÿ íà ñòåêëå ìàñîê - - - Îòðàæåíèÿ íà ñòåêëå ìàñîê - - - - - Ðåäêî - - - ×àñòî - - - 3÷. - - - 4÷. - - - 5÷. - - - 6÷. - - - 7÷. - - - 8÷. - - - 9÷. - - - 10÷. - - - 11÷. - - - 12÷. - - - - Äëèòåëüíîñòü - - - ×àñòîòà - - - - - Íî÷è - - - - Ò¸ìíûå íî÷è - - - ×óòü ñâåòëûå íî÷è - - - Ñðåäíå-ñâåòëûå íî÷è - - - Î÷åíü ñâåòëûå íî÷è - - - 8 äíåé - - - 28 äíåé - - - Íîâîëóíèå - - - Ìîëîäàÿ Ëóíà (Ðàñòóùèé ïîëóìåñÿö) - - - Ïåðâàÿ ÷åòâåðòü Ëóíû - - - ðàñòóùàÿ Ëóíà - - - Ïîëíîëóíèå - - - Óáûâàþùàÿ Ëóíà - - - 3-ÿ ÷åòâåðòü Ëóíû - - - Ñòàðàÿ ëóíà (Óáûâàþùèé ïîëóìåñÿö) - - - - Îêðóæàþùàÿ íî÷íàÿ ÿðêîñòü - - - Äëèíà ëóííîãî öèêëà - - - Âêëþ÷èòü ñòàòè÷åñêóþ ôàçó Ëóíû - - - Ñòàòè÷åñêàÿ ôàçà Ëóíû - - - - - - Îáùèå íàñòðîéêè çâóêà - - - - Íåò íè îò êîãî - - - Òîëüêî ñïåöèàëüíûå - - - Âñå - - - - Ãðîìêîñòü - - - Ãðîìêîñòü ìóçûêè - - - Çâóêîâîå óñòðîéñòâî - - - EAX - - - Èñòî÷íèêè çâóêà - - - Äèíàìè÷åñêàÿ ìóçûêà - - - Ñóáòèòðû - - - - - Çâóêîâûå ýôôåêòû îêðóæàþùåé ñðåäû - - - - Ãðîìêîñòü çâóêà îêðóæàþùåé ñðåäû - - - Ýòîò ïîëçóíîê ðåãóëèðóåò ãðîìêîñòü ôîíîâûõ çâóêîâ, òàêèõ êàê ñâåð÷êè, âîðîíû, ïòèöû, íî÷íûå êðèêè è ò.ä. - - - Îêðóæàþùèå çâóêè âåòðà - - - Çâóê äûõàíèÿ â ìàñêå - - - Çâóêè êàïåëü äîæäÿ íà øëåìå - - - - - Ðàäèî - - - - Ðàäèî Çîíû - - - Ýòà îïöèÿ ïîçâîëÿåò ðàäèîïðèåìíèêàì, ðàñïîëîæåííûì â çîíå, âîñïðîèçâîäèòü ìóçûêó. - - - Êíîïêà ìåíþ ïàðàìåòðîâ ðàäèîïðèåìíèêà - - - Êíîïêà ìåíþ íàñòðîåê ðàäèî - - - Âêëþ÷èòü / Îòêëþ÷èòü ðàäèî - - - Âêëþ÷èòü / Îòêëþ÷èòü ìóçûêàëüíûé ïðîèãðûâàòåëü - - - Êíîïêà óâåëè÷åíèÿ ãðîìêîñòè - - - Êíîïêà óìåíüøåíèÿ ãðîìêîñòè - - - Ñëåäóþùèé òðåê - - - Ïðåäûäóùèé òðåê - - - Ñìåíèòü êàíàë / ïëåéëèñò - - - Ïîòåðÿ ñèãíàëà ïðè âûáðîñàõ - - - Ïîòåðÿ ñèãíàëà â ïîäçåìåëüÿõ - - - Âûâîä íàçâàíèÿ òðåêîâ íà HUD - - - Íàçâàíèå ïëåéëèñòà ¹1 - - - Íàçâàíèå ïëåéëèñòà ¹2 - - - Íàçâàíèå ïëåéëèñòà ¹3 - - - Íàçâàíèå ïëåéëèñòà ¹4 - - - Íàçâàíèå ïëåéëèñòà ¹5 - - - Íàçâàíèå ïëåéëèñòà ¹6 - - - Íàçâàíèå ïëåéëèñòà ¹7 - - - Íàçâàíèå ïëåéëèñòà ¹8 - - - Íàçâàíèå ïëåéëèñòà ¹9 - - - Íàçâàíèå ïëåéëèñòà ¹10 - - - - - - Îáùèå ýëåìåíòû óïðàâëåíèÿ - - - - ×óâñòâèòåëüíîñòü ìûøè - - - ×óâñòâèòåëüíîñòü ïðè ïðèöåëèâàíèè - - - Èíâåðòèðîâàòü ìûøü - - - Ðåæèì ïðèñåäàíèÿ (âñåãäà/óäåðæèâàòü) - - - Ðåæèì õîäüáû (âñåãäà/óäåðæèâàòü) - - - Ðåæèì ñïðèíòà (âñåãäà/óäåðæèâàòü) - - - Ðåæèì íàêëîíà ãîëîâû (âñåãäà/óäåðæèâàòü) - - - Ðåæèì ïðèöåëèâàíèÿ (âñåãäà/óäåðæèâàòü) - - - Ðåæèì ïîäáîðà íåñêîëüêèõ ïðåäìåòîâ - - - Åñëè ýòà ôóíêöèÿ âêëþ÷åíà, ìîæíî îäíîâðåìåííî çàáèðàòü íåñêîëüêî ïðåäìåòîâ.  ïðîòèâíîì ñëó÷àå âû áóäåòå çàáèðàòü ïî îäíîìó ïðåäìåòó çà ðàç. - - - Ïðîñòîé ðåæèì ÊÏÊ - - - %c[ui_gray_1]•%c[ui_gray_2]Âêëþ÷åíî: Ïðîñòîé ðåæèì. - \nÔîêóñ íà ýêðàíå ÊÏÊ (èíòåðôåéñ) áóäåò ïðîèñõîäèòü òîëüêî òîãäà, êîãäà èãðîê äåðæèò åãî áëèçêî ê ñåáå (êëàâèøà ïåðåçàðÿäêè). - \n \n%c[ui_gray_1]•%c[ui_gray_2]Âûêëþ÷åíî: Ïðîäâèíóòûé ðåæèì. - \nÈãðîê ñìîæåò ïåðåêëþ÷àòüñÿ ìåæäó ðåæèìàìè ôîêóñèðîâêè íà ýêðàíå ÊÏÊ è äâèæåíèÿ âíå çàâèñèìîñòè îò òåêóùåãî ïîëîæåíèÿ ÊÏÊ (êëàâèøà ïîäñòâîëüíîãî ãðàíàòîì¸òà). - - - - Óäåðæèâàòü L-ALT äëÿ ðàçáîðà - - - Ýòà îïöèÿ íå ïîçâîëÿåò èãðîêó ðàçáèðàòü ïðåäìåòû áåç ïðåäâàðèòåëüíîãî óäåðæàíèÿ êíîïêè (ëåâûé ALT), ÷òîáû ïðåäîòâðàòèòü íåïðåäíàìåðåííóþ ðàçáîðêó ïðåäìåòîâ. - - - - - - Îáùèå íàñòðîéêè èãðû - - - - Õàðäêîðíûé èñêóññòâåííûé èíòåëëåêò (AI Aim) - - - Óâåäîìëåíèÿ îá èçìåíåíèè ðåïóòàöèè - - - Ýòà îïöèÿ óâåäîìëÿåò èãðîêà îá èçìåíåíèÿõ â îòíîøåíèÿõ ñ ôðàêöèÿìè ïîñëå âûïîëíåíèÿ (èëè íåâûïîëíåíèÿ) çàäàíèé. - - - Äëèòåëüíûé ðåìîíò ìåõàíèêàìè - - - Åñëè ýòà ôóíêöèÿ âêëþ÷åíà, èãðîêó ïðèõîäèòñÿ æäàòü äåíü èëè áîëåå, ïîêà ìåõàíèêè çàêîí÷àò ðåìîíò ñëîìàííûõ ïðåäìåòîâ.\n - Ïðåäìåòû âîçâðàùàþòñÿ ïîñëå çàâåðøåíèÿ ðåìîíòà. - - - Èìÿ èãðîêà - - - Ïîðòðåò çàâèñèò îò ýêèïèðîâêè - - - Èçìåíÿåò ïîðòðåò èãðîêà â ñîîòâåòñòâèè ñ åãî îäåæäîé.\n - Ïðè îòêëþ÷åíèè ýòîé îïöèè áóäåò âîññòàíîâëåí ïîðòðåò ïî óìîë÷àíèþ, âûáðàííûé â ìåíþ "Íîâàÿ èãðà". - - - Ïîðòðåò ïî óìîë÷àíèþ - - - Óäàëèòü âûáðîøåííûå âåùè - - - Óäàëåíèå òðóïîâ - - - Òðóïû óíè÷òîæàþòñÿ âî èçáåæàíèå ïàäåíèÿ ïðîèçâîäèòåëüíîñòè è ñíèæåíèÿ "À-ëàéô", âûçâàííîãî íàêîïëåíèåì òðóïîâ.\n - Ïðîöåññ óäàëåíèÿ íà÷èíàåòñÿ, êîãäà êîëè÷åñòâî òðóïîâ, ðàññòîÿíèå äî èãðîêà è òàéìåð óäàëåíèÿ ïðåâûøàþò óñòàíîâëåííûå ïðåäåëû. - - - - Ìèíèìàëüíàÿ äèñòàíöèÿ äëÿ óäàëåíèÿ òðóïîâ [ìåòðû] - - - Òðóïû óíè÷òîæàþòñÿ âî èçáåæàíèå ïàäåíèÿ ïðîèçâîäèòåëüíîñòè è ñíèæåíèÿ "À-ëàéô", âûçâàííîãî íàêîïëåíèåì òðóïîâ.\n - Ïðîöåññ óäàëåíèÿ íà÷èíàåòñÿ, êîãäà êîëè÷åñòâî òðóïîâ, ðàññòîÿíèå äî èãðîêà è òàéìåð óäàëåíèÿ ïðåâûøàþò óñòàíîâëåííûå ïðåäåëû. - - - - Äèñòàíöèÿ äëÿ îáûñêà òðóïîâ [ìåòðû] - - - Òðóïû ìîãóò áûòü ðàçãðàáëåíû äðóãèìè ñòàëêåðàìè òîëüêî â òîì ñëó÷àå, åñëè èãðîê íàõîäèòñÿ õîòÿ áû íà òàêîì ðàññòîÿíèè.\n - Ýòî äîëæíî ïðåäîòâðàòèòü êðàæó AI ñ òðóäîì çàðàáîòàííîé èãðîêàìè äîáû÷è. - - - - - Ìàêñèìàëüíîå êîëè÷åñòâî çàäàíèé íà îäíîãî ÍÏÑ - - - Ñêîëüêî çàäàíèé ìîæåò áûòü îäíîâðåìåííî àêòèâíûìè ó îäíîãî ÍÏÑ. - - - - Äëÿ ïîëó÷åíèÿ áîíóñà íåîáõîäèìî ýêèïèðîâàòü îõîòíè÷èé ðþêçàê - - - - - Ñëîæíîñòü èãðîâîãî ïðîöåññà - - - Èçìåíåíèÿ, âíåñåííûå â íàñòðîéêè ñëîæíîñòè èãðû, áóäóò ïðèìåíåíû òîëüêî ê âàøåìó àêòèâíîìó èãðîâîìó ïðîöåññó. - - - - ˸ãêàÿ - - - Ñðåäíÿÿ - - - Òÿæ¸ëàÿ - - - - Îòëè÷íàÿ - - - Õîðîøàÿ - - - Ñðåäíÿÿ - - - Ñëàáàÿ - - - - Çàùèòà èãðîêà - - - Ýòà îïöèÿ óïðàâëÿåò èììóíèòåòîì èãðîêà ïðîòèâ âñåõ èñòî÷íèêîâ óðîíà.\n - ×åì ëó÷øå çàùèòà, òåì áîëüøå óðîíà ìîæåò ïîëó÷èòü èãðîê. - - - Ìíîæèòåëü óðîíà - - - Ìíîæèòåëü äëÿ âåëè÷èíû óðîíà, íàíîñèìîãî ïóëÿìè. - \n \n%c[pda_yellow]Ïðèìå÷àíèå:%c[ui_gray_2] - Ýòà íàñòðîéêà ïðèìåíÿåòñÿ òîëüêî ê ïóëÿì, âûïóùåííûì èãðîêîì, è íå âëèÿåò íà ïóëè, âûïóùåííûå ÍÏÑ. - - - - Ðàññåèâàíèå ó îðóæèÿ ïðîòèâíèêîâ - - - Áàçîâîå çíà÷åíèå äëÿ ðàññåèâàíèÿ îðóæèÿ ïðîòèâíèêà.\n - Ïðè áîëåå âûñîêèõ çíà÷åíèÿõ âðàãè áóäóò ìåíåå òî÷íû íà áîëüøèõ ðàññòîÿíèÿõ. - - - - Ìíîæèòåëü ðàññåèâàíèÿ ó îðóæèÿ - - - Ìíîæèòåëü äëÿ ðàññåèâàíèÿ îðóæèÿ ïðîòèâíèêà.\n - Áîëåå âûñîêèå çíà÷åíèÿ óâåëè÷èâàþò îòäà÷ó âðàæåñêîãî îðóæèÿ íà áîëüøèõ äèñòàíöèÿõ. - - - - Êîýôôèöèåíò ïîòåðè âûíîñëèâîñòè - - - Ìàêñèìàëüíî ïåðåíîñèìûé âåñ - - - Íåõâàòêà âîäû - - - Ëèøåíèå ñíà - - - Ðàäèîàêòèâíûé âîçäóõ â äíåâíîå âðåìÿ - - - Åñëè ýòîò ýôôåêò âêëþ÷åí, èãðîê áóäåò ïîñòîÿííî ïîëó÷àòü ðàäèàöèþ, íàõîäÿñü íà óëèöå â äíåâíîå âðåìÿ, à ïîäçåìíûå ó÷àñòêè áóäóò ãîðàçäî áîëåå ðàäèîàêòèâíûìè.\n - Çàùèòèòüñÿ îò ýòîãî ýôôåêòà ïîìîãóò øëåìû è ýêèïèðîâêà ñî çíà÷èòåëüíîé çàùèòîé îò ðàäèàöèè. - - - Ðàäèàöèîííûå ùåë÷êè (òîëüêî äëÿ ñ÷åò÷èêà Ãåéãåðà) - - - %c[ui_gray_1]Îòêëþ÷åíî:%c[ui_gray_2] Ïðè ïðèáëèæåíèè ê ðàäèîàêòèâíûì ïîëÿì èãðîê áóäåò ñëûøàòü ùåë÷êè ðàäèàöèè. - \n \n%c[ui_gray_1]Âêëþ÷åíî:%c[ui_gray_2] Ùåë÷êè ñëûøíû òîëüêî â òîì ñëó÷àå, åñëè â èíâåíòàðå èãðîêà èìååòñÿ ñ÷åò÷èê Ãåéãåðà ñ äîñòàòî÷íûì çàðÿäîì áàòàðåè. - - - - Àóäèîýôôåêòû ïðè îáíàðóæåíèè àíîìàëèé - - - Åñëè îïöèÿ âêëþ÷åíà, èãðîê áóäåò ñëûøàòü çâóêîâûå ïðåäóïðåæäåíèÿ ïðè ïðèáëèæåíèè ê àíîìàëèÿì. - - - - - - Íàñòðîéêè ýêîíîìèêè èãðû - - - Èçìåí¸ííûå íàñòðîéêè ýêîíîìèêè ïðèìåíÿþòñÿ òîëüêî äëÿ Âàøåãî òåêóùåãî ïðîõîæäåíèÿ. - - - - Òóðèñò - - - Ìóñîðùèê - - - Âûæèâàëüùèê - - - - Ïðîãðåññèâíîå - - - - Ìíîæèòåëü çàðàáàòûâàåìîãî îòíîøåíèÿ - - - Ìíîæèòåëü çàðàáàòûâàåìîãî îòíîøåíèÿ ãðóïïèðîâîê, ïîëó÷àåìîãî çà âûïîëíåíèå èõ çàäàíèé. - - - Ìíîæèòåëü äåíåæíûõ íàãðàä - - - Ìíîæèòåëü äåíåæíûõ íàãðàä, ïîëó÷àåìûõ çà âûïîëíåíèå çàäàíèé. - - - Ìíîæèòåëü ñòîèìîñòè ðåìîíòà - - - ×åì âûøå ìíîæèòåëü, òåì âûøå ñòîèìîñòü óñëóã ðåìîíòà, ïðåäîñòàâëÿåìûõ òåõíèêàìè. - - - Ìíîæèòåëü ñòîèìîñòè óëó÷øåíèé - - - ×åì âûøå ìíîæèòåëü, òåì âûøå ñòîèìîñòü óñëóã ïî óëó÷øåíèþ ñíàðÿæåíèÿ è îðóæèÿ, ïðåäîñòàâëÿåìûõ òåõíèêàìè. - - - Ìíîæèòåëü ñòîèìîñòè âåùåé ïðè ïðîäàæå - - - Ìíîæèòåëü ñòîèìîñòè ïðåäìåòîâ, êîòîðûå èãðîê ïðîäà¸ò. - - - Ìíîæèòåëü ñòîèìîñòè âåùåé ïðè ïîêóïêå - - - Ìíîæèòåëü ñòîèìîñòè ïðåäìåòîâ, êîòîðûå èãðîê ïîêóïàåò. - - - Ìíîæèòåëü äîáû÷è íà òðóïàõ: ïðåäìåòû - - - Ìíîæèòåëü âåðîÿòíîñòè íàéòè ïðåäìåòû íà òðóïàõ. - - - Ìíîæèòåëü äîáû÷è íà òðóïàõ: äåíüãè - - - Ìíîæèòåëü êîëè÷åñòâà äåíåã, êîòîðîå ìîæíî íàéòè íà òðóïàõ. - - - Ñðåäíåå ñîñòîÿíèå òðîôåéíîãî îðóæèÿ - - - Âåðîÿòíîñòü ïîëó÷åíèÿ òàéíèêà - - - Âåðîÿòíîñòü íàõîæäåíèÿ íà òðóïàõ ñòàëêåðîâ ÊÏÊ ñ êîîðäèíàòàìè òàéíèêîâ. - - - Êîëè÷åñòâî èñïîëüçîâàíèé àïòå÷êè - - - Ìíîæèòåëü èçíîñà îðóæèÿ - - - Îðóæèå ïîñòåïåííî èçíàøèâàåòñÿ ïðè ñòðåëüáå, à ñàìà âåëè÷èíà èçíîñà âàðüèðóåòñÿ â çàâèñèìîñòè îò èñïîëüçóåìîãî îðóæèÿ è áîåïðèïàñîâ â í¸ì. - \nÃëîáàëüíûé ôàêòîð, îòâå÷àþùèé çà èçíîñ îðóæèÿ â öåëîì. - - - Ìíîæèòåëü ðàñõîäà çàðÿäà áàòàðåè - - - Ýëåêòðîííûå óñòðîéñòâà ïîñòîÿííî ïîòðåáëÿþò ýíåðãèþ ïðè èõ èñïîëüçîâàíèè, à ñàìà âåëè÷èíà ïîòðåáëåíèÿ ýíåðãèè âàðüèðóåòñÿ â çàâèñèìîñòè îò èñïîëüçóåìîãî óñòðîéñòâà. - \nÃëîáàëüíûé ôàêòîð, îòâå÷àþùèé çà ïîòðåáëåíèå ýíåðãèè áàòàðååê â öåëîì. - - - Îãðàíè÷åííîå êîëè÷åñòâî áîëòîâ - - - Åñëè îïöèÿ âêëþ÷åíà, áîëòû ïåðåñòàíóò áûòü áåñêîíå÷íûìè, òàê ÷òî èãðîêó ïðåäñòîèò ëèáî ïîïîëíÿòü çàïàñû ó òîðãîâöåâ, ëèáî ïîäáèðàòü áîëòû ñ òðóïîâ. - \n \n%c[pda_green]Ïîäñêàçêà:%c[ui_gray_2] - \nÂû ìîæåòå ïîäáèðàòü áðîøåííûå áîëòû, íî òîëüêî åñëè îíè íå áûëè ïîâðåæäåíû àíîìàëèÿìè. - - - - Äåãðàäàöèÿ àðòåôàêòîâ - - - Äåãðàäàöèÿ ðþêçàêà - - - Ïðîöåíòíàÿ ñèñòåìà îòîáðàæåíèÿ äåòàëåé - - - Åñëè îïöèÿ âêëþ÷åíà, ñîñòîÿíèå äåòàëåé, ïîëó÷åííûõ ïóò¸ì ðàçáîðà ïðåäìåòîâ, áóäåò îòîáðàæàòüñÿ â âèäå îò 1% äî 100% âìåñòî îäíîãî èç ÷åòûð¸õ çàäàííûõ (íàïðèìåð, «èñïðàâíî» è «èçíîøåíî»). - - - Îáíîâëåíèå àññîðòèìåíòà òîðãîâöåâ [÷àñû] - - - Äàííàÿ îïöèÿ îòâå÷àåò çà òî, ñêîëüêî ÷àñîâ ïîòðåáóåòñÿ òîðãîâöàì äëÿ îáíîâëåíèÿ ñâîåãî àññîðòèìåíòà. - - - Øàíñ ðîæäåíèÿ àðòåôàêòîâ - - - Àíîìàëüíûå ïîëÿ ðîæäàþò àðòåôàêòû âî âðåìÿ âûáðîñîâ è ðåæå - ïñè-øòîðìîâ. - \nÄàííàÿ îïöèÿ îòâå÷àåò çà âåðîÿòíîñòü ðîæäåíèÿ àðòåôàêòîâ â àíîìàëèÿõ â öåëîì. - - - Ñíÿòèå ýêèïèðîâêè ñ òðóïîâ - - - Êîíòðîëèðóåò òî, êàêèì îáðàçîì Âû áóäåòå íàõîäèòü íà òðóïàõ êîñòþìû. - \n \n«Ïðîãðåññèâíîå» îçíà÷àåò, ÷òî ýêèïèðîâêà ñ óáèòûõ áóäåò ñíèìàòüñÿ â çàâèñèìîñòè îò ïðîãðåññà ñàìîãî èãðîêà: ÷åì âûøå åãî ðàíã, òåì ëåã÷å ñíÿòü áîëåå ïðîäâèíóòûé êîñòþì ñ òðóïà. - - - - - - Íàñòðîéêè ìàñêèðîâêè - - - Âû ìîæåòå çàìàñêèðîâàòüñÿ ïîä ÷ëåíà äðóãîé ãðóïïèðîâêè, ÷òîáû ñîõðàíèòü Âàøó íàñòîÿùóþ ïðèíàäëåæíîñòü ïî ðàçíûì ïðè÷èíàì. Ïðåäñòàâëåííûå íàñòðîéêè ïîçâîëÿò Âàì íàñòðîèòü ðàçëè÷íûå àñïåêòû ýòîé ñèñòåìû. - Áîëåå ïîäðîáíàÿ èíôîðìàöèÿ î ìàñêèðîâêå ìîæåò áûòü íàéäåíà â ñîîòâåòñòâóþùåé ñòàòüå â Ñïðàâî÷íèêå ÊÏÊ. - - - - Âêëþ÷èòü ñèñòåìó ìàñêèðîâêè - - - Ó÷èòûâàòü àêòèâíûé ïðåäìåò â ðóêàõ - - - Åñëè îïöèÿ âêëþ÷åíà, ÍÏÑ áóäóò îáðàùàòü âíèìàíèå íà òèï è ñîñòîÿíèå òåêóùåãî ïðåäìåòà â ðóêàõ èãðîêà, îêàçûâàÿ äîïîëíèòåëüíîå âëèÿíèå íà øêàëó ïîäîçðåíèé. - \n \nÂû ìîæåòå íàñòðîèòü âëèÿíèå, êîòîðîå îêàçûâàåò ýòà îïöèÿ, ïóò¸ì èçìåíåíèÿ å¸ ìíîæèòåëÿ. - - - Ìíîæèòåëü ïîäîçðåíèé ê ïðåäìåòó â ðóêàõ - - - Ó÷èòûâàòü îðóæèå èãðîêà - - - Åñëè îïöèÿ âêëþ÷åíà, ÍÏÑ áóäóò îáðàùàòü âíèìàíèå íà îðóæèå, êîòîðûì ýêèïèðîâàí èãðîê (â ñëîòå), îêàçûâàÿ äîïîëíèòåëüíîå âëèÿíèå íà øêàëó ïîäîçðåíèé. - \n \nÂû ìîæåòå íàñòðîèòü âëèÿíèå, êîòîðîå îêàçûâàåò ýòà îïöèÿ, ïóò¸ì èçìåíåíèÿ å¸ ìíîæèòåëÿ. - - - Ìíîæèòåëü ïîäîçðåíèé ê îðóæèþ - - - Ó÷èòûâàòü êîñòþì èãðîêà - - - Åñëè îïöèÿ âêëþ÷åíà, ÍÏÑ áóäóò îáðàùàòü âíèìàíèå íà íàäåòûé êîñòþì, îêàçûâàÿ äîïîëíèòåëüíîå âëèÿíèå íà øêàëó ïîäîçðåíèé. - \n \nÂû ìîæåòå íàñòðîèòü âëèÿíèå, êîòîðîå îêàçûâàåò ýòà îïöèÿ, ïóò¸ì èçìåíåíèÿ å¸ ìíîæèòåëÿ. - \n \n%c[pda_green]Ïîäñêàçêà:%c[ui_gray_2] - \nÑîñòîÿíèå êîñòþìà ÿâëÿåòñÿ êðèòè÷åñêè âàæíûì ýëåìåíòîì â ìàñêèðîâêå - êàêîé-íèáóäü ïîðâàííûé êîñòþì îáÿçàòåëüíî ïðèâëå÷¸ò ê ñåáå ëèøíåå âíèìàíèå. - - - - Ìíîæèòåëü ïîäîçðåíèé ê êîñòþìó - - - Ó÷èòûâàòü ãîëîâíîé óáîð èãðîêà - - - Åñëè îïöèÿ âêëþ÷åíà, ÍÏÑ áóäóò îáðàùàòü âíèìàíèå íà ãîëîâíîé óáîð èãðîêà (ðàçäåëüíûé/èíòåãðèðîâàííûé), îêàçûâàÿ äîïîëíèòåëüíîå âëèÿíèå íà øêàëó ïîäîçðåíèé. - \n \nÂû ìîæåòå íàñòðîèòü âëèÿíèå, êîòîðîå îêàçûâàåò ýòà îïöèÿ, ïóò¸ì èçìåíåíèÿ å¸ ìíîæèòåëÿ. - \n \n%c[pda_green]Ïîäñêàçêà:%c[ui_gray_2] - \nÍàëè÷èå ìàñêè èëè øëåìà ÿâëÿåòñÿ êðèòè÷åñêè âàæíûì ýëåìåíòîì â ìàñêèðîâêå, òàê êàê ýòî ïîìîãàåò ñêðûòü ëèöî è ëè÷íîñòü. - - - - Ìíîæèòåëü ïîäîçðåíèé ê ãîëîâíîìó óáîðó - - - Ó÷èòûâàòü ðþêçàê èãðîêà - - - Åñëè îïöèÿ âêëþ÷åíà, ÍÏÑ áóäóò îáðàùàòü âíèìàíèå íà íàäåòûé ðþêçàê (â ñëîòå) èãðîêà, îêàçûâàÿ äîïîëíèòåëüíîå âëèÿíèå íà øêàëó ïîäîçðåíèé. - \n \nÂû ìîæåòå íàñòðîèòü âëèÿíèå, êîòîðîå îêàçûâàåò ýòà îïöèÿ, ïóò¸ì èçìåíåíèÿ å¸ ìíîæèòåëÿ. - \n \n%c[pda_green]Ïîäñêàçêà:%c[ui_gray_2] - \nÁîëüøèå ðþêçàêè ìîãóò ïðèâëå÷ü ëèøíåå âíèìàíèå. - \nÄàííûé ïàðàìåòð, â öåëîì, îêàçûâàåò ñëàáîå âëèÿíèå. - - - - Ìíîæèòåëü ïîäîçðåíèé ê ðþêçàêó - - - Ó÷èòûâàòü èíâåíòàðü èãðîêà - - - Åñëè îïöèÿ âêëþ÷åíà, ÍÏÑ áóäóò îáðàùàòü âíèìàíèå íà êîëè÷åñòâî, âåñ è ðàçìåð ïðåäìåòîâ, ïåðåíîñèìûõ èãðîêîì, îêàçûâàÿ äîïîëíèòåëüíîå âëèÿíèå íà øêàëó ïîäîçðåíèé. - \n \nÂû ìîæåòå íàñòðîèòü âëèÿíèå, êîòîðîå îêàçûâàåò ýòà îïöèÿ, ïóò¸ì èçìåíåíèÿ å¸ ìíîæèòåëÿ. - \n \n%c[pda_green]Ïîäñêàçêà:%c[ui_gray_2] - \nÍîøåíèå îãðîìíîãî êîëè÷åñòâà âåùåé, îñîáåííî êðàéíå ãðîìîçäêèõ êàê, íàïðèìåð, îðóæèå, íåïðåìåííî ïðèâëå÷¸ò ëèøíåå âíèìàíèå. - \nÄàííûé ïàðàìåòð, â öåëîì, îêàçûâàåò ñëàáîå âëèÿíèå. - - - - Ìíîæèòåëü ïîäîçðåíèé ê èíâåíòàðþ - - - Ó÷èòûâàòü ïîâåäåíèå èãðîêà - - - Åñëè îïöèÿ âêëþ÷åíà, ÍÏÑ áóäóò îáðàùàòü âíèìàíèå íà äâèæåíèÿ è ñêîðîñòü ïåðåäâèæåíèÿ èãðîêà, îêàçûâàÿ äîïîëíèòåëüíîå âëèÿíèå íà øêàëó ïîäîçðåíèé. - \n \nÂû ìîæåòå íàñòðîèòü âëèÿíèå, êîòîðîå îêàçûâàåò ýòà îïöèÿ, ïóò¸ì èçìåíåíèÿ å¸ ìíîæèòåëÿ. - \n \n%c[pda_green]Ïîäñêàçêà:%c[ui_gray_2] - \nÑòàðàéòåñü ñìåøàòüñÿ ñ îêðóæàþùèìè è íå áåãàéòå èëè ïðûãàéòå âîêðóã ñòàëêåðîâ. - - - - Ìíîæèòåëü ïîäîçðåíèé ê ïîâåäåíèþ - - - Ó÷èòûâàòü ðàññòîÿíèå ìåæäó ÍÏÑ è èãðîêîì - - - Åñëè îïöèÿ âêëþ÷åíà, ïðèáëèæåíèå ê ÍÏÑ íà ðàññòîÿíèå ìåíüøå áåçîïàñíîãî ïîçâîëèò èì ëó÷øå ðàññìîòðåòü Âàñ. - \n \nÊîíòðîëèðóåò ìèíèìàëüíî áåçîïàñíîå ðàññòîÿíèå äî ðàñ÷¸òîâ øêàëû ïîäîçðåíèé. - - - - Ìèí. áåçîïàñíîå ðàññòîÿíèå [ìåòðû] - - - Ó÷èòûâàòü áåçäåéñòâèå èãðîêà - - - Åñëè îïöèÿ âêëþ÷åíà, ñëèøêîì äîëãîå íàõîæäåíèå è áåçäåéñòâèå ðÿäîì ñ ÍÏÑ, ïðåâûøàþùåå áåçîïàñíîå, ïîçâîëèò èì ëó÷øå ðàññìîòðåòü Âàñ. - \n \nÂû ìîæåòå íàñòðîèòü âëèÿíèå, êîòîðîå îêàçûâàåò ýòà îïöèÿ, ïóò¸ì èçìåíåíèÿ ìàêñèìàëüíîãî âðåìåíè áåçîïàñíîãî áåçäåéñòâèÿ. - \n \n%c[pda_green]Ïîäñêàçêà:%c[ui_gray_2] - \nÓ÷èòûâàåòñÿ è âðåìÿ, ïðîâåä¸ííîå â îêíàõ äèàëîãà è òîðãîâëè, òàê ÷òî íå çàòÿãèâàéòå. - - - - Ìàêñ. âðåìÿ áåçäåéñòâèÿ [ñåê.] - - - - - Ïóñòü è ñ íåáîëüøèìè îãðàíè÷åíèÿìè, íî Âû ìîæåòå èñïîëüçîâàòü áûñòðîå ïåðåìåùåíèå, ÷òîáû ïîïàñòü âî ìíîæåñòâî ëîêàöèé Çîíû. Äëÿ ýòîãî Âàì íàäî ëèøü âûáðàòü îäíó èç èêîíîê áûñòðîãî ïåðåìåùåíèÿ íà êàðòå ÊÏÊ. Äëÿ òîãî, ÷òîáû èêîíêè ïîÿâèëèñü, Âàì íåîáõîäèìî ñïåðâà ïîñåòèòü ëîêàöèþ, ÷òîáû îòêðûòü å¸. Ïðåäñòàâëåííûå íàñòðîéêè ïîçâîëÿò Âàì íàñòðîèòü ðàçëè÷íûå àñïåêòû ýòîé ñèñòåìû. - - - - Îòêëþ÷åíî - - - Òîëüêî ïîñåù¸ííûå - - - Âñå - - - - Áûñòðîå ïåðåìåùåíèå - - - Âî âðåìÿ áîÿ - - - Ïðè ïåðåãðóçå - - - Ïðè ðàíåíèÿõ - - - Âî âðåìÿ âûáðîñîâ - - - Ïîëíûå íàçâàíèÿ ìåñò - - - Ñîîáùåíèå î ïîñåùåíèè ìåñòà - - - Ìãíîâåííîå ïåðåìåùåíèå - - - - - Ïóñòü è ñ íåáîëüøèìè îãðàíè÷åíèÿìè, íî Âû ìîæåòå èñïîëüçîâàòü áûñòðîå ïåðåìåùåíèå ê Âàøèì ðþêçàêàì-òàéíèêàì ïóò¸ì êëèêà ïî èõ èêîíêå íà êàðòå ÊÏÊ. Ïðåäñòàâëåííûå íàñòðîéêè ïîçâîëÿò Âàì íàñòðîèòü ðàçëè÷íûå àñïåêòû ýòîé ñèñòåìû. - - - - Ïåðåìåùåíèå ê ðþêçàêó - - - Âî âðåìÿ áîÿ - - - Ïðè ðàíåíèÿõ - - - Âî âðåìÿ âûáðîñîâ - - - Ïðè ïåðåãðóçå - - - Ìãíîâåííîå ïåðåìåùåíèå - - - - - Îñíîâíûå íàñòðîéêè A-Life - - - - Ïîëíîñòüþ - - - Ñìàðò-òåððåéíû - - - - Ìíîæèòåëü ïîïóëÿöèè ñòàëêåðîâ - - - %c[pda_green]Ðåæèì èñòîðèè%c[ui_gray_2]: Îòâå÷àåò çà òî, êàê ìíîãî ñòàëêåðîâ ñïàóíèòñÿ â Çîíå. ×åì âûøå ÷èñëî, òåì áîëüøå îòðÿäîâ ñòàëêåðîâ áóäåò ñóùåñòâîâàòü â Çîíå. - \n \n%c[pda_blue]Ðåæèì âîéíû%c[ui_gray_2]: Ìíîæèòåëü íà÷àëüíûõ íîìåðîâ ïîÿâëåíèÿ ñòàëêåðîâ â Çîíå. Òàêæå ìíîæèòåëü äëÿ ìàêñèìàëüíîé âìåñòèìîñòè îòðÿäà äëÿ êàæäîé ïîëåçíîé ëîêàöèè. ×åì áîëüøå ÷èñëî, òåì áîëüøå îòðÿäîâ ìîæåò áûòü ðàçìåùåíî â êàæäîé ëîêàöèè. Ýòî óâåëè÷èò ìàñøòàáû âòîðæåíèÿ, à òàêæå óâåëè÷èò îáùóþ ÷èñëåííîñòü íàñåëåíèÿ â Çîíå â ëþáîé ìîìåíò âðåìåíè. Óìåíüøåíèå ýòîãî çíà÷åíèÿ â ñåðåäèíå èãðû çàñòàâèò îòðÿäû, ïðåâûøàþùèå îãðàíè÷åíèå, èñêàòü äðóãèå òåððèòîðèè èëè àòàêîâàòü âðàãîâ, óìåíüøàÿ îáùåå íàñåëåíèå Çîíû. - \n \n%c[pda_red]Äîïîëíèòåëüíî:%c[ui_gray_2] - \n ðåæèìå âîéíû òîëüêî ýòîò ïàðàìåòð íå êîíòðîëèðóåò îáùåå íàñåëåíèå Çîíû! Ïîëüçîâàòåëè äîëæíû ÒÀÊÆÅ óñòàíîâèòü âðåìÿ ïîÿâëåíèÿ ôðàêöèé Warfare íà æåëàåìûé óðîâåíü (íàïðèìåð, ïóòåì âûáîðà æåëàåìîé ïðåäóñòàíîâêè). - \n \n%c[pda_yellow]Äîïîëíèòåëüíî:%c[ui_gray_2] - \nÍàèáîëüøèé ýôôåêò íàáëþäàåòñÿ ïðè ñòàðòå íîâîé èãðû. Èçìåíåíèå æå ìíîæèòåëÿ ïîïóëÿöèè âî âðåìÿ èãðû ìîæåò çàíÿòü íåêîòîðîå âðåìÿ ïî ïðè÷èíå íàëè÷èÿ óæå îòñïàóíåííûõ îòðÿäîâ. - - - - Ìíîæèòåëü ïîïóëÿöèè ìóòàíòîâ - - - %c[pda_green]Ðåæèì èñòîðèè%c[ui_gray_2]: Îòâå÷àåò çà òî, êàê ìíîãî ìóòàíòîâ ñïàóíèòñÿ â Çîíå. ×åì âûøå ÷èñëî, òåì áîëüøå ìóòàíòîâ áóäåò ñóùåñòâîâàòü â Çîíå. - \n \n%c[pda_blue]Ðåæèì âîéíû%c[ui_gray_2]: Multiplier for initial mutant spawn numbers across the Zone. Also a multiplier for each useless (i.e. mutant lair) location's maximum squad capacity. Has no effect on subsequent mutant population. - \n \n%c[pda_red]Äîïîëíèòåëüíî:%c[ui_gray_2] - \n ðåæèìå âîéíû ýòîò ïàðàìåòð íå âëèÿåò íà ïîÿâëåíèå ìóòàíòîâ, âûõîäÿùåå çà ðàìêè íà÷àëüíîãî ïîÿâëåíèÿ èãðû! Ïîëüçîâàòåëè äîëæíû èçìåíèòü îáùèå íàñòðîéêè ìóòàíòîâ Warfare (ìàêñèìàëüíîå êîëè÷åñòâî îòðÿäîâ ìîíñòðîâ íà óðîâåíü, ìèíèìàëüíîå / ìàêñèìàëüíîå âðåìÿ âîçðîæäåíèÿ ìóòàíòîâ) èëè çàãðóçèòü ïðåäóñòàíîâêó, ÷òîáû ïîëó÷èòü æåëàåìîå êîëè÷åñòâî ìóòàíòîâ. - \n \n%c[pda_yellow]Äîïîëíèòåëüíî:%c[ui_gray_2] - \nÝòîò ïàðàìåòð èìååò íàèáîëüøåå âëèÿíèå ïðè çàïóñêå íîâîé èãðû.  ðåæèìå èñòîðèè èçìåíåíèå ýòîãî ôàêòîðà â òåêóùåé èãðå ïðèâåäåò ê î÷åíü ïîñòåïåííûì èçìåíåíèÿì â íàñåëåíèè èç-çà ìóòàíòîâ, óæå ïðèñóòñòâóþùèõ â Çîíå.  ðåæèìå âîéíû èçìåíåíèå ýòîãî ïàðàìåòðà â ñåðåäèíå èãðû íå èìååò íèêàêîãî ýôôåêòà. - - - - Ñèìóëÿöèÿ îôëàéí-áî¸â - - - Äàííàÿ îïöèÿ äîïîëíÿåò ñóùåñòâóþùèå àñïåêòû ñèñòåìû A-Life, ïîçâîëÿÿ îòðÿäàì ÍÏÑ âîåâàòü ñî ñâîèì ïðîòèâíèêîì â äðóãèõ óãîëêàõ Çîíû. -  çàâèñèìîñòè îò èñõîäà áî¸â, ìîæåò îêàçàòü âëèÿíèå íà ïîïóëÿöèþ ìóòàíòîâ è ãðóïïèðîâîê. - \n \n%c[pda_yellow]Äîïîëíèòåëüíî:%c[ui_gray_2] - \n%c[ui_gray_1]•%c[ui_gray_2] Ïðè àêòèâíûõ íàñòðîéêàõ äèíàìè÷åñêèõ îòíîøåíèé îôëàéí-áîè áóäóò èãðàòü áîëüøóþ ðîëü â èçìåíåíèÿõ îòíîøåíèé ìåæäó ãðóïïèðîâêàìè, ÷òî ÿâëÿåòñÿ ðåçóëüòàòîì èõ áîåñòîëêíîâåíèé äðóã ñ äðóãîì. - \n%c[ui_gray_1]•%c[ui_gray_2] Îôëàéí-áîè ðàáîòàþò âî âñåõ èãðîâûõ ðåæèìàõ, âêëþ÷àÿ «Âîéíó ãðóïïèðîâîê». - \n%c[ui_gray_1]•%c[ui_gray_2] Ñëåäóåò ïîìíèòü, ÷òî âêëþ÷åíèå äàííîé îïöèè ìîæåò íåãàòèâíî ñêàçàòüñÿ íà îáùåé íàñåë¸ííîñòè Çîíû. Åñëè Âàì õî÷åòñÿ âèäåòü ãóñòîíàñåë¸ííóþ Çîíó, ïîæàëóé, ñëåäóåò âîçäåðæàòüñÿ îò âêëþ÷åíèÿ îôëàéí-áî¸â. - - - - Ðàäèóñ èñêëþ÷åíèÿ ñïàóíà - - - Îòðÿäû ÍÏÑ íå áóäóò ñïàóíèòüñÿ, åñëè èõ òî÷êè ñïàóíà/ñìàðò-òåððåéíû íàõîäÿòñÿ âíóòðè ðàäèóñà èñêëþ÷åíèÿ. - \nÖåëü äàííîé îïöèè - ïîïûòêè ïðåäîòâðàòèòü âíåçàïíûå ïîÿâëåíèÿ ÍÏÑ ïðÿìî ïåðåä ëèöîì èãðîêà. - - - - Äèíàìè÷åñêèå àíîìàëèè - - - Åñëè îïöèÿ âêëþ÷åíà, âîçäåéñòâèå âûáðîñîâ áóäåò ñïîñîáñòâîâàòü âîçíèêíîâåíèþ àíîìàëèé ïî âñåé Çîíå. - \nÀíîìàëèè ìîãóò ïîÿâèòüñÿ èëè èñ÷åçíóòü ïîñëå êàæäîãî âûáðîñà. - - - Äèíàìè÷åñêèå îòíîøåíèÿ ãðóïïèðîâîê - - - Åñëè îïöèÿ âêëþ÷åíà, îòíîøåíèÿ ãðóïïèðîâîê áóäóò ìåíÿòüñÿ êàê ðåçóëüòàò ìíîãî÷èñëåííûõ ñòîëêíîâåíèé âíóòðè Çîíû, ê ëó÷øåìó èëè õóäøåìó. - \nÓáèéñòâî îáùèõ âðàãîâ ìîæåò ïîçèòèâíî ñêàçàòüñÿ íà îòíîøåíèÿõ, è íàîáîðîò. - \nÂåëè÷èíà èçìåíåíèé îòíîøåíèé îïðåäåëÿåòñÿ òåì, íàñêîëüêî âàæíûìè äëÿ ãðóïïèðîâîê áûëè æåðòâû. - - - Ñáðîñ îòíîøåíèé ñ âðàæäåá. ãðóïïèðîâêàìè - - - Åñëè âäðóã ãðóïïèðîâêà ñòàíîâèòñÿ âðàæäåáíîé ãðóïïèðîâêå èãðîêà, ïîñëåäíèé ïîòåðÿåò âñå çàðàáîòàííûå ïðåæäå î÷êè îòíîøåíèé ó íûíå âðàæäåáíîé åìó ãðóïïèðîâêè. - - - Âåðòîë¸ò: çâóê - - - Âåðòîë¸ò: ñïàóí - - - - - Âûáðîñû - - - Ïñè-øòîðìû - - - - êàæäûå 6 - 12 ÷àñîâ - - - êàæäûå 12 - 24 ÷àñà - - - êàæäûå 1 - 2 äíÿ - - - êàæäûå 2 - 4 äíÿ - - - Ñìåðòü â êîíöå - - - Ñìåðòü ïî äîñòèæåíèè âîëíû - - - Ñìåðòü íà ïèêå - - - Ïðåâðàùàòü â çîìáè - - - Ðàçðûâàòü íà ÷àñòè - - - Áåç ïîñëåäñòâèé - - - Ðàäèî è ñèðåíà - - - Ñèðåíà - - - Ðàäèî - - - Áåç ïðåäóïðåæäåíèÿ - - - - Âêëþ÷èòü âûáðîñû - - - ×àñòîòà - - - Ñóäüáà ÍÏÑ - - - Ïðåäóïðåæäåíèå - - - Äàâàòü çàäàíèå - - - - Âêëþ÷èòü ïñè-øòîðìû - - - ×àñòîòà - - - Ñóäüáà ÍÏÑ - - - Ïðåäóïðåæäåíèå - - - Äàâàòü çàäàíèå - - - - - Ñêîðîòå÷íàÿ âîéíà - - - Ìåäëåííàÿ âîéíà - - - Alife Overhaul - - - Alife Overhaul - Fast (2x) - - - Alife Overhaul - Rapid (5x) - - - Alife Overhaul - Test (10x) - - - - «Âîéíà ãðóïïèðîâîê», Îñíîâíîå - - - - «Âñå ïðîòèâ âñåõ» - - - Âñå ãðóïïèðîâêè âðàæäåáíû ê äðóã äðóãó. Åñëè óñòàíîâëåíû äèíàìè÷åñêèå îòíîøåíèÿ îò DoctorX, òî äàííàÿ íàñòðîéêà ïðèìåíÿåòñÿ òîëüêî ïðè ñòàðòå èãðû. - - - Ñëó÷àéíàÿ ñòàðòîâàÿ ëîêàöèÿ - - - Èãðîê ñòàðòóåò íà ëþáîé èç èìåþùèõñÿ áàç. Ëþáàÿ äðóãàÿ áàçà áóäåò çàñåëåíà èñïîëüçóÿ íàñòðîéêè «Âåðîÿòíîñòü ñïàóíà ñëó÷àéíûõ ñòàëêåðîâ» è «Âåðîÿòíîñòü ñïàóíà ñëó÷àéíûõ ìóòàíòîâ». - - - Ñëó÷àéíûé ñòàðòîâûé ïåðñîíàæ - - - Ïðè âêëþ÷åíèè èìÿ è ãðóïïèðîâêà èãðîêà áóäåò âûáðàíà ñëó÷àéíûì îáðàçîì; ëó÷øèé ýôôåêò äîñòèãàåòñÿ ïðè èñïîëüçîâàíèè «ñëó÷àéíîé ñòàðòîâîé ëîêàöèè». - - - Âåðîÿòíîñòü ñïàóíà ñëó÷àéíûõ ñòàëêåðîâ - - - Ïðè àêòèâíîé îïöèè «ñëó÷àéíîé ñòàðòîâîé ëîêàöèè»: ñ âåðîÿòíîñòüþ îò 0 äî 100 îòðÿä ñòàëêåðîâ îòñïàóíèòñÿ íà áàçå èëè ðåñóðñíîé òî÷êå. Åñëè ìàêñèìàëüíàÿ ïîïóëÿöèÿ áàçû ñîñòàâëÿåò 2, à âåðîÿòíîñòü ñïàóíà ñëó÷àéíûõ ñòàëêåðîâ ðàâíà 50, òîãäà åñòü 50% âåðîÿòíîñòü ñïàóíà ïåðâîãî îòðÿäà è 50% âåðîÿòíîñòü ñïàóíà âòîðîãî îòðÿäà. - - - Âåðîÿòíîñòü ñïàóíà ñëó÷àéíûõ ìóòàíòîâ - - - Ïðè àêòèâíîé îïöèè «ñëó÷àéíîé ñòàðòîâîé ëîêàöèè»: ñ âåðîÿòíîñòüþ îò 0 äî 100 ìóòàíòû îòñïàóíÿòñÿ íà òåððèòîðèàëüíîé òî÷êå. Íà îäíó òî÷êó áóäåò ñïàóíèòüñÿ òîëüêî îäèí ìóòàíò. - - - Âêëþ÷èòü àâòîçàõâàò - - - Åñëè ýòîò ïàðàìåòð âêëþ÷åí, èãðîê ìîæåò ïîïðîñèòü áëèæàéøóþ áàçó îòïðàâèòü îòðÿä äëÿ çàõâàòà òåêóùåãî ìåñòîïîëîæåíèÿ èãðîêà. ×òîáû çàïóñòèòü àâòîçàõâàò, âûòàùèòå ÊÏÊ. Åñëè áàçà ñóùåñòâóåò â äèàïàçîíå ñâÿçàííûõ óðîâíåé âàøåãî ìåñòîïîëîæåíèÿ, îíè ñîçäàäóò îòðÿä è îòïðàâÿò åãî íà âàøó ïîçèöèþ. Âðåìÿ âîçðîæäåíèÿ ýòîé áàçû áóäåò ñîîòâåòñòâåííî óâåëè÷åíî. Òî÷êè òåððèòîðèè è ëîãîâà íå çàõâàòûâàþòñÿ àâòîìàòè÷åñêè. - - - Èñïîëüçîâàòü ñòàðûé ìåòîä àâòîìàòè÷åñêîãî çàõâàòà - - - Êîãäà ýòà îïöèÿ âêëþ÷åíà, àâòîçàõâàò áóäåò ïðîèñõîäèòü ñ èñïîëüçîâàíèåì ñòàðîãî ìåòîäà, êîãäà îòðÿä ïîÿâëÿåòñÿ íàâåðõó âàøåé ïîçèöèè áåñïëàòíî ïî èñòå÷åíèè âðåìåíè çàõâàòà. - - - Ìàêñ. äèñòàíöèÿ äëÿ àâòîçàõâàòà - - - Òî÷êè áëèçêèå ê èãðó â ïðåäåëàõ ýòîé äèñòàíöèè áóäóò àâòîìàòè÷åñêè çàõâà÷åíû; ïðåâûøåíèå ýòîãî çíà÷åíèÿ ïîâëå÷¸ò çà ñîáîé îñòàíîâêó àâòîçàõâàòà. - - - Âðåìÿ àâòîçàõâàòà - - - Ñêîëüêî âðåìåíè (èãðîâûå ìèíóòû) òðåáóåòñÿ, ÷òîáû çàõâàòèòü òî÷êó ñàìîìó. - - - Âêëþ÷èòü òóìàí âîéíû - - - Ïðè âêëþ÷åíèè: âñ¸ â ïðåäåëàõ óñòàíîâëåííîãî çíà÷åíèÿ «äèñòàíöèè òóìàíà âîéíû» è äî èãðîêà/îòðÿäà òîé æå ñàìîé ãðóïïèðîâêè áóäåò îòîáðàæåíî íà ÊÏÊ. Îïöèè «Ïîêàçûâàòü íåäðóæåñòâåííûå îòðÿäû» è «Ñïðÿòàòü ñìàðòû» áóäóò ïî-ïðåæíåìó âëèÿòü íà îòîáðàæåíèå â ÊÏÊ. - - - Äèñòàíöèÿ òóìàíà âîéíû - - - Åñëè «Òóìàí âîéíû» âêëþ÷¸í, òî âñ¸ â ïðåäåëàõ óñòàíîâëåííîãî çíà÷åíèÿ è äî èãðîêà/îòðÿäà òîé æå ñàìîé ãðóïïèðîâêè áóäåò îòîáðàæåíî íà ÊÏÊ. Îïöèè «Ïîêàçûâàòü íåäðóæåñòâåííûå îòðÿäû» è «Ñïðÿòàòü ñìàðòû» áóäóò ïî-ïðåæíåìó âëèÿòü íà îòîáðàæåíèå â ÊÏÊ. - - - Ñïðÿòàòü íåäðóæåñòâåííûå îòðÿäû íà êàðòå - - - Ïðè âêëþ÷åíèè: íåéòðàëüíûå è âðàæåñêèå îòðÿäû íå áóäóò îòîáðàæàòüñÿ â ÊÏÊ. - - - Ñêðûòü óìíûå ëàíäøàôòû - - - Åñëè ýòîò ïàðàìåòð âêëþ÷åí, ÊÏÊ íå áóäåò îòîáðàæàòü çíà÷êè äëÿ óìíûõ òåððèòîðèé, çà èñêëþ÷åíèåì òåõ, êîòîðûå ïðèíàäëåæàò âàøåé ôðàêöèè è íà êîòîðûå îíà íàöåëåíà. - - - Ñêðûòü ëîãîâî óìíîé ìåñòíîñòè - - - Åñëè ýòîò ïàðàìåòð âêëþ÷åí, ÊÏÊ íå áóäåò îòîáðàæàòü çíà÷êè äëÿ óìíûõ ëàíäøàôòîâ áåç ïîëåçíûõ ñâîéñòâ, òàêèõ êàê ÷èñòî ìóòàíòíûå ëàíäøàôòû ëîãîâà. - - - Ñïðÿòàòü ïîäçåìíûå ñìàðòû - - - Ïðè âêëþ÷åíèè: ïîäçåìíûå ñìàðòû íå áóäóò îòîáðàæàòüñÿ íà ÊÏÊ. - - - Äîï. ñòàðòîâûå îòðÿäû äëÿ âðàãà - - - Ïðè âêëþ÷åíèè: âðàã ïîëó÷àåò ÷óòü áîëüøå ñòàðòîâûõ îòðÿäîâ, íåéòðàëüíûå è äðóæåñòâåííûå æå - òåðÿþò. - - - Óâåëè÷åíèå âðàæåñêèõ áàç - - - Âñå âðàæäåáíûå ê èãðîêó ãðóïïèðîâêè áóäóò äåéñòâîâàòü, êàê åñëè áû âäîáàâîê ê èõ óæå èìåþùèìñÿ áàçàì äîïîëíèòåëüíî ïðèáàâèëîñü áû åù¸ n-îå êîëè÷åñòâî. - - - Óâåëè÷åíèå âðàæåñêèõ ðåñóðñîâ - - - Âñå âðàæäåáíûå ê èãðîêó ãðóïïèðîâêè áóäóò äåéñòâîâàòü, êàê åñëè áû âäîáàâîê ê èõ óæå èìåþùèìñÿ ðåñóðñàì äîïîëíèòåëüíî ïðèáàâèëîñü áû åù¸ n-îå êîëè÷åñòâî. Ðåñóðñû âëèÿþò íà âðåìÿ ðåñïàóíà îáîðîíèòåëüíûõ / àòàêóþùèõ / ïàòðóëüíûõ îòðÿäîâ, à òàêæå íàñêîëüêî îïûòíûìè áóäóò îòñïàóíåííûå îòðÿäû; ÷åì âûøå ïîêàçàòåëü ðåñóðñîâ, òåì áûñòðåå ïðîèñõîäèò ðåñïàóí âêóïå ñ áîëåå îïûòíûìè îòðÿäàìè. - - - Âåëè÷èíà âëèÿíèÿ äåéñòâèé èãðîêà - - - Êàê ñèëüíî êàæäîå î÷êî âëèÿíèÿ óâåëè÷èâàåò ïðèîðèòåò öåëè. Ñòàíäàðòíûå çíà÷åíèÿ: 1 - 10; ÷åì áîëüøå çíà÷åíèå, òåì âûñîêà âåðîÿòíîñòü òîãî, ÷òî òî÷êà, ñ äîáàâëåííûìè î÷êàìè âëèÿíèÿ, ñòàíåò öåëüþ. - - - Ñòîèìîñòü îòðÿäà íîâè÷êîâ - - - Ñòîèìîñòü îòðÿäà íîâè÷êîâ. Ïðè äîñòàòî÷íîì êîëè÷åñòâå äåíåã áóäåò äîñòóïíà îïöèÿ íàíÿòü îòðÿä (ïðàâûé êëèê íà áàçå), êîòîðûé ìãíîâåííî îòñïàóíèòñÿ è áóäåò èìåòü ôóíêöèè êîìïàíüîíîâ. - - - Ñòîèìîñòü îïûòíîãî îòðÿäà - - - Ñòîèìîñòü îïûòíîãî îòðÿäà. Ïðè äîñòàòî÷íîì êîëè÷åñòâå äåíåã áóäåò äîñòóïíà îïöèÿ íàíÿòü îòðÿä (ïðàâûé êëèê íà áàçå), êîòîðûé ìãíîâåííî îòñïàóíèòñÿ è áóäåò èìåòü ôóíêöèè êîìïàíüîíîâ. - - - Ñòîèìîñòü îòðÿäà âåòåðàíîâ - - - Ñòîèìîñòü îòðÿäà âåòåðàíîâ. Ïðè äîñòàòî÷íîì êîëè÷åñòâå äåíåã áóäåò äîñòóïíà îïöèÿ íàíÿòü îòðÿä (ïðàâûé êëèê íà áàçå), êîòîðûé ìãíîâåííî îòñïàóíèòñÿ è áóäåò èìåòü ôóíêöèè êîìïàíüîíîâ. - - - Ñòîèìîñòü âåðòîë¸òà - - - Ñòîèìîñòü âåðòîë¸òà. Ïðè äîñòàòî÷íîì êîëè÷åñòâå äåíåã áóäåò äîñòóïíà îïöèÿ íàíÿòü âåðòîë¸ò (ïðàâûé êëèê íà áàçå). Íà îäíîì óðîâíå ìîæåò ñóùåñòâîâàòü òîëüêî îäèí âåðòîë¸ò íà êàæäóþ èç ôðàêöèé. - - - Âëèÿíèå ðàíãà âðàãà íà äåíåæíóþ íàãðàäó - - - Êîãäà Âû óáèâàåòå âðàãà, Âû áóäåòå âîçíàãðàæäåíû ñëåäóþùèì îáðàçîì: «Âîçíàãðàæäåíèå äåíüãàìè» + («Ðàíã âðàãà» * «Âëèÿíèå ðàíãà âðàãà íà äåíåæíóþ íàãðàäó»). - - - Âîçíàãðàæäåíèå äåíüãàìè - - - Êîãäà Âû óáèâàåòå âðàãà, Âû áóäåòå âîçíàãðàæäåíû ñëåäóþùèì îáðàçîì: «Âîçíàãðàæäåíèå äåíüãàìè» + («Ðàíã âðàãà» * «Âëèÿíèå ðàíãà âðàãà íà äåíåæíóþ íàãðàäó»). - - - Äîáðàÿ âîëÿ ê óáèéñòâó: áàçà - - - Êîãäà âû óáèâàåòå âðàãà, âàì áóäåò ïðåäîñòàâëåíî ýòî êîëè÷åñòâî äîáðîé âîëè ñ âàøåé ôðàêöèåé ïëþñ áîíóñ, îñíîâàííûé íà ðàíãå æåðòâû è ìíîæèòåëå: äîáðîæåëàòåëüíîñòü = áàçà + (ðàíã âðàãà * ìíîæèòåëü ðàíãà) - - - Äîáðîæåëàòåëüíîñòü ïðè óáèéñòâå: ìíîæèòåëü ðàíãà âðàãà - - - Ýòîò ïàðàìåòð âëèÿåò íà ðàçìåð áîíóñà äîáðîé âîëè ôðàêöèè çà óáèéñòâî â çàâèñèìîñòè îò ðàíãà æåðòâû. Ïîëó÷åííàÿ ðåïóòàöèÿ ðàâíà: äîáðîæåëàòåëüíîñòü = áàçà + (ðàíã âðàãà * ìíîæèòåëü ðàíãà) - - - Âîçíàãðàæäåíèå î÷êàìè âëèÿíèÿ - - - Óáèéñòâî âðàãà èãðîêîì íàãðàæäàåò ïîñëåäíåãî óñòàíîâëåííûì êîëè÷åñòâîì î÷êîâ âëèÿíèÿ. - - - Ìàêñ. êîë-âî îòðÿäîâ ìóòàíòîâ íà óðîâåíü - - - Êàæäûé ðàç, êîãäà íà óðîâíå êîëè÷åñòâî îòðÿäîâ ìóòàíòîâ ìåíüøå óñòàíîâëåííîãî çíà÷åíèå, ëîêàöèÿ ñòàíåò öåëüþ äðóãèõ îòðÿäîâ ìóòàíòîâ, âñëåäñòâèå ÷åãî ìóòàíòû è îòðÿäû ìóòàíòîâ îòñïàóíÿòñÿ íà ëþáîé íåçàíÿòîé òî÷êå èëè æå â ëîãîâå, â çàâèñèìîñòè îò ïåðåìåííûõ «Ìèí. âðåìÿ ðåñïàóíà ìóòàíòîâ» è «Ìàêñ. âðåìÿ ðåñïàóíà ìóòàíòîâ». - - - Ìàêñ. êîë-âî îòðÿäîâ ìóòàíòîâ íà óðîâåíü (ëàáîðàòîðèè) - - - Ýòîò ïàðàìåòð òàêîé æå, êàê è "Ìàêñ. êîë-âî îòðÿäîâ ìóòàíòîâ íà óðîâåíü" íàñòðîéêà, íî ïðèìåíÿåòñÿ äëÿ âñåõ ïîäçåìíûõ è ëàáîðàòîðíûõ óðîâíåé. - - - Disincentivise Attacks on Main Bases - - - When this setting is enabled, all factions will hold off on attacking the main bases of other factions unless they have no other available target. For example, Freedom will no longer send an attack to the Duty Base at the Bar until they hold all other capturable locations within linked-level distance (Army Warehouses, Dead City, Red Forest, Truck Cemetery). Enable this setting if you want to ensure that unique NPCs don't die from early invasions. - - - Ìèí. âðåìÿ ðåñïàóíà ìóòàíòîâ - - - Ìèíèìàëüíîå êîëè÷åñòâî âðåìåíè, êîòîðîå äîëæíî ïðîéòè, ÷òîáû ëîãîâî èëè íåçàíÿòàÿ áàçà, èëè ðåñóðñíàÿ òî÷êà, îòñïàóíèò îòðÿä ìóòàíòîâ, åñëè êîëè÷åñòâî ìóòàíòîâ ìåíüøå çíà÷åíèÿ «Ìàêñ. êîë-âî îòðÿäîâ ìóòàíòîâ íà óðîâåíü». - - - Ìàêñ. âðåìÿ ðåñïàóíà ìóòàíòîâ - - - Ìàêñèìàëüíîå êîëè÷åñòâî âðåìåíè, êîòîðîå äîëæíî ïðîéòè, ÷òîáû ëîãîâî èëè íåçàíÿòàÿ áàçà, èëè ðåñóðñíàÿ òî÷êà, îòñïàóíèò îòðÿä ìóòàíòîâ, åñëè êîëè÷åñòâî ìóòàíòîâ ìåíüøå çíà÷åíèÿ «Ìàêñ. êîë-âî îòðÿäîâ ìóòàíòîâ íà óðîâåíü». - - - Ñïîðíûå ó÷àñòêè óìåíüøàþò îòíîøåíèÿ - - - Êîãäà ýòîò ïàðàìåòð âêëþ÷åí, äâå íåéòðàëüíûå ôðàêöèè, îñïàðèâàþùèå îäíî î÷êî, áóäóò íåäîâîëüíû äðóã äðóãîì, åñëè îäíà èç íèõ «óêðàäåò» ëîêàöèþ ó äðóãîé. Ýòî îêàçûâàåò äàâëåíèå íà íåéòðàëüíûå ôðàêöèè, ðàçäåëÿþùèå ãðàíèöó. Ëó÷øå âñåãî ðàáîòàåò ñ àääîíîì îòíîøåíèé èëè ïîíèæåííûì çíà÷åíèåì death_value â dynamic_faction_relations.ltx - - - % Øàíñ ðåäêîãî ìóòàíòà (Þæíàÿ çîíà) - - - Âåðîÿòíîñòü òîãî, ÷òî ìóòàíò ïîÿâèòñÿ íà âîåííûõ ñêëàäàõ / â ìåðòâîì ãîðîäå / íà êëàäáèùå ãðóçîâèêîâ è íà þãå, áóäåò ðåäêèì ìóòàíòîì (êîíòðîëåð, õèìåðà è ò. Ä.). Ïî óìîë÷àíèþ: 3 - - - % Øàíñ ðåäêîãî ìóòàíòà (Ñåâåðíàÿ çîíà) - - - Ïðîöåíòíàÿ âåðîÿòíîñòü òîãî, ÷òî ìóòàíò ïîÿâèòñÿ â Ëèìàíñêå / êðàñíîì ëåñó / íà ðàäàðå è íà ñåâåðå áóäåò ðåäêèì ìóòàíòîì (êîíòðîëåðîì, õèìåðîé è ò. Ä.). Ïî óìîë÷àíèþ: 10 - - - % Øàíñ ðåäêîãî ìóòàíòà (ëàáîðàòîðèè) - - - Ïðîöåíòíàÿ âåðîÿòíîñòü òîãî, ÷òî ìóòàíò, ïîÿâèâøèéñÿ â ëàáîðàòîðèè, áóäåò ðåäêèì ìóòàíòîì (êîíòðîëåð, õèìåðà è ò. Ä.). Ïî óìîë÷àíèþ: 50 - - - Áîåâàÿ äèñòàíöèÿ Íå â ñåòè (ÒÎËÜÊÎ äëÿ âîéíû) - - - Ìàêñèìàëüíîå ðàññòîÿíèå â ìåòðàõ, íà êîòîðîå îòðÿäû ïðîòèâíèêà âñòóïÿò â áîé â àâòîíîìíîì ðåæèìå. Ïî óìîë÷àíèþ: 50 - - - Àâòîìàòèçèðóéòå îáðàáîòêó îòðÿäà ïåðåïîëíåíèÿ ïðè ðó÷íîì óïðàâëåíèè - - - Îáû÷íî, êîãäà ðó÷íîå óïðàâëåíèå ôðàêöèÿìè îòêëþ÷åíî, îòðÿäû ïåðåïîëíåíèÿ (ò. Å. Îòðÿäû, ïðåâûøàþùèå ëèìèò èíòåëëåêòóàëüíîé ìåñòíîñòè) àâòîìàòè÷åñêè ïåðåíàçíà÷àþòñÿ èëè óäàëÿþòñÿ (â çàâèñèìîñòè îò íàñòðîéêè `` îòêëþ÷èòü èíòåëëåêòóàëüíîå îãðàíè÷åíèå ïîïîëíåíèÿ ''). Êîãäà âêëþ÷åíî ðó÷íîå óïðàâëåíèå ôðàêöèÿìè, îòðÿäû ïåðåïîëíåíèÿ áîëüøå íå îáðàáàòûâàþòñÿ àâòîìàòè÷åñêè. Âêëþ÷åíèå ýòîãî ïàðàìåòðà âîññòàíàâëèâàåò àâòîìàòèçèðîâàííîå óïðàâëåíèå ýòèìè îòðÿäàìè, ñîõðàíÿÿ ïðè ýòîì îñòàëüíûå ôóíêöèè ðó÷íîãî óïðàâëåíèÿ ôðàêöèÿìè. - - - Äîïîëíèòåëüíûé òóìàí âîéíû äëÿ èãðîêîâ-îäèíî÷åê - - - Êîãäà ýòà íàñòðîéêà àêòèâíà, èãðîêè, èãðàþùèå çà «ñâîáîäíûõ ñòàëêåðîâ», íå ñìîãóò âèäåòü îòðÿäû îäèíî÷åê èëè àâàíïîñòû çà ïðåäåëàìè ñâîåãî òóìàíà âîéíû, åñëè îíè íå èñïîëüçóþò ÊÏÊ v2 èëè ÊÏÊ v3. Ýòî ïîõîæå íà âèäåíèå áåç âîéíû. Åñëè ýòîò ïàðàìåòð îòêëþ÷åí, áàçû è îòðÿäû âîëüíûõ ñòàëêåðîâ áóäóò âèäíû äàæå ñ ÊÏÊ v1. Ýòîò ïàðàìåòð ðàáîòàåò òîëüêî ïðè âêëþ÷åííîì òóìàíå âîéíû. - - - Çîìáèðîâàííûå êàê ãðóïïèðîâêà - - - Ïðè âêëþ÷åíèè: çîìáèðîâàííûå áóäóò ó÷àñòâîâàòü â âîéíå ãðóïïèðîâîê. - - - Âêë. îôëàéí-áîè ïðè ó÷àñòèè ìóòàíòîâ - - - Ïðè âêëþ÷åíèè: ìóòàíòû áóäóò ó÷àñòâîâàòü â îôëàéí-áîÿõ. Ïðè îòêëþ÷åíèè: ïðèñóòñòâèå ìóòàíòîâ â Çîíå áóäåò îùóùàòüñÿ ñèëüíåå. - - - Äåðæèòå îòðÿäû ïåðåïîëíåíèÿ áåç äîñòóïíûõ öåëåé - - - Îáû÷íî îòðÿäû ïåðåïîëíåíèÿ àâòîìàòè÷åñêè ïåðåìåùàþòñÿ íà ñâîáîäíóþ ìåñòíîñòü, ñíà÷àëà èùà ïîáëèçîñòè îò íèõ. Åñëè â èõ îáëàñòè íåò äåéñòâèòåëüíûõ öåëåé, îíè èùóò äåéñòâèòåëüíóþ öåëü ïî âñåé Çîíå. Åñëè â Çîíå íåò ïîäõîäÿùèõ öåëåé, îòðÿä óäàëÿåòñÿ, ÷òîáû ñîõðàíèòü ñòàáèëüíîñòü íàñåëåíèÿ Çîíû. Êîãäà ýòîò ïàðàìåòð âêëþ÷åí, èíòåëëåêòóàëüíûå ëàíäøàôòû íå áóäóò óäàëÿòü îòðÿäû ïåðåïîëíåíèÿ áåç äåéñòâèòåëüíûõ öåëåé. Âêëþ÷åíèå ðó÷íîãî óïðàâëåíèÿ ôðàêöèÿìè (è îòêëþ÷åíèå àâòîìàòè÷åñêîé îáðàáîòêè ïåðåïîëíåíèÿ) ïåðåîïðåäåëèò ýòîò ïàðàìåòð. - - - Î÷èñòêà çîíû ïðè âûáðîñàõ - - - Ïðîöåíò î÷èñòêè çîíû ïðè âûáðîñàõ - - - Æóðíàë îòëàäêè (log-ôàéë) - - - Ïðè âêëþ÷åíèè: ðåæèì «Âîéíà ãðóïïèðîâîê» áóäåò âåñòè æóðíàë îòëàäêè, íàïðèìåð, íà÷àëî è êîíåö áîëüøèíñòâà ôóíêöèé. Ïî ýòîé æå ïðè÷èíå log-ôàéë ìíîãîêðàòíî óâåëè÷èòñÿ â ðàçìåðàõ. - - - - - Íàñòðîéêè îòäåëüíûõ ãðóïïèðîâîê - - - - Ó÷àñòèå â âîéíå - - - Ñïàóí ïðè íîâîé èãðå - - - Ñëó÷àéíûå òî÷êè ñïàóíà - - - Âûáîð öåëè íà ñîñåäíèõ ëîêàöèÿõ - - - Êà÷åñòâî îòðÿäà çàâèñèò îò áàçîâîãî êîëè÷åñòâà (à íå ðåñóðñîâ) - - - Îáû÷íî êà÷åñòâî îòðÿäà ôðàêöèè ðàññ÷èòûâàåòñÿ íà îñíîâå êîëè÷åñòâà ðåñóðñîâ, êîòîðûå ó íåå åñòü. Êîãäà âûáðàíà ýòà îïöèÿ, êà÷åñòâî îòðÿäà ýòîé ôðàêöèè áóäåò ðàññ÷èòûâàòüñÿ íà îñíîâå êîëè÷åñòâà óäåðæèâàåìûõ áàç.  ïåðâóþ î÷åðåäü ïðåäíàçíà÷åí äëÿ èñïîëüçîâàíèÿ ôðàêöèÿìè, êîòîðûå íå çàáîòÿòñÿ î ðåñóðñàõ (íàïðèìåð, àðìèÿ). - - - Ìíîæèòåëü îôëàéí-óðîíà - - - Êîãäà îòðÿä íàíîñèò óðîí â îôëàéí-áîþ, ïîñëåäíèé áóäåò ïåðåìíîæåí íà çàäàííîå ÷èñëî. Íàïðèìåð, åñëè äëÿ ýòîãî ïàðàìåòðà óñòàíîâëåíî çíà÷åíèå 2, òî îòðÿäû, âõîäÿùèå â ýòó ãðóïïèðîâêó, áóäóò íàíîñèòü 2õ óðîíà, ÷åì îáû÷íûå îòðÿäû â àâòîíîìíîì áîþ. - - - Óâåëè÷åíèå àãðåññèâíîñòè - - - Îáùàÿ àãðåññèÿ è íàñòóïàòåëüíàÿ ðåàêöèÿ ôðàêöèè. Áîëåå àãðåññèâíûå ôðàêöèè áóäóò áûñòðåå äîáàâëÿòü äîïîëíèòåëüíûå öåëè íà êàæäóþ èç ñâîèõ áàç è ïëàíèðîâàòü âòîðæåíèÿ íà ýòè öåëè ðàíüøå. Áîëåå âûñîêàÿ àãðåññèÿ çàñòàâèò ôðàêöèþ óäåëÿòü ïðèîðèòåòíîå âíèìàíèå âûïîëíåíèþ ïëàíîâ âòîðæåíèÿ ðàíüøå, ïîñûëàÿ îòðÿäû ñ áëèçëåæàùèõ áàç, òîãäà êàê ìåíåå àãðåññèâíûå ôðàêöèè áóäóò áîëåå äîâîëüíû, ÷òîáû äåðæàòü ñâîè îòðÿäû â èõ òåêóùèõ ìåñòîïîëîæåíèÿõ. - - - Øàíñ íî÷íîé àêòèâíîñòè - - - Âåðîÿòíîñòü òîãî, ÷òî ôðàêöèÿ îòïðàâèò ñèëû âòîðæåíèÿ èëè ïàòðóëüíûå îòðÿäû êóäà-íèáóäü â íî÷íîå âðåìÿ. Íî÷íîå âðåìÿ ñ÷èòàåòñÿ ñ 20:00 äî 6:00 èëè ñ 20:00 äî 18:00. Ðåøåíèå î òîì, ìîæåò ëè èíòåëëåêòóàëüíûé ëàíäøàôò áûòü àêòèâíûì â íî÷íîå âðåìÿ, îïðåäåëÿåòñÿ îäèí ðàç çà íî÷ü äëÿ êàæäîãî èíòåëëåêòóàëüíîãî ëàíäøàôòà. Äëÿ ôðàêöèé ñâîáîäíûõ ñòàëêåðîâ è ýêîëîãîâ ýòî óñòàíàâëèâàåò âåðîÿòíîñòü òîãî, ÷òî îòðÿä ïîñåòèò äðóãóþ ðåñóðñíóþ òî÷êó âìåñòî òîãî, ÷òîáû âåðíóòüñÿ íà áàçó íà íî÷ü. - - - - Ìèí. âðåìÿ ðåñïàóíà - - - Ýòî ñêîëüêî èãðîâûõ ìèíóò òðåáóåòñÿ ôðàêöèè, ÷òîáû ñîçäàòü îòðÿä èç áàçîâîé òî÷êè, åñëè ó íåå åñòü òîëüêî îäíà áàçà. Ïî ìåðå òîãî, êàê âàøà ôðàêöèÿ ïîëó÷àåò áîëüøå áàç, âðåìÿ ïîÿâëåíèÿ êàæäîé îòäåëüíîé áàçû áóäåò íåìíîãî óâåëè÷èâàòüñÿ, ïðèáëèæàÿñü ê ìàêñèìàëüíîìó âðåìåíè âîçðîæäåíèÿ. Ôàêòè÷åñêîå âðåìÿ âîçðîæäåíèÿ äàííîé áàçû ëèíåéíî èíòåðïîëèðóåòñÿ íà îñíîâå çíà÷åíèé ìèíèìàëüíîãî / ìàêñèìàëüíîãî âîçðîæäåíèÿ è ïðîöåíòà áàç â Çîíå, êîòîðóþ âû êîíòðîëèðóåòå. - - - Ìàêñ. âðåìÿ ðåñïàóíà - - - Ýòî ñêîëüêî èãðîâûõ ìèíóò òðåáóåòñÿ ôðàêöèè, ÷òîáû ñîçäàòü îòðÿä èç áàçîâîé òî÷êè, åñëè îíè âëàäåþò âñåìè áàçàìè â Çîíå. Ïî ìåðå òîãî, êàê âàøà ôðàêöèÿ ïîëó÷àåò áîëüøå áàç, âðåìÿ ïîÿâëåíèÿ êàæäîé îòäåëüíîé áàçû áóäåò íåìíîãî óâåëè÷èâàòüñÿ, ïðèáëèæàÿñü ê ìàêñèìàëüíîìó âðåìåíè âîçðîæäåíèÿ. Ôàêòè÷åñêîå âðåìÿ âîçðîæäåíèÿ äàííîé áàçû ëèíåéíî èíòåðïîëèðóåòñÿ íà îñíîâå çíà÷åíèé ìèíèìàëüíîãî / ìàêñèìàëüíîãî âîçðîæäåíèÿ è ïðîöåíòà áàç â Çîíå, êîòîðóþ âû êîíòðîëèðóåòå. Äëÿ ñïðàâêè: â Çîíå îêîëî 80 áàçîâûõ òî÷åê. - - - Ñîõðàíÿòü ïîñëåäíþþ áàçó - - - - Ìèí. ìíîæ. ðàçìåðà øòóðì-îòðÿäîâ - - - Ôàêòîð ìèíèìàëüíîãî ðàçìåðà âòîðæåíèÿ. Ñëó÷àéíîå ÷èñëî ìåæäó êîýôôèöèåíòàìè ìèíèìàëüíîãî è ìàêñèìàëüíîãî ðàçìåðà âòîðæåíèÿ óìíîæàåòñÿ íà ðàññ÷èòàííûé ðàçìåð âòîðæåíèÿ, ÷òîáû ïîëó÷èòü êîëè÷åñòâî îòðÿäîâ, ñ êîòîðûìè áóäåò âòîðãàòüñÿ áàçà. Ðàçìåð ñèë âòîðæåíèÿ ðàññ÷èòûâàåòñÿ ñ èñïîëüçîâàíèåì ìàêñèìàëüíîé âìåñòèìîñòè öåëåâîé ëîêàöèè, ïîòåíöèàëà ïîäêðåïëåíèÿ ëþáûõ âðàæåñêèõ ëîêàöèé ðÿäîì ñ öåëüþ, îòíîñèòåëüíîé ðàçíèöû â ñèëå îòðÿäîâ ìåæäó ôðàêöèÿìè è ýòèõ ìèíèìàëüíûõ / ìàêñèìàëüíûõ ôàêòîðîâ. Ðàçìåð âòîðæåíèÿ íå ìîæåò áûòü áîëåå ÷åì â äâà ðàçà áîëüøå ìàêñèìàëüíîé âìåñòèìîñòè èñõîäíîé áàçû (íàïðèìåð: åñëè áàçà ñ ìàêñèìàëüíîé âìåñòèìîñòüþ 2 ïëàíèðóåò âòîðãíóòüñÿ â öåëü ñ ìàêñèìàëüíîé âìåñòèìîñòüþ 5, âòîðæåíèå ìîæåò áûòü íå áîëåå 4 îòðÿäîâ). Åñëè ýòî îãðàíè÷åíèå ìåøàåò ìàëåíüêîé áàçå ñïëàíèðîâàòü àäåêâàòíîå âòîðæåíèå, ýòà áàçà âìåñòî ýòîãî áóäåò âíîñèòü îòðÿäû â ñèëû âòîðæåíèÿ áîëåå êðóïíîé áëèæàéøåé áàçû. - - - Ìàêñ. ìíîæ. ðàçìåðà øòóðì-îòðÿäîâ - - - Ôàêòîð ìàêñèìàëüíîãî ðàçìåðà âòîðæåíèÿ. Ñëó÷àéíîå ÷èñëî ìåæäó êîýôôèöèåíòàìè ìèíèìàëüíîãî è ìàêñèìàëüíîãî ðàçìåðà âòîðæåíèÿ óìíîæàåòñÿ íà ðàññ÷èòàííûé ðàçìåð âòîðæåíèÿ, ÷òîáû ïîëó÷èòü êîëè÷åñòâî îòðÿäîâ, ñ êîòîðûìè áóäåò âòîðãàòüñÿ áàçà. Ðàçìåð ñèë âòîðæåíèÿ ðàññ÷èòûâàåòñÿ ñ èñïîëüçîâàíèåì ìàêñèìàëüíîé âìåñòèìîñòè öåëåâîé ëîêàöèè, ïîòåíöèàëà ïîäêðåïëåíèÿ ëþáûõ âðàæåñêèõ ëîêàöèé ðÿäîì ñ öåëüþ, îòíîñèòåëüíîé ðàçíèöû â ñèëå îòðÿäîâ ìåæäó ôðàêöèÿìè è ýòèõ ìèíèìàëüíûõ / ìàêñèìàëüíûõ ôàêòîðîâ. Ðàçìåð âòîðæåíèÿ íå ìîæåò áûòü áîëåå ÷åì â äâà ðàçà áîëüøå ìàêñèìàëüíîé âìåñòèìîñòè èñõîäíîé áàçû (íàïðèìåð, åñëè áàçà ñ ìàêñèìàëüíîé âìåñòèìîñòüþ 2 ïëàíèðóåò âòîðãíóòüñÿ â öåëü ñ ìàêñèìàëüíîé âìåñòèìîñòüþ 5, âòîðæåíèå ìîæåò áûòü íå áîëåå 4 îòðÿäîâ). Åñëè ýòî îãðàíè÷åíèå ìåøàåò íåáîëüøîé áàçå ïëàíèðîâàòü àäåêâàòíîå âòîðæåíèå, ýòà áàçà âìåñòî ýòîãî áóäåò âíîñèòü îòðÿäû â ñèëû âòîðæåíèÿ áîëåå êðóïíîé áëèæàéøåé áàçû. Ýòî çíà÷åíèå òàêæå èñïîëüçóåòñÿ äëÿ çàùèòû, ÷òîáû îïðåäåëèòü æåëàåìûé êîýôôèöèåíò ìîùíîñòè ïî ñðàâíåíèþ ñ íàñòóïàþùèìè ñèëàìè ïðîòèâíèêà: çíà÷åíèå 1,5 îçíà÷àåò, ÷òî çàùèùàþùàÿñÿ áàçà ïîïûòàåòñÿ âûçâàòü ïîäêðåïëåíèå, ÷òîáû ïîëó÷èòü ïðåèìóùåñòâî â ñèëå â 1,5 ðàçà áîëüøå, ÷åì ïðè âòîðæåíèè ïðîòèâíèêà. - - - Ìèí. âðåìÿ îòïðàâêè øòóðì-îòðÿäîâ - - - Ìàêñ. âðåìÿ îòïðàâêè øòóðì-îòðÿäîâ - - - - Ìèí. ìíîæèòåëü ðàçìåðà ïàòðóëü-îòðÿäîâ - - - Ôàêòîð ÷èñëåííîñòè ìèíèìàëüíîãî ïàòðóëüíîãî îòðÿäà. Êîãäà ôðàêöèÿ íå âëàäååò áàçàìè, êàæäàÿ áàçà (òåîðåòè÷åñêè, ïîñêîëüêó ó íèõ èõ íåò) áóäåò èìåòü min_patrol_squads * max_population êîëè÷åñòâî ïàòðóëüíûõ îòðÿäîâ. - - - Ìàêñ. ìíîæèòåëü ðàçìåðà ïàòðóëü-îòðÿäîâ - - - Ôàêòîð ìàêñèìàëüíîé ÷èñëåííîñòè ïàòðóëüíîãî îòðÿäà. Êîãäà ôðàêöèÿ âëàäååò êàæäîé áàçîé, êàæäàÿ áàçà áóäåò èìåòü max_patrol_squads * max_population êîëè÷åñòâî ïàòðóëüíûõ îòðÿäîâ. - - - Ìèí. âðåìÿ ñïàóíà ïàòðóëÿ - - - Ýòî òî, ñêîëüêî èãðîâûõ ìèíóò òðåáóåòñÿ ôðàêöèè, ÷òîáû ñîçäàòü ïàòðóëüíûé îòðÿä èç áàçîâîé òî÷êè, åñëè ó íåå åñòü òîëüêî îäíà áàçà. Ïî ìåðå òîãî êàê âàøà ôðàêöèÿ ïîëó÷àåò áîëüøå áàç, êàæäàÿ îòäåëüíàÿ áàçà áóäåò èìåòü íåìíîãî áîëüøåå âðåìÿ ïîÿâëåíèÿ ïàòðóëÿ, ïðèáëèæàþùååñÿ ê ìàêñèìàëüíîìó âðåìåíè ðåñïàóíà ïàòðóëÿ. Ôàêòè÷åñêîå âðåìÿ âîçðîæäåíèÿ ïàòðóëÿ íà äàííîé áàçå ëèíåéíî èíòåðïîëèðóåòñÿ íà îñíîâå çíà÷åíèé ìèíèìàëüíîãî / ìàêñèìàëüíîãî âîçðîæäåíèÿ ïàòðóëÿ è ïðîöåíòà áàç â çîíå, êîòîðóþ âû êîíòðîëèðóåòå. - - - Ìàêñ. âðåìÿ ñïàóíà ïàòðóëÿ - - - Ýòî òî, ñêîëüêî èãðîâûõ ìèíóò òðåáóåòñÿ ôðàêöèè, ÷òîáû ñîçäàòü ïàòðóëüíûé îòðÿä èç áàçîâîé òî÷êè, åñëè îíè âëàäåþò êàæäîé áàçîé â Çîíå. Ïî ìåðå òîãî êàê âàøà ôðàêöèÿ ïîëó÷àåò áîëüøå áàç, êàæäàÿ îòäåëüíàÿ áàçà áóäåò èìåòü íåìíîãî áîëüøåå âðåìÿ ïîÿâëåíèÿ ïàòðóëÿ, ïðèáëèæàþùååñÿ ê ìàêñèìàëüíîìó âðåìåíè ðåñïàóíà ïàòðóëÿ. Ôàêòè÷åñêîå âðåìÿ âîçðîæäåíèÿ ïàòðóëÿ íà äàííîé áàçå ëèíåéíî èíòåðïîëèðóåòñÿ íà îñíîâå çíà÷åíèé ìèíèìàëüíîãî / ìàêñèìàëüíîãî âîçðîæäåíèÿ ïàòðóëÿ è ïðîöåíòà áàç â çîíå, êîòîðóþ âû êîíòðîëèðóåòå. Äëÿ ñïðàâêè, â Çîíå îêîëî 80 áàç. - - - Âåðîÿòíîñòü áîåñòîëêíîâ. ïàòðóëåé - - - Êîãäà áàçà âûáèðàåò íîâóþ öåëü äëÿ ïàòðóëüíîãî îòðÿäà, è íà òîé æå ñàìîé èëè æå ïðèëåãàþùåé ëîêàöèè åñòü ïàòðóëüíûé îòðÿä âðàãà, áóäåò îïðåäåëåíà âåðîÿòíîñòü íàçíà÷åíèÿ áàçîé îòðÿäà âðàãà â êà÷åñòâå öåëè; åñëè îòðÿäó íå áûëî óêàçàíî àòàêîâàòü îòðÿä âðàãà, òîãäà îí áóäåò îïðåäåë¸í äëÿ ïàòðóëèðîâàíèÿ ïðèëåãàþùèõ ê áàçå òî÷åê. - - - Ìèí. âðåìÿ îæèäàíèÿ ïàòðóëÿ - - - Ìèíèìàëüíîå êîëè÷åñòâî âðåìåíè, êîòîðîå ïàòðóëüíûé îòðÿä áóäåò æäàòü íà òåððèòîðèàëüíîé òî÷êå. Âåðîÿòíîñòü íî÷íîé àêòèâíîñòè òàêæå âëèÿåò íà òî, áóäóò ëè îíè îòïðàâëåíû íà íîâóþ òåððèòîðèàëüíóþ òî÷êó. - - - Ìàêñ. âðåìÿ îæèäàíèÿ ïàòðóëÿ - - - Ìàêñèìàëüíîå êîëè÷åñòâî âðåìåíè, êîòîðîå ïàòðóëüíûé îòðÿä áóäåò æäàòü íà òåððèòîðèàëüíîé òî÷êå. Âåðîÿòíîñòü íî÷íîé àêòèâíîñòè òàêæå âëèÿåò íà òî, áóäóò ëè îíè îòïðàâëåíû íà íîâóþ òåððèòîðèàëüíóþ òî÷êó. - - - Ìèí. âðåìÿ îæèäàíèÿ ðåñïàóíà - - - Ìàêñ. âðåìÿ îæèäàíèÿ ðåñïàóíà - - - Øàíñ ðåñïàóíà - - - Åñëè ó ôðàêöèè íåò áàç, îíè ñ÷èòàþòñÿ ïîáåæäåííûìè. Ïîñëå ïîðàæåíèÿ ó íèõ åñòü øàíñ íà «âîçðîæäåíèå», êîãäà áîëüøàÿ ñèëà àòàêè ïîÿâëÿåòñÿ â ïîïûòêå çàõâàòèòü ñëó÷àéíóþ áàçó ïðîòèâíèêà íà êàðòå. Òàéìåð ýòîé àòàêè çàâèñèò îò ìèíèìàëüíîãî è ìàêñèìàëüíîãî âðåìåíè âîçðîæäåíèÿ. Êðîìå òîãî, åñòü øàíñ, ÷òî ïîïûòêà âîçðîæäåíèÿ áóäåò ïðîïóùåíà: øàíñ âîçðîæäåíèÿ 50 ïðîïóñòèò ïîëîâèíó âñåõ ïîïûòîê âîçðîæäåíèÿ, à øàíñ âîçðîæäåíèÿ 0 âñåãäà áóäåò ïðîïóñêàòü ïîïûòêè (êàê åñëè áû ôðàêöèÿ áûëà îêîí÷àòåëüíî ïîáåæäåíà). - - - Ñëó÷àéíûé ðàçìåð îòðÿäà - - - Ïðè âêëþ÷åíèè: êàæäûé îòðÿä ôðàêöèè áóäåò èìåòü ñëó÷àéíîå êîëè÷åñòâî ÍÏÑ - ìåæäó «ìèíèìàëüíûì ðàçìåðîì îòðÿäà» è «ìàêñèìàëüíûì ðàçìåðîì îòðÿäà». - - - Ìèí. ðàçìåð ñëó÷. îòðÿäà - - - Êîãäà îïöèÿ «ñëó÷àéíûé ðàçìåð îòðÿäà» àêòèâíà, äàííàÿ æå îïöèÿ îïðåäåëèò ìèíèìàëüíîå êîëè÷åñòâî ÍÏÑ â îòðÿäå äëÿ ôðàêöèè. - - - Ìàêñ. ðàçìåð ñëó÷. îòðÿäà - - - Êîãäà îïöèÿ «ñëó÷àéíûé ðàçìåð îòðÿäà» àêòèâíà, äàííàÿ æå îïöèÿ îïðåäåëèò ìàêñèìàëüíîå êîëè÷åñòâî ÍÏÑ â îòðÿäå äëÿ ôðàêöèè. - - - - Ñëó÷àéíûå ïàòðóëè - - - Ñëó÷àéíûå ïàòðóëè - ýòî îòðÿäû, êîòîðûå ñëó÷àéíûì îáðàçîì ïîÿâëÿþòñÿ â Çîíå è ïåðèîäè÷åñêè âûáèðàþò òî÷êè ïî âñåé Çîíå. Èõ íàöåëèâàíèå çàâèñèò îò ïðèîðèòåòîâ âàøåé ôðàêöèè äëÿ áàçû / ðåñóðñà / òåððèòîðèè / óðîâíåé. Âû ìîæåòå âðåìåííî ïðèêàçàòü èì ïåðåéòè ê îïðåäåëåííûì òî÷êàì, íî â êîíå÷íîì èòîãå îíè âûáåðóò ñâîþ öåëü ÷åðåç íåêîòîðîå âðåìÿ. - - - Ìàêñ. êîë-âî ñëó÷. ïàòðóëåé - - - Ìèí. âðåìÿ ñïàóíà ñëó÷. ïàòðóëåé - - - Ìàêñ. âðåìÿ ñïàóíà ñëó÷. ïàòðóëåé - - - - Âåðîÿòíîñòü íà÷àëà øòóðìà - - - Âåðîÿòíîñòü òîãî, ÷òî øòóðì íà÷í¸òñÿ ïðè îáíîâëåíèè ñïèñêà öåëåé. Âûçûâàåòñÿ êàæäûå 1 - 5 èãðîâûõ ìèíóò. - - - - Ïðèîðèòåò áàç - - - Êàê ñèëüíî ãðóïïèðîâêà ïðèîðèòåçèðóåò áàçû. Ñòàíäàðòíûå çíà÷åíèÿ - ìåæäó 0 è 10. - - - Ïðèîðèòåò ðåñóðñîâ - - - Êàê ñèëüíî ãðóïïèðîâêà ïðèîðèòåçèðóåò î÷êè ðåñóðñîâ. Ñòàíäàðòíûå çíà÷åíèÿ - ìåæäó 0 è 10. - - - Ïðèîðèòåò òåððèòîðèé - - - Êàê ñèëüíî ãðóïïèðîâêà ïðèîðèòåçèðóåò î÷êè òåððèòîðèé. Ñòàíäàðòíûå çíà÷åíèÿ - ìåæäó 0 è 10. - - - Ïðèîðèòåò ôëàãîâ íàä òî÷êàìè - - - Êàê ñèëüíî áàçà ïðèîðèòåçèðóåò î÷êè, ïîìå÷åííûå äëÿ ïðèíàäëåæàùåé èì ôðàêöèè â: gamedata/configs/misc/simulation_objects_props.ltx file.\nÍàïðèìåð, åñëè «×èñòîå íåáî» çàãëÿäûâàåòñÿ íà òåððèòîðèàëüíóþ òî÷êó, ýòî óâåëè÷èò ïðèîðèòåò äëÿ òî÷êè íà 2, åñëè â óêàçàííîì ôàéëå òî÷êà èìååò çíà÷åíèå: csky = 1. - - - Ïðèîðèòåò îòðàæåíèÿ àòàêè - - - Åñëè áàçà ÿâëÿåòñÿ öåëüþ äðóãîé áàçû, òî îíà ïîëó÷èò ïðèîðèòåò äëÿ âîçìîæíîñòè îòáèòü øòóðì. - - - Ïðèîðèòåò ñëàáîé öåëè - - - Êàê ñèëüíî áàçà ïðèîðèòåçèðóåò òî÷êè, íà êîòîðûõ ïðèñóòñòâóþò ìåíåå ñèëüíûå îòðÿäû. - - - Ïðèîðèòåò ñèëüíîé öåëè - - - Êàê ñèëüíî áàçà ïðèîðèòåçèðóåò òî÷êè, íà êîòîðûõ ïðèñóòñòâóþò áîëåå ñèëüíûå îòðÿäû. - - - Ïðèîðèòåò öåëè íà äàííîé ëîêàöèè - - - Êàê ñèëüíî áàçà ïðèîðèòåçèðóåò òî÷êè, ðàñïîëîæåííûå íà òîé æå ñàìîé ëîêàöèè. - - - - Ìàêñ. êîë-âî ñìàðòîâ íà áàçó - - - Ìàêñèìàëüíî âîçìîæíîå êîëè÷åñòâî öåëåé, êîòîðîå ìîæåò èìåòü áàçà îäíîâðåìåííî. Áàçû áóäóò äîáàâëÿòü äîïîëíèòåëüíûå öåëè ñâåðõ ìèíèìàëüíîãî êîëè÷åñòâà öåëåé â çàâèñèìîñòè îò íàñòðîåê àãðåññèè èõ ôðàêöèè. Áîëåå âûñîêàÿ àãðåññèÿ ôðàêöèè çàñòàâëÿåò áàçû äîáàâëÿòü öåëè áûñòðåå. Ýòîò ïàðàìåòð ñëåäóåò ïîääåðæèâàòü íà óðîâíå èëè âûøå ìèíèìàëüíûõ èíòåëëåêòóàëüíûõ öåëåé íà áàçó. - - - Ìèí. êîë-âî ñìàðòîâ íà áàçó - - - Áàçà âñåãäà áóäåò íàöåëåíà êàê ìèíèìóì íà ýòî êîëè÷åñòâî ìåñò. Áàçà áóäåò îòïðàâëÿòü îòðÿäû ê ïóñòûì öåëÿì èëè àòàêîâàòü âðàæäåáíûå öåëè. - - - Ìîäèôèêàòîð êîë-âà ðåñóðñîâ - - - Ñêîëüêî î÷êîâ ðåñóðñîâ äîáàâëÿåòñÿ ê ñ÷åò÷èêó ðåñóðñîâ ôðàêöèè. Ýòî ìîæåò áûòü îòðèöàòåëüíî. ×åì âûøå ÷èñëî, òåì ñèëüíåå ïîÿâëÿþòñÿ îòðÿäû. - - - Ìîäèôèêàòîð êîë-âà áàç - - - Ñêîëüêî áàç äîáàâëåíî ê ñ÷åòó ñîáñòâåííûõ áàç ôðàêöèè. Ýòî ìîæåò áûòü îòðèöàòåëüíî. ×åì áîëüøå ÷èñëî, òåì áîëüøå áàçîâîå âðåìÿ âîçðîæäåíèÿ, ïðèáëèæàÿñü ê çíà÷åíèþ, óñòàíîâëåííîìó ìàêñèìàëüíûì âðåìåíåì ðåñïàóíà. - - - - Áûñòðûé ðåñïàóí âðàãîâ - - - Âðåìÿ ñàìîñòîÿòåëüíîãî çàõâàòà - - - Äèñòàíöèÿ îôëàéí-áî¸â - - - Îòêëþ÷èòü îôëàéí-áîè - - - Ïðè âêëþ÷åíèè: îòðÿäû íå áóäóò âñòóïàòü â îôëàéí-áîè. Áîè áóäóò ïðîèñõîäèòü ïðè ïðèáëèæåíèè ê íèì èãðîêà, ÷òî çàìåäëèò âîéíó ãðóïïèðîâîê è ïîìîæåò ñêîíöåíòðèðîâàòüñÿ íà ñîáûòèÿõ âîêðóã èãðîêà è áëèçêèõ ê íåìó îòðÿäîâ. - - - Ñèìóëÿöèÿ ñìàðò-áî¸â â îôëàéíå - - - Îòðÿäû áóäóò âñòóïàòü â îôëàéí-áîè íà ñìàðòàõ òîëüêî, êîãäà îíè îáîðîíÿþò öåëü. Åñëè äâà îòðÿäà áëèçêè ê äðóã äðóãó, íî íàõîäÿòñÿ íà ðàçíûõ ñìàðò-òåððåéíàõ, òî îíè íå âñòóïÿò â áîé. - - - Âêëþ÷èòü íîâîñòè îôëàéí-ñîáûòèé - - - Ïðè âêëþ÷åíèè: èãðîê áóäåò ïîëó÷àòü íîâîñòè êàæäûé ðàç, êîãäà äðóæåñòâåííûå îòðÿäû âñòóïàþò â îôëàéí-/îíëàéí-áîè, à òàêæå, êîãäà áàçà áûëà çàõâà÷åíà/ïîòåðÿíà (äðóæåñòâåííîé ôðàêöèåé). - - - ×àñòîòà îôëàéí-íîâîñòåé - - - ×àñòîòà âûäà÷è íîâîñòåé âîéíû ãðóïïèðîâîê - çíà÷åíèå ìåæäó: 0 - 100. - - - Ñëó÷àéíûé ðàçìåð îòðÿäà - - - Ìèí. ðàçìåð îòðÿäà - - - Ìàêñ. ðàçìåð îòðÿäà - - - Ãðóïïèðîâêè ñîõðàíÿþò ïîñëåäíþþ áàçó - - - Çîìáè-ðåæèì - - - - Ïðèîðèòåò ñèëüíîé ãðóïïèðîâêè - - - Ïðèîðèòåò ñëàáîé ãðóïïèðîâêè - - - Ïðèîðèòåò ðåñóðñîâ ãðóïïèðîâêè - - - - Áîëîòà, Ïðèîðèòåò - - - Ò¸ìíàÿ ëîùèíà, Ïðèîðèòåò - - - Êîðäîí, Ïðèîðèòåò - - - Ñâàëêà, Ïðèîðèòåò - - - Àãðîïðîì, Ïðèîðèòåò - - - Ò¸ìíàÿ äîëèíà, Ïðèîðèòåò - - - Áàð, Ïðèîðèòåò - - - Äèêàÿ òåððèòîðèÿ, Ïðèîðèòåò - - - Àðìåéñêèå ñêëàäû, Ïðèîðèòåò - - - ßíòàðü, Ïðèîðèòåò - - - ̸ðòâûé ãîðîä, Ïðèîðèòåò - - - Ëèìàíñê, Ïðèîðèòåò - - - Ðàäàð, Ïðèîðèòåò - - - Ðûæèé ëåñ, Ïðèîðèòåò - - - Ãîñïèòàëü, Ïðèîðèòåò - - - Ïðèïÿòü, Ïðèîðèòåò - - - ×ÀÝÑ (Þã), Ïðèîðèòåò - - - Ñàðêîôàã, Ïðèîðèòåò - - - ÖÓ Ìîíîëèòîì, Ïðèîðèòåò - - - ×ÀÝÑ (Ñåâåð), Ïðèîðèòåò - - - Ãåíåðàòîðû, Ïðèîðèòåò - - - Çàòîí, Ïðèîðèòåò - - - Îêðåñòí. «Þïèòåðà», Ïðèîðèòåò - - - Îêðàèíû Ïðèïÿòè, Ïðèîðèòåò - - - Ïóòåïðîâîä, Ïðèîðèòåò - - - Êëàäáèùå òåõíèêè, Ïðèîðèòåò - - - - - - «Æèçíü ïîñëå æèçíè», Íàñòðîéêè - - - - «Æèçíü ïîñëå æèçíè» - - - - Âîçðîäèòüñÿ â òåëå íàïàðíèêà - - - Âîçðîäèòüñÿ â òåëå ñîêëàíîâöà - - - Âîçðîäèòüñÿ â òåëå ñîþçíèêà - - - Âîçðîäèòüñÿ â òåëå íåéòðàëà - - - Âîçðîäèòüñÿ â òåëå âðàãà - - - Âîçðîäèòüñÿ â áëèæàéøåì ÍÏÑ - - - Êîýô. äèñòàíöèè äî íàïàðíèêà - - - Êîýô. äèñòàíöèè äî ñîêëàíîâöà - - - Êîýô. äèñòàíöèè äî äðóãà - - - Êîýô. äèñòàíöèè äî ñîþçíèêà - - - Êîýô. äèñòàíöèè äî íåéòðàëà - - - Êîýô. äèñòàíöèè äî âðàãà - - - - Ìèí. ðàññòîÿíèå äî íàïàðíèêà - - - Ìàêñ. ðàññòîÿíèå äî íàïàðíèêà - - - Ìèí. ðàññòîÿíèå äî ñîêëàíîâöà - - - Ìàêñ. ðàññòîÿíèå äî ñîêëàíîâöà - - - Ìèí. ðàññòîÿíèå äî ñîþçíèêà - - - Ìàêñ. ðàññòîÿíèå äî ñîþçíèêà - - - Ìèí. ðàññòîÿíèå äî íåéòðàëà - - - Ìàêñ. ðàññòîÿíèå äî íåéòðàëà - - - Ìèí. ðàññòîÿíèå äî âðàãà - - - Ìàêñ. ðàññòîÿíèå äî âðàãà - - - - - Ñòàëêåðû îáùàþòñÿ ìåæäó ñîáîé ïî ðàçíûì ïðè÷èíàì: áóäü òî çàäàíèÿ è ñîîáùåíèÿ î ñìåðòè, èëè æå øóòêè è ïðîñòî áîëòîâíÿ. Ïðåäñòàâëåííûå íàñòðîéêè ïîçâîëÿò Âàì îòôèëüòðîâàòü ñîîáùåíèÿ, êîòîðûå Âû æåëàåòå âèäåòü âî âðåìÿ èãðû. - - - - Âðåìÿ ïîêàçà ñîîáùåíèé íà ýêðàíå [ñåê.] - - - Ñîîáùåíèÿ SOS/î ñìåðòè ñòàëêåðîâ - - - Ñîîáùåíèÿ SOS/î ñìåðòè ìóòàíòîâ - - - Ñîîáùåíèÿ î ñìåðòè (ñòàðîå) - - - Ñîîáùåíèÿ î ñìåðòè (íåêðîëîãè) - - - Ñîîáùåíèÿ ñ ñîâåòàìè - - - Ñîîáùåíèÿ î ðàíåíûõ è çàëîæíèêàõ - - - Ñîîáùåíèÿ î íàõîæäåíèè àðòåôàêòîâ - - - Çàïðîñû î ïîääåðæêå ñ âîçäóõà (âåðòîë¸òû) - - - Ñîîáùåíèÿ î íàõîäêàõ - - - Ïàóçà ìåæäó îñîáûìè íîâîñòÿìè [ñåê.] - - - - Ðåàêöèè ñòàëêåðîâ íà ÷òî-ëèáî - - - - Ñîîáùåíèÿ î ïîãîäå - - - Ñîîáùåíèÿ î âðåìåíè - - - Ñîîáùåíèÿ î ñîáûòèÿõ ïîáëèçîñòè - - - Ñîîáùåíèÿ îò çîìáèðîâàííûõ - - - - Ñîîáùåíèÿ î çàêàçíûõ óáèéñòâàõ - - - Ïàóçà ìåæäó íîâîñòÿìè î çàäàíèÿõ [ñåê.] - - - - Ñëó÷àéíûå ñîîáùåíèÿ - - - Ñîîáùåíèÿ ãðóïïèðîâîê - - - Äîêëàäû ãðóïïèðîâîê - - - Ñîîáùåíèÿ î íàõîæäåíèè òðóïîâ - - - Ñîîáùåíèÿ î ïðåäïîëàãàåìîé äàòå âûáðîñà - - - Ïàóçà ìåæäó ñëó÷àéíûìè íîâîñòÿìè [ñåê.] - - - - Ñîîáùåíèÿ íàïàðíèêîâ - - - Ïàóçà ìåæäó ñîîáùåíèÿìè íàïàðíèêîâ [ñåê.] - - - - - Äðóãîå - - - - ßçûê èãðû - - - Ñòàòóñ â Discord - - - Åñëè Âû ïîäêëþ÷åíû ê Discord è äàííàÿ îïöèÿ àêòèâíà, Âàø èãðîâîé ñòàòóñ áóäåò îòîáðàæàòüñÿ ó Âàñ â ïðîôèëå. - ×òî îòîáðàæàåòñÿ: ëîêàöèÿ, òåêóùåå çàäàíèå, ãðóïïèðîâêà, çäîðîâüå è ðåæèì èãðû. - - - Àâòîñîõðàíåíèå (Ïåðåõîä ìåæäó ëîêàöèÿìè) - - - Àâòîñîõðàíåíèå (Êàæäûå 15 ìèíóò) - - - Àâòîñîõðàíåíèå (Êàæäûå X ìèíóò; «0» - îòêëþ÷åíî) - - - Êîëè÷åñòâî áûñòðûõ ñîõðàíåíèé - - - Îòëàäî÷íûé èíòåðôåéñ - - - Îòëàäî÷íûé èíòåðôåéñ äëÿ êàðòû - - - Îòîáðàæàåò íà êàðòå ìàðêåðû âñåõ îòðÿäîâ â Çîíå, ïðåäîñòàâëÿÿ äîïîëíèòåëüíóþ îòëàäî÷íóþ èíôîðìàöèþ. - - - Óâåäîìëåíèÿ îòëàä÷èêà îá îøèáêàõ - - - Âûâîäèò íà HUD óâåäîìëåíèÿ î çàïèñàííûõ â êîíñîëü îøèáêàõ. - - - - - Ýêñïåðèìåíòàëüíàÿ ìåõàíèêà èãðû, ïîçâîëÿþùàÿ ïðîèçâåñòè áûñòðîå è áåñøóìíîå óáèéñòâî íè î ÷¸ì íå ïîäîçðåâàþùèõ ÍÏÑ.\nÄëÿ ïîäîáíîãî ñêðûòíîãî óáèéñòâà íåîáõîäèìî ïðîèçâåñòè óäàð ïî öåëè ïîäõîäÿùèì îðóæèåì (ïî óìîë÷àíèþ ýòî ëèáî ñêëàäíîé ñïåöíàçîâñêèé íîæ, ëèáî âûñòðåë â ãîëîâó èç îðóæèÿ ñ ãëóøèòåëåì), ïðè ýòîì íè Âû, íè öåëü íå äîëæíû áûòü çàìå÷åíû äðóãèìè ÍÏÑ. Ïðè óñïåøíî ïðîâåä¸ííîé àòàêå ñìåðòü ÍÏÑ íå âûçîâåò ïàíèêè ñðåäè äðóæåñòâåííûõ åìó ñòàëêåðîâ. Òåì íå ìåíåå, â òîì ñëó÷àå, åñëè Âàñ çàìåòÿò ðÿäîì ñ òîëüêî ÷òî óáèòûì ÍÏÑ, òî ñòàëêåðû äîãàäàþòñÿ, ÷òî Âû - êèëëåð, à ïîòîìó è äåéñòâîâàòü áóäóò ñîîòâåòñòâóþùå.\nÂâèäó ïî-ïðåæíåìó ïðîäîëæàþùåéñÿ ðàáîòû íàä äàííîé ìåõàíèêîé, à òàêæå âîçìîæíûõ ïðîáëåì ñ áàëàíñîì (ââèäó âîçìîæíîñòè óáèâàòü äðóæåñòâåííûõ ñòàëêåðîâ èëè äàæå çà÷èùàòü öåëûå áàçû ïðè ïîìîùè ìàñêèðîâêè áåç êàêèõ-ëèáî ïîñëåäñòâèé), ïî óìîë÷àíèþ ìåõàíèêà áûñòðûõ óáèéñòâ îòêëþ÷åíà. - - - Ñêðûòíûå óáèéñòâà - - - Âêëþ÷èòü ñêðûòíûå óáèéñòâà - - - Óáèéñòâà õîëîäíûì îðóæèåì - - - Âñ¸ õîëîäíîå îðóæèå ïîäõîäèò äëÿ óáèéñòâ - - - Åñëè íå àêòèâíî, îðóæèå áëèæíåãî áîÿ ìîæåò áûòü èñïîëüçîâàíî äëÿ ñêðûòíîãî óáèéñòâà òîëüêî â òîì ñëó÷àå, åñëè åãî çíà÷åíèå "can_stealth_stab" â êîíôèãóðàöèîííîì ôàéëå "true". Ïî óìîë÷àíèþ ýòî ìîæåò ñäåëàòü òîëüêî ñêëàäíîé ñïåöíàçîâñêèé íîæ. - - - Óáèéñòâà ïðè ïîìîùè îðóæèÿ ñ ãëóøèòåëåì - - - Äëÿ óáèéñòâà íåîáõîäèì âûñòðåë â ãîëîâó - - - Ïåðèîä ïîäîçðåíèé ïîñëå óáèéñòâà - - - Çà êàêîé ïåðèîä âðåìåíè ïðåáûâàíèå ðÿäîì ñ òðóïîì ìîæåò ïîçâîëèòü ÍÏÑ âûÿñíèòü, ÷òî èãðîê ÿâëÿåòñÿ óáèéöåé. - - - Äèñòàíöèÿ äî òðóïà, ïðèâîäÿùàÿ ê ðàçîáëà÷åíèþ - - - Êàê áëèçêî ê òðóïó äîëæåí íàõîäèòüñÿ èãðîê, ÷òîáû äðóãèå ÍÏÑ ðàçîáëà÷èëè åãî êàê óáèéöó. - - - Ìèí. äèñòàíöèÿ äëÿ óáèéñòâà õîëîäíûì îðóæèåì - - - Åñëè ðÿäîì ñ öåëüþ èëè Âàìè â ïðåäåëàõ óêàçàííîé äèñòàíöèè [â ìåòðàõ] íàõîäÿòñÿ åù¸ ÍÏÑ, òî ïîïûòêà ñêðûòíîãî óáèéñòâà ïðè ïîìîùè îðóæèÿ áëèæíåãî áîÿ âñåãäà áóäåò íåóäà÷íîé (âåðîÿòíîñòü ñíèæàåòñÿ âî âðåìÿ äîæäÿ). - - - Ìèí. äèñòàíöèÿ äëÿ óáèéñòâà èç îðóæèÿ - - - Åñëè ðÿäîì ñ öåëüþ èëè Âàìè â ïðåäåëàõ óêàçàííîé äèñòàíöèè [â ìåòðàõ] íàõîäÿòñÿ åù¸ ÍÏÑ, òî ïîïûòêà ñêðûòíîãî óáèéñòâà ïðè ïîìîùè áåñøóìíîãî îãíåñòðåëüíîãî îðóæèÿ âñåãäà áóäåò íåóäà÷íîé (âåðîÿòíîñòü ñíèæàåòñÿ âî âðåìÿ äîæäÿ). - - - - Ìèí. ñîñòîÿíèå ïðåäìåòà äëÿ ïðîäàæè - - - Ýòî %%-íîå çíà÷åíèå ñîñòîÿíèÿ ïðåäìåòîâ, êîòîðûå ìîãóò áûòü ïðèíÿòû òîðãîâöåì ïðè ïðîäàæå èõ èãðîêîì. Åñëè óñòàíîâëåíî çíà÷åíèå «0», òîãäà ìèíèìàëüíîå ñîñòîÿíèå áóäåò îïðåäåëÿòüñÿ êîíôèãóðàöèîííûì ôàéëîì êàæäîãî òîðãîâöà. - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_screen.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_screen.xml deleted file mode 100644 index 2551aba6c..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/text/rus/ui_st_screen.xml +++ /dev/null @@ -1,858 +0,0 @@ - - - - Ðàçæå÷ü ($$ACTION_USE$$) - - - Íàäî íåìíîãî ïîäîæäàòü, ïðåæäå ÷åì ðàçæèãàòü çàíîâî - - - Ëèáî ðÿäîì íåò êîñòðà, ëèáî Âû ñòîèòå ñëèøêîì äàëåêî - - - Çàòóøèòü ($$ACTION_USE$$) - - - Îòêðûòü ($$ACTION_USE$$) - - - Íàäî ïåðåäîõíóòü - - - Ñëèøêîì ïåðåãðóæåí, ÷òîáû äâèãàòüñÿ - - - Îòêðûòü ($$ACTION_USE$$) - - - Ñåñòü ($$ACTION_USE$$) - - - Ãîâîðèòü ($$ACTION_USE$$) - - - Îáûñêàòü òðóï ($$ACTION_USE$$) - - - Îáûñêàòü òðóï ($$ACTION_USE$$)\nÒàùèòü òðóï (SHIFT+$$ACTION_USE$$) - - - Çàäàíèå âûïîëíåíî: - - - Çàäàíèå ïðîâàëåíî: - - - Ïîëó÷åí ïðåäìåò: - - - Ïîëó÷åíû äåíüãè: - - - Íîâîå çàäàíèå: - - - Ïîòåðÿí ïðåäìåò: - - - Ïîòåðÿíû äåíüãè: - - - Çàäàíèå îòìåíåíî: - - - Çàäàíèå îáíîâëåíî: - - -   - - - %s - - - Îáûñêàòü ($$ACTION_USE$$) - - - Ïîäíÿòü ($$ACTION_USE$$) - - - Îáûñêàòü ëåòàòåëüíûé àïïàðàò ($$ACTION_USE$$) - - - Äâåðü çàêëèíèëî - - - Äâåðü çàêðûòà èçíóòðè - - - Ñåéô çàêðûò - - - Íåîáõîäèì êîä - - - Ââåñòè êîä ($$ACTION_USE$$) - - - Ñîðâàòü ðàñòåíèå ($$ACTION_USE$$) - - - Óñòàíîâèòü ñêàíåð ($$ACTION_USE$$) - - - Çàáðàòü ñêàíåð ($$ACTION_USE$$) - - - Ïîäàâèòåëü àãðåññèè «Ðàäóãà»\nìàêåò âíåøíåãî èçëó÷àòåëüíîãî êîìïëåêñà\nìàñøòàá 1:20 - - - Âêëþ÷èòü ðóáèëüíèê ($$ACTION_USE$$) - - - Îñìîòðåòü êîíñòðóêöèþ ($$ACTION_USE$$) - - - Óñòàíîâèòü âçðûâ÷àòêó ($$ACTION_USE$$) - - - Ïðèâåñòè â ÷óâñòâî ($$ACTION_USE$$) - - - Ëèôò îáåñòî÷åí - - - Çàïóñòèòü ãåíåðàòîð ($$ACTION_USE$$) - - - Ñïàòü - - - Ñïàòü ñëèøêîì îïàñíî! Ñëèøêîì ñèëüíîå êðîâîòå÷åíèå è âûñîêèé óðîâåíü îáëó÷¸ííîñòè îðãàíèçìà. - - - Ñïàòü ñëèøêîì îïàñíî! Ñëèøêîì ñèëüíîå êðîâîòå÷åíèå. - - - Ñïàòü ñëèøêîì îïàñíî! Ñëèøêîì âûñîêèé óðîâåíü îáëó÷¸ííîñòè îðãàíèçìà. - - - Ñïàòü ($$ACTION_USE$$) - - - Àâòîñîõðàíåíèå... - - - Òåïåðü ìîæíî äîñòàòü îðóæèå. - - - Êîäîâûé çàìîê ($$ACTION_USE$$) - - - Çà ðàñêðûòèå äåëà î ïðîïàæå ñòàëêåðîâ â ëè÷íûé ÿùèê íà «Ñêàäîâñêå» äîáàâëåíû ìåäèêàìåíòû. - - - Çà ïîìîùü «Äîëãó» â ëè÷íûé ÿùèê íà «ßíîâå» ïîìåù¸í êîñòþì ÏÑ5-Ì «Óíèâåðñàëüíàÿ çàùèòà». - - - Çà ïîìîùü «Äîëãó» â ëè÷íûé ÿùèê íà «ßíîâå» ïîìåù¸í êîñòþì ÏÑÇ-9ä «Áðîíÿ «Äîëãà». - - - Çà ïîìîùü «Ñâîáîäå» â ëè÷íûé ÿùèê íà «ßíîâå» ïîìåù¸í êîñòþì «Âåòåð ñâîáîäû». - - - Çà ïîìîùü «Ñâîáîäå» â ëè÷íûé ÿùèê íà «ßíîâå» ïîìåù¸í êîñòþì «Ñòðàæ ñâîáîäû». - - - Âû íå óñïåëè äîáðàòüñÿ ê âåðòîë¸òàì. Ãðóïïà ýâàêóàöèè ïîêèíóëà Çîíó áåç Âàñ. - - - Ãîòîâû ëè Âû ïîêèíóòü Çîíó? Îáðàòíîãî ïóòè íå áóäåò. - - -   - - -   - - - Ïàóçà - - - Èãðà ñîõðàíåíà - - - Çà ïîìîùü â ðàçîáëà÷åíèè Ñîðîêè â ëè÷íûé ÿùèê íà «Ñêàäîâñêå» ïîìåù¸í àðòåôàêò. - - - Íåîáõîäèìî äîæäàòüñÿ ãåðìåòèçàöèè øëþçà - - - Äîñòóï ðàçðåø¸í - - - Ïîäíÿòüñÿ íà ëèôòå ($$ACTION_USE$$) - - - Ñïóñòèòüñÿ íà ëèôòå ($$ACTION_USE$$) - - - Êðèòè÷åñêèé óðîâåíü ïñè-èçëó÷åíèÿ. Ñëåäóåò íåìåäëåííî ïîêèíóòü îïàñíóþ çîíó. - - - Çàùèòà îòêëþ÷åíà - - - Îïàñíûé óðîâåíü ðàäèàöèè. Äëÿ ïðîõîäà íåîáõîäèìà çàùèòà. - - - Îñìîòðåòü âåðòîë¸ò ($$ACTION_USE$$) - - - Îáûñêàòü òàéíèê ($$ACTION_USE$$) - - - ÷ - - - Ñîîáùåíèå - - - Äâåðü çàáëîêèðîâàíà - - - Çàêðûòü äâåðü ($$ACTION_USE$$) - - - Äâåðü çàïåðòà - â ëàãåðå òðåâîãà - - - Äâåðü çàïåðòà - íåîáõîäèìî ñïðÿòàòü îðóæèå - - - Äâåðü çàïåðòà - - - Äâåðü îáåñòî÷åíà - - - Îòêðûòü äâåðü ($$ACTION_USE$$) - - - Âîðîòà çàáëîêèðîâàíû - - - Âîñïîëüçîâàòüñÿ êàðòîé äîñòóïà ($$ACTION_USE$$) - - - Íåîáõîäèìà êàðòà äîñòóïà - - - Äâåðü íåëüçÿ îòêðûòü ñ ýòîé ñòîðîíû - - - - - - - Ñîçäàòü - - - Êîíòåéíåð çàêðûò - íåîáõîäèìû äâà êëþ÷à - - - Èñïîëüçîâàòü êëþ÷ ($$ACTION_USE$$) - - - Èñïîëüçîâàòü êëþ÷è ($$ACTION_USE$$) - - - Êîíòåéíåð çàêðûò - íåîáõîäèì âòîðîé êëþ÷ - - - Îòêðûòü êîíòåéíåð ($$ACTION_USE$$) - - - Äâåðíîé ìåõàíèçì çàáëîêèðîâàí èçíóòðè - - - Ïîäêëþ÷èòü ãàçîâûé áàëëîí ($$ACTION_USE$$) - - - Îñòîðîæíî! Õèìè÷åñêàÿ îïàñíîñòü! - - - Ïîâåðíóòü âåíòèëü ($$ACTION_USE$$) - - - Îáûñêàòü «Çàïîðîæåö» ($$ACTION_USE$$) - - - Ïåðåä îïåðàöèåé ìîæíî ïîïîëíèòü çàïàñ ìåäèêàìåíòîâ è áîåïðèïàñîâ ó ëåéòåíàíòîâ Ðîãîâöà è Êèðèëëîâà. - - -  Çîíå íåäàâíî ïðîèçîø¸ë âûáðîñ. - - - Çà óíè÷òîæåíèå îïàñíûõ ìóòàíòîâ â ëè÷íûé ÿùèê íà «ßíîâå» ïîìåùåíû áîåïðèïàñû. - - - Ïîëó÷åíû êîîðäèíàòû ðàíåå íàéäåííîãî òàéíèêà - - - Íàéäåí òàéíèê - - - Ïîëó÷åíû êîîðäèíàòû òàéíèêà - - - Íàæìèòå ëþáóþ êëàâèøó äëÿ ïåðåõîäà ê èãðå - - - Îòêëþ÷èòü ïñè-óñòàíîâêó ($$ACTION_USE$$) - - - Îòêëþ÷èòü «Âûæèãàòåëü ìîçãîâ» ($$ACTION_USE$$) - - - Îïóñòèòü ìîñò ($$ACTION_USE$$) - - - Îñòàíîâèòü ìîñò ($$ACTION_USE$$) - - - Ïîäíÿòü ìîñò ($$ACTION_USE$$) - - - Âêëþ÷èòü «Âûæèãàòåëü Ìîçãîâ» ($$ACTION_USE$$) - - - Çàãàäàòü æåëàíèå ($$ACTION_USE$$) - - - Ïðîñëóøàòü àóäèîçàïèñü â ÊÏÊ - - - ×òî-òî óäåðæèâàåò äâåðü. - - - Îòëè÷íî, êîëëåãà. ß ðàä, ÷òî Âû ïîëó÷èëè 2-é óðîâåíü äîñòóïà. Íàêîíåö-òî Âû óçíàåòå, ÷òî ïðîèñõîäèò â íàøåé ëàáîðàòîðèè. Âàø êîä äîñòóïà: 1243. Çàâåäóþùèé ëàáîðàòîðèåé X-18, ϸòð Èëüè÷ Êàëóãèí. - - - Óâàæàåìûé êîëëåãà, ïîçâîëüòå ìíå íàïîìíèòü Âàì, ÷òî íà÷èíàÿ ñ çàâòðàøíåãî äíÿ Âû äîëæíû îñìàòðèâàòü êîíòåéíåðû â öåíòðàëüíîé ëàáîðàòîðèè ÷åðåç êàæäûå äâà ÷àñà. Ñîîáùàòü îáî âñåì íåïîñðåäñòâåííî ìíå. Êîä äîñòóïà äëÿ öåíòðàëüíîé ëàáîðàòîðèè: 9524. Çàâåäóþùèé ëàáîðàòîðèåé X-18, ϸòð Èëüè÷ Êàëóãèí. - - - Äîáðûé ÷åëîâåê, Âû âñ¸-òàêè äîáðàëèñü äî ëàáîðàòîðèè! Ýòî ÷ðåçâû÷àéíî âàæíî, ÷òîáû ìû èìåëè âîçìîæíîñòü èçó÷èòü óñòàíîâêó â ëàáîðàòîðèè. Ïîïðîáóéòå îòêëþ÷èòü å¸, ÷òîáû ìû ñìîãëè å¸ èññëåäîâàòü. - - - Ñëóøàéòå, ýòîò ïðîòîòèï íå çàùèòèò Âàñ îò ìîùíîãî ïñè-âîçäåéñòâèÿ. ß îæèäàë íå÷òî ïîäîáíîå, ïîýòîìó êàæäûé ðàç ïðè ïîïàäàíèè â ìîùíîå ïñè-ïîëå àêòèâèðóåòñÿ òàéìåð. Êîãäà çàêîí÷èòñÿ âðåìÿ, óñòðîéñòâî áîëüøå íå áóäåò çàùèùàòü Âàñ, òàê ÷òî áóäüòå îñòîðîæíû è ñëåäèòå çà âðåìåíåì. - - - Îòëè÷íàÿ ðàáîòà. Èçëó÷åíèå îòêëþ÷åíî, è Âû âñ¸ åùå æèâû. Ìû âñåãäà áóäåì ðàäû âèäåòü Âàñ â íàøåì áóíêåðå! - - - Âûêëþ÷èòü Ãåíåðàòîðû ($$ACTION_USE$$) - - - Çàêðûòî íà êîäîâûé çàìîê - - - Íàæìèòå ($$ACTION_USE$$) äëÿ âçëîìà êîäà - - - Ïîäáîð ïàðîëÿ ïîø¸ë... - - - Áîé îòìåí¸í! Ïðåòåíäåíò ñòðóñèë è íå âûõîäèë, ÷òîáû áîðîòüñÿ âîîáùå! - - - Îñòàëîñü 10 ñåêóíä! - - - Îñòàëîñü 20 ñåêóíä! - - - Îñòàëîñü 30 ñåêóíä! - - - Îñòàëîñü 40 ñåêóíä! - - - Îñòàëîñü 50 ñåêóíä! - - - Îñòàëàñü 1 ìèíóòà! - - - Îñòàëàñü 1 ìèíóòà è 10 ñåêóíä! - - - Îñòàëàñü 1 ìèíóòà è 20 ñåêóíä! - - - Îñòàëàñü 1 ìèíóòà è 30 ñåêóíä! - - - Áîé! - - - Âíèìàíèå! Âíèìàíèå! Íîâûé áîé íà íàøåé Àðåíå!  ëåâîì óãëó - ñàìûé ñòðàøíûé êîøìàð Çîíû, âå÷íî ãîëîäíûé êðîâîñîñ! À â ïðàâîì óãëó... ÷åëîâåê? Äà, ýòî ÷åëîâåê! Âàøè àïëîäèñìåíòû ïîæàëóéñòà! - - - Âíèìàíèå! Âíèìàíèå! Íîâûé áîé íà íàøåé Àðåíå!  ëåâîì óãëó - ñãèáàòåëü ëîæåê è ìàñòåð êóíã-ôó, ñîáñòâåííî - áþðåð! À â ïðàâîì óãëó - ÷åëîâåê, ïîñòîÿííî íàõîäÿùèéñÿ â ïîèñêå! - - - Òàêèì îáðàçîì, ïðåòåíäåíò áûë óáèò! Âîò ýòî ñþðïðèç! - - - Õîðîøî, ïðåòåíäåíò óáèë ñâîåãî ïðîòèâíèêà, íî îí íå ñäåëàë ýòîãî âîâðåìÿ. Îí ïðîèãðûâàåò áîé! - - - Âíèìàíèå! Âíèìàíèå! Íîâûé áîé ñîáèðàåòñÿ íà÷àòüñÿ íà Àðåíå.  ëåâîì óãëó - áåëîå è ïóøèñòîå ïîðîæäåíèå ýòîãî àäà... ïñåâäîñîáàêà! À â ïðàâîì óãëó - îí ïðèøåë èç íèîòêóäà, ÷åëîâåê áåç ïðîøëîãî è áóäóùåãî! - - - Âíèìàíèå! Âíèìàíèå! Íîâûé áîé ñîáèðàåòñÿ íà÷àòüñÿ íà Àðåíå.  ëåâîì óãëó - âû åãî çíàåòå, âû ëþáèòå åãî, à îí íåíàâèäèò âàñ! Ýòî Çâåðü! À â ïðàâîì óãëó - æèâîé è çäîðîâûé, ïî êðàéíåé ìåðå, íà äàííûé ìîìåíò - íàø ïðåòåíäåíò! - - - Âíèìàíèå! Âíèìàíèå! Íîâûé áîé íà Àðåíå!  ëåâîì óãëó - ìàñòåð áîåâûõ èñêóññòâ è ñïåöèàëèñò ïî çäîðîâîìó ïèòàíèþ - ñíîðê! È â ïðàâîì óãëó - ÷åëîâåê áåç ïðîøëîãî è áóäóùåãî! - - - Âðåìÿ èñòåêëî! Ïðåòåíäåíò ïðîèãðàë, íî îí âñå åù¸ áîðåòñÿ çà ñâîþ æèçíü! - - - Ïðåòåíäåíò óáèë ñâîåãî ïðîòèâíèêà âîâðåìÿ! Îí âûèãðûâàåò! - - - Êîëè÷åñòâî ñìåðòåé: %s. - - -  ÊÏÊ áûëè îòìå÷åíû íîâûå òåððèòîðèè. - - - ÆÅËÀÍÈÅ ÈÑÏÎËÍÅÍÎ! - - - - Ïíóòü - - - Ñîáðàòü òðîôåè - - - Áîëüøå íå â êîãî âñåëèòüñÿ. - - - Íè÷åãî ïîëåçíîãî - - - Âåðòîë¸ò - - - - - Äëÿ èñïîëüçîâàíèÿ íåîáõîäèìî ïîëó÷èòü ðàçðåøåíèå - - - Èñïîëüçîâàòü âåðñòàê ($$ACTION_USE$$) - - - Îòðåìîíòèðîâàòü ($$ACTION_USE$$) - - - - - Íåìèíóåìûé âûáðîñ - - - - - Ïîëó÷åíà ÍÎÂÀß ÆÈÇÍÜ! Êîëè÷åñòâî ñìåðòåé: %s. Æèçíåé îñòàëîñü: %s. - - - - - Àíèìàöèè ïðåäìåòîâ âêëþ÷åíû - - - Àíèìàöèè ïðåäìåòîâ îòêëþ÷åíû - - - - - Ìàñêèðîâêà îòêëþ÷åíà. - - - Âàñ ñíîâà óçíàþò êàê ÷ëåíà ãðóïïèðîâêè %s. - - - Íåëüçÿ âûäàòü ñåáÿ çà ÷ëåíà ãðóïïèðîâêè %s. - - - Âàñ âèäåëè ïðè ïåðåîäåâàíèè. Âàñ ïîìíÿò êàê ÷ëåíà ãðóïïèðîâêè %s. - - - Âàñ âèäåëè. Âàñ ïîìíÿò êàê ÷ëåíà ãðóïïèðîâêè %s. - - - Áåç íàäåòîé ýêèïèðîâêè, Âàñ áóäóò óçíàâàòü êàê ÷ëåíà ãðóïïèðîâêè %s. - - - Ýêèïèðîâêà áåç íàøèâêè. Âàñ áóäóò óçíàâàòü êàê ÷ëåíà ãðóïïèðîâêè %s. - - - %s áûëà ñîðâàíà ñ ýêèïèðîâêè - îíà íå ãîäèòñÿ äëÿ ìàñêèðîâêè. - - - %s áûëà ïðèøèòà ê ýêèïèðîâêå, òåïåðü îíà ãîäèòñÿ äëÿ ìàñêèðîâêè. - - - Òåïåðü Âàñ áóäóò ñ÷èòàòü ÷ëåíîì ãðóïïèðîâêè %s. - - - Âàñ ðàñêðûëè! Âñå çíàþò, ÷òî Âû èç ãðóïïèðîâêè %s. - - - - Âíèìàíèå, âðàã!!! - - - Øïèîí! Âàëè åãî! - - - Âñåì âíèìàíèå! Îáíàðóæåí øïèîí! Îãîíü íà ïîðàæåíèå! - - - Çäåñü âðàã! Òðåâîãà! - - - Íè ñ ìåñòà, ìðàçü!\nÂñåì âíèìàíèå, îáíàðóæèëè âðàãà, ïûòàâøåãîñÿ çàìàñêèðîâàòüñÿ ïîä íàøåãî! Æèâ ïîäêðåïëåíèÿ ñþäà! - - - - Ñëûøü, êëîóí, êðóòè ïåäàëè, ïîêà íå äàëè. - - - Íàïÿëèë, çíà÷èò, êîìáåç è äóìàåøü, ÷òî ýòî ñìåøíî? Øóòíèê õðåíîâ. - - - Ñëûøü, òû, Øòèðëèö õðåíîâ. Êàíàé îòñþäà. - - - Âàëè-êà òû äàâàé îòñþäà, àãà? - - - - - Ñëåäóþùèé... - - - Âû âñòóïèëè â ãðóïïèðîâêó - - - . - - - - - Äîãîâîð î ïðåêðàùåíèè îãíÿ ñ ôðàêöèåé %s èñò¸ê. - - - Íàðóøèâ óñëîâèÿ äîãîâîðà, Âû ñòàëè ïðè÷èíîé ðàçðûâà îíîãî ñ ôðàêöèåé %s! - - - - - Ïîñëåäíèå ñëóõè â Çîíå: - - - Íîâîñòè î Âàøåé ïîìîùè íå îñòàëèñü áåç âíèìàíèÿ. - - - Ðàçãîâîðû â Çîíå ñðåäè ñòàëêåðîâ î Âàøåé íåñîñòîÿòåëüíîñòè ïðîäîëæàþò ðàñïðîñòðàíÿòüñÿ. - - - Î÷åâèäöû, ñðåäè êîòîðûõ åñòü %s, ñòàëè áîëüøå äîâåðÿòü Âàì. - - - Ïîìèìî ýòîãî, %s ñî çíàêîìûìè òåðÿþò ê Âàì äîâåðèå. - - - Åù¸ ãîâîðÿò, ÷òî íåêîòîðûå ñòàëêåðû, â ÷èñëå êîòîðûõ åñòü è %s, ìÿãêî ãîâîðÿ, îêàçàëèñü êðàéíå íåäîâîëüíû Âàøèìè äåéñòâèÿìè. - - - - - - Âû áûëè èçãíàíû! - - - %c[0,255,0,0]Âû áûëè èçãíàíû! - - - Êðèòè÷åñêèé óðîâåíü ïñè-èçëó÷åíèÿ ïðèâ¸ë ê çîìáèðîâàíèþ. - - - %c[0,255,64,0]Êðèòè÷åñêèé óðîâåíü ïñè-èçëó÷åíèÿ! Âû áûëè çîìáèðîâàíû! - - - Âû áûëè óñïåøíî èçëå÷åíû îò ýôôåêòîâ çîìáèðîâàíèÿ! - - - %c[0,255,64,0]Ïðîöåññ èçëå÷åíèÿ îò çîìáèðîâàíèÿ óñïåøíî çàâåðø¸í! - - - - - Ñëèøêîì îïàñíî - ðÿäîì âðàãè - - - Âû ïåðåãðóæåíû - - - Âû óæå íàõîäèòåñü â òî÷êå íàçíà÷åíèÿ - - - Ïåðåìåùåíèå â òî÷êó - - - Îòêðûòü ðþêçàê - - - - - Òàéíèê óñïåøíî çàëîæåí - - - Ó Âàñ óæå åñòü çàëîæåííûé òàéíèê - - - Íåëüçÿ çàëîæèòü çäåñü òàéíèê - - - òàéíèê - - - Òàéíèê ñòàëêåðà %s - - - - - ß íå óñòàë - - - Ïðîñíóëñÿ ðàíî ÷åðåç %s ÷àñà - - - Ñïàë äëÿ %s ÷àñà - - - Ñïàë î÷åíü õîðîøî %s ÷àñà - - - Ó Âàñ ñëèøêîì âûñîêèé óðîâåíü êîôåèíà - - - Ó Âàñ êðîâîòå÷åíèå; Âàì ñëåäóåò ñðî÷íî îáðàòèòüñÿ ê ìåäèêó - - - Ó Âàñ êðîâîòå÷åíèå è ëó÷åâàÿ áîëåçíü; Âàì ñëåäóåò ñðî÷íî îáðàòèòüñÿ ê ìåäèêó - - - Âû óìåðëè íå ïðèõîäÿ â ñîçíàíèå - - - Ñïàòü ñëèøêîì îïàñíî - - - Âû óñòàëè; Âàì ñëåäóåò îòäîõíóòü - - - Âû ñëèøêîì èçìîæäåíû; Âàì ñòîèòü íåìåäëåííî îòäîõíóòü! - - - Âíèìàíèå: ëó÷åâàÿ áîëåçíü! Ñëåäóåò ñðî÷íî îáðàòèòüñÿ ê ìåäèêó - - - Íåîáõîäèìî áåçîïàñíîå ìåñòî äëÿ ñíà - - - ×òîáû ïîñïàòü, íóæíî çàáðàòüñÿ â ïàëàòêó - - - - - Îïàñíî ðàçäåëûâàòü - òóøà ñëèøêîì ñèëüíî ðàçëîæèëàñü - - - Íè÷åãî ïîëåçíîãî - - - Äëÿ ðàçäåëêè íåîáõîäèì íîæ - - - Íîæ íàõîäèòñÿ â ñëèøêîì ïëîõîì ñîñòîÿíèè - - - Òàêîé íîæ íå ïîäõîäèò äëÿ ðàçäåëêè ýòîãî ìóòàíòà - - - - - Ðó÷íîå ñîõðàíåíèå îòêëþ÷åíî (ñîõðàíåíèÿ òîëüêî ó êîñòðîâ) - - - Âîçìîæíîñòü çàãðóçêè ñîõðàíåíèÿ, ïîêà Âû æèâû, îòêëþ÷åíà - - - Âîçìîæíîñòü âûõîäà, ïîêà Âû æèâû, îòêëþ÷åíà - - - Äëÿ îòêðûòèÿ êîíñåðâîâ íåîáõîäèìî ñîîòâåòñòâóþùåå ïðèñïîñîáëåíèå - - - Äëÿ ðîçæèãà îãíÿ íåîáõîäèìà çàæèãàëêà - - - Âû óñïåøíî ðàçîæãëè êîñò¸ð - - - Âàì íå óäàëîñü ðàçæå÷ü êîñò¸ð - - - Âíèìàíèå: %s ìîæíî òîëüêî ó êîñòðîâ. - - - ×òîáû ðàçæå÷ü êîñò¸ð, íóæåí ëèáî íàáîð äëÿ ðîçæèãà, ëèáî ñïè÷êè. - - - - - Íåîáõîäèìû ñïè÷êè - - - Íà Âàñ óæå äåéñòâóåò òàêîé æå ýôôåêò ñ áîëåå ñèëüíûì âîçäåéñòâèåì - - - Äëÿ îòêðûòèÿ êîíñåðâîâ íåîáõîäèìî ñîîòâåòñòâóþùåå ïðèñïîñîáëåíèå - - - ×òîáû îòêðûòü êîíñåðâû, èñïîëüçóéòå øâåéöàðñêèé íîæ - - - Øâåéöàðñêèé íîæ ñëîìàí - - - Íà Âàñ íå íàäåò ðþêçàê - - - - Íà Âàñ óæå äåéñòâóåò ýôôåêò ñ áîëåå ñèëüíûì âîçäåéñòâèåì: %s - - - Íåîáõîäèìî èìåòü %s! - - - - - Âñ¸ ýòî óæå èçâåñòíî - - - Âñ¸ ýòî óæå èçâåñòíî - - - - - Òàéìåð âñ¸ åù¸ àêòèâåí - %s ïîêà íåëüçÿ. - - - - Íåëüçÿ %s âî âðåìÿ áîÿ. - - - Íåëüçÿ %s âî âðåìÿ âûáðîñîâ. - - - Íåëüçÿ %s, êîãäà ó Âàñ êðîâîòå÷åíèå. - - - Íåëüçÿ %s, êîãäà ó Âàñ ëó÷åâàÿ áîëåçíü. - - - Íåëüçÿ %s, êîãäà ó Âàñ êðîâîòå÷åíèå è ëó÷åâàÿ áîëåçíü. - - - Íåëüçÿ %s ïðè ðàíåíèÿõ ñðåäíåé òÿæåñòè. - - - Íåëüçÿ %s ïðè ñåðü¸çíûõ ðàíåíèÿõ. - - - Íåëüçÿ %s ïðè òÿæ¸ëûõ ðàíåíèÿõ. - - - Íåëüçÿ %s ïðè êðèòè÷åñêèõ ðàíåíèÿõ. - - - - Òèõèé:\nÏðèáûë òâîé çàêàç. Ïðèõîäè äà çàáèðàé. - - - Ãðèôîí:\nÑòàëêåð, òû íà íàøåé òåððèòîðèè. Äàâàé áåç ñþðïðèçîâ è âñ¸ áóäåò â ïîðÿäêå, ïîíÿë? Åñëè òåáå íóæíà ðàáîòà, òî ó ìåíÿ âïîëíå íàéä¸òñÿ ÷òî-òî äëÿ òåáÿ. - - - - - Òàê, ðàçâåäîòðÿä «Ìîíîëèòà» ñäóëñÿ. Ïîðà äâèãàòü â öåíòð Ïðèïÿòè è óñòðîèòü òàì ïåðåïîëîõ. - - - Ìû âîò-âîò ïîëåçåì â Ñàðêîôàã. Ðåêîìåíäóþ ïåðåâåñòè äûõàíèå è ïðîâåðèòü ñíàðÿæåíèå - ë¸ãêèì ýòî äåëî òî÷íî íå áóäåò. Óæ ýòî ÿ òî÷íî îáåùàþ. - - - Áîéöû «Ìîíîëèòà» õîðîøî îõðàíÿþò «Îñêîëîê», òàê ÷òî ïðèä¸òñÿ ñíà÷àëà èçáàâèòüñÿ îò íèõ. - - - Ðàä âèäåòü òåáÿ æèâûì, áðàò! Ñëóøàé, ó íàñ òóò â Ëèìàíñêå ÷òî-òî áîëüøîå íàìå÷àåòñÿ... è íå ê äîáðó, ýòî òî÷íî. Òàê ÷òî òâîÿ ïîìîùü áû î÷åíü ìíå ïðèãîäèëàñü. Ëîâè ìîè êîîðäèíàòû. - - - Óõ-õ, ñòð¸ìíîå ìåñòå÷êî... Ðåáÿòà. Âïåð¸ä íå áåæèì - èä¸ì îñòîðîæíî, ïðîâåðÿåì óãëû è äâåðè, è ïðèêðûâàåì äðóã äðóãà. Ïðîãóëêà òî÷íî áóäåò íå èç ë¸ãêèõ. - - - - Ýé, ïðèÿòåëü... ýòî òû? Äàâàé äâèãàé ñþäà äà ïîáûñòðåå! - - - - Âîò âåäü äåðüìî! Äâåðü çàêðûòà! Òàê-òàê-òàê... ×òî æå äåëàòü... À ÷òî åñëè... Òàê, ñìîòðè, êîä îò çàäíåãî âûõîäà áûë 26041986. Íó-êà, ïðîâåðü-êà åãî è òóò - ëèøíèì óæ òî÷íî íå áóäåò. - - - ...ëàãåðü... ...â çàáðîøåííûõ öåõàõ... ...ìåñòîïîëîæåíèå.... ...ñíàéïåðà... ...ãîòîâèìñÿ... - - - À âîò è òû. Îòëè÷íî. Êàê íàñ÷¸ò ïîäîéòè íà «ßíîâ» äà ïîáîëòàòü? - - - Çäàðîâ åù¸ ðàç. Íó ÷òî, ïîãîâîðèì? - - - Ýòî Ñòðåëîê! Âåäó áîé ñ ñèëàìè «Ìîíîëèòà» âî äâîðå Ãîñïèòàëÿ! Áðàòöû, êòî ðÿäîì, ïðèãîäèëàñü áû ëþáàÿ ïîìîùü. Äîëãî íå ïðîòÿíó! - - - Ï-ïîìîãè-è-èòå... ìíå... Ê-êõ-òî-íèáóäü... íà-à ïî-..-ì-ìîùü... - - - Ìëÿ, âîò âåäü äåðüìî! Ñðî÷íî íóæíà ïîìîùü! Çäåñü çîìáàêîâ ïðîñòî òüìà! Êòî-íèáóäü ðÿäîì?! Áðàòöû!? - - - Âíèìàíèå! Ãîâîðèò ïîëêîâíèê Ñëóæáû Áåçîïàñíîñòè Óêðàèíû Àëåêñàíäð Àëåêñàíäðîâè÷ Äåãòÿð¸â. Ñòðåëîê! Ìû çíàåì, ÷òî òû è òâîÿ ãðóïïà çäåñü! Òû çíàåøü, ÷åãî ìû õîòèì îò òåáÿ. Ñëîæèòå îðóæèå è âûõîäèòå ïî îäíîìó. Ìå-äëå-ííî. Ìû õîòèì ðàçðåøèòü ñèòóàöèþ ìèðîì, îäíàêî ýòî ïîëíîñòüþ çàâèñèò îò âàñ. - - - Ó Âàñ íèêîãäà íå ïîëó÷èòñÿ îñòàâèòü Çîíó ïîçàäè, ïîëêîâíèê, è íå èìååò çíà÷åíèÿ - øòóðìóåòå ëè Âû ×ÀÝÑ èëè æå ïðÿ÷åòåñü ãäå-òî íà äðóãîì êîíöå ñâåòà. Ïîêà Çîíà ñóùåñòâóåò, îíà óãðîæàåò âñåìó æèâîìó. Âàøåé âåðõóøêå íå óäàñòñÿ çàêðûòü íà âñ¸ ýòî ãëàçà è çàáûòü êàê ñòðàøíûé ñîí, ïîâåðüòå. Èìåííî ïîýòîìó ÿ íå ìîãó âñòàòü íà Âàøó ñòîðîíó. - - - Ïîëêîâíèê, Âû âìåøàëèñü â íàøè äåëà ïîñëåäíèé ðàç. Âàì áûë äàí øàíñ. Íî òåïåðü óæå ïîçäíî. - - - %s, ãîâîðèò %s. Íóæíî ñðî÷íî âñòðåòèòüñÿ íà «Þïèòåðå», ïîäõîäè íà ñòàíöèþ «ßíîâ»... åñòü êðàéíå âàæíîå äåëî. - - - ...Ðàñøèôðîâêà... - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/actor_menu.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/actor_menu.xml deleted file mode 100644 index 2a67e7f5f..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/actor_menu.xml +++ /dev/null @@ -1,618 +0,0 @@ - - - ui_inGame2_demo_player_info_window - - - - - - - -
- - ui_inGame2_inventory_back - - - ui_inGame2_left_side - -
- - - ui_inGame2_left_side - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_weapon_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_weapon_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_detector_highlighter - - - - - - ui_inGame2_detector_highlighter - - - - - - ui_inGame2_detector_highlighter - - - - - - ui_inGame2_armor_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - - ui_inGame2_helmet_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_helmet_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - - - - ui_inGame2_quick_item_highlighter - - - ui_inGame2_artefakt_highlighter - - - - - quick_use_str_1 - - - quick_use_str_2 - - - quick_use_str_3 - - - quick_use_str_4 - - - - - ui_total_weight - - - - - - - - - - ui_total_weight - - - - - - - - ui_inGame2_center_trade_devider - - ui_total_price - - - - - - - - - - - - ui_inGame2_center_trade_devider - - ui_total_price - - - - - - - - - - - - ui_inGame2_artefact_blocker - - - - ui_inGame2_helmet_blocker - - - - ui_inGame2_helmet_blocker - - - - - - - - - - - - - - - - - - - - - - - - trade_buy_button - ui_inGame2_inventory_button - ui_st_buy - - - - - - - - - - trade_sell_button - ui_inGame2_inventory_button - ui_st_sell - - - - - - - - - - takeall_button - ui_inGame2_big_inventory_button - ui_st_take_all - - - - - - - - - - putall_button - ui_inGame2_big_inventory_button - ui_st_put_all - - - - - - - - - - exit_button - ui_inGame2_big_inventory_button - ui_inv_exit - - - - - - - - - - - button_sort_tab_1 - ui_btn_sort_all - - - - button_sort_tab_2 - ui_btn_sort_weapon - - - - button_sort_tab_3 - ui_btn_sort_outfit - - - - button_sort_tab_4 - ui_btn_sort_ammo - - - - button_sort_tab_5 - ui_btn_sort_arty - - - - button_sort_tab_6 - ui_btn_sort_utility - - - - button_sort_tab_7 - ui_btn_sort_food - - - - button_sort_tab_8 - ui_btn_sort_misc - - - - button_sort_tab_9 - ui_btn_sort_upgrades - - - - button_sort_tab_10 - ui_btn_sort_misc - - - - - interface\inv_open - interface\inv_close - interface\inv_slot - interface\inv_belt - interface\inv_ruck - interface\inv_properties_2 - interface\inv_drop - interface\inv_attach_addon - interface\inv_detach_addon - interface\inv_none - - - - - - ui_inGame2_hint_wnd_main_window - - - - - - - - - - - ui_inGame2_hint_wnd_main_window - - - - - - - - st_ui_health_sensor_inv - - - ui_inGame2_inventory_health_bar - - - - - - st_ui_bleeding_sensor - - ui_inGame2_bleeding_inv_green - - - ui_inGame2_bleeding_inv_yellow - - - ui_inGame2_bleeding_inv_red - - - - - st_ui_main_sensor - - ui_inGame2_radiation_inv_green - - - ui_inGame2_radiation_inv_yellow - - - ui_inGame2_radiation_inv_red - - - - - ui_inv_radiation_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_chemical_burn_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_shock_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_burn_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_telepatic_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_wound_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_fire_wound_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_power_restore - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - -
diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/actor_menu_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/actor_menu_16.xml deleted file mode 100644 index 5802e0100..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/actor_menu_16.xml +++ /dev/null @@ -1,621 +0,0 @@ - - - ui_inGame2_demo_player_info_window - - - - - - - -
- - ui_inGame2_inventory_back - - - ui_inGame2_left_side_16 - -
- - - ui_inGame2_left_side_16 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_weapon_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_weapon_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_detector_highlighter - - - - - - ui_inGame2_detector_highlighter - - - - - - ui_inGame2_detector_highlighter - - - - - - ui_inGame2_armor_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - - ui_inGame2_helmet_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - ui_inGame2_helmet_highlighter - - - - ui_inGame2_inventory_status_bar - - - - - - - - - - - - - ui_inGame2_quick_item_highlighter - - - ui_inGame2_artefakt_highlighter - - - - - quick_use_str_1 - - - quick_use_str_2 - - - quick_use_str_3 - - - quick_use_str_4 - - - - - ui_total_weight - - - - - - - - - - ui_total_weight - - - - - - - - ui_inGame2_center_trade_devider_16 - - ui_total_price - - - - - - - - - - - - ui_inGame2_center_trade_devider_16 - - ui_total_price - - - - - - - - - - - - ui_inGame2_artefact_blocker - - - - ui_inGame2_helmet_blocker - - - - ui_inGame2_helmet_blocker - - - - - - - - - - - - - - - - - - - - - - - - trade_buy_button - ui_inGame2_inventory_button - ui_st_buy - - - - - - - - - - trade_sell_button - ui_inGame2_inventory_button - ui_st_sell - - - - - - - - - - takeall_button - ui_inGame2_big_inventory_button - ui_st_take_all - - - - - - - - - - putall_button - ui_inGame2_big_inventory_button - ui_st_put_all - - - - - - - - - - exit_button - ui_inGame2_big_inventory_button - ui_inv_exit - - - - - - - - - - - button_sort_tab_1 - ui_btn_sort_all - - - - button_sort_tab_2 - ui_btn_sort_weapon - - - - button_sort_tab_3 - ui_btn_sort_outfit - - - - button_sort_tab_4 - ui_btn_sort_ammo - - - - button_sort_tab_5 - ui_btn_sort_arty - - - - button_sort_tab_6 - ui_btn_sort_utility - - - - button_sort_tab_7 - ui_btn_sort_food - - - - button_sort_tab_8 - ui_btn_sort_meds - - - - button_sort_tab_9 - ui_btn_sort_upgrades - - - - button_sort_tab_10 - ui_btn_sort_misc - - - - - interface\inv_open - interface\inv_close - interface\inv_slot - interface\inv_belt - interface\inv_ruck - interface\inv_properties_2 - interface\inv_drop - interface\inv_attach_addon - interface\inv_detach_addon - interface\inv_none - - - - - - ui_inGame2_hint_wnd_main_window - - - - - - - - - - - ui_inGame2_hint_wnd_main_window - - - - - - - - st_ui_health_sensor_inv - - - ui_inGame2_inventory_health_bar - - - - - - st_ui_bleeding_sensor - - ui_inGame2_bleeding_inv_green - - - ui_inGame2_bleeding_inv_yellow - - - ui_inGame2_bleeding_inv_red - - - - - st_ui_main_sensor - - ui_inGame2_radiation_inv_green - - - ui_inGame2_radiation_inv_yellow - - - ui_inGame2_radiation_inv_red - - - - - ui_inv_radiation_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_chemical_burn_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_shock_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_burn_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_telepatic_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_wound_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_fire_wound_protection - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - - - ui_inv_power_restore - - 99 - - - - ui_inGame2_inventory_progress_bar - - - - -
diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame.xml deleted file mode 100644 index 68849ee50..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame.xml +++ /dev/null @@ -1,245 +0,0 @@ - - - -
- <_auto_static x="512" y="384" width="115" height="115" alignment="c" stretch="1" heading="1" xform_anim="xfrom_rotate_3sec" xform_anim_cyclic="1"> - ui_icons_newPDA_Crclbig_h - -
- - - - - - - - - - - - ui_hud_icon_weapon - - - - - - - - - - - - - ui_inGame2_shield_Psy - - - ui_inGame2_shield_Radiation - - - ui_inGame2_shield_biological - - - ui_inGame2_shield_blood - - - ui_inGame2_shield_force - - - ui_inGame2_shield_health - - - ui_inGame2_shield_stamina - - - ui_inGame2_shield_radiation_cleanup - - - - ui_hud_icon_goodmode - - - - ui_hud_icon_artefact - - - - - - - - - ui_hud_icon_PDA - - - - - - detectors\contact_1 - - - - counter - ui_item_count_back - - - - ui_inGame2_Patroni_HUD_active_items_icon - - - - - counter - ui_item_count_back - - - - ui_inGame2_Patroni_HUD_active_items_icon - - - - - counter - ui_item_count_back - - - - ui_inGame2_Patroni_HUD_active_items_icon - - - - - counter - ui_item_count_back - - - - ui_inGame2_Patroni_HUD_active_items_icon - - - - quick_use_str_1 - - - quick_use_str_2 - - - quick_use_str_3 - - - quick_use_str_4 - - - - - - - - - - - ui_inGame2_Patroni_HUD_main_window - - - - - ui_inGame2_Patroni_HUD_red_bar - - - - - - ui_inGame2_Patroni_HUD_blue_bar - - - - - - ui_inGame2_Patroni_HUD_gold_bar - - - - - - - - - ammo - - - - fmj - - - - ap - - - - third - - - - gr - - - - - - - - - -
\ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_16.xml deleted file mode 100644 index f23f1a43a..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_16.xml +++ /dev/null @@ -1,245 +0,0 @@ - - - -
- <_auto_static x="512" y="384" width="115" height="115" alignment="c" stretch="1" heading="1" xform_anim="xfrom_rotate_3sec" xform_anim_cyclic="1"> - ui_icons_newPDA_Crclbig_h - -
- - - - - - - - - - - - ui_hud_icon_weapon - - - - - - - - - - - - - ui_inGame2_shield_Psy - - - ui_inGame2_shield_Radiation - - - ui_inGame2_shield_biological - - - ui_inGame2_shield_blood - - - ui_inGame2_shield_force - - - ui_inGame2_shield_health - - - ui_inGame2_shield_stamina - - - ui_inGame2_shield_radiation_cleanup - - - - ui_hud_icon_goodmode - - - - ui_hud_icon_artefact - - - - - - - - - ui_hud_icon_PDA - - - - - - detectors\contact_1 - - - - counter - - - - - - - - counter - - - - - - - - counter - - - - - - - - counter - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_inGame2_Patroni_HUD_main_window - - - - - ui_inGame2_Patroni_HUD_red_bar - - - - - - ui_inGame2_Patroni_HUD_blue_bar - - - - - - ui_inGame2_Patroni_HUD_gold_bar - - - - - - - - - ammo - - - - fmj - - - - ap - - - - third - - - - gr - - - - - - - - - -
\ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_pda_msg.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_pda_msg.xml deleted file mode 100644 index 797eed69e..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_pda_msg.xml +++ /dev/null @@ -1,19 +0,0 @@ - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_pda_msg_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_pda_msg_16.xml deleted file mode 100644 index 797eed69e..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/maingame_pda_msg_16.xml +++ /dev/null @@ -1,19 +0,0 @@ - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/map_spots_219.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/map_spots_219.xml deleted file mode 100644 index 9d9f5879b..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/map_spots_219.xml +++ /dev/null @@ -1,5 +0,0 @@ -#include "ui\map_spots_mp.xml" -#include "ui\map_spots_relations.xml" -#include "ui\map_spots_complex.xml" -#include "ui\map_spots_campfires.xml" -#include "ui\map_spots_16.xml" \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/map_spots_campfires.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/map_spots_campfires.xml deleted file mode 100644 index 4d7f424e2..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/map_spots_campfires.xml +++ /dev/null @@ -1,17 +0,0 @@ - - - - - - - ui_campfire_icon_lit - - - - - - - - - ui_campfire_icon_unlit - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/message_box.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/message_box.xml deleted file mode 100644 index 7fb0794e8..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/message_box.xml +++ /dev/null @@ -1,561 +0,0 @@ - - - - - - ui_inGame2_message_box - - level_changer_invitation - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - level_changer_invitation - - - button_ok - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_error - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_file_name_is_empty - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_mm_delete_existing_file_q - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_file_exist_owerwrite_q - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - You can buy a spawn for 1000 $. Press Yes to pay - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_mm_quit_windows_message - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_want_to_leave_game_q - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_load_game_confirm - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_invalid_saved_game - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_invalid_host - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_invalid_pass - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_sess_full - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_rejected_server - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_cdkey_invalid - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_cdkey_in_use - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_cdkey_disabled - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_version_differs - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_err_gs_not_available - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_err_sb_master_server_conn_fail - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_new_patch - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_no_new_patch - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_voting_disabled - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_select_one_map - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_mm_need_restart - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_cant_run_r2 - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_patch_download_error - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_patch_download_success - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_connecting_to_masterserver - - - button_ok - ui_mm_cancel - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_kicked_by_server - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_error_loading - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - a - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - a - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - mm_mp_host_port - - - mm_mp_password - - - - ui_inGame2_edit_box_1 - - - - ui_inGame2_edit_box_1 - - - button_yes - Btn_OK - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_Cancel - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - mm_mp_userpassword - - - mm_mp_password - - - - ui_inGame2_edit_box_1 - - - - ui_inGame2_edit_box_1 - - - button_yes - Btn_OK - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_Cancel - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - download_map - - - - ui_inGame2_edit_box_1 - - - button_copy - ui_st_btn_copy_url - ui_inGame2_Mp_bigbuttone - - - button_yes - ui_st_btn_download_map - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_Cancel - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - - - - button_cancel_login - Btn_Cancel - ui_inGame2_Mp_bigbuttone - - - - - ui_inGame2_message_box - - - - - - ui_inGame2_message_box - - - - - - - ui_inGame2_message_box - - - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - - ui_inGame2_message_box - - - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/message_box_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/message_box_16.xml deleted file mode 100644 index 4b5e4c557..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/message_box_16.xml +++ /dev/null @@ -1,562 +0,0 @@ - - - - - - ui_inGame2_message_box - - level_changer_invitation - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - level_changer_invitation - - - button_ok - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_error - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_file_name_is_empty - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_mm_delete_existing_file_q - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_file_exist_owerwrite_q - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - You can buy a spawn for 1000 $. Press Yes to pay - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_mm_quit_windows_message - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_want_to_leave_game_q - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_load_game_confirm - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_invalid_saved_game - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_invalid_host - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_invalid_pass - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_sess_full - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_rejected_server - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_cdkey_invalid - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_cdkey_in_use - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_cdkey_disabled - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_version_differs - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_err_gs_not_available - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_err_sb_master_server_conn_fail - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_new_patch - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_conn_no_new_patch - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_voting_disabled - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_select_one_map - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_mm_need_restart - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_cant_run_r2 - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_patch_download_error - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_patch_download_success - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_connecting_to_masterserver - - - button_ok - ui_mm_cancel - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_kicked_by_server - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - ui_st_error_loading - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - a - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - a - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - mm_mp_host_port - - - mm_mp_password - - - - ui_inGame2_edit_box_1 - - - - ui_inGame2_edit_box_1 - - - button_yes - Btn_OK - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_Cancel - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - mm_mp_userpassword - - - mm_mp_password - - - - ui_inGame2_edit_box_1 - - - - ui_inGame2_edit_box_1 - - - button_yes - Btn_OK - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_Cancel - ui_inGame2_Mp_bigbuttone - - - - ui_inGame2_message_box - - download_map - - - - ui_inGame2_edit_box_1 - - - button_copy - ui_st_btn_copy_url - ui_inGame2_Mp_bigbuttone - - - button_yes - ui_st_btn_download_map - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_Cancel - ui_inGame2_Mp_bigbuttone - - - - - ui_inGame2_message_box - - - - - button_cancel_login - Btn_Cancel - ui_inGame2_Mp_bigbuttone - - - - - ui_inGame2_message_box - - - - - - ui_inGame2_message_box - - - - - - - ui_inGame2_message_box - - - - - button_ok - Btn_OK - ui_inGame2_Mp_bigbuttone - - - - - ui_inGame2_message_box - - - - - button_yes - Btn_Yes - ui_inGame2_Mp_bigbuttone - - - button_no - Btn_No - ui_inGame2_Mp_bigbuttone - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/messages_window.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/messages_window.xml deleted file mode 100644 index 66c1f84a6..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/messages_window.xml +++ /dev/null @@ -1,44 +0,0 @@ - - - - - - - - - ui_hud_teamF_counterC - - - ui_hud_teamF_counter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/motion_icon.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/motion_icon.xml deleted file mode 100644 index 702ac279d..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/motion_icon.xml +++ /dev/null @@ -1,12 +0,0 @@ - - - - - - - ui_inGame2_Radar_green_bar - - - ui_inGame2_Radar_blue_bar - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/info_talk.txt b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/info_talk.txt deleted file mode 100644 index 05f435214..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/info_talk.txt +++ /dev/null @@ -1,3 +0,0 @@ - - - disabled "talk.xml" "talk_16.xml" from Call of Pripyat has trade button in bottom of dialog box \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/resc_ui_wheel_ammo.txt b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/resc_ui_wheel_ammo.txt deleted file mode 100644 index b1c46a4c8..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/resc_ui_wheel_ammo.txt +++ /dev/null @@ -1,3 +0,0 @@ - - - vanilla Anomaly xml files for ammo wheel and companion wheel \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/talk.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/talk.xml deleted file mode 100644 index 2fab0ae5d..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/talk.xml +++ /dev/null @@ -1,86 +0,0 @@ - -
- - ui_inGame2_dialog_main_window - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/talk_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/talk_16.xml deleted file mode 100644 index bd1cd2e69..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/talk_16.xml +++ /dev/null @@ -1,87 +0,0 @@ - -
- - ui_inGame2_dialog_main_window - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_ammo.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_ammo.xml deleted file mode 100644 index f76603483..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_ammo.xml +++ /dev/null @@ -1,67 +0,0 @@ - - - - ui_hud2_wheel_ammo - - - ui_hud2_wheel_extent - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_button_wheel_light - - - - - - - - - - - - - ui_button_wheel_light_h - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_ammo_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_ammo_16.xml deleted file mode 100644 index 611a89112..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_ammo_16.xml +++ /dev/null @@ -1,67 +0,0 @@ - - - - ui_hud2_wheel_ammo - - - ui_hud2_wheel_extent - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_button_wheel_light - - - - - - - - - - - - - ui_button_wheel_light_h - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_companion.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_companion.xml deleted file mode 100644 index 86be6e4fd..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_companion.xml +++ /dev/null @@ -1,82 +0,0 @@ - - - - - ui_hud2_wheel_ammo - - - - - - ui_companion_combat_btn - - - - - ui_companion_movement_btn - - - - - ui_companion_stealth_btn - - - - - ui_companion_distance_btn - - - - - ui_companion_trade_btn - - - - - ui_companion_loot_btn - - - - - - - - - - - ui_hud2_wheel_extent - - - - - - - - - st_ui_health_sensor - - - - ui_inGame2_inventory_status_bar - - - - ui_inGame2_inventory_status_bar - - - - - st_weight_full - - - - ui_inGame2_inventory_status_bar - - - - ui_inGame2_inventory_status_bar - - - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_companion_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_companion_16.xml deleted file mode 100644 index 18105d74e..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc/ui_wheel_companion_16.xml +++ /dev/null @@ -1,82 +0,0 @@ - - - - - ui_hud2_wheel_ammo - - - - - - ui_companion_combat_btn - - - - - ui_companion_movement_btn - - - - - ui_companion_stealth_btn - - - - - ui_companion_distance_btn - - - - - ui_companion_trade_btn - - - - - ui_companion_loot_btn - - - - - - - - - - - ui_hud2_wheel_extent - - - - - - - - - st_ui_health_sensor - - - - ui_inGame2_inventory_progress_bar - - - - ui_inGame2_inventory_progress_bar - - - - - st_weight_full - - - - ui_inGame2_inventory_progress_bar - - - - ui_inGame2_inventory_progress_bar - - - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc_textures_descr/ui_item.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc_textures_descr/ui_item.xml deleted file mode 100644 index 56b65a759..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/resc_textures_descr/ui_item.xml +++ /dev/null @@ -1,233 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/soulslike_ui_mm_gamemode.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/soulslike_ui_mm_gamemode.xml deleted file mode 100644 index c53c07436..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/soulslike_ui_mm_gamemode.xml +++ /dev/null @@ -1,12 +0,0 @@ - - - - - st_cap_check_soulslike_mode - - - ui_inGame2_checkbox - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/soulslike_ui_mm_gamemode_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/soulslike_ui_mm_gamemode_16.xml deleted file mode 100644 index c53c07436..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/soulslike_ui_mm_gamemode_16.xml +++ /dev/null @@ -1,12 +0,0 @@ - - - - - st_cap_check_soulslike_mode - - - ui_inGame2_checkbox - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/talk.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/talk.xml deleted file mode 100644 index 38480f1ba..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/talk.xml +++ /dev/null @@ -1,90 +0,0 @@ - -
- - ui_inGame2_dialog_main_window - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/talk_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/talk_16.xml deleted file mode 100644 index c33758505..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/talk_16.xml +++ /dev/null @@ -1,85 +0,0 @@ - -
- - ui_inGame2_dialog_main_window - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_INC_QuestArrow.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_INC_QuestArrow.xml deleted file mode 100644 index 46c1c9b6f..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_INC_QuestArrow.xml +++ /dev/null @@ -1,6 +0,0 @@ - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_hint_wnd.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_hint_wnd.xml deleted file mode 100644 index 6b06259b0..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_hint_wnd.xml +++ /dev/null @@ -1,190 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_main_menu_options.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_main_menu_options.xml deleted file mode 100644 index 7104f554e..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_main_menu_options.xml +++ /dev/null @@ -1,39 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_menu.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_menu.xml deleted file mode 100644 index 5ef2206d8..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_menu.xml +++ /dev/null @@ -1,143 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_menu_new_tabs.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_menu_new_tabs.xml deleted file mode 100644 index 8e913b02a..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_menu_new_tabs.xml +++ /dev/null @@ -1,107 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_mp_buyscreen.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_mp_buyscreen.xml deleted file mode 100644 index 9b00241e7..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_mp_buyscreen.xml +++ /dev/null @@ -1,120 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_mp_screen.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_mp_screen.xml deleted file mode 100644 index 2256674ba..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_actor_mp_screen.xml +++ /dev/null @@ -1,59 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_common.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_common.xml deleted file mode 100644 index 33c64c07e..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_common.xml +++ /dev/null @@ -1,782 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <_texture id="ui_scroll_back_16" x="124" y="189" width="13" height="13" /> - <_texture id="ui_scroll_box_16" x="124" y="206" width="13" height="13" /> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_condition_bars.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_condition_bars.xml deleted file mode 100644 index 71bca56af..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_condition_bars.xml +++ /dev/null @@ -1,7 +0,0 @@ - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_hud.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_hud.xml deleted file mode 100644 index c42fb43d0..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_hud.xml +++ /dev/null @@ -1,252 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - /* - novice - experienced - veteran - master - */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_item.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_item.xml deleted file mode 100644 index 1a5cee2fc..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/textures_descr/ui_item.xml +++ /dev/null @@ -1,201 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_body_health.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_body_health.xml deleted file mode 100644 index d85497396..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_body_health.xml +++ /dev/null @@ -1,98 +0,0 @@ - - - - - - ui_hud_bhs_stamina - - - - - ui_hud_bhs_health - - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_blue - - - - - - - - ui_hud_bhs_stamina - - - - - ui_hud_bhs_health - - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar_green - - - - - - ui_hud_bhs_bar_blue - - - - - - - - ui_hud_bhs_stamina - - - - - ui_hud_bhs_health - - - - - - - ui_hud_bhs_bar - - - - - - ui_hud_bhs_bar_green - - - - - ui_hud_bhs_bar_blue - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_condition_bars.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_condition_bars.xml deleted file mode 100644 index 9a95ffb84..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_condition_bars.xml +++ /dev/null @@ -1,19 +0,0 @@ - - - - ui_svui_condition_bar - - - ui_svui_condition_bar - - - - - - ui_svui_uses_bar - - - ui_svui_uses_bar - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_condition_bars_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_condition_bars_16.xml deleted file mode 100644 index 7f59ebf6c..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_condition_bars_16.xml +++ /dev/null @@ -1,19 +0,0 @@ - - - - ui_svui_condition_bar - - - ui_svui_condition_bar - - - - - - ui_svui_uses_bar - - - ui_svui_uses_bar - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits.xml deleted file mode 100644 index 381e4a095..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits.xml +++ /dev/null @@ -1,17 +0,0 @@ - - - - - 1 - 1 - - - - ui\ui_mm_credits - - - xr_effects.after_credits - - -#include "ui\ui_credits_base.xml" - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits_16.xml deleted file mode 100644 index 492f15a2a..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits_16.xml +++ /dev/null @@ -1,20 +0,0 @@ - - - - - 1 - 1 - - - - ui\enhancedGUI_00 - - ui\enhancedGUI\gui_overlay - - - - xr_effects.after_credits - - -#include "ui\ui_credits_base.xml" - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits_base.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits_base.xml deleted file mode 100644 index fe72d55ea..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_credits_base.xml +++ /dev/null @@ -1,1446 +0,0 @@ - - - - - 1.5 - on - xr_effects.before_credits - - - - 1 - - - - 150 - on - - Music\credits - - - 1 - - - - logoSTALKER - - - logoINC - - - - st_anomaly_credits - - - st_anomaly_mods_credits - - - - - - st_enhanced_gui - - - st_enhanced_gui_inc - - - - st_mod_contributors - - - st_enhanced_gui_ezeill - - - st_enhanced_gui_aster - - - st_enhanced_gui_grandpali - - - st_enhanced_gui_hunlight - - - - st_mod_egui_testers - - - st_enhanced_gui_semfeliks - - - st_enhanced_gui_rar - - - st_enhanced_gui_jerry - - - st_enhanced_gui_rain - - - st_enhanced_gui_xen - - - - st_artwork - - - st_kaitkybar - - - st_andrewgoryunov - - - st_ihortovstohan - - - st_matiasmachado - - - st_sergejdubovik - - - st_sergeytaranik - - - st_sergeyzabelin - - - st_vitaliyfilipskyy - - - st_bondarts - - - - - st_screen_space_shaders - - - st_screen_space_shaders_ascii1457 - - - - st_enhanced_shaders - - - st_enhanced_shaders_kennshade - - - - st_atmospherics - - - st_atmospherics_hippobot - - - - st_expedition - - - st_jhud - - - - - st_bas_devs - - - st_bas_mich - - - st_bas_mortan - - - st_bas_sibercat - - - st_bas_yungpr1nce - - - - st_ffda_devs - - - st_ffda_feel_fried - - - - st_bodyhealth_devs - - - st_grokitach - - - - - st_blindside_devs - - - st_blindside_blindxside - - - - st_weaponcover_dev - - - st_themrdemonized - - - - st_camera_reanimation_project - - - st_thap_project_ience - - - - - - st_weaponparts_devs - - - st_artifax - - - - st_ballistics_devs - - - st_grokitach - - - - st_stealth_dev - - - st_bvcx - - - - - st_handarm_project - - - st_handarm_project_ichicrow - - - - st_thap_project - - - st_thap_project_ience - - - st_mod_contributors - - - st_gunslinger_mod_team - - - st_thap_project_alex1197 - - - st_thap_project_2clip - - - st_thap_project_ky-ky - - - st_thap_project_lafugix - - - st_thap_project_isthar - - - - - - st_hd_models - - - st_ninja_nub - - - st_raito_xray - - - - st_duxscharacterkit - - - st_duxfortis - - - - - st_soundscape_overhaul - - - st_solarint - - - - st_michikos_dev - - - st_themrdemonized - - - - st_skiesredux_dev - - - st_dnan - - - - st_grasstweaks_dev - - - st_aytabag - - - - - st_dynamicanomalies_dev - - - st_themrdemonized - - - - st_toxicair_dev - - - st_bvcx - - - - - st_iconspack - - - st_cr3pis - - - - st_tacticalfonts - - - st_cryomanne - - - - st_iconspack - - - st_cr3pis - - - - - st_modders - - - st_deadenvoy - - - st_danielswahn - - - st_alexeyomelchuk - - - st_ec0 - - - st_tdlemon - - - st_zooey - - - st_hekawa - - - st_foxhed - - - st_malum - - - st_maidresidence - - - st_blackgrowl - - - st_harukasai - - - st_ravenascendant - - - st_wuut - - - st_jasonvnza - - - st_ishmaeel - - - st_indyora - - - st_freedomisgarbage - - - st_wanglaoshi - - - st_fitzroydoll - - - st_arkadynborisstrugatsky - - - st_stalkerwiki - - - st_cement - - - - - st_moperdogolus - - - st_sariskhan - - - st_merelymezz - - - st_leviathan - - - st_jurkonov - - - st_aeneash - - - st_igigog - - - st_damienex - - - st_thisisntmysteamid - - - st_ayykyu - - - st_swergdach - - - st_daedalusprime - - - st_cobracommander - - - st_bazingarrey - - - st_crookr - - - st_lvutner - - - st_therealbeef - - - st_lilgabe - - - st_thales100 - - - st_denis2000 - - - st_patricksutton - - - st_valerok - - - st_grelka - - - - - st_lucy - - - st_grizzy - - - st_diphenhydraminehcl - - - st_tweakibreeki - - - st_daveisdead - - - st_zoust - - - st_gabecpb0 - - - st_2gen - - - st_vintar0 - - - st_arszi - - - st_meatchunk - - - st_tdef - - - st_rezy - - - st_k0bik - - - st_quantumcookie - - - st_strogglet15 - - - st_elkinda - - - st_longreed - - - st_smiyukiharukagacus02 - - - st_qball - - - st_av661194 - - - st_realleaper - - - st_dominusimperatoriis - - - - - st_greenghost - - - st_aorushome - - - st_ptolthegoodguy - - - st_artifax - - - st_aonestr - - - st_theshinyhaxorus - - - st_lyrathechimera - - - st_onegriot - - - st_kcin - - - st_sneaky - - - st_favkisnexerade - - - st_reter - - - st_mora145 - - - st_nb79 - - - st_foreverbutthurt - - - st_sarapz - - - st_whereismy - - - st_illinaru - - - st_cptcrits - - - st_rowanmaboot - - - st_kronq - - - st_yastin - - - st_aerofw - - - - - st_helloworlder - - - st_sinimike - - - st_lennyweisstein - - - st_razorshultz - - - st_bigangrynegro - - - st_sparkstheunicorn - - - st_noxilian - - - st_agoodsetofpistol - - - st_incompetent - - - st_toxicity86 - - - st_evilwarrior2019 - - - st_deathknightrz - - - st_steelhawk28 - - - st_strelocc - - - st_mezz - - - st_michcartman - - - st_r3zy - - - st_deadair - - - st_thundervision - - - st_pyp - - - st_briggs - - - st_enolastraight - - - st_lautaro - - - - - st_stalkerboss - - - st_sneakydud - - - st_michikochan152 - - - st_chadstalkerenjoyer - - - st_area - - - st_isthar - - - st_alex1197 - - - st_2clip - - - st_kyky - - - st_lafugix - - - st_thfpjct - - - st_Yrpkmbn - - - st_awene - - - st_mireles - - - st_brainscorcher - - - st_crommcruac - - - st_queenkat - - - st_towelie60 - - - st_doenitz - - - st_pryviet - - - st_rickriera - - - st_aboba - - - st_mrstalkerhacker - - - - - st_darthshepard - - - st_azetrix - - - st_jenek96 - - - st_closed - - - st_mike0422 - - - st_tkcrits - - - st_pr0statitis - - - st_rene13cross - - - st_souvlakii - - - st_battlestategames - - - st_rrg - - - st_ethylia - - - st_dannydealmusic - - - st_lordjardhead - - - st_sosoyer - - - st_hetza - - - st_tcmx - - - st_kennedith - - - st_moddbplsffs - - - st_krieger - - - st_dsurs - - - st_unethicalrus - - - st_beats - - - - - st_jsrsteam - - - st_kh0rnz - - - st_apathyknight - - - st_sd - - - st_maid - - - st_maslinupoymal - - - st_mortan - - - st_andrejsgreen - - - st_lsdpro - - - st_mrvlad - - - st_sibercat - - - st_yungprince - - - st_shadowguardian - - - st_mp5lng - - - st_tych0 - - - st_firebreath1001 - - - - - - st_developers - - - - st_lead_developer - - - st_searge - - - st_project_lead - - - st_tronex - - - st_script_developer - - - st_tdef - - - - st_texture_art - - - st_meatchunk - - - - st_engine_developer - - - st_rezy - - - - st_shaders_and_programming - - - st_lvutner - - - - st_level_model_designer_1 - - - st_ceaser - - - st_level_model_designer_2 - - - st_vehtam - - - - st_russian_game_tester - - - st_thundervision - - - - - - st_contributors - - - - st_features - - - - - st_lttz_storylines - - - st_sariskhan - - - - st_warfare_mode - - - st_werejew - - - - - - st_visuals - - - - - st_atmosfear3_source_materials - - - st_cromm_cruac - - - - st_textures_s_d_z - - - st_akinaro - - - - st_duga_signs_levels - - - st_vehtam - - - - st_campfire_particles_assistance - - - st_theysani - - - - st_mask_cleaning_anim - - - Monkatraz - - - - st_sight_overhaul - - - st_bmwag65321 - - - - st_dx8_improvements - - - st_zhoraferz - - - - st_blend_anim - - - st_souvlaki - - - - st_pda_anim - - - st_unethicalrus - - - - st_textures_tree_models - - - st_vurt - - - - - - st_dialogs_text - - - - st_proof_reading_dialogue_revision - - - st_red_forest_cake - - - - st_russian_translator - - - st_thundervision - - - st_jaznavav - - - - st_revised_strings - - - st_killeon - - - st_grey - - - - st_expanded_info_dialogue - - - st_salty - - - st_indyor - - - - st_expanded_messages_pda - - - st_desmanmetzger - - - st_taffy - - - - st_improved_strings_outfits_weapons_desc - - - st_acinu - - - - - - st_coding - - - - st_engine_optimization - - - st_rafa_ems_team - - - - st_stalker_weather_tweaker - - - st_davyd_mccoll - - - - - - st_rebalance_fixes - - - - st_damage_system - - - st_balathruin - - - - st_ai_improvement_stability_testing - - - st_zhoraferz - - - - st_weapon_fixes - - - st_pyp - - - st_hrona - - - - st_reorganized_xml_profiles - - - st_bob - - - - st_upgrades_fixes - - - st_just_monika - - - - st_psy_system_improvements - - - st_arszi - - - - - - st_audio_music - - - - st_ambient_music - - - st_heifehen - - - - st_m_music - - - st_ilya_ponomarenko - - - - st_anomaly_trailer_b3 - - - st_carl_mylo - - - - - - st_quality_control - - - - st_beta_testers - - - st_keystone - - - st_carl_mylo - - - st_delraich - - - st_topsi - - - st_unethicalrus - - - st_klean - - - st_warezz_k - - - st_desmanmetzger - - - st_sanchez69full - - - st_sanych - - - st_mindabsorber - - - st_regicide - - - st_lennic - - - st_balathruin - - - st_ghentuong - - - st_arszi - - - st_asnen - - - st_axis - - - st_solarint - - - st_souvlaki - - - st_domi - - - st_hip - - - st_feel_fried - - - - - - st_special_thanks - - - - st_discord_creator_and_manager - - - st_exo_stalker - - - - st_vk_community_manager - - - st_zhoraferz - - - st_vaakvadoz - - - st_andrejs - - - - st_vk_tech_support - - - st_feel_fried - - - - - - st_assets - - - - st_skyboxes - - - st_skygod - - - st_swtc - - - - st_c_tactical_flashlight - - - st_romann - - - - st_c_outfits - - - st_ddoa_add-on - - - - st_base_mod_core_features_and_scripts - - - st_call_of_chenobyl - - - - st_base_mod_gameplay_mechanics - - - st_misery_call_of_misery - - - - st_base_mod - - - st_last_day - - - - st_engine_support_and_optimization - - - st_oxygen - - - - st_engine_support_weapons_features - - - st_shoker_weapons_mode - - - - st_c_weapons - - - st_stcop_3.0 - - - - st_icons_work - - - st_c_area - - - - st_detectors_models_base_items_particles - - - st_dead_air - - - - st_c_glass_textures - - - st_textures_com - - - - st_mnp_meshes - - - st_demosfen - - - - st_yims_weapon_tweaks - - - st_yim - - - - st_219_scopes_patch - - - st_digitalifeless - - - - st_credits_end - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_custom_msgs.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_custom_msgs.xml deleted file mode 100644 index a83705ba4..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_custom_msgs.xml +++ /dev/null @@ -1,1264 +0,0 @@ -
- - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_timer_games - - - - - - - - - - - - - - - - - ui_frame_error_sign_alarm - - - - car\trabantnoise - - - - act\act_controller_hit - - - - act\act_controller_hit1 - - - - controller\controller_blood_01 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - st_autosave - - - - - - - - gun_jammed - - - - cant_walk - - - - cant_walk_weight - - - - st_not_enough_money - - - - st_not_enough_money - - - - can_use_weapon_now - - - - st_not_enough_money - - - - st_not_enough_money_npc - - - - ui\ui_cm_connection_error - - - cur_num - - - - - ui\ui_cm_connection_error - - - cur_num - - - - - ui\ui_cm_connection_error - - - cur_num - - - - - ui\ui_cm_connection_error - - - cur_num - - - - - - - ui_sega_healph - - - - ui_sega_healph - - - - - ui_hud_timer_games - - - - - - - - - ui_hud_timer_games - - - - ui_hud_points_count - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - intro\intro_back - - - - - - - - - - - - - - - - - - dinamic_hud\hud_vingette - - - - shaders\gasmasks\mask_nm_1 - - - shaders\gasmasks\mask_nm_2 - - - shaders\gasmasks\mask_nm_3 - - - shaders\gasmasks\mask_nm_4 - - - shaders\gasmasks\mask_nm_5 - - - shaders\gasmasks\mask_nm_6 - - - shaders\gasmasks\mask_nm_7 - - - shaders\gasmasks\mask_nm_8 - - - shaders\gasmasks\mask_nm_9 - - - shaders\gasmasks\mask_nm_10 - - - shaders\gasmasks\mask_nm_10 - - - shaders\gasmasks\mask_nm_10 - - - - - dinamic_hud\hud_gas1 - - - dinamic_hud\hud_gas2 - - - dinamic_hud\hud_gas3 - - - dinamic_hud\hud_gas4 - - - dinamic_hud\hud_gas5 - - - dinamic_hud\hud_gas6 - - - dinamic_hud\hud_gas7 - - - dinamic_hud\hud_gas8 - - - dinamic_hud\hud_gas9 - - - dinamic_hud\hud_gas10 - - - dinamic_hud\hud_gas11 - - - dinamic_hud\hud_gas12 - - - dinamic_hud\hud_prot1 - - - dinamic_hud\hud_prot2 - - - dinamic_hud\hud_prot3 - - - dinamic_hud\hud_prot4 - - - dinamic_hud\hud_prot5 - - - dinamic_hud\hud_prot6 - - - dinamic_hud\hud_prot7 - - - dinamic_hud\hud_prot8 - - - dinamic_hud\hud_prot9 - - - dinamic_hud\hud_prot10 - - - dinamic_hud\hud_prot11 - - - dinamic_hud\hud_prot12 - - - dinamic_hud\hud_hard1 - - - dinamic_hud\hud_hard2 - - - dinamic_hud\hud_hard3 - - - dinamic_hud\hud_hard4 - - - dinamic_hud\hud_hard5 - - - dinamic_hud\hud_hard6 - - - dinamic_hud\hud_hard7 - - - dinamic_hud\hud_hard8 - - - dinamic_hud\hud_hard9 - - - dinamic_hud\hud_hard10 - - - dinamic_hud\hud_hard11 - - - dinamic_hud\hud_hard12 - - - dinamic_hud\hud_sci1 - - - dinamic_hud\hud_sci2 - - - dinamic_hud\hud_sci3 - - - dinamic_hud\hud_sci4 - - - dinamic_hud\hud_sci5 - - - dinamic_hud\hud_sci6 - - - dinamic_hud\hud_sci7 - - - dinamic_hud\hud_sci8 - - - dinamic_hud\hud_sci9 - - - dinamic_hud\hud_sci10 - - - dinamic_hud\hud_sci11 - - - dinamic_hud\hud_sci12 - - - dinamic_hud\hud_tact1 - - - dinamic_hud\hud_tact2 - - - dinamic_hud\hud_tact3 - - - dinamic_hud\hud_tact4 - - - dinamic_hud\hud_tact5 - - - dinamic_hud\hud_tact6 - - - dinamic_hud\hud_tact7 - - - dinamic_hud\hud_tact8 - - - dinamic_hud\hud_tact9 - - - dinamic_hud\hud_tact10 - - - dinamic_hud\hud_tact11 - - - dinamic_hud\hud_tact12 - - - dinamic_hud\hud_exo1 - - - dinamic_hud\hud_exo2 - - - dinamic_hud\hud_exo3 - - - dinamic_hud\hud_exo4 - - - dinamic_hud\hud_exo5 - - - dinamic_hud\hud_exo6 - - - dinamic_hud\hud_exo7 - - - dinamic_hud\hud_exo8 - - - dinamic_hud\hud_exo9 - - - dinamic_hud\hud_exo10 - - - dinamic_hud\hud_exo11 - - - dinamic_hud\hud_exo12 - - - - - dinamic_hud\blood1 - - - dinamic_hud\blood2 - - - dinamic_hud\blood3 - - - dinamic_hud\blood4 - - - dinamic_hud\blood5 - - - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath1 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath2 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath5 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - dinamic_hud\breath3 - - - - - - - - - ui_inGame2_triangle_Radiation_green - - - ui_inGame2_triangle_Radiation_yellow - - - ui_inGame2_triangle_Radiation_orange - - - ui_inGame2_triangle_Radiation_red - - - - ui_inGame2_triangle_Biological_green - - - ui_inGame2_triangle_Biological_yellow - - - ui_inGame2_triangle_Biological_orange - - - ui_inGame2_triangle_Biological_red - - - - ui_inGame2_triangle_Psy_green - - - ui_inGame2_triangle_Psy_yellow - - - ui_inGame2_triangle_Psy_orange - - - ui_inGame2_triangle_Psy_red - - - - - ui_inGame2_triangle_Radiation_green - - - ui_inGame2_triangle_Radiation_yellow - - - ui_inGame2_triangle_Radiation_orange - - - ui_inGame2_triangle_Radiation_red - - - - ui_inGame2_triangle_Biological_green - - - ui_inGame2_triangle_Biological_yellow - - - ui_inGame2_triangle_Biological_orange - - - ui_inGame2_triangle_Biological_red - - - - ui_inGame2_triangle_Psy_green - - - ui_inGame2_triangle_Psy_yellow - - - ui_inGame2_triangle_Psy_orange - - - ui_inGame2_triangle_Psy_red - - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - dinamic_hud\water - - - - - - shaders\gasmasks\mask_nm_1 - - - - - - - - - - - ui_hud_bhs_bg - - - - - ui_hud_bhs_bgm - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_stamina_bg - - - - - ui_hud_bhs_health_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - - - - - - - ui_hud_bhs_bg - - - - - ui_hud_bhs_bgm - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_stamina_bg - - - - - ui_hud_bhs_health_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - - - - - - - ui_hud_bhs_bg - - - - - ui_hud_bhs_bgm - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_hud_bhs_stamina_bg - - - - - ui_hud_bhs_health_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - ui_hud_bhs_bar_bg - - - - - - -
diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_hud.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_hud.xml deleted file mode 100644 index 64f62ce9b..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_hud.xml +++ /dev/null @@ -1,39 +0,0 @@ - - - - - - - - - ui_hud_icon_artefact - - - - - - - ui_inGame2_companion_hud_slot - - - ui_inGame2_companion_danger_indicator - - - - - - - - - ui_inGame2_companion_health_bar - - - ui_inGame2_companion_health_bar - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_inventory.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_inventory.xml deleted file mode 100644 index c04b6aa99..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_inventory.xml +++ /dev/null @@ -1,685 +0,0 @@ - - - - - - - ui_inGame2_left_side_16 - - - - - - - - - - - - - - - - - - - - - - - - - - ui_total_weight - - - - - - - - - - putall_button - ui_inGame2_inventory_button - ui_st_put_all - - - - - - - - - - ui_inGame2_center_trade_devider_16 - - ui_total_price - - - - - - - - - trade_sell_button - ui_inGame2_inventory_button - ui_st_sell - - - - - - - - - - - - - - - - - - - - ui_upgrade_arrow2 - - - ui_button_inv_h - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_weapon_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_weapon_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - - - - ui_inGame2_armor_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_helmet_highlighter - - - - ui_svui_condition_bar - - - - - ui_inGame2_helmet_blocker - - - - - - ui_inGame2_helmet_highlighter - - - - ui_svui_condition_bar - - - - - ui_inGame2_helmet_blocker - - - - - - - - - - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - - - - - - - - - - ui_inGame2_quick_item_highlighter - - - quick_use_str_1 - - - - - - ui_inGame2_quick_item_highlighter - - - quick_use_str_2 - - - - - - ui_inGame2_quick_item_highlighter - - - quick_use_str_3 - - - - - - ui_inGame2_quick_item_highlighter - - - quick_use_str_4 - - - - - - ui_item_picker_background - - - - - ui_inGame2_btn_sort_all - - - - - - - ui_inGame2_btn_sort_weapon - - - - - - - ui_inGame2_btn_sort_outfit - - - - - - - ui_inGame2_btn_sort_ammo - - - - - - - ui_inGame2_btn_sort_arty - - - - - - - ui_inGame2_btn_sort_utility - - - - - - - ui_inGame2_btn_sort_food - - - - - - - ui_inGame2_btn_sort_meds - - - - - - - ui_inGame2_btn_sort_upgrades - - - - - - - ui_inGame2_btn_sort_misc - - - - - - - - - - ui_inGame2_hint_wnd_main_window - - - - - - - - - - - - - - - ui_inGame2_inventory_health_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - none.dds - - - ui_inGame2_inventory_progress_bar - - - - - - none.dds - - - ui_inGame2_inventory_progress_bar - - - - - - none.dds - - - ui_inGame2_inventory_progress_bar - - - - - - - - - ui_inGame2_repair_panel_16 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_total_weight - - - - - - - - - - takeall_button - ui_inGame2_inventory_button - ui_st_take_all - - - - - - - - - - ui_inGame2_center_trade_devider_16 - - ui_total_price - - - - - - - - - trade_buy_button - ui_inGame2_inventory_button - ui_st_buy - - - - - - - - - - - - - ui_inGame2_repair_panel_16 - - - - - - - - - - - - - - - - - - - - - - - repair_button - ui_bt_repair - ui_repair_button_hint - - - - - - - - - - - - - - - - - - - - - ui_button_upgr - - - - - - - - ui_inGame2_hint_wnd_main_window - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_inventory_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_inventory_16.xml deleted file mode 100644 index c04b6aa99..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_inventory_16.xml +++ /dev/null @@ -1,685 +0,0 @@ - - - - - - - ui_inGame2_left_side_16 - - - - - - - - - - - - - - - - - - - - - - - - - - ui_total_weight - - - - - - - - - - putall_button - ui_inGame2_inventory_button - ui_st_put_all - - - - - - - - - - ui_inGame2_center_trade_devider_16 - - ui_total_price - - - - - - - - - trade_sell_button - ui_inGame2_inventory_button - ui_st_sell - - - - - - - - - - - - - - - - - - - - ui_upgrade_arrow2 - - - ui_button_inv_h - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_weapon_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_weapon_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - - - - ui_inGame2_armor_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_detector_highlighter - - - - ui_svui_condition_bar - - - - - - - - ui_inGame2_helmet_highlighter - - - - ui_svui_condition_bar - - - - - ui_inGame2_helmet_blocker - - - - - - ui_inGame2_helmet_highlighter - - - - ui_svui_condition_bar - - - - - ui_inGame2_helmet_blocker - - - - - - - - - - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - ui_inGame2_artefakt_highlighter - - - - ui_inGame2_artefact_blocker - - - - - - - - - - - - - - - ui_inGame2_quick_item_highlighter - - - quick_use_str_1 - - - - - - ui_inGame2_quick_item_highlighter - - - quick_use_str_2 - - - - - - ui_inGame2_quick_item_highlighter - - - quick_use_str_3 - - - - - - ui_inGame2_quick_item_highlighter - - - quick_use_str_4 - - - - - - ui_item_picker_background - - - - - ui_inGame2_btn_sort_all - - - - - - - ui_inGame2_btn_sort_weapon - - - - - - - ui_inGame2_btn_sort_outfit - - - - - - - ui_inGame2_btn_sort_ammo - - - - - - - ui_inGame2_btn_sort_arty - - - - - - - ui_inGame2_btn_sort_utility - - - - - - - ui_inGame2_btn_sort_food - - - - - - - ui_inGame2_btn_sort_meds - - - - - - - ui_inGame2_btn_sort_upgrades - - - - - - - ui_inGame2_btn_sort_misc - - - - - - - - - - ui_inGame2_hint_wnd_main_window - - - - - - - - - - - - - - - ui_inGame2_inventory_health_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - - - ui_inGame2_inventory_progress_bar - - - - - - none.dds - - - ui_inGame2_inventory_progress_bar - - - - - - none.dds - - - ui_inGame2_inventory_progress_bar - - - - - - none.dds - - - ui_inGame2_inventory_progress_bar - - - - - - - - - ui_inGame2_repair_panel_16 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ui_total_weight - - - - - - - - - - takeall_button - ui_inGame2_inventory_button - ui_st_take_all - - - - - - - - - - ui_inGame2_center_trade_devider_16 - - ui_total_price - - - - - - - - - trade_buy_button - ui_inGame2_inventory_button - ui_st_buy - - - - - - - - - - - - - ui_inGame2_repair_panel_16 - - - - - - - - - - - - - - - - - - - - - - - repair_button - ui_bt_repair - ui_repair_button_hint - - - - - - - - - - - - - - - - - - - - - ui_button_upgr - - - - - - - - ui_inGame2_hint_wnd_main_window - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_item_detail.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_item_detail.xml deleted file mode 100644 index 7238467a0..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_item_detail.xml +++ /dev/null @@ -1 +0,0 @@ -#include "ui\ui_item_detail_16.xml" \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_item_detail_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_item_detail_16.xml deleted file mode 100644 index 5628595ff..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_item_detail_16.xml +++ /dev/null @@ -1,70 +0,0 @@ - - - - ui_itm_details - - - - - - - ui_mm_back - ui_inGame2_inventory_button - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - ui_itm_line - - - - - - - - - - - - - - - - - - - - - ui_button_upgr - - - - - -
-
diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mcm.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mcm.xml deleted file mode 100644 index 6f32b04e9..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mcm.xml +++ /dev/null @@ -1 +0,0 @@ -#include "ui\ui_mcm_16.xml" \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mcm_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mcm_16.xml deleted file mode 100644 index db561d66b..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mcm_16.xml +++ /dev/null @@ -1,237 +0,0 @@ - - - - - - - ui\enhancedGUI_17 - - - ui\enhancedGUI\gui_overlay - - - logoSTALKER - - - logoINC - - - logo_AMCM - - - -
- - - - - - - - - - - - - - - - - - - - - - - - ui_icons_PDA_tooltips - - - ui_icons_PDA_tooltips - - - ui_icons_PDA_tooltips - - - - ui_mm_preset - - - - ui_inGame2_edit_box_2 - - - - - - - - - - - ui_mm_apply - ui_button_ordinary - - - - - - - - - ui_mm_reset - ui_button_ordinary - - - - - - - - - ui_mm_default - ui_button_ordinary - - - - - - - - - ui_mm_cancel - ui_button_ordinary - - - - - - - - - - - - - ui_icons_PDA_dialog_frame - -
- - - - ui_checkbox_TabLED - - - - - - - - - - - - ui_button_ordinary - - - ui_mm_btn_apply_all - - - ui_stroketextbox - - - ui_button_inv - - - - - - ui_stroketextbox - - - ui_button_inv - - - - - - ui_inGame2_opt_slider_bar_back - - - - - - - - - - - - - - - - - - - - - ui_inGame2_opt_slider_bar_back - - - - - - - ui_inGame2_opt_slider_bar_back - - - - - ui_inGame2_checkbox - - - - - - - - - - - - - ui_inGame2_edit_box_2 - - - - - - - - - - - ui\ui_console - - - - - - ui_radio - - - - - - - - - ui_inGame2_checkbox - - - - - - -
\ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_faction_select.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_faction_select.xml deleted file mode 100644 index f086bfd5c..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_faction_select.xml +++ /dev/null @@ -1,390 +0,0 @@ - - - - - - - ui\enhancedGUI_17 - - - ui\enhancedGUI\gui_overlay - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\azazel_mode - - - ui\enhancedGUI\portrait_border - - - ui\enhancedGUI\ico_campfire - - - ui\enhancedGUI\ico_loadout - - - - logoSTALKER - - - logoINC - - - - - - - - - - - - - - - - st_mm_new_game_character - - - st_mm_new_game_options - - - st_mm_new_game_inventory - - - st_mm_new_game_loadout - - - - - st_mm_btn_new_game_faction - ui_inGame2_inventory_button - - - - - - - - - - - - - - - - - - - st_mm_btn_new_game_icon - ui_inGame2_inventory_button - - - - - - - - - - st_mm_new_game_name - - - - - - - st_mm_new_game_money - - - - - - - st_mm_new_game_points_left - - - - - - - ui_new_game_btn_checkbox - - - - st_mm_new_game_points_used - - - - - - - - - - - - - - - - - - - - - st_mm_btn_new_game_submit - ui_button_ordinary - - - - - - - - - st_mm_btn_new_game_rand - ui_button_ordinary - - - - - - - - - st_mm_btn_new_game_back - ui_button_ordinary - - - - - - - - - - - - - - - - - - - - - st_cap_list_difficulty - - - - - - - - - - st_cap_list_economy - - - - - - - - - - - - - st_cap_check_story - - - ui_inGame2_checkbox - - - - st_cap_check_azazel_mode - - - ui_inGame2_checkbox - - - - st_cap_check_survival - - - ui_inGame2_checkbox - - - - st_cap_check_routes - - - ui_inGame2_checkbox - - - - st_cap_check_warfare - - - ui_inGame2_checkbox - - - st_cap_check_hardcore - - - ui_inGame2_checkbox - - - st_cap_list_hardcore_lives - - - - - - - - - - - st_cap_list_hardcore_regen - - - - - - - - - - - st_cap_check_drx - - - ui_inGame2_checkbox - - - - st_cap_check_campfire - - - ui_inGame2_checkbox - - - - st_cap_check_conditions - - - ui_inGame2_checkbox - - - - st_cap_list_timer - - - - - - - - - - - - - - ui_new_game_black_back - - - - - ui_new_game_black_back - - - - - st_mm_new_game_faction - - - - - - - ui_new_game_btn_stalker - - - ui_new_game_btn_bandit - - - ui_new_game_btn_csky - - - ui_new_game_btn_dolg - - - ui_new_game_btn_freedom - - - ui_new_game_btn_killer - - - ui_new_game_btn_army - - - ui_new_game_btn_ecolog - - - ui_new_game_btn_monolith - - - ui_new_game_btn_renegade - - - ui_new_game_btn_greh - - - ui_new_game_btn_isg - - - - - - - ui_new_game_black_back - - - - - ui_new_game_black_back - - - - - st_mm_new_game_icon - - - - - - - - ui_new_game_btn_icon - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_faction_select_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_faction_select_16.xml deleted file mode 100644 index f086bfd5c..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_faction_select_16.xml +++ /dev/null @@ -1,390 +0,0 @@ - - - - - - - ui\enhancedGUI_17 - - - ui\enhancedGUI\gui_overlay - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\azazel_mode - - - ui\enhancedGUI\portrait_border - - - ui\enhancedGUI\ico_campfire - - - ui\enhancedGUI\ico_loadout - - - - logoSTALKER - - - logoINC - - - - - - - - - - - - - - - - st_mm_new_game_character - - - st_mm_new_game_options - - - st_mm_new_game_inventory - - - st_mm_new_game_loadout - - - - - st_mm_btn_new_game_faction - ui_inGame2_inventory_button - - - - - - - - - - - - - - - - - - - st_mm_btn_new_game_icon - ui_inGame2_inventory_button - - - - - - - - - - st_mm_new_game_name - - - - - - - st_mm_new_game_money - - - - - - - st_mm_new_game_points_left - - - - - - - ui_new_game_btn_checkbox - - - - st_mm_new_game_points_used - - - - - - - - - - - - - - - - - - - - - st_mm_btn_new_game_submit - ui_button_ordinary - - - - - - - - - st_mm_btn_new_game_rand - ui_button_ordinary - - - - - - - - - st_mm_btn_new_game_back - ui_button_ordinary - - - - - - - - - - - - - - - - - - - - - st_cap_list_difficulty - - - - - - - - - - st_cap_list_economy - - - - - - - - - - - - - st_cap_check_story - - - ui_inGame2_checkbox - - - - st_cap_check_azazel_mode - - - ui_inGame2_checkbox - - - - st_cap_check_survival - - - ui_inGame2_checkbox - - - - st_cap_check_routes - - - ui_inGame2_checkbox - - - - st_cap_check_warfare - - - ui_inGame2_checkbox - - - st_cap_check_hardcore - - - ui_inGame2_checkbox - - - st_cap_list_hardcore_lives - - - - - - - - - - - st_cap_list_hardcore_regen - - - - - - - - - - - st_cap_check_drx - - - ui_inGame2_checkbox - - - - st_cap_check_campfire - - - ui_inGame2_checkbox - - - - st_cap_check_conditions - - - ui_inGame2_checkbox - - - - st_cap_list_timer - - - - - - - - - - - - - - ui_new_game_black_back - - - - - ui_new_game_black_back - - - - - st_mm_new_game_faction - - - - - - - ui_new_game_btn_stalker - - - ui_new_game_btn_bandit - - - ui_new_game_btn_csky - - - ui_new_game_btn_dolg - - - ui_new_game_btn_freedom - - - ui_new_game_btn_killer - - - ui_new_game_btn_army - - - ui_new_game_btn_ecolog - - - ui_new_game_btn_monolith - - - ui_new_game_btn_renegade - - - ui_new_game_btn_greh - - - ui_new_game_btn_isg - - - - - - - ui_new_game_black_back - - - - - ui_new_game_black_back - - - - - st_mm_new_game_icon - - - - - - - - ui_new_game_btn_icon - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_load_dlg_16.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_load_dlg_16.xml deleted file mode 100644 index de5383567..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_load_dlg_16.xml +++ /dev/null @@ -1,86 +0,0 @@ - - - - - - - ui\enhancedGUI_17 - - - ui\enhancedGUI\gui_overlay - - - ui\enhancedGUI\ui_inc_line - - - ui\enhancedGUI\ui_inc_line - - - logoSTALKER - - - logoINC - - - - -
- - - -
- - - ui_mm_load_game - - - ui\ui_noise - - - ui_inGame2_picture_window - - - - - - - - - ui_inGame2_servers_list_frame - - - - - - - ui_button_ordinary - ui_mm_load - - - - - - - - - ui_button_ordinary - ui_mm_delete - - - - - - - - - ui_button_ordinary - ui_mm_cancel - - - - - - - - - \ No newline at end of file diff --git a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_main.xml b/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_main.xml deleted file mode 100644 index 96d121023..000000000 --- a/mods/Enhanced Graphical User Interface/gamedata/configs/ui/ui_mm_main.xml +++ /dev/null @@ -1,144 +0,0 @@ - - - - - - - ui\enhancedGUI_17 - - - ui\enhancedGUI\ui_inc_overlay_shadow - - - ui\enhancedGUI\ui_inc_version - - - ui\enhancedGUI\ui_inc_panel - - - ui\enhancedGUI\ui_inc_bottom - - - logoSTALKER - - - logoMODDB - - - logoGSC - - - logoINC - - - logo_AMCM - - - - - - - - ui_inGame2_slider - - ui_magnifier2 - 0 - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/talk_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/talk_16.xml new file mode 100644 index 000000000..eaed07f19 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/talk_16.xml @@ -0,0 +1,87 @@ + +
+ + ui_inGame2_dialog_main_window + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/talk_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/talk_21.xml new file mode 100644 index 000000000..72fd5d80f --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/talk_21.xml @@ -0,0 +1,87 @@ + +
+ + ui_inGame2_dialog_main_window + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/ui_icon_equipment.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/ui_icon_equipment.xml new file mode 100644 index 000000000..53e052e5f --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/ui_icon_equipment.xml @@ -0,0 +1,6 @@ + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_cond_bars.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_cond_bars.xml new file mode 100644 index 000000000..828e5c5ff --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_cond_bars.xml @@ -0,0 +1,19 @@ + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_factions.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_factions.xml new file mode 100644 index 000000000..e993884f4 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_factions.xml @@ -0,0 +1,50 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_pda.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_pda.xml new file mode 100644 index 000000000..e040d78c2 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_pda.xml @@ -0,0 +1,11 @@ + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_ranks.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_ranks.xml new file mode 100644 index 000000000..6da33e867 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_actor_ranks.xml @@ -0,0 +1,43 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_inventory_cell_blockers.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_inventory_cell_blockers.xml new file mode 100644 index 000000000..655491519 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_inventory_cell_blockers.xml @@ -0,0 +1,7 @@ + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_new_game.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_new_game.xml new file mode 100644 index 000000000..17325433c --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_new_game.xml @@ -0,0 +1,125 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_pda_notify_icon.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_pda_notify_icon.xml new file mode 100644 index 000000000..288af82bf --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_pda_notify_icon.xml @@ -0,0 +1,6 @@ + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_psy_bar.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_psy_bar.xml new file mode 100644 index 000000000..a175614b6 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_psy_bar.xml @@ -0,0 +1,5 @@ + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_rework_textures_desrc.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_rework_textures_desrc.xml new file mode 100644 index 000000000..88378d041 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/textures_descr/z_ui_rework_textures_desrc.xml @@ -0,0 +1,466 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_body_health.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_body_health.xml new file mode 100644 index 000000000..0f3188c93 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_body_health.xml @@ -0,0 +1,93 @@ + + + + ui_hud_bhs_stamina + + + + + ui_hud_bhs_health + + + + + + ui_hud_bhs_bar + + + + + + ui_hud_bhs_bar_green + + + + + + ui_hud_bhs_bar_blue + + + + + + + + ui_hud_bhs_stamina + + + + + ui_hud_bhs_health + + + + + + ui_hud_bhs_bar + + + + + + ui_hud_bhs_bar_green + + + + + + ui_hud_bhs_bar_blue + + + + + + + + ui_hud_bhs_stamina + + + + + ui_hud_bhs_health + + + + + + ui_hud_bhs_bar + + + + + + ui_hud_bhs_bar_green + + + + + + ui_hud_bhs_bar_blue + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_body_health_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_body_health_21.xml new file mode 100644 index 000000000..29ee42dbc --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_body_health_21.xml @@ -0,0 +1,93 @@ + + + + ui_hud_bhs_stamina + + + + + ui_hud_bhs_health + + + + + + ui_hud_bhs_bar + + + + + + ui_hud_bhs_bar_green + + + + + + ui_hud_bhs_bar_blue + + + + + + + + ui_hud_bhs_stamina + + + + + ui_hud_bhs_health + + + + + + ui_hud_bhs_bar + + + + + + ui_hud_bhs_bar_green + + + + + + ui_hud_bhs_bar_blue + + + + + + + + ui_hud_bhs_stamina + + + + + ui_hud_bhs_health + + + + + + ui_hud_bhs_bar + + + + + + ui_hud_bhs_bar_green + + + + + + ui_hud_bhs_bar_blue + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars.xml new file mode 100644 index 000000000..72b1112c3 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars.xml @@ -0,0 +1,19 @@ + + + + ui_svui_condition_bar + + + ui_svui_condition_bar + + + + + + ui_svui_uses_bar + + + ui_svui_uses_bar + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars_16.xml new file mode 100644 index 000000000..4ef187fb4 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars_16.xml @@ -0,0 +1,19 @@ + + + + ui_svui_condition_bar + + + ui_svui_condition_bar + + + + + + ui_svui_uses_bar + + + ui_svui_uses_bar + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars_21.xml new file mode 100644 index 000000000..88d733c51 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_condition_bars_21.xml @@ -0,0 +1,19 @@ + + + + ui_svui_condition_bar + + + ui_svui_condition_bar + + + + + + ui_svui_uses_bar + + + ui_svui_uses_bar + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_custom_msgs.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_custom_msgs.xml new file mode 100644 index 000000000..5d8458c70 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_custom_msgs.xml @@ -0,0 +1,1271 @@ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_hud_timer_games + + + + + + + + + + + + + + + + + + + ui_frame_error_sign_alarm + + + + car\trabantnoise + + + + act\act_controller_hit + + + + act\act_controller_hit1 + + + + controller\controller_blood_01 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + st_autosave + + + + + + + + gun_jammed + + + + cant_walk + + + + cant_walk_weight + + + + st_not_enough_money + + + + st_not_enough_money + + + + can_use_weapon_now + + + + st_not_enough_money + + + + st_not_enough_money_npc + + + + ui\ui_cm_connection_error + + + cur_num + + + + + ui\ui_cm_connection_error + + + cur_num + + + + + ui\ui_cm_connection_error + + + cur_num + + + + + ui\ui_cm_connection_error + + + cur_num + + + + + + + ui_sega_healph + + + + ui_sega_healph + + + + + ui_hud_timer_games + + + + + + + + + ui_hud_timer_games + + + + ui_hud_points_count + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + intro\intro_back + + + + + + + + + + + + + + + + + + dinamic_hud\hud_vingette + + + + shaders\gasmasks\mask_nm_1 + + + shaders\gasmasks\mask_nm_2 + + + shaders\gasmasks\mask_nm_3 + + + shaders\gasmasks\mask_nm_4 + + + shaders\gasmasks\mask_nm_5 + + + shaders\gasmasks\mask_nm_6 + + + shaders\gasmasks\mask_nm_7 + + + shaders\gasmasks\mask_nm_8 + + + shaders\gasmasks\mask_nm_9 + + + shaders\gasmasks\mask_nm_10 + + + shaders\gasmasks\mask_nm_10 + + + shaders\gasmasks\mask_nm_10 + + + + + dinamic_hud\hud_gas1 + + + dinamic_hud\hud_gas2 + + + dinamic_hud\hud_gas3 + + + dinamic_hud\hud_gas4 + + + dinamic_hud\hud_gas5 + + + dinamic_hud\hud_gas6 + + + dinamic_hud\hud_gas7 + + + dinamic_hud\hud_gas8 + + + dinamic_hud\hud_gas9 + + + dinamic_hud\hud_gas10 + + + dinamic_hud\hud_gas11 + + + dinamic_hud\hud_gas12 + + + dinamic_hud\hud_prot1 + + + dinamic_hud\hud_prot2 + + + dinamic_hud\hud_prot3 + + + dinamic_hud\hud_prot4 + + + dinamic_hud\hud_prot5 + + + dinamic_hud\hud_prot6 + + + dinamic_hud\hud_prot7 + + + dinamic_hud\hud_prot8 + + + dinamic_hud\hud_prot9 + + + dinamic_hud\hud_prot10 + + + dinamic_hud\hud_prot11 + + + dinamic_hud\hud_prot12 + + + dinamic_hud\hud_hard1 + + + dinamic_hud\hud_hard2 + + + dinamic_hud\hud_hard3 + + + dinamic_hud\hud_hard4 + + + dinamic_hud\hud_hard5 + + + dinamic_hud\hud_hard6 + + + dinamic_hud\hud_hard7 + + + dinamic_hud\hud_hard8 + + + dinamic_hud\hud_hard9 + + + dinamic_hud\hud_hard10 + + + dinamic_hud\hud_hard11 + + + dinamic_hud\hud_hard12 + + + dinamic_hud\hud_sci1 + + + dinamic_hud\hud_sci2 + + + dinamic_hud\hud_sci3 + + + dinamic_hud\hud_sci4 + + + dinamic_hud\hud_sci5 + + + dinamic_hud\hud_sci6 + + + dinamic_hud\hud_sci7 + + + dinamic_hud\hud_sci8 + + + dinamic_hud\hud_sci9 + + + dinamic_hud\hud_sci10 + + + dinamic_hud\hud_sci11 + + + dinamic_hud\hud_sci12 + + + dinamic_hud\hud_tact1 + + + dinamic_hud\hud_tact2 + + + dinamic_hud\hud_tact3 + + + dinamic_hud\hud_tact4 + + + dinamic_hud\hud_tact5 + + + dinamic_hud\hud_tact6 + + + dinamic_hud\hud_tact7 + + + dinamic_hud\hud_tact8 + + + dinamic_hud\hud_tact9 + + + dinamic_hud\hud_tact10 + + + dinamic_hud\hud_tact11 + + + dinamic_hud\hud_tact12 + + + dinamic_hud\hud_exo1 + + + dinamic_hud\hud_exo2 + + + dinamic_hud\hud_exo3 + + + dinamic_hud\hud_exo4 + + + dinamic_hud\hud_exo5 + + + dinamic_hud\hud_exo6 + + + dinamic_hud\hud_exo7 + + + dinamic_hud\hud_exo8 + + + dinamic_hud\hud_exo9 + + + dinamic_hud\hud_exo10 + + + dinamic_hud\hud_exo11 + + + dinamic_hud\hud_exo12 + + + + + dinamic_hud\blood1 + + + dinamic_hud\blood2 + + + dinamic_hud\blood3 + + + dinamic_hud\blood4 + + + dinamic_hud\blood5 + + + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + + + + + + + ui_inGame2_triangle_Radiation_green + + + ui_inGame2_triangle_Radiation_yellow + + + ui_inGame2_triangle_Radiation_orange + + + ui_inGame2_triangle_Radiation_red + + + + ui_inGame2_triangle_Biological_green + + + ui_inGame2_triangle_Biological_yellow + + + ui_inGame2_triangle_Biological_orange + + + ui_inGame2_triangle_Biological_red + + + + ui_inGame2_triangle_Psy_green + + + ui_inGame2_triangle_Psy_yellow + + + ui_inGame2_triangle_Psy_orange + + + ui_inGame2_triangle_Psy_red + + + + + ui_inGame2_triangle_Radiation_green + + + ui_inGame2_triangle_Radiation_yellow + + + ui_inGame2_triangle_Radiation_orange + + + ui_inGame2_triangle_Radiation_red + + + + ui_inGame2_triangle_Biological_green + + + ui_inGame2_triangle_Biological_yellow + + + ui_inGame2_triangle_Biological_orange + + + ui_inGame2_triangle_Biological_red + + + + ui_inGame2_triangle_Psy_green + + + ui_inGame2_triangle_Psy_yellow + + + ui_inGame2_triangle_Psy_orange + + + ui_inGame2_triangle_Psy_red + + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + + + + shaders\gasmasks\mask_nm_1 + + + + + + + + + + + ui_hud_bhs_bg + + + + + ui_hud_bhs_bgm + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_hud_bhs_stamina_bg + + + + + ui_hud_bhs_health_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + + + + + + + ui_hud_bhs_bg + + + + + ui_hud_bhs_bgm + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_hud_bhs_stamina_bg + + + + + ui_hud_bhs_health_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + + + + + + + ui_hud_bhs_bg + + + + + ui_hud_bhs_bgm + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_hud_bhs_stamina_bg + + + + + ui_hud_bhs_health_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + + +
diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_custom_msgs_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_custom_msgs_21.xml new file mode 100644 index 000000000..39997d0ea --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_custom_msgs_21.xml @@ -0,0 +1,1271 @@ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_hud_timer_games + + + + + + + + + + + + + + + + + + + ui_frame_error_sign_alarm + + + + car\trabantnoise + + + + act\act_controller_hit + + + + act\act_controller_hit1 + + + + controller\controller_blood_01 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + st_autosave + + + + + + + + gun_jammed + + + + cant_walk + + + + cant_walk_weight + + + + st_not_enough_money + + + + st_not_enough_money + + + + can_use_weapon_now + + + + st_not_enough_money + + + + st_not_enough_money_npc + + + + ui\ui_cm_connection_error + + + cur_num + + + + + ui\ui_cm_connection_error + + + cur_num + + + + + ui\ui_cm_connection_error + + + cur_num + + + + + ui\ui_cm_connection_error + + + cur_num + + + + + + + ui_sega_healph + + + + ui_sega_healph + + + + + ui_hud_timer_games + + + + + + + + + ui_hud_timer_games + + + + ui_hud_points_count + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + intro\intro_back + + + + + + + + + + + + + + + + + + dinamic_hud\hud_vingette + + + + shaders\gasmasks\mask_nm_1 + + + shaders\gasmasks\mask_nm_2 + + + shaders\gasmasks\mask_nm_3 + + + shaders\gasmasks\mask_nm_4 + + + shaders\gasmasks\mask_nm_5 + + + shaders\gasmasks\mask_nm_6 + + + shaders\gasmasks\mask_nm_7 + + + shaders\gasmasks\mask_nm_8 + + + shaders\gasmasks\mask_nm_9 + + + shaders\gasmasks\mask_nm_10 + + + shaders\gasmasks\mask_nm_10 + + + shaders\gasmasks\mask_nm_10 + + + + + dinamic_hud\hud_gas1 + + + dinamic_hud\hud_gas2 + + + dinamic_hud\hud_gas3 + + + dinamic_hud\hud_gas4 + + + dinamic_hud\hud_gas5 + + + dinamic_hud\hud_gas6 + + + dinamic_hud\hud_gas7 + + + dinamic_hud\hud_gas8 + + + dinamic_hud\hud_gas9 + + + dinamic_hud\hud_gas10 + + + dinamic_hud\hud_gas11 + + + dinamic_hud\hud_gas12 + + + dinamic_hud\hud_prot1 + + + dinamic_hud\hud_prot2 + + + dinamic_hud\hud_prot3 + + + dinamic_hud\hud_prot4 + + + dinamic_hud\hud_prot5 + + + dinamic_hud\hud_prot6 + + + dinamic_hud\hud_prot7 + + + dinamic_hud\hud_prot8 + + + dinamic_hud\hud_prot9 + + + dinamic_hud\hud_prot10 + + + dinamic_hud\hud_prot11 + + + dinamic_hud\hud_prot12 + + + dinamic_hud\hud_hard1 + + + dinamic_hud\hud_hard2 + + + dinamic_hud\hud_hard3 + + + dinamic_hud\hud_hard4 + + + dinamic_hud\hud_hard5 + + + dinamic_hud\hud_hard6 + + + dinamic_hud\hud_hard7 + + + dinamic_hud\hud_hard8 + + + dinamic_hud\hud_hard9 + + + dinamic_hud\hud_hard10 + + + dinamic_hud\hud_hard11 + + + dinamic_hud\hud_hard12 + + + dinamic_hud\hud_sci1 + + + dinamic_hud\hud_sci2 + + + dinamic_hud\hud_sci3 + + + dinamic_hud\hud_sci4 + + + dinamic_hud\hud_sci5 + + + dinamic_hud\hud_sci6 + + + dinamic_hud\hud_sci7 + + + dinamic_hud\hud_sci8 + + + dinamic_hud\hud_sci9 + + + dinamic_hud\hud_sci10 + + + dinamic_hud\hud_sci11 + + + dinamic_hud\hud_sci12 + + + dinamic_hud\hud_tact1 + + + dinamic_hud\hud_tact2 + + + dinamic_hud\hud_tact3 + + + dinamic_hud\hud_tact4 + + + dinamic_hud\hud_tact5 + + + dinamic_hud\hud_tact6 + + + dinamic_hud\hud_tact7 + + + dinamic_hud\hud_tact8 + + + dinamic_hud\hud_tact9 + + + dinamic_hud\hud_tact10 + + + dinamic_hud\hud_tact11 + + + dinamic_hud\hud_tact12 + + + dinamic_hud\hud_exo1 + + + dinamic_hud\hud_exo2 + + + dinamic_hud\hud_exo3 + + + dinamic_hud\hud_exo4 + + + dinamic_hud\hud_exo5 + + + dinamic_hud\hud_exo6 + + + dinamic_hud\hud_exo7 + + + dinamic_hud\hud_exo8 + + + dinamic_hud\hud_exo9 + + + dinamic_hud\hud_exo10 + + + dinamic_hud\hud_exo11 + + + dinamic_hud\hud_exo12 + + + + + dinamic_hud\blood1 + + + dinamic_hud\blood2 + + + dinamic_hud\blood3 + + + dinamic_hud\blood4 + + + dinamic_hud\blood5 + + + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath1 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath2 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath5 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + dinamic_hud\breath3 + + + + + + + + + ui_inGame2_triangle_Radiation_green + + + ui_inGame2_triangle_Radiation_yellow + + + ui_inGame2_triangle_Radiation_orange + + + ui_inGame2_triangle_Radiation_red + + + + ui_inGame2_triangle_Biological_green + + + ui_inGame2_triangle_Biological_yellow + + + ui_inGame2_triangle_Biological_orange + + + ui_inGame2_triangle_Biological_red + + + + ui_inGame2_triangle_Psy_green + + + ui_inGame2_triangle_Psy_yellow + + + ui_inGame2_triangle_Psy_orange + + + ui_inGame2_triangle_Psy_red + + + + + ui_inGame2_triangle_Radiation_green + + + ui_inGame2_triangle_Radiation_yellow + + + ui_inGame2_triangle_Radiation_orange + + + ui_inGame2_triangle_Radiation_red + + + + ui_inGame2_triangle_Biological_green + + + ui_inGame2_triangle_Biological_yellow + + + ui_inGame2_triangle_Biological_orange + + + ui_inGame2_triangle_Biological_red + + + + ui_inGame2_triangle_Psy_green + + + ui_inGame2_triangle_Psy_yellow + + + ui_inGame2_triangle_Psy_orange + + + ui_inGame2_triangle_Psy_red + + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + dinamic_hud\water + + + + + + shaders\gasmasks\mask_nm_1 + + + + + + + + + + + ui_hud_bhs_bg + + + + + ui_hud_bhs_bgm + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_hud_bhs_stamina_bg + + + + + ui_hud_bhs_health_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + + + + + + + ui_hud_bhs_bg + + + + + ui_hud_bhs_bgm + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_hud_bhs_stamina_bg + + + + + ui_hud_bhs_health_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + + + + + + + ui_hud_bhs_bg + + + + + ui_hud_bhs_bgm + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_hud_bhs_stamina_bg + + + + + ui_hud_bhs_health_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + ui_hud_bhs_bar_bg + + + + + + +
diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_launcher.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_launcher.xml new file mode 100644 index 000000000..b6f944e4b --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_launcher.xml @@ -0,0 +1 @@ +#include "ui\ui_debug_launcher_16.xml" \ No newline at end of file diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_launcher_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_launcher_16.xml new file mode 100644 index 000000000..fa1b08d8f --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_launcher_16.xml @@ -0,0 +1,948 @@ + + + + ui\ui_actor_main_menu_one + + + + + + + ui_icons_PDA_tooltips + + + + + + + + + st_ui_dbg_launcher_console + + + ui_icons_PDA_tooltips + + + + + + + + ui_inGame2_edit_box_2 + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_launcher_target + + + ui_icons_PDA_tooltips + + + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_launcher_action + + + ui_icons_PDA_tooltips + + + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_launcher_toggle + + + ui_icons_PDA_tooltips + + + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_launcher_editor + + + ui_icons_PDA_tooltips + + + + + + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_spawn_type + + + ui_icons_PDA_tooltips + + + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_spawn_list + + + ui_icons_PDA_tooltips + + + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_spawn_icon + + + ui_icons_PDA_tooltips + + + + + + + ui_icons_PDA_tooltips + + + + st_ui_dbg_spawn_inv + + + ui_inGame2_checkbox + + + + st_ui_dbg_spawn_point + + + ui_inGame2_checkbox + + + + st_ui_dbg_spawn_name + + + + ui_inGame2_edit_box_2 + + + st_ui_dbg_spawn_btn + ui_button_ordinary + + + + + + ui_icons_PDA_tooltips + + + + st_ui_dbg_spawn_name + + + + + ui_inGame2_edit_box_2 + + + st_ui_dbg_spawn_btn + ui_button_ordinary + + + + + + ui_icons_PDA_tooltips + + + + st_ui_dbg_spawn_smart + + + ui_inGame2_checkbox + + + + st_ui_dbg_spawn_smart_lvl + + + + + + + + + + + st_ui_dbg_spawn_smart_list + + + + + + + + + + + + + ui_icons_PDA_tooltips + + + + ui_inGame2_checkbox + + + st_ui_dbg_spawn_point + + + + ui_inGame2_checkbox + + + st_ui_dbg_spawn_nearby + + + + + + + ui_icons_PDA_tooltips + + + + st_mm_new_game_faction + + + + ui_new_game_btn_stalker + + + ui_new_game_btn_bandit + + + ui_new_game_btn_csky + + + ui_new_game_btn_dolg + + + ui_new_game_btn_freedom + + + ui_new_game_btn_killer + + + ui_new_game_btn_army + + + ui_new_game_btn_ecolog + + + ui_new_game_btn_monolith + + + ui_new_game_btn_renegade + + + ui_new_game_btn_greh + + + ui_new_game_btn_isg + + + + + + + ui_icons_PDA_tooltips + + + + st_ui_dbg_logic + + + + + + + st_ui_dbg_logic_section + + + + ui_inGame2_edit_box_2 + + + + st_ui_dbg_logic_logic + + + + ui_inGame2_edit_box_2 + + + + st_ui_dbg_logic_file + + + + ui_inGame2_edit_box_2 + + + + st_ui_dbg_logic_set + ui_button_ordinary + + + st_ui_dbg_logic_revert + ui_button_ordinary + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_exec + + + + ui_inGame2_edit_box_2 + + + st_ui_dbg_exec_btn + ui_button_ordinary + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_item_stats + + + st_ui_dbg_item_btn_copy + ui_button_ordinary + + + st_ui_dbg_item_btn_paste + ui_button_ordinary + + + st_ui_dbg_item_btn_apply + ui_button_ordinary + + + st_ui_dbg_item_btn_Reset + ui_button_ordinary + + + + ui_icons_PDA_tooltips + + + + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_item_list + + + ui_icons_PDA_tooltips + + + + + + + + + ui_icons_PDA_tooltips + + + st_ui_dbg_item_compare + + + + + + + + + + + + + + + + + + + + + + ui_inGame2_inventory_health_bar + + + + + ui_inGame2_inventory_health_bar + + + + + ui_inGame2_inventory_health_bar + + + + ui_inGame2_inventory_health_bar + + + ui_button_hl_h + + + + + + + + + + ui_button_hl_h + + + + + + + + ui_icons_PDA_tooltips + + + + + st_ui_dbg_weather_title + + + + + st_ui_dbg_weather_file + ui_button_inv_h + + + + + + + + + + + + st_ui_dbg_weather_time + ui_button_inv_h + + + + ui_inGame2_edit_box_2 + + + + ui_inGame2_edit_box_2 + + + + + + ui_inGame2_btn_editor_copy + + + ui_inGame2_btn_editor_paste + + + ui_inGame2_btn_editor_view + + + ui_inGame2_btn_editor_save + + + ui_inGame2_btn_editor_clear + + + ui_inGame2_btn_editor_resume + + + ui_inGame2_btn_editor_exit + + + ui_inGame2_btn_editor_help + + + + + ui_inGame2_edit_box_2 + + + + ui_itm_line + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + st_ui_dbg_weather_playing + + + ui_icons_PDA_tooltips + + + + + + ui_inGame2_btn_editor_pause + + + ui_inGame2_btn_editor_resume + + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + + + + + ui_icons_PDA_tooltips + + + + + st_ui_dbg_lighting_title + + + + st_ui_dbg_weather_file + + + + + + + + + + + + + + + ui_button_inv_h + + + + + + + + + + + + + + ui_icons_PDA_tooltips + + + + + st_ui_dbg_hud_title + +
+ +
+ + + ui_button_inv_h + + + + ui_itm_line + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + ui_button_hl_h + + + + + ui_itm_line + + + + + ui_inGame2_checkbox + + + st_ui_dbg_hud_ratio + + + + + st_ui_dbg_hud_alignment + ui_button_ordinary + + + + + st_ui_dbg_hud_third_person_mode + ui_button_ordinary + + + + + st_ui_dbg_hud_copy + ui_button_ordinary + + + st_ui_dbg_hud_paste + ui_button_ordinary + + + + + st_ui_dbg_item_btn_apply + ui_button_ordinary + + + + + st_ui_dbg_hud_resume + ui_button_ordinary + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + ui_button_inv_h + + + + ui_upgrade_arrow2 + + + ui_item_count_back + + + + + ui_inGame2_inventory_item_status_bar + + + ui_inGame2_inventory_item_status_bar + + + + + + + + ui_icons_PDA_tooltips + + + + + + + + + ui_icons_PDA_tooltips + + + + + +
diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_main.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_main.xml new file mode 100644 index 000000000..22b6a6095 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_debug_main.xml @@ -0,0 +1,521 @@ + + + + + ui_inGame2_hint_wnd_main_window + + + + ui_inGame2_servers_list_frame + + + + + ui\ui_actor_main_menu_one + + + + + + ui_inGame2_picture_window + + + + + + ui_inGame2_edit_box_2 + + + + + ui_inGame2_marker + + + + ui_inGame2_servers_list_frame + + + + ui_inGame2_anim_list_window + + + + + + + + + +
+ + + +
+ + ui_inGame2_hint_wnd_main_window + + + ui_button_main01 + Attach + + + ui_button_main01 + Save + + + + + + + + + + + + + + + + + + + + + + + + Position Offset + + + + X + + + + ui_inGame2_edit_box_2 + + + + Y + + + + ui_inGame2_edit_box_2 + + + Z + + + + ui_inGame2_edit_box_2 + + + + Angle Offset + + + X + + + + ui_inGame2_edit_box_2 + + + + Y + + + + ui_inGame2_edit_box_2 + + + + Z + + + + ui_inGame2_edit_box_2 + +
+ + + + + + + ui_inGame2_opt_buttons_frame + + + + + HUD Target + + ui_bt_upgrade_border + + + + + Nearest ID + + ui_bt_upgrade_border + + + +
+ + + + + + +
+ + + Quit + ui_button_ordinary + + + + + + + Teleport to Cam + ui_button_ordinary + + + + + + + Animation List on Hud + ui_button_ordinary + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + Mandatory if spawning Squad + + + + + + + + + + ui_inGame2_servers_list_frame + + + + + + ui_inGame2_checkbox + Spawn object on Actor + + + + Spawn Sections + + + + ui_inGame2_edit_box_2 + + + ui_st_mp_create + ui_button_ordinary + + + + + + + Spawn Squad + + + + ui_inGame2_edit_box_2 + + + Smart Name + + + + ui_inGame2_edit_box_2 + + + ui_st_mp_create + ui_button_ordinary + + + + + + + + + ui_inGame2_picture_window + + + + + + + + + + + + + + ui_inGame2_servers_list_frame + + + + + + + X + + + + ui_inGame2_edit_box_2 + + + + Y + + + + ui_inGame2_edit_box_2 + + + + W + + + + ui_inGame2_edit_box_2 + + + + H + + + + ui_inGame2_edit_box_2 + + + + + + + + + + + + X + + + + ui_inGame2_edit_box_2 + + + + Y + + + + ui_inGame2_edit_box_2 + + + + Save + ui_button_ordinary + + + + + + + + + Focus Target ID + + + + ui_inGame2_edit_box_2 + + + + Set + + + + ui_button_ordinary + + + + + + Find Nearest + + + + ui_inGame2_edit_box_2 + + + + Find + ui_button_ordinary + + + + + + + ID + + + + ui_inGame2_edit_box_2 + + + + Active Section + + + + ui_inGame2_edit_box_2 + + + + Active Logic + + + + ui_inGame2_edit_box_2 + + + + INI Filename + + + + ui_inGame2_edit_box_2 + + + + Set + ui_button_ordinary + + + + + + Revert + ui_button_ordinary + + + + + + + ID + + + + ui_inGame2_edit_box_2 + + + Reload INI + ui_button_ordinary + + + + + + + + + Dbl-click to display animation + + + ui_inGame2_servers_list_frame + + + + + + + Dbl-click to Jump to Level + + + ui_inGame2_servers_list_frame + + + + + + Execute String + + + + ui_inGame2_edit_box_2 + + + Execute + ui_button_ordinary + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights.xml new file mode 100644 index 000000000..14ba4ad53 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights.xml @@ -0,0 +1,6 @@ + + + ui_item_count_back2 + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights_16.xml new file mode 100644 index 000000000..341d94ece --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights_16.xml @@ -0,0 +1,6 @@ + + + ui_item_count_back2 + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights_21.xml new file mode 100644 index 000000000..4f7942559 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_demonized_inventory_weights_21.xml @@ -0,0 +1,6 @@ + + + ui_item_count_back2 + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud.xml new file mode 100644 index 000000000..efb26d11a --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud.xml @@ -0,0 +1,14 @@ + + + + + + + + + ui_hud_icon_artefact + + + +#include "ui\ui_hud_companion_list.xml" + \ No newline at end of file diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_16.xml new file mode 100644 index 000000000..e6d99b553 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_16.xml @@ -0,0 +1,14 @@ + + + + + + + + + ui_hud_icon_artefact + + + +#include "ui\ui_hud_companion_list.xml" + \ No newline at end of file diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_21.xml new file mode 100644 index 000000000..ac48862a4 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_21.xml @@ -0,0 +1,14 @@ + + + + + + + + + ui_hud_icon_artefact + + + +#include "ui\ui_hud_companion_list.xml" + \ No newline at end of file diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_companion_list.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_companion_list.xml new file mode 100644 index 000000000..6a13d8d69 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_hud_companion_list.xml @@ -0,0 +1,26 @@ + + + + ui_inGame2_companion_hud_slot + + + ui_inGame2_companion_danger_indicator + + + + + + + + + ui_inGame2_companion_health_bar + + + ui_inGame2_companion_health_bar + + + + + + + \ No newline at end of file diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory.xml new file mode 100644 index 000000000..7fe179a6c --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory.xml @@ -0,0 +1,505 @@ + + + ui\ui_actor_trade_background + + + + + + ui_inGame2_left_side + + + + + + + + + + + + ui_total_weight + + + + + + + + + + + putall_button + + ui_st_put_all + + + + + + + + + + + ui_inGame2_center_trade_devider + + ui_total_price + + + + + + + + + trade_sell_button + ui_button_ordinary + ui_st_sell + + + + + + + + + + + + + + ui_inGame2_inventory_back + + + + + + + + + + ui_upgrade_arrow2 + + + ui_button_inv_h + + + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_knife_cell + + + + + + + ui_inGame2_weapon_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_pistol_cell + + + + + + + ui_inGame2_weapon_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_automatic_cell + + + + + + + ui_inGame2_artefakt_highlighter + + st_equ_grenade_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_binocular_cell + + + + + + + ui_inGame2_artefakt_highlighter + + st_equ_bolt_cell + + + + + + + ui_inGame2_armor_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_outfit_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_pda_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_detector_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_torch_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + + + + + + + + ui_inGame2_helmet_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_helmet_cell + + + ui_inGame2_helmet_blocker + + + + + + + ui_inGame2_helmet_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_backpack_cell + + + ui_inGame2_helmet_blocker + + + + + + + + + + + + + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + + + + + + + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_1 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_2 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_3 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_4 + + + + + + + + + + + ui_item_picker_background + + + + + + + + + + ui_inGame2_left_side + + + + + + + + + + + + + + ui_total_weight + + + + + + + + + + + takeall_button + + ui_st_take_all + + + + + + + + + + + ui_inGame2_center_trade_devider + + ui_total_price + + + + + + + + + trade_buy_button + ui_button_ordinary + ui_st_buy + + + + + + + + + + + + + + ui_inGame2_repair_panel + + + + + + + ui_inGame2_repair_button + + + + + + + + + + + + + + + + + + + + ui_button_upgr + + + + + + + + ui_inGame2_hint_wnd_main_window + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory_16.xml new file mode 100644 index 000000000..5198ebabd --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory_16.xml @@ -0,0 +1,505 @@ + + + ui\ui_actor_trade_background + + + + + + ui_inGame2_left_side_16 + + + + + + + + + + + + ui_total_weight + + + + + + + + + + + putall_button + + ui_st_put_all + + + + + + + + + + + ui_inGame2_center_trade_devider_16 + + ui_total_price + + + + + + + + + trade_sell_button + ui_button_ordinary + ui_st_sell + + + + + + + + + + + + + + ui_inGame2_inventory_back + + + + + + + + + + ui_upgrade_arrow2 + + + ui_button_inv_h + + + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_knife_cell + + + + + + + ui_inGame2_weapon_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_pistol_cell + + + + + + + ui_inGame2_weapon_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_automatic_cell + + + + + + + ui_inGame2_artefakt_highlighter + + st_equ_grenade_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_binocular_cell + + + + + + + ui_inGame2_artefakt_highlighter + + st_equ_bolt_cell + + + + + + + ui_inGame2_armor_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_outfit_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_pda_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_detector_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_torch_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + + + + + + + + ui_inGame2_helmet_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_helmet_cell + + + ui_inGame2_helmet_blocker + + + + + + + ui_inGame2_helmet_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_backpack_cell + + + ui_inGame2_helmet_blocker + + + + + + + + + + + + + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + + + + + + + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_1 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_2 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_3 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_4 + + + + + + + + + + + ui_item_picker_background + + + + + + + + + + ui_inGame2_left_side_16 + + + + + + + + + + + + + + ui_total_weight + + + + + + + + + + + takeall_button + + ui_st_take_all + + + + + + + + + + + ui_inGame2_center_trade_devider_16 + + ui_total_price + + + + + + + + + trade_buy_button + ui_button_ordinary + ui_st_buy + + + + + + + + + + + + + + ui_inGame2_repair_panel_16 + + + + + + + ui_inGame2_repair_button + + + + + + + + + + + + + + + + + + + + ui_button_upgr + + + + + + + + ui_inGame2_hint_wnd_main_window + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory_21.xml new file mode 100644 index 000000000..9d98a4de9 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_inventory_21.xml @@ -0,0 +1,505 @@ + + + ui\ui_actor_trade_background + + + + + + ui_inGame2_left_side_16 + + + + + + + + + + + + ui_total_weight + + + + + + + + + + + putall_button + + ui_st_put_all + + + + + + + + + + + ui_inGame2_center_trade_devider_16 + + ui_total_price + + + + + + + + + trade_sell_button + ui_button_ordinary + ui_st_sell + + + + + + + + + + + + + + ui_inGame2_inventory_back + + + + + + + + + + ui_upgrade_arrow2 + + + ui_button_inv_h + + + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_knife_cell + + + + + + + ui_inGame2_weapon_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_pistol_cell + + + + + + + ui_inGame2_weapon_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_automatic_cell + + + + + + + ui_inGame2_artefakt_highlighter + + st_equ_grenade_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_binocular_cell + + + + + + + ui_inGame2_artefakt_highlighter + + st_equ_bolt_cell + + + + + + + ui_inGame2_armor_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_outfit_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_pda_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_detector_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_torch_cell + + + + + + + ui_inGame2_detector_highlighter + + + + ui_inGame2_inventory_status_bar + + + + + + + + + + ui_inGame2_helmet_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_helmet_cell + + + ui_inGame2_helmet_blocker + + + + + + + ui_inGame2_helmet_highlighter + + + + ui_inGame2_inventory_status_bar + + + st_equ_backpack_cell + + + ui_inGame2_helmet_blocker + + + + + + + + + + + + + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + ui_inGame2_artefakt_highlighter + + + + ui_inGame2_artefact_blocker + + + + + + + + + + + + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_1 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_2 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_3 + + + + + + + ui_inGame2_quick_item_highlighter + + + quick_use_str_4 + + + + + + + + + + + ui_item_picker_background + + + + + + + + + + ui_inGame2_left_side_16 + + + + + + + + + + + + + + ui_total_weight + + + + + + + + + + + takeall_button + + ui_st_take_all + + + + + + + + + + + ui_inGame2_center_trade_devider_16 + + ui_total_price + + + + + + + + + trade_buy_button + ui_button_ordinary + ui_st_buy + + + + + + + + + + + + + + ui_inGame2_repair_panel_16 + + + + + + + ui_inGame2_repair_button + + + + + + + + + + + + + + + + + + + + ui_button_upgr + + + + + + + + ui_inGame2_hint_wnd_main_window + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail.xml new file mode 100644 index 000000000..a679b95ee --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail.xml @@ -0,0 +1,65 @@ + + + + ui_itm_details + + + + + + + ui_button_light + + + + +
+ + + + + + + + + + + + + + + + + + + ui_itm_line + + + + + + + + + + + + + + + + + + + + + ui_button_upgr + + + + ui_inGame2_workshop_item_window_clean_s + + + +
+
diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail_16.xml new file mode 100644 index 000000000..2f67088e0 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail_16.xml @@ -0,0 +1,65 @@ + + + + ui_itm_details + + + + + + + ui_button_light + + + + +
+ + + + + + + + + + + + + + + + + + + ui_itm_line + + + + + + + + + + + + + + + + + + + + + ui_button_upgr + + + + ui_inGame2_workshop_item_window_clean_s + + + +
+
diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail_21.xml new file mode 100644 index 000000000..c0d7d93a9 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_item_detail_21.xml @@ -0,0 +1,65 @@ + + + + ui_itm_details + + + + + + + ui_button_light + + + + +
+ + + + + + + + + + + + + + + + + + + ui_itm_line + + + + + + + + + + + + + + + + + + + + + ui_button_upgr + + + + ui_inGame2_workshop_item_window_clean_s + + + +
+
diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack.xml new file mode 100644 index 000000000..bf06251b0 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack.xml @@ -0,0 +1,22 @@ + + + + ui_inGame2_message_box + + + + + ui_inGame2_edit_box_2 + + + + ui_inv_ok + ui_button_ordinary + + + + ui_inv_cancel + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack_16.xml new file mode 100644 index 000000000..3c3e43bbb --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack_16.xml @@ -0,0 +1,22 @@ + + + + ui_inGame2_message_box + + + + + ui_inGame2_edit_box_2 + + + + ui_inv_ok + ui_button_ordinary + + + + ui_inv_cancel + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack_21.xml new file mode 100644 index 000000000..b4c096ec5 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_backpack_21.xml @@ -0,0 +1,22 @@ + + + + ui_inGame2_message_box + + + + + ui_inGame2_edit_box_2 + + + + ui_inv_ok + ui_button_ordinary + + + + ui_inv_cancel + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook.xml new file mode 100644 index 000000000..cd188ec1b --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook.xml @@ -0,0 +1,85 @@ + + + + ui_inGame2_item_1_background + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_inGame2_item_1_window_clean + + + ui_inGame2_item_1_window + + + ui_inGame2_item_1_window + + + + + + + + + + st_ui_itm_cook_food + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + + + + + + + + + + + ui_inGame2_campfire + + + + + ui_mm_cook + ui_button_ordinary + + + ui_mm_back + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook_16.xml new file mode 100644 index 000000000..90fbc48af --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook_16.xml @@ -0,0 +1,85 @@ + + + + ui_inGame2_item_1_background + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_inGame2_item_1_window_clean + + + ui_inGame2_item_1_window + + + ui_inGame2_item_1_window + + + + + + + + + + st_ui_itm_cook_food + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + + + + + + + + + + + ui_inGame2_campfire + + + + + ui_mm_cook + ui_button_ordinary + + + ui_mm_back + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook_21.xml new file mode 100644 index 000000000..5ee152370 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_cook_21.xml @@ -0,0 +1,85 @@ + + + + ui_inGame2_item_1_background + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_inGame2_item_1_window_clean + + + ui_inGame2_item_1_window + + + ui_inGame2_item_1_window + + + + + + + + + + st_ui_itm_cook_food + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + + + + + + + + + + + ui_inGame2_campfire + + + + + ui_mm_cook + ui_button_ordinary + + + ui_mm_back + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe.xml new file mode 100644 index 000000000..55ac52884 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe.xml @@ -0,0 +1,53 @@ + + + + ui_con_checker_window + + + + + + + +
+ + + + + > + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + ui_button_light_h + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe_16.xml new file mode 100644 index 000000000..eeb80b428 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe_16.xml @@ -0,0 +1,53 @@ + + + + ui_con_checker_window + + + + + + + + + + + + + > + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + ui_button_light_h + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe_21.xml new file mode 100644 index 000000000..e0ce51197 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_recipe_21.xml @@ -0,0 +1,53 @@ + + + + ui_con_checker_window + + + + + + + + + + + + + > + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + ui_button_light_h + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair.xml new file mode 100644 index 000000000..376185d8f --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair.xml @@ -0,0 +1,91 @@ + + + + ui_inGame2_item_1_background + + + + + + + + + + st_ui_itm_repair_base + + + st_ui_itm_cook_fuel + + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + ui_inGame2_campfire + + + + + + + + + + + + + + st_ui_itm_repair_support + + + st_ui_itm_cook_food + + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + + + + + + + + + + + + + + + + + + + + ui_mm_repair + ui_button_ordinary + + + ui_mm_cook + ui_button_ordinary + + + ui_mm_back + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair_16.xml new file mode 100644 index 000000000..e65a08bf0 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair_16.xml @@ -0,0 +1,91 @@ + + + + ui_inGame2_item_1_background + + + + + + + + + + st_ui_itm_repair_base + + + st_ui_itm_cook_fuel + + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + ui_inGame2_campfire + + + + + + + + + + + + + + st_ui_itm_repair_support + + + st_ui_itm_cook_food + + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + + + + + + + + + + + + + + + + + + + + ui_mm_repair + ui_button_ordinary + + + ui_mm_cook + ui_button_ordinary + + + ui_mm_back + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair_21.xml new file mode 100644 index 000000000..734887b50 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_items_repair_21.xml @@ -0,0 +1,91 @@ + + + + ui_inGame2_item_1_background + + + + + + + + + + st_ui_itm_repair_base + + + st_ui_itm_cook_fuel + + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + ui_inGame2_campfire + + + + + + + + + + + + + + st_ui_itm_repair_support + + + st_ui_itm_cook_food + + + + + ui_inGame2_item_1_inv + + + + + ui_inGame2_item_1_box + + + + + + + + + + + + + + + + + + + + + + ui_mm_repair + ui_button_ordinary + + + ui_mm_cook + ui_button_ordinary + + + ui_mm_back + ui_button_ordinary + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm.xml new file mode 100644 index 000000000..d45cdec9a --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm.xml @@ -0,0 +1,204 @@ + + +#include "ui\ui_options_background_16.xml" + + +
+ + ui_options_background + + + + + + + + + + + + + + + + + + + + + + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + + ui_mm_preset + + + + ui_inGame2_edit_box_2 + + + + + + + + + + + ui_mm_apply + ui_button_ordinary + + + ui_mm_reset + ui_button_ordinary + + + ui_mm_default + ui_button_ordinary + + + ui_mm_cancel + ui_button_ordinary + + + + + + + ui_icons_PDA_dialog_frame + +
+ + + + ui_checkbox_TabLED + + + + + + + + + + + + + + + ui_button_ordinary + + + ui_mm_btn_apply_all + + + + ui_stroketextbox + + + ui_button_inv + + + + + + + ui_stroketextbox + + + ui_button_inv + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + + + + + + + + + + + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + ui_inGame2_checkbox + + + + + + + + + + + + + ui_inGame2_edit_box_2 + + + + + + + + + + + ui\ui_console + + + + + + ui_radio + + + + + + + + + ui_radio + + + + + + +
\ No newline at end of file diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm_16.xml new file mode 100644 index 000000000..1e7190ad9 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm_16.xml @@ -0,0 +1,204 @@ + + +#include "ui\ui_options_background_16.xml" + + +
+ + ui_options_background + + + + + + + + + + + + + + + + + + + + + + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + + ui_mm_preset + + + + ui_inGame2_edit_box_2 + + + + + + + + + + + ui_mm_apply + ui_button_ordinary + + + ui_mm_reset + ui_button_ordinary + + + ui_mm_default + ui_button_ordinary + + + ui_mm_cancel + ui_button_ordinary + + + + + + + ui_icons_PDA_dialog_frame + +
+ + + + ui_checkbox_TabLED + + + + + + + + + + + + + + + ui_button_ordinary + + + ui_mm_btn_apply_all + + + + ui_stroketextbox + + + ui_button_inv + + + + + + + ui_stroketextbox + + + ui_button_inv + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + + + + + + + + + + + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + ui_inGame2_checkbox + + + + + + + + + + + + + ui_inGame2_edit_box_2 + + + + + + + + + + + ui\ui_console + + + + + + ui_radio + + + + + + + + + ui_radio + + + + + + +
\ No newline at end of file diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm_21.xml new file mode 100644 index 000000000..ea67dabf9 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mcm_21.xml @@ -0,0 +1,204 @@ + + +#include "ui\ui_options_background_16.xml" + + +
+ + ui_options_background + + + + + + + + + + + + + + + + + + + + + + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + ui_icons_PDA_tooltips + + + + ui_mm_preset + + + + ui_inGame2_edit_box_2 + + + + + + + + + + + ui_mm_apply + ui_button_ordinary + + + ui_mm_reset + ui_button_ordinary + + + ui_mm_default + ui_button_ordinary + + + ui_mm_cancel + ui_button_ordinary + + + + + + + ui_icons_PDA_dialog_frame + +
+ + + + ui_checkbox_TabLED + + + + + + + + + + + + + + + ui_button_ordinary + + + ui_mm_btn_apply_all + + + + ui_stroketextbox + + + ui_button_inv + + + + + + + ui_stroketextbox + + + ui_button_inv + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + + + + + + + + + + + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + + + ui_inGame2_opt_slider_bar_back + + + + + ui_inGame2_checkbox + + + + + + + + + + + + + ui_inGame2_edit_box_2 + + + + + + + + + + + ui\ui_console + + + + + + ui_radio + + + + + + + + + ui_radio + + + + + + +
\ No newline at end of file diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select.xml new file mode 100644 index 000000000..db86b4e21 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select.xml @@ -0,0 +1,333 @@ + + +#include "ui\ui_mm_faction_select_background_16.xml" + + + + + + ui_new_game_back + + + + + + ui_new_game_main + + + + + + st_mm_new_game_character + + + st_mm_new_game_options + + + st_mm_new_game_inventory + + + st_mm_new_game_loadout + + + + st_mm_new_game_name + + + st_mm_new_game_money + + + st_mm_new_game_points_left + + + st_mm_new_game_points_used + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_new_game_btn_checkbox + + + + + + + + st_mm_btn_new_game_faction + ui_inGame2_button + + + + st_mm_btn_new_game_icon + ui_inGame2_button + + + + st_mm_btn_new_game_back + ui_inGame2_button + + + + st_mm_btn_new_game_rand + ui_inGame2_button + + + + st_mm_btn_new_game_submit + ui_inGame2_button + + + + + + + + + + + + + + + + + + + + st_cap_list_difficulty + + + + + + + + + + + st_cap_list_economy + + + + + + + + + + + + + st_cap_check_story + + + ui_inGame2_checkbox + + + + st_cap_check_warfare + + + ui_inGame2_checkbox + + + + st_cap_check_survival + + + ui_inGame2_checkbox + + + + st_cap_check_routes + + + ui_inGame2_checkbox + + + + + st_cap_check_azazel_mode + + + ui_inGame2_checkbox + + + + st_cap_check_hardcore + + + ui_inGame2_checkbox + + + + st_cap_list_hardcore_lives + + + + + + + + + + + st_cap_list_hardcore_regen + + + + + + + + + + + + st_cap_check_drx + + + ui_inGame2_checkbox + + + + st_cap_check_campfire + + + ui_inGame2_checkbox + + + + st_cap_check_conditions + + + ui_inGame2_checkbox + + + + st_cap_list_timer + + + + + + + + + + + + + + ui_new_game_popup_faction + + + + + ui_new_game_black_back + + + + + st_mm_new_game_faction + + + + + + + ui_new_game_btn_stalker + + + ui_new_game_btn_bandit + + + ui_new_game_btn_csky + + + ui_new_game_btn_dolg + + + ui_new_game_btn_freedom + + + ui_new_game_btn_killer + + + ui_new_game_btn_army + + + ui_new_game_btn_ecolog + + + ui_new_game_btn_monolith + + + ui_new_game_btn_renegade + + + ui_new_game_btn_greh + + + ui_new_game_btn_isg + + + + + + + ui_new_game_popup_icon + + + + + ui_new_game_black_back + + + + + st_mm_new_game_icon + + + + + + + + + ui_new_game_btn_icon + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_16.xml new file mode 100644 index 000000000..e97641370 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_16.xml @@ -0,0 +1,333 @@ + + +#include "ui\ui_mm_faction_select_background_16.xml" + + + + + + ui_new_game_back + + + + + + ui_new_game_main + + + + + + st_mm_new_game_character + + + st_mm_new_game_options + + + st_mm_new_game_inventory + + + st_mm_new_game_loadout + + + + st_mm_new_game_name + + + st_mm_new_game_money + + + st_mm_new_game_points_left + + + st_mm_new_game_points_used + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_new_game_btn_checkbox + + + + + + + + st_mm_btn_new_game_faction + ui_inGame2_button + + + + st_mm_btn_new_game_icon + ui_inGame2_button + + + + st_mm_btn_new_game_back + ui_inGame2_button + + + + st_mm_btn_new_game_rand + ui_inGame2_button + + + + st_mm_btn_new_game_submit + ui_inGame2_button + + + + + + + + + + + + + + + + + + + + st_cap_list_difficulty + + + + + + + + + + + st_cap_list_economy + + + + + + + + + + + + + st_cap_check_story + + + ui_inGame2_checkbox + + + + st_cap_check_warfare + + + ui_inGame2_checkbox + + + + st_cap_check_survival + + + ui_inGame2_checkbox + + + + st_cap_check_routes + + + ui_inGame2_checkbox + + + + + st_cap_check_azazel_mode + + + ui_inGame2_checkbox + + + + st_cap_check_hardcore + + + ui_inGame2_checkbox + + + + st_cap_list_hardcore_lives + + + + + + + + + + + st_cap_list_hardcore_regen + + + + + + + + + + + + st_cap_check_drx + + + ui_inGame2_checkbox + + + + st_cap_check_campfire + + + ui_inGame2_checkbox + + + + st_cap_check_conditions + + + ui_inGame2_checkbox + + + + st_cap_list_timer + + + + + + + + + + + + + + ui_new_game_popup_faction + + + + + ui_new_game_black_back + + + + + st_mm_new_game_faction + + + + + + + ui_new_game_btn_stalker + + + ui_new_game_btn_bandit + + + ui_new_game_btn_csky + + + ui_new_game_btn_dolg + + + ui_new_game_btn_freedom + + + ui_new_game_btn_killer + + + ui_new_game_btn_army + + + ui_new_game_btn_ecolog + + + ui_new_game_btn_monolith + + + ui_new_game_btn_renegade + + + ui_new_game_btn_greh + + + ui_new_game_btn_isg + + + + + + + ui_new_game_popup_icon + + + + + ui_new_game_black_back + + + + + st_mm_new_game_icon + + + + + + + + + ui_new_game_btn_icon + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_21.xml new file mode 100644 index 000000000..01aabe88b --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_21.xml @@ -0,0 +1,333 @@ + + +#include "ui\ui_mm_faction_select_background_16.xml" + + + + + + ui_new_game_back + + + + + + ui_new_game_main + + + + + + st_mm_new_game_character + + + st_mm_new_game_options + + + st_mm_new_game_inventory + + + st_mm_new_game_loadout + + + + st_mm_new_game_name + + + st_mm_new_game_money + + + st_mm_new_game_points_left + + + st_mm_new_game_points_used + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ui_new_game_btn_checkbox + + + + + + + + st_mm_btn_new_game_faction + ui_inGame2_button + + + + st_mm_btn_new_game_icon + ui_inGame2_button + + + + st_mm_btn_new_game_back + ui_inGame2_button + + + + st_mm_btn_new_game_rand + ui_inGame2_button + + + + st_mm_btn_new_game_submit + ui_inGame2_button + + + + + + + + + + + + + + + + + + + + st_cap_list_difficulty + + + + + + + + + + + st_cap_list_economy + + + + + + + + + + + + + st_cap_check_story + + + ui_inGame2_checkbox + + + + st_cap_check_warfare + + + ui_inGame2_checkbox + + + + st_cap_check_survival + + + ui_inGame2_checkbox + + + + st_cap_check_routes + + + ui_inGame2_checkbox + + + + + st_cap_check_azazel_mode + + + ui_inGame2_checkbox + + + + st_cap_check_hardcore + + + ui_inGame2_checkbox + + + + st_cap_list_hardcore_lives + + + + + + + + + + + st_cap_list_hardcore_regen + + + + + + + + + + + + st_cap_check_drx + + + ui_inGame2_checkbox + + + + st_cap_check_campfire + + + ui_inGame2_checkbox + + + + st_cap_check_conditions + + + ui_inGame2_checkbox + + + + st_cap_list_timer + + + + + + + + + + + + + + ui_new_game_popup_faction + + + + + ui_new_game_black_back + + + + + st_mm_new_game_faction + + + + + + + ui_new_game_btn_stalker + + + ui_new_game_btn_bandit + + + ui_new_game_btn_csky + + + ui_new_game_btn_dolg + + + ui_new_game_btn_freedom + + + ui_new_game_btn_killer + + + ui_new_game_btn_army + + + ui_new_game_btn_ecolog + + + ui_new_game_btn_monolith + + + ui_new_game_btn_renegade + + + ui_new_game_btn_greh + + + ui_new_game_btn_isg + + + + + + + ui_new_game_popup_icon + + + + + ui_new_game_black_back + + + + + st_mm_new_game_icon + + + + + + + + + ui_new_game_btn_icon + + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_background_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_background_16.xml new file mode 100644 index 000000000..d78413cb6 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_faction_select_background_16.xml @@ -0,0 +1,3 @@ + + ui\ui_mm_new_game_bg + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg.xml new file mode 100644 index 000000000..c7cc47e1a --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg.xml @@ -0,0 +1,47 @@ + + +#include "ui\ui_mm_load_dlg_background_16.xml" + + + +
+ + + + + ui_inGame2_opt_main_window + + ui_mm_load_game + + + ui\ui_noise + + + ui_inGame2_picture_window + + + + + + + + + ui_inGame2_servers_list_frame + + + + + + ui_button_ordinary + ui_mm_load + + + ui_button_ordinary + ui_mm_delete + + + ui_button_ordinary + ui_mm_cancel + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_16.xml new file mode 100644 index 000000000..b0424edd9 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_16.xml @@ -0,0 +1,47 @@ + + +#include "ui\ui_mm_load_dlg_background_16.xml" + + + +
+ + + +
+ ui_inGame2_opt_main_window + + ui_mm_load_game + + + ui\ui_noise + + + ui_inGame2_picture_window + + + + + + + + + ui_inGame2_servers_list_frame + + + + + + ui_button_ordinary + ui_mm_load + + + ui_button_ordinary + ui_mm_delete + + + ui_button_ordinary + ui_mm_cancel + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_21.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_21.xml new file mode 100644 index 000000000..f03265c2b --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_21.xml @@ -0,0 +1,47 @@ + + +#include "ui\ui_mm_load_dlg_background_16.xml" + + + +
+ + + +
+ ui_inGame2_opt_main_window + + ui_mm_load_game + + + ui\ui_noise + + + ui_inGame2_picture_window + + + + + + + + + ui_inGame2_servers_list_frame + + + + + + ui_button_ordinary + ui_mm_load + + + ui_button_ordinary + ui_mm_delete + + + ui_button_ordinary + ui_mm_cancel + + + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_background_16.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_background_16.xml new file mode 100644 index 000000000..cf0fe54a6 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_load_dlg_background_16.xml @@ -0,0 +1,3 @@ + + ui\ui_mm_main_bg + diff --git a/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_main.xml b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_main.xml new file mode 100644 index 000000000..0bec91ef2 --- /dev/null +++ b/mods/UI Rework G.A.M.M.A. Style/gamedata/configs/ui/ui_mm_main.xml @@ -0,0 +1,116 @@ + + +#include "ui\ui_mm_main_background_16.xml" + + none.dds + + + ui\ui_mm_logo + + + ui\moty2018 + + + ui\moty2019 + + + + + + + ui\ui_mm_slider + + ui\ui_magnifier2 + 0 + + + + +