Removed Unnecessary Mod Files; Updated Mods
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@ -3,7 +3,7 @@ gameName=stalkeranomaly
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modid=0
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version=d2024.3.19.0
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newestVersion=
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category="-1,"
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category="15,"
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nexusFileStatus=1
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installationFile=Alternate_Fake_Start.rar
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repository=Nexus
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@ -1,524 +0,0 @@
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--[[
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- Remade by Tronex
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- 2019/4/23
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Edit Log:
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2020/5/29 - Vintar - added Warfare compatibility
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- Global functions for assault tasks, with support for pre-info before accepting
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Parameters for precondition
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P[1] = (string) task_id
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P[2] = (num) scan mode (1 to 5)
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1 = same level
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2 = same or nearby levels
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3 = neaby levels only
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4 = far levels
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5 = all levels
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P[3] = (num) minimum squad members size
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P[4] = (num) minumum stay time for squad
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P[5] = (bool) if true, scan will includes scripted squads
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P[6] = (bool) if true, the factions declared in "status_functor_params" are enemy factions to traget, otherwise script assume they are natural and will search for matual enemies to them. If first faction is "monster" it will be a mutant squad hunt
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P[7] = (string) specific smart to target
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Example of usage in configs:
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precondition = validate_assault_task( mil_smart_terrain_7_7_freedom_leader_stalker_task_2 : 2 : 1 : nil : false : true : nil )
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target_functor = assault_task_target_functor
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status_functor = assault_task_status_functor
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status_functor_params = dolg
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on_job_descr = %=setup_assault_task( mil_smart_terrain_7_7_freedom_leader_stalker_task_2 )%
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--]]
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-- Cache
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local cache_assault = {}
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local cache_assault_func = {}
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local sfind = string.find
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local factions_list = { -- List of allowed factions
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["stalker"] = true,
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["dolg"] = true,
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["freedom"] = true,
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["csky"] = true,
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["ecolog"] = true,
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["killer"] = true,
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["army"] = true,
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["bandit"] = true,
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["monolith"] = true,
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}
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local blacklisted_maps = { -- List of maps to skip in scans
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-- North
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["l13_generators"] = true,
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["l12_stancia_2"] = true,
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["l12_stancia"] = true,
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["l11_pripyat"] = true,
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["l10_radar"] = true,
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["l11_hospital"] = true,
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-- Underground
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["jupiter_underground"] = true,
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["labx8"] = true,
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["l03u_agr_underground"] = true,
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["l04u_labx18"] = true,
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["l08u_brainlab"] = true,
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["l10u_bunker"] = true,
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["l12u_control_monolith"] = true,
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["l12u_sarcofag"] = true,
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["l13u_warlab"] = true,
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["fake_start"] = true
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}
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---------------------------< Utility >---------------------------
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function is_legit_mutant_squad(squad)
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local section = squad and squad:section_name()
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return squad and (not sfind(section,"tushkano")) and (not sfind(section,"rat")) and true or false
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end
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function evaluate_smarts_squads(task_id, tbl, smart, squad_def, faction_def)
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if (not smart) then
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return
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end
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local smrt_id = smart.id
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local smrt_name = smart:name()
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if (simulation_objects.base_smarts[smrt_name] == true) then
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return
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end
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local smrt = smrt_id and SIMBOARD.smarts[smrt_id]
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if (not smrt) then
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return
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end
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--printf("~ %s | scanning smart: %s", task_id, smrt_name)
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for sq_id,_ in pairs(smrt.squads) do
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--printf("# %s | found squad (%s) in smart: %s", task_id, sq_id, smrt_name)
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-- if warfare, override checks on stay time, default squad stuff
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-- if smart's squad is on its level + they are targeting it
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local squad = alife_object(sq_id)
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if squad and simulation_objects.is_on_the_same_level(squad, smart)
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and squad.current_target_id and (squad.current_target_id == smrt_id)
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and (squad.current_action == 1)
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and (((squad:npc_count() >= squad_def.num)
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and squad.stay_time
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and ((not squad_def.stay_time) or (squad_def.stay_time and (game.get_game_time():diffSec(squad.stay_time) <= tonumber(squad_def.stay_time))))
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and (squad_def.scripted or (not squad:get_script_target())))
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or (_G.WARFARE and not squad:get_script_target()))
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then
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--printf("# %s | smart (%s) [%s] w/ squad (%s) [%s] = Checking", task_id, smrt_id, smrt_name, sq_id, squad.player_id)
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for fac,_ in pairs(faction_def) do
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-- if squad is from enemies table
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if (is_legit_mutant_squad(squad) and squad.player_id == fac) then
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--squad.stay_time = game.get_game_time()
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tbl[sq_id] = smrt_id
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--printf("- %s | smart (%s) [%s] w/ squad (%s) [%s] = Added", task_id, smrt_id, smrt_name, sq_id, squad.player_id)
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end
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end
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end
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end
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end
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function evaluate_squads_smarts(task_id, var, squad, smart)
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if squad and simulation_objects.is_on_the_same_level(squad, smart) then
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if not ( squad.first_update ) then
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--printf("~ %s | not all squads are loaded yet!", task_id)
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return true
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end
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if (var.scripted or (not squad:get_script_target()))
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and (squad.current_target_id and squad.current_target_id == smart.id and squad.current_action == 1)
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then
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--printf("- %s | squad (%s) [%s] is targeting smart (%s)", task_id, squad.id, squad.player_id, smart.id)
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for i = 1, #cache_assault_func[task_id] do
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local fac = cache_assault_func[task_id][i]
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if (is_legit_mutant_squad(squad) and squad.player_id == fac) then
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-- updating data
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var.squad_id = squad.id
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save_var( db.actor, task_id, var )
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-- reset gametime so they don't leave
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if not _G.WARFARE then
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squad.stay_time = game.get_game_time()
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end
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squad.force_online = true
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--printf("- %s | squad (%s) [%s] is saved", task_id, squad.id, squad.player_id)
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return true
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end
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end
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end
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end
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return false
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end
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function postpone_for_next_frame(task_id, squad_id)
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local is_hostage_task = (task_manager.task_ini:r_string_ex(task_id, "status_functor") == "hostage_task") and true or false
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local squad = alife_object(squad_id)
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if (squad) then
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-- Location
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local location = alife():level_name(game_graph():vertex(squad.m_game_vertex_id):level_id())
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for k in squad:squad_members() do
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local se_obj = k.object or alife_object(k.id)
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if se_obj then
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location = dynamic_news_helper.GetPointDescription(se_obj)
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break
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end
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end
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local str_location = game.translate_string("st_location") .. " " .. location
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-- Community
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local str_comm = ""
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local community = squad.player_id
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if is_squad_monster[community] then
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str_comm = game.translate_string("st_sq_type") .. " " .. game.translate_string(community)
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else
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str_comm = game.translate_string("st_mm_new_game_faction_2") .. " " .. game.translate_string(community)
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end
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-- Build News
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local news_caption = game.translate_string(task_manager.task_ini:r_string_ex(task_id, "title")) or "error"
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local news_text, news_ico
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if is_hostage_task then
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news_text = str_location
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news_ico = task_manager.task_ini:r_string_ex(task_id, "icon")
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else
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news_text = str_comm .. "\\n " .. str_location
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news_ico = news_manager.tips_icons[squad.player_id]
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end
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if (not news_ico) then
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news_ico = task_manager.task_ini:r_string_ex(task_id, "icon") or "ui_iconsTotal_mutant"
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end
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db.actor:give_talk_message2(news_caption, news_text, news_ico, "iconed_answer_item")
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end
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return true
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end
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---------------------------< Target functor >---------------------------
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task_functor.assault_task_target_functor = function (task_id,field,p,tsk)
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if (field == "target") then
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if (tsk and tsk.stage == 1 and tsk.task_giver_id) then
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return tsk.task_giver_id
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end
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local actor = db.actor
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local var = actor and load_var(actor, task_id)
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if (not var) then
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printe("! %s | assault_task_target_functor - var is nil", task_id)
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return
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end
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local smart = var.smart_id and alife_object(var.smart_id)
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if (not smart) then
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printe("! %s | assault_task_target_functor - smart is nil", task_id)
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return
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end
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local squad = var.squad_id and alife_object(var.squad_id)
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-- If enemies are more then 50m from target location, then show red (?) near their location
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if (squad) then
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if (smart.position:distance_to_sqr(squad.position) > 2500) then
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if (squad:clsid() == clsid.online_offline_group_s) then
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if (squad.id and level.map_has_object_spot(squad.id,"red_location") == 0) then
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level.map_add_object_spot(squad.id, "red_location", "st_ui_pda_task_unknown_enemy")
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end
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end
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else
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if (squad:clsid() == clsid.online_offline_group_s) then
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if (squad.id and level.map_has_object_spot(squad.id,"red_location") == 1) then
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level.map_remove_object_spot(squad.id, "red_location")
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end
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end
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end
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end
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return var.smart_id
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end
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end
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---------------------------< Status functor >---------------------------
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task_status_functor.assault_task_status_functor = function (tsk,task_id)
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if not (db.actor and tsk) then return end
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if (tsk.stage == 1) then return end -- already completed
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local var = load_var(db.actor, task_id) -- check saved data
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if (not var) then return "fail" end
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local smart_id = var.smart_id -- check smart id
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if (not smart_id) then return "fail" end
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local smrt = SIMBOARD.smarts[smart_id] -- check smart object (special defines)
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if (not smrt) then return "fail" end
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local smart = smrt.smrt -- check smart server object
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if (not smart) then return "fail" end
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-- in case sim_avail is set true during the player's tsk. with simulation_objects.available_by_id[smart.id] nil means unprocess, false is absolutely not avail
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if (simulation_objects.available_by_id[smart.id] == nil) then
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return
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elseif (simulation_objects.available_by_id[smart.id] == false) then
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printe("! %s | task failed because smart no longer available", task_id)
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return "fail"
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end
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-- Store factions parameters for the first time to re-use it
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if (not cache_assault_func[task_id]) then
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cache_assault_func[task_id] = {}
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local params = parse_list(task_manager.task_ini,task_id,"status_functor_params")
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if var.is_enemy then
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for i=1,#params do
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if is_squad_monster[params[i]] or factions_list[params[i]] then
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cache_assault_func[task_id][i] = params[i]
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printf("/ %s | Faction [%s] is re-added to cache_assault_func table", task_id, params[i])
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end
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end
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elseif (not is_squad_monster[params[1]]) then
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for fac,_ in pairs(factions_list) do
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local cnt = 0
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local is_enemy_to_actor = true --game_relations.is_factions_enemies(fac, get_actor_true_community())
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for i=1,#params do
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if (fac ~= params[i]) and is_enemy_to_actor and game_relations.is_factions_enemies(fac, params[i]) then
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cnt = cnt + 1
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end
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end
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if (cnt == #params) then
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local idx = #cache_assault_func[task_id] + 1
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cache_assault_func[task_id][idx] = fac
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printf("/ %s | Faction [%s] is re-added to cache_assault_func table", task_id, fac)
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end
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end
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end
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if (#cache_assault_func[task_id] == 0) then
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printe("! %s | no enemy factions found",task_id)
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return "fail"
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end
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end
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-- Timer for less pressure
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local tg = time_global()
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if (tsk.__check_smart_time and tg < tsk.__check_smart_time) then
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return
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end
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tsk.__check_smart_time = tg+3000
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-- cleaning data for re-assign next
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local squad_id = var.squad_id
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var.squad_id = nil
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save_var(db.actor, task_id, var)
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-- Scan saved squad
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local squad = squad_id and alife_object(squad_id)
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if squad then
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local pass_this = evaluate_squads_smarts(task_id, var, squad, smart)
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if pass_this then
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return
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end
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end
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-- Scan all squads
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for id,v in pairs( SIMBOARD.squads ) do
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local squad = alife_object(id)
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if squad then
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local pass_this = evaluate_squads_smarts(task_id, var, squad, smart)
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if pass_this then
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return
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end
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end
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end
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-- And who to shoot?
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if (smart.position:distance_to(db.actor:position()) > 15) then
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return
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end
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-- If smart is controllable by factions, player dominate it
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if (smart.faction_controlled) then
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local comm = character_community(db.actor):sub(7)
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smart.faction = factions_list[comm] and comm or smart.faction
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end
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-- Assuming no squads means that target smart got cleared
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tsk.stage = 1
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end
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---------------------------< Precondition >---------------------------
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xr_conditions.validate_assault_task = function(actor, npc, p)
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if not (p and #p >= 1) then
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return false
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end
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local task_id = p[1]
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if (#p < 7) then
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printe("! %s | not enough parameters", task_id)
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return false
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end
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--// Return true if a squad is picked already
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if cache_assault[task_id] then
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local c_squad_id = cache_assault[task_id].squad_id
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local c_smart_id = cache_assault[task_id].smart_id
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local c_squad = c_squad_id and alife_object(c_squad_id)
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local c_smart = c_smart_id and alife_object(c_smart_id)
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if c_squad and c_smart and (c_squad.current_target_id == c_smart_id) then
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return true
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end
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end
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--// Utilities
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local sim = alife()
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local gg = game_graph()
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local actor_comm = sim:actor():community()
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local actor_level = level.name()
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local is_avail = simulation_objects.available_by_id
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local p_status = parse_list(task_manager.task_ini,task_id,"status_functor_params")
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local enemy_faction_list = {}
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if (not p_status[1]) then
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printe("! %s | status functor parameters are mising!", task_id)
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return false
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end
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--// Defines
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local def = {}
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def.scan = tonumber(p[2]) or 1
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def.num = tonumber(p[3]) or 1
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def.stay_time = (p[4] ~= "nil") and tonumber(p[4])
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def.scripted = (p[5] == "true") and true or false
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def.is_enemy = (p[6] == "true") and true or false
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def.smart = (p[7] ~= "nil") and p_status[1]
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--// Collect enemy factions
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if def.is_enemy then -- if faction parameters are enemies
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for i=1,#p_status do
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if is_squad_monster[p_status[i]] or factions_list[p_status[i]] then
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--printf("/ %s | Faction [%s] is added to enemy_faction_list table", task_id, p_status[i])
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enemy_faction_list[p_status[i]] = true
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end
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end
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elseif (not is_squad_monster[p_status[1]]) then -- if faction parameters are matutal factions
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for fac,_ in pairs(factions_list) do
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local cnt = 0
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local is_enemy_to_actor = true --game_relations.is_factions_enemies(fac, get_actor_true_community())
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for i=1,#p_status do
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if (fac ~= p_status[i]) and is_enemy_to_actor and game_relations.is_factions_enemies(fac, p_status[i]) then
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cnt = cnt + 1
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end
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end
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if (cnt == #p_status) then
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enemy_faction_list[fac] = true
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||||
--printf("/ %s | Faction [%s] is added to enemy_faction_list table", task_id, fac)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if is_empty(enemy_faction_list) then
|
||||
printe("! %s | no enemy factions found", task_id)
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--// Search all smarts
|
||||
local targets = {} -- target[squad_id] = smart_id
|
||||
if def.smart then -- search in specific smart
|
||||
local smart = SIMBOARD.smarts_by_names[def.smart]
|
||||
if smart then
|
||||
evaluate_smarts_squads(task_id, targets, smart, def, enemy_faction_list)
|
||||
end
|
||||
|
||||
else -- search all smarts
|
||||
for name,v in pairs(SIMBOARD.smarts_by_names) do
|
||||
|
||||
-- if smart is available
|
||||
if (is_avail[v.id] == true) then
|
||||
|
||||
-- if smart is not in blacklisted location
|
||||
local smart_level = sim:level_name(gg:vertex(v.m_game_vertex_id):level_id())
|
||||
if (not blacklisted_maps[smart_level]) then
|
||||
|
||||
-- if smart location is proper to the parameter
|
||||
local is_online = v.online
|
||||
local is_nearby = sfind(simulation_objects.config:r_value(actor_level, "target_maps", 0, ""), smart_level)
|
||||
if ((def.scan == 1) and is_online) -- same level
|
||||
or ((def.scan == 2) and (is_online or is_nearby)) -- same + nearby level
|
||||
or ((def.scan == 3) and is_nearby) -- nearby levels only
|
||||
or ((def.scan == 4) and (not (is_online or is_nearby))) -- far levels only
|
||||
or (def.scan == 5) -- anywhere
|
||||
then
|
||||
evaluate_smarts_squads(task_id, targets, v, def, enemy_faction_list)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--// Cache results
|
||||
if is_not_empty(targets) then
|
||||
local target_squad = random_key_table(targets)
|
||||
local target_smart = targets[target_squad]
|
||||
|
||||
-- local x = alife_object(target_smart)
|
||||
-- printf('target %s',x and x:name())
|
||||
|
||||
cache_assault[task_id] = {
|
||||
squad_id = target_squad,
|
||||
smart_id = target_smart,
|
||||
is_enemy = def.is_enemy,
|
||||
scripted = def.scripted
|
||||
}
|
||||
|
||||
--printf("- %s | Found %s targets so far", task_id, size_table(targets))
|
||||
return true
|
||||
end
|
||||
|
||||
--printf("! %s | no targets found", task_id)
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
---------------------------< Effects >---------------------------
|
||||
xr_effects.setup_assault_task = function(actor, npc, p)
|
||||
if not (p and p[1]) then
|
||||
return false
|
||||
end
|
||||
local task_id = p[1]
|
||||
|
||||
--// Read cache
|
||||
if cache_assault[task_id] then
|
||||
local squad_id = cache_assault[task_id].squad_id
|
||||
local smart_id = cache_assault[task_id].smart_id
|
||||
local squad = squad_id and alife_object(squad_id)
|
||||
local smart = smart_id and alife_object(smart_id)
|
||||
if squad and smart then
|
||||
squad.stay_time = game.get_game_time()
|
||||
sim_offline_combat.task_squads[squad_id] = true
|
||||
local tbl = {
|
||||
smart_id = smart_id,
|
||||
squad_id = squad_id,
|
||||
is_enemy = cache_assault[task_id].is_enemy,
|
||||
scripted = cache_assault[task_id].scripted,
|
||||
}
|
||||
save_var(db.actor, task_id, tbl)
|
||||
printdbg("- %s | Cached result = squad_id (%s) [%s] - smart_id(%s) - is_enemy: %s - scripted: %s", task_id, squad_id, squad.player_id, smart_id, tbl.is_enemy, tbl.scripted)
|
||||
|
||||
CreateTimeEvent(0,"setup_assault_task",0,postpone_for_next_frame,task_id, squad_id)
|
||||
end
|
||||
end
|
||||
end
|
|
@ -1,44 +0,0 @@
|
|||
This addon gives speed bonuses and penalties to various outfits.
|
||||
|
||||
There are three parts to this addon.
|
||||
|
||||
1. Outfit Speed
|
||||
Light armors like jackets, Sunrise suits and LC suits receive anywhere from a 5-10% increase in movement speed.
|
||||
Exoskeletons, exosuits and some heavy armors get anywhere from a 5-13% decrease in movement speed.
|
||||
Other armors like SEVA, SSP, SKAT are untouched (they are balanced compared to exos by carryweight, but I can tweak this if desired).
|
||||
This is completely configurable using outfit_speeds.ltx.
|
||||
The speed modifier is displayed in outfit stats.
|
||||
|
||||
2. Active item affects speed (Toggleable)
|
||||
Having a knife, axe, or handgun out confers an 8% sprint speed bonus.
|
||||
Having a submachinegun out confers a 4% bonus.
|
||||
Other weapons or items will either confer no bonus or slow the player down depending on weight, up to -8%.
|
||||
|
||||
3. Encumbrance affects speed (Toggleable)
|
||||
The actor's total encumbrance (carried weight / max possible weight) affects their movespeed, like in Dark Souls.
|
||||
Under 25% total weight, the actor moves 8% faster.
|
||||
Above 70% weight, the actor moves 8% slower.
|
||||
Above 100% weight, the actor moves 16% slower.
|
||||
These bonuses and penalties are halved with exoskeletons.
|
||||
|
||||
|
||||
V1.2.1
|
||||
- Adjusted the formula for encumbrance.
|
||||
V1.2
|
||||
- Mainlined encumbrance as MCM option. Reworked formula for weapon speed (now gives penalty based on weapon weight).
|
||||
V1.1.7
|
||||
- Nerfed exosuit sprint speed (it's heavy after all). Added encumbrance addon as an optional goodie.
|
||||
V1.1.6
|
||||
- Some internal cleanup. Buffed base speed of Nosorog to match that of exoskeletons. Nerfed exo sprint speed by 10%, 20 for Nosorogs.
|
||||
V1.1.5
|
||||
- Monkey patched out dependency on utils_ui. Fixed bugs in speed.script, clamped minimum movement speed to be walking speed.
|
||||
V1.1.4
|
||||
- Small fix for crash on holster.
|
||||
V1.1.3
|
||||
- Refactor to be more modular. Update for 1.5.1.
|
||||
V1.1.2
|
||||
- Fix crash when removing outfits. Added speed reduction to exosuits.
|
||||
V1.1.1
|
||||
- Refactor to remove dependency on modifying outfit.ltx files. Compatibility with speed modification in my Powered Exos addon.
|
||||
V1.1
|
||||
- Pistol and knife make you sprint 10% faster. Patch for exos updated to reflect 1.3.1 changes.
|
|
@ -3,7 +3,7 @@ gameName=stalkeranomaly
|
|||
modid=0
|
||||
version=4.0.0.0
|
||||
newestVersion=
|
||||
category="-1,"
|
||||
category="16,"
|
||||
nexusFileStatus=1
|
||||
installationFile=Aydins_Grass_Tweaks_4.0.7z
|
||||
repository=Nexus
|
||||
|
|
|
@ -3,7 +3,7 @@ gameName=stalkeranomaly
|
|||
modid=0
|
||||
version=1.0.0.0
|
||||
newestVersion=
|
||||
category="-1,"
|
||||
category="16,"
|
||||
nexusFileStatus=1
|
||||
installationFile=Aydins_Grass_Tweaks_SSS_Terrain_LOD_compatiblity.rar
|
||||
repository=Nexus
|
||||
|
|
|
@ -1,198 +0,0 @@
|
|||
|
||||
; UNUSED -- it works the same as wpn_binoc_inv and all traders sell that one, so this cannot be obtained normally
|
||||
; since most properties are defined here i'd say in 1.6 to delete the _inv version and keep and use this one instead
|
||||
[wpn_binoc]:identity_immunities,weapon_probability,default_weapon_params,wpn_binoc_sounds
|
||||
GroupControlSection = spawn_group
|
||||
discovery_dependency =
|
||||
$npc = on
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\binocular"
|
||||
scheduled = off
|
||||
cform = skeleton
|
||||
|
||||
class = WP_BINOC
|
||||
slot = 4
|
||||
animation_slot = 13
|
||||
ef_main_weapon_type = 5
|
||||
ef_weapon_type = 0
|
||||
hand_dependence = 2
|
||||
single_handed = 0
|
||||
|
||||
default_to_ruck = true
|
||||
sprint_allowed = true
|
||||
show_ammo = false
|
||||
show_condition = false
|
||||
|
||||
inv_grid_height = 1
|
||||
inv_grid_width = 2
|
||||
inv_grid_x = 14
|
||||
inv_grid_y = 9
|
||||
inv_name = st_binocular_name
|
||||
inv_name_short = st_binocular_name
|
||||
description = st_binocular_descr
|
||||
highlight_equipped = true
|
||||
anim_item = true
|
||||
|
||||
kind = w_misc
|
||||
inv_weight = 1.0
|
||||
cost = 1580
|
||||
repair_type = lens
|
||||
|
||||
hud = wpn_binoc_hud
|
||||
visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf
|
||||
normal = 0, 1, 0
|
||||
position = -0.08, -0.05, 0.05
|
||||
orientation = 0, -90, 70
|
||||
direction = 0, 0, 1
|
||||
fire_point = 0.0, 0.133, 0.161
|
||||
ph_mass = 1
|
||||
|
||||
attach_bone_name = bip01_r_hand
|
||||
attach_position_offset = 0.080000, 0.021273, 0.100000
|
||||
attach_angle_offset = 3.080506, -1.493053, -1.202040
|
||||
auto_attach = false
|
||||
|
||||
catch_snd = none
|
||||
found_snd = none
|
||||
vis_frame_color = 0.0, 0.0, 0.0, 0.0
|
||||
vis_frame_speed = 0
|
||||
vision_present = true
|
||||
|
||||
flame_particles = weapons\generic_weapon05
|
||||
smoke_particles = weapons\generic_shoot_00
|
||||
|
||||
light_color = 0.6, 0.5, 0.3
|
||||
light_range = 3.0
|
||||
light_time = 0.2
|
||||
light_var_color = 0.05
|
||||
light_var_range = 0.5
|
||||
|
||||
upgrades = up_gr_firstab_binoc, up_gr_seconab_binoc, up_gr_thirdab_binoc
|
||||
installed_upgrades =
|
||||
upgrade_scheme = upgrade_scheme_binoculars
|
||||
upgr_icon_x = 300
|
||||
upgr_icon_y = 1950
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
upgr_icon_path = ui\ui_actor_weapons
|
||||
|
||||
ammo_class = ammo_binoc
|
||||
ammo_current = 0
|
||||
ammo_elapsed = 0
|
||||
ammo_limit = 0
|
||||
ammo_mag_size = 0
|
||||
|
||||
scope_status = 1
|
||||
scope_texture = wpn_crosshair_bino
|
||||
scope_zoom_factor = 20
|
||||
|
||||
silencer_status = 0
|
||||
|
||||
grenade_launcher_status = 0
|
||||
|
||||
hit_impulse = 0
|
||||
hit_power = 0
|
||||
hit_type = fire_wound
|
||||
fire_distance = 0
|
||||
bullet_speed = 0
|
||||
rpm = 0
|
||||
rpm_empty_click = 0
|
||||
|
||||
zoom_enabled = true
|
||||
reload_dof = 0.0, 0.5, 5, 1.7
|
||||
control_inertion_factor = 1.1
|
||||
fire_dispersion_base = 1
|
||||
fire_dispersion_condition_factor = 0
|
||||
|
||||
misfire_start_condition = 0
|
||||
misfire_start_prob = 0.003
|
||||
misfire_end_condition = 0
|
||||
misfire_end_prob = 0.02
|
||||
|
||||
condition_queue_shot_dec = 0
|
||||
condition_shot_dec = 0
|
||||
|
||||
cam_return = 0
|
||||
cam_relax_speed = 7
|
||||
cam_dispersion = 1.9
|
||||
cam_dispersion_frac = 1.1
|
||||
cam_dispersion_inc = 1.9
|
||||
cam_max_angle = 10.0
|
||||
cam_max_angle_horz = 10.0
|
||||
cam_step_angle_horz = 1.2
|
||||
|
||||
PDM_disp_accel_factor = 1.1
|
||||
PDM_disp_base = 0.5
|
||||
PDM_disp_crouch = 1.0
|
||||
PDM_disp_crouch_no_acc = 1.0
|
||||
PDM_disp_vel_factor = 1.1
|
||||
disp_crouch_factor = 0
|
||||
disp_jump_factor = 0
|
||||
disp_vel_factor = 0
|
||||
|
||||
cam_relax_speed_ai = 360
|
||||
min_radius = 0
|
||||
max_radius = 500
|
||||
|
||||
snd_close = weapons\generic_close
|
||||
snd_on_take = other
|
||||
|
||||
can_be_lowered = false
|
||||
|
||||
|
||||
[wpn_binoc_hud]:hud_base
|
||||
item_visual = dynamics\devices\dev_binoculars\dev_binoculars_hud
|
||||
attach_place_idx = 0
|
||||
zoom_hide_crosshair = true
|
||||
|
||||
item_position = 0, 0, 0
|
||||
item_orientation = 0, 0, 0
|
||||
|
||||
hands_position = 0.00064, 0.022937, 0.125213
|
||||
hands_position_16x9 = 0.00064, 0.022937, 0.125213
|
||||
hands_orientation = 0, 0, 0
|
||||
hands_orientation_16x9 = 0, 0, 0
|
||||
|
||||
aim_hud_offset_pos = 0.00428, -0.223465, -0.180631
|
||||
aim_hud_offset_pos_16x9 = 0.00428, -0.223465, -0.180631
|
||||
aim_hud_offset_rot = -0.8013, -0.02704, 0.001071
|
||||
aim_hud_offset_rot_16x9 = -0.8013, -0.02704, 0.001071
|
||||
|
||||
gl_hud_offset_pos = 0, 0, 0
|
||||
gl_hud_offset_rot = 0, 0, 0
|
||||
|
||||
lean_hud_offset_pos = 0, 0, 0
|
||||
lean_hud_offset_rot = 0, 0, 0
|
||||
|
||||
anm_hide = binoc_holster, idle
|
||||
anm_idle = binoc_idle, idle
|
||||
anm_idle_aim = binoc_idle, idle
|
||||
anm_idle_moving = binoc_walk, idle
|
||||
anm_idle_moving_crouch = binoc_walk, idle, 0.75
|
||||
anm_idle_sprint = binoc_sprint, idle, 1.2
|
||||
anm_show = binoc_draw, idle
|
||||
anm_bore = binoc_bore, idle
|
||||
|
||||
freelook_z_offset_mul = 0.75
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_binoc_inv]:identity_immunities,weapon_probability,default_weapon_params,wpn_binoc
|
||||
animation_slot = 2
|
||||
hand_dependence = 1
|
||||
|
||||
hud = wpn_binoculars_hud
|
||||
ph_mass = 3
|
||||
|
||||
scope_dynamic_zoom = off
|
||||
|
||||
control_inertion_factor = 1.28
|
||||
fire_dispersion_base = 1
|
||||
|
||||
holder_fov_modifier = 0.7
|
||||
holder_range_modifier = 2.0
|
||||
|
||||
anim_item = false
|
||||
|
||||
[wpn_binoculars_hud]:wpn_binoc_hud
|
||||
attach_place_idx = 0
|
||||
|
|
@ -1,243 +0,0 @@
|
|||
I always disliked how BHS worked. Where medkits give temporary hp and most random items heal certain parts.
|
||||
|
||||
This mod is my attempt at making BHS fun and immersive instead of just "use a if b, use c if d".
|
||||
|
||||
The github link: <https://github.com/Mirrowel/Mirrowels-BHS-Edits>
|
||||
|
||||
Currently in active development to balance the items and the system.
|
||||
|
||||
MORE UP-TO-DATE Description on Moddb page <https://www.moddb.com/mods/stalker-anomaly/addons/bhs-realistic-overhaul>
|
||||
|
||||
**MOD IS CONSTANTLY BEING DEVELOPED SO EXPECT CHANGES TO HAPPEN FREQUENTLY.**
|
||||
|
||||
# NOW INCLUDES AN EXPERIMENTL TARKOV-LIKE HP SYSTEM. READ 0.8 CHANGELOG FOR MORE INFO
|
||||
|
||||
**An overview of the mod and plans below.**
|
||||
|
||||
# General points:
|
||||
|
||||
## The goals of the mod:
|
||||
|
||||
- Make healing limbs take considerably longer.
|
||||
- Remove temporary HP.
|
||||
- Add painkillers and painkilling properties. Think of tarkov.
|
||||
- Make medkits the main source of healing, like they should be.
|
||||
- Make the system highly configurable.
|
||||
|
||||
## **Stuff that this mod already has:**
|
||||
|
||||
- No temp hp System. Replaced by painkillers instead. Exactly the same purpose as tarkov basically. Allow you to use the destroyed limbs and remove the nasty effects.
|
||||
- To complement painkiller system weapon sway mod is integrated. Painkillers reduce weapon sway like if the limb is healed by that amount.
|
||||
- Medkits either heal all parts at once OR they heal set amount of HP, going one HP at a time for the lowest HP limb(potentially more efficient, which makes a lot of sense).
|
||||
- Broken limb system. If HP of the limb reaches 0 you need to use a surgical kit, then splint with a splint(all configurable and can turn off).
|
||||
- Reworked sleep healing to heal more logically(you heal lowest limbs first). Can disable that.
|
||||
- Health multiplier to enable more gradual healing. Limb HP by default is 11 torso, head; 5 for the rest - kinda low. - Experimental. Realistically would do nothing but increase the number of HP steps so it looks smoother but makes it hard to see real HP -- UNSUPPORTED - TOO MANY PROBLEMS
|
||||
- Weapon sway depending on arms damage and painkiller effect
|
||||
- Slower medkit usage and healing rate.
|
||||
- Campfire heal for limbs(adapting script)
|
||||
- Artefact healing for limbs(same thing)
|
||||
|
||||
## **Stuff i will add:**
|
||||
|
||||
- More effects on limb damage. Instead of instadeath increase received damage, stuff like that - need ideas
|
||||
- Heal limbs one-by-one only like in EFT(maybe)
|
||||
|
||||
All new items are sold by medics. Some new items also added to flea market and butcher's shop.
|
||||
As well as a lot of different traders that don't have medics nearby.
|
||||
|
||||
Keep in mind that in the more-or-less finished version **everything will be optional modules**. While in development i wont split it into modules so my workload is more sane.
|
||||
|
||||
Suggestions and ideas related to BHS are appreciated, as i myself am trying to figure out how to balance things out.
|
||||
|
||||
# Balancing for meds:
|
||||
|
||||
- All medkits heal twice as slow. Overall they heal exactly the same amount, just slower. New time is 66.8 seconds.
|
||||
- Survival kit modified using same logic as medkits, but with radiation and healing boosted to match heal speed of basic medkit. New time is 90 seconds.
|
||||
- Rebirth modded to last twice as long. Same idea as medkits. New time is 14 seconds.
|
||||
- Bandages apply their effect instantly instead of over time.
|
||||
|
||||
## As for limb damage:
|
||||
|
||||
Keep in mind these values: Legs and Arms have 10HP per limb. Torso and Head have 22HP per limb.
|
||||
That is double of what basic BHS has to make 1HP matter less in the system making balancing easier.
|
||||
No, boosting HP does not make limbs survive more damage. Everything is scaled.
|
||||
|
||||
---
|
||||
|
||||
- ### Heal One System(Healing one HP at a time for one limb):
|
||||
|
||||
- Basic medkit: 21 HP total over the duration. Can heal two arms/legs to full or torso/head once
|
||||
- Army and Cheese: 42 HP total over the duration. Can heal all arms/legs to full or both torso and head to full.
|
||||
- Stimpacks: Mirror what medkits heal over their duration, but faster.
|
||||
- Survival kit: 63 HP total over 90 seconds.
|
||||
- Coagulant(Vinca/Barvinok): Heals 11 HP over 438 seconds. Cant heal over your HP level. (If you are at 50% then it can only heal limbs to 50%)
|
||||
- Rebirth: 63 HP total over 17 seconds. Cant heal over your HP level. (If you are at 50% then it can only heal limbs to 50%)
|
||||
- Propital: 30 HP total over 180 seconds. Cant heal over your HP level.
|
||||
|
||||
---
|
||||
- ### Heal All System(Healing one HP at a time for all limbs) - LEGACY:
|
||||
|
||||
- Basic medkit: Head/Torso - 11 HP, Legs/Arms - 5 HP total over the duration. Can heal two arms/legs to full or torso/head once
|
||||
- Army and Cheese: Head/Torso - 16 HP, Legs/Arms - 7 HP total over the duration. Can heal all arms/legs to full or both torso and head to full.
|
||||
- Stimpacks: Mirror what medkits heal over their duration, but faster.
|
||||
- Rebirth: Head/Torso - 22 HP, Legs/Arms - 10 HP over 17 seconds. Cant heal over your HP level. (If you are at 50% then it can only heal limbs to 50%)
|
||||
|
||||
---
|
||||
- ### Surgery system and kits(In order to restore a limb to 1 HP surgical tools are required):
|
||||
|
||||
- Surgical tools: Slow use, restores one limb to be splinted in 10 seconds. One use and needs a bandage. Will cause damage on use.
|
||||
- CMS: Slow use, 5 charges. Restores one limb to be splinted in 10 seconds. Can be configured to restore a limb without a splint required. More weight-efficient
|
||||
|
||||
---
|
||||
|
||||
- ### Splints:
|
||||
|
||||
- Splint: Slow use, restores a limb to full 1HP in 10 seconds. One charge.
|
||||
- Aluminium splint: Slow use, restores a limb to full 1HP in 10 seconds. Three charges. More weight-efficient
|
||||
|
||||
---
|
||||
|
||||
- ### Painkillers(**Keep in mind that painkiller system doubles the painkiller power for torso and head because they have double the HP over legs and arms**)
|
||||
|
||||
- Morphine: 9 painkiller power for 305 seconds.
|
||||
- Rebirth: 9 painkiller power for 305 seconds.
|
||||
- Salicidic acid: 7 painkiller power for 180 seconds.
|
||||
- Fentanyl: 4 painkiller power for 202 seconds.
|
||||
- Analgetic(Diclofenac Sodium): 5 painkiller power for 305 seconds.
|
||||
- SJ6 stimulator: 7 painkiller power for 600 seconds.
|
||||
- SJ1 stimulator: 4 painkiller power for 600 seconds.
|
||||
- Analgin painkiller: 2 painkiller power for 180 seconds.
|
||||
- Ibuprofen: 4 painkiller power for 290 seconds.
|
||||
- Yadulin: 4 painkiller power for 505 seconds.
|
||||
- Adrenalin(Epinephrine): 2 painkiller power for 2184 seconds.
|
||||
- Army Medkit: 4 painkiller power for 128 seconds.
|
||||
- Cheese Medkit: 3 painkiller power for 128 seconds.
|
||||
- Stimpack: 2 painkiller power for 128 seconds.
|
||||
- Army Stimpack: 4 painkiller power for 128 seconds.
|
||||
- Sci Stimpack: 3 painkiller power for 128 seconds.
|
||||
- Cocaine: 2 painkiller power for 1644 seconds.
|
||||
- Joint: 1 painkiller power for 420 seconds.
|
||||
- Marijuana: 1 painkiller power for 652 seconds.
|
||||
- Bottled vodkas: 1 painkiller power for 300 seconds.
|
||||
- Quality vodka: 2 painkiller power for 300 seconds.
|
||||
- Zone vodka(bottle_metal): 2 painkiller power for 300 seconds.
|
||||
|
||||
---
|
||||
|
||||
**Credits:**
|
||||
|
||||
- bvcx for detailed description mod.
|
||||
- ilrathCXV for campfire and artefact healing scripts.
|
||||
- DokBrok for BHS Evolution mod that inspired this one.
|
||||
- TheParaziT - for base injector animation. Extended them to all injectors.
|
||||
- Uknown person who ported all the animations from gunslinger
|
||||
|
||||
---
|
||||
|
||||
# Latest changelog:
|
||||
|
||||
## 0.86E Update
|
||||
|
||||
- Actor damage balancer update to match gamma 0.91
|
||||
|
||||
## 0.86D Update
|
||||
|
||||
- Reduced weapon out delay for bandages(Mirror of Enhanced anims - medical)
|
||||
|
||||
## 0.86C Update
|
||||
|
||||
- Skinning without a knife out is done with a hunting knife, always. Fix for gamma tomahawk.
|
||||
|
||||
## 0.86B Update
|
||||
|
||||
- Crafting recipes added
|
||||
|
||||
## 0.86A Update
|
||||
|
||||
- Fomod made to better convey information
|
||||
|
||||
## 0.86 Update
|
||||
|
||||
- New default BHS hud - thanks to chilichocolate
|
||||
- Fix for painkiller effect not being recalculated after healing
|
||||
- Dynamic damage threshold adjustement based on damagescale(no visible effect)
|
||||
- Small fix for torso surgery display
|
||||
- Fomod installer. Yes, it has finally happened, folks.
|
||||
|
||||
## 0.85A Hotfix
|
||||
|
||||
- Fix for leftover variable (gamma users)
|
||||
|
||||
## 0.85 Hotfix
|
||||
|
||||
- Rewritten all mechanics on healing, splinting and surgery to match the quality of the latest additions.
|
||||
- Removed some hard to maintain features.
|
||||
|
||||
## 0.81B(C) Hotfix
|
||||
|
||||
- Fix for missing model crash after removing the mod(nowscript will remove akvatabs and other vanilla changed items too)
|
||||
- Fix for forgotten sounds
|
||||
|
||||
## 0.81 Hotfix
|
||||
|
||||
- Included forgotten .ppe file for latest ADB version.
|
||||
- Updated included FDDA Enhanced Animations mod
|
||||
|
||||
## 0.8 Beta:
|
||||
|
||||
### Additions and rebalancing:
|
||||
|
||||
- **New Experimental BHS mode. Tarkov-like limb system. Vanilla HP only acts as a wellness indicator and cannot be healed with medkits. Only vinca and the usual ways of resting, artefacts,etc. Enables below feature automatically.**
|
||||
- Above can be buggy when the system prevents a death, as a callback fires but is cancelled by the script. Depends on installed mods. An alternative way can be used if this proves too buggy.
|
||||
- **Combined with the above change - damage bleedthrugh from destroyed limbs to every other limb. If you take damage in the destroyed limb the damage is split between all the other limbs. Can be turned on/off**
|
||||
- Limb damage multiplier added to MCM menu.
|
||||
- Small-ish balancing changes to painkillers that are too much to list.
|
||||
- Added bone breaking sound effect and feedback to notify the player when their limb(s) reach 0 HP.
|
||||
- Update/reworked the damage system. Changes should not be noticeable unless you go into code.
|
||||
- Fall damage multiplier added to mcm. Fall damage should be goddamn scary.
|
||||
- Explosives are **VERY** scary and do damage to all limbs. You really dont want to experience it.
|
||||
- Update hit detection to more accurately tell what limb was hit.
|
||||
- Removed legacy features.
|
||||
- Grok's Actor Damage Balancer and Progressive Rad Damages compatibility patches.(Gamma requires both)
|
||||
- Non-medical enhanced animations separated into a sister mod. FDDA enhanced animations.
|
||||
|
||||
### Fixes:
|
||||
|
||||
- Fixed FDDA anims crash. Mod is fully DLTX now.
|
||||
- Fixed arm/legs minimal hp settings to correctly apply.
|
||||
- General bugfixing of everything not touched by changes, which is not much.
|
||||
|
||||
## 0.63 Beta:
|
||||
|
||||
- Dynamic item spawns,item rewards,new game loadouts DLTX item injection
|
||||
- Safe deletion utility to safely delete all new items
|
||||
- Loot injection for new items. Now they can be looted from bodies.
|
||||
|
||||
## Hotfix 0.6A:
|
||||
|
||||
- Fixed mutant harvest animation
|
||||
- Added FDDA MCM unlocker for gamma users
|
||||
|
||||
## 0.6 Beta:
|
||||
|
||||
### Additions and rebalancing:
|
||||
|
||||
- Bandages and tourniquets now work instantly instead of over time.
|
||||
- Vodka's are now painkillers of different power.
|
||||
- To be able to sprint with broken legs you now need painkiller power 3 and above. Vodkas provide up to 2.
|
||||
- Psy mechanics for SJ stims. Now they lower your max psy health but increase resistance and regeneration the lower your psy health is. (EXPERIMENTAL)
|
||||
- A lot more traders sell new items now, and old ones should be fixed, hopefully.
|
||||
- Compatibility patch for Coffee if the zone to use better anims.
|
||||
- Damage to limbs increased by 25%. Hopefully losing limbs will be more frequent.
|
||||
|
||||
### Fixes:
|
||||
|
||||
- Painkillers active time is now tracked a lot better, so level transitions wont extend their duration. Nor saving/loading will extend/decrease it. Deviation will be very small % wise.
|
||||
- Detailed description compatibility now has fixed encoding for dot symbols
|
||||
- Default detailed description script fixes(included by default, not compat)
|
||||
- Artefact healing now wont work if you dont have PBA mod installed. Meaning if you want to use it in base anomaly you need to patch it. I would do that if i had vanilla classnames and values for them - it is not hard at all.
|
||||
- General bugfixing for main script
|
||||
- DLTX bugfixing to make sure included mods are not overwritten by standalone versions of same mods.
|
||||
- Animation files bugfixing to change as little as possible compared to base FDDA + asnen's. Now should be 100% compatible as no old anims are overwritten or deleted.
|
||||
- Damage threshold lowered back to 3% like default. Now consumable items are tracked and wont deal damage to limbs
|
||||
- Renamed Enchaned UI compat to "Enhanced GUI". Got confused about names
|
|
@ -1,36 +0,0 @@
|
|||
A collection of medical item animations, models and textures for FDDA. Sister mod to FDDA Enhanced Animations - Food and drinks.
|
||||
As many items as possible were converted to fancier gunslinger animations.
|
||||
Some items had their use sounds replaced/enhanced.
|
||||
|
||||
There werent many gunslinger medical animations, but this has injector, bandage and exo anims.
|
||||
|
||||
Originally made/adapted for BHS realistic overhaul by me, but separated out into a separate mod. Fully DLTX.
|
||||
|
||||
Goes hand in hand with BHS Realistic Overhaul. This mod was originally a part of it.
|
||||
|
||||
List:
|
||||
Medkits are untouched.
|
||||
Bandage replaced.
|
||||
All the injector animations use the gunslinger injector one.
|
||||
Exo animations added.
|
||||
That is it. There really arent that many of them.
|
||||
|
||||
REQUIRES FDDA(this is an extension to it).
|
||||
Like the original mod, Possibly requires THAP
|
||||
|
||||
Credits:
|
||||
Uknown person who ported all the animations from gunslinger
|
||||
|
||||
## Update 1.1B
|
||||
- Added the MCM unlocker by default to fix the skinning problem. It has everything disabled by default to not mess with gamma and other modpacks.
|
||||
|
||||
## Hotfix to 1.1A
|
||||
- Removed mistakenly included missing animation for a tourniquet
|
||||
|
||||
## Update 1.1
|
||||
|
||||
- Reduced the time between bandage animation finish and weapon pull out
|
||||
|
||||
## Update 13.09.2023
|
||||
|
||||
- Fixed a leftover file i forgot to remove and a scientific medkit in exo had a typo in the config.
|
|
@ -1,19 +0,0 @@
|
|||
<?xml version='1.0' encoding="windows-1251"?>
|
||||
<xml>
|
||||
#include "gameplay\character_desc_general_*.xml"
|
||||
|
||||
;#include "gameplay\character_desc_general_actor.xml"
|
||||
;#include "gameplay\character_desc_general_army.xml"
|
||||
;#include "gameplay\character_desc_general_bandit.xml"
|
||||
;#include "gameplay\character_desc_general_csky.xml"
|
||||
;#include "gameplay\character_desc_general_dolg.xml"
|
||||
;#include "gameplay\character_desc_general_ecolog.xml"
|
||||
;#include "gameplay\character_desc_general_freedom.xml"
|
||||
;#include "gameplay\character_desc_general_greh.xml"
|
||||
;#include "gameplay\character_desc_general_isg.xml"
|
||||
;#include "gameplay\character_desc_general_killer.xml"
|
||||
;#include "gameplay\character_desc_general_monolith.xml"
|
||||
;#include "gameplay\character_desc_general_renegade.xml"
|
||||
;#include "gameplay\character_desc_general_stalker.xml"
|
||||
;#include "gameplay\character_desc_general_zombied.xml"
|
||||
</xml>
|
|
@ -1,41 +0,0 @@
|
|||
<specific_character id="sim_default_freedom_0_default_15" team_default = "1">
|
||||
#include "gameplay\profiles\character_desc_freedom_0.xml"
|
||||
<icon>ui_inGame2_Freedom_1</icon>
|
||||
<snd_config>characters_voice\human\freedom_1\</snd_config>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_1a</visual>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="sim_default_freedom_0_default_16" team_default = "1">
|
||||
#include "gameplay\profiles\character_desc_freedom_0.xml"
|
||||
<icon>ui_inGame2_Freedom_1</icon>
|
||||
<snd_config>characters_voice\human\freedom_1\</snd_config>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_1a_backpack</visual>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="sim_default_freedom_0_default_17" team_default = "1">
|
||||
#include "gameplay\profiles\character_desc_freedom_0.xml"
|
||||
<icon>ui_inGame2_Freedom_1</icon>
|
||||
<snd_config>characters_voice\human\freedom_3\</snd_config>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_1a_mask</visual>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="sim_default_freedom_0_default_18" team_default = "1">
|
||||
#include "gameplay\profiles\character_desc_freedom_0.xml"
|
||||
<icon>ui_inGame2_Freedom_1</icon>
|
||||
<snd_config>characters_voice\human\freedom_1\</snd_config>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_1b</visual>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="sim_default_freedom_0_default_19" team_default = "1">
|
||||
#include "gameplay\profiles\character_desc_freedom_0.xml"
|
||||
<icon>ui_inGame2_Freedom_1</icon>
|
||||
<snd_config>characters_voice\human\freedom_1\</snd_config>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_1b_backpack</visual>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="sim_default_freedom_0_default_20" team_default = "1">
|
||||
#include "gameplay\profiles\character_desc_freedom_0.xml"
|
||||
<icon>ui_inGame2_Freedom_1</icon>
|
||||
<snd_config>characters_voice\human\freedom_3\</snd_config>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_1b_mask</visual>
|
||||
</specific_character>
|
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mods/Fixed Vanilla Models & Textures/addons/SIN Overhaul/gamedata/textures/act/act_stalker_greh_1a.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/SIN Overhaul/gamedata/textures/act/act_stalker_greh_1a.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/SIN Overhaul/gamedata/textures/act/act_stalker_greh_1b.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/SIN Overhaul/gamedata/textures/act/act_stalker_greh_1b.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/SIN Overhaul/gamedata/textures/act/act_stalker_greh_4.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/SIN Overhaul/gamedata/textures/act/act_stalker_greh_4.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/SIN Overhaul/gamedata/textures/act/act_stalker_greh_4.thm (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/SIN Overhaul/gamedata/textures/act/act_stalker_greh_4.thm (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/UNISG Overhaul/gamedata/textures/act/isg/act_isg_merc_1.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/UNISG Overhaul/gamedata/textures/act/isg/act_isg_merc_1.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/UNISG Overhaul/gamedata/textures/act/isg/act_isg_merc_2.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/UNISG Overhaul/gamedata/textures/act/isg/act_isg_merc_2.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/UNISG Overhaul/gamedata/textures/act/isg/act_isg_merc_3.dds (Stored with Git LFS)
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mods/Fixed Vanilla Models & Textures/addons/UNISG Overhaul/gamedata/textures/act/isg/act_isg_merc_3.dds (Stored with Git LFS)
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|
@ -1,35 +0,0 @@
|
|||
This is a small guide in case you want to modify some things for Glowsticks by yourself, such as to change the color.
|
||||
|
||||
______________________________________________________________________________________________________________________________________________________________________________________________________
|
||||
HOW TO CHANGE THE COLOR.
|
||||
______________________________________________________________________________________________________________________________________________________________________________________________________
|
||||
|
||||
1. Go to gamedata/configs/items/items and open up "items_glowstick.xml"
|
||||
2. You will find various configs that start with "[glowstick_definition]" and a color, the one without any color in the name is the default green.
|
||||
From here onwards, change the "color" and "color_r2" to whichever you like, the formula is simply a percentage from 0.0 to 1.0.
|
||||
NOTE: Higher numbers are allowed, but these only add a white tint to the color.
|
||||
|
||||
______________________________________________________________________________________________________________________________________________________________________________________________________
|
||||
HOW TO MAKE THE GLOWSTICKS EMIT SHADOWS.
|
||||
______________________________________________________________________________________________________________________________________________________________________________________________________
|
||||
|
||||
1. Go to gamedata/scripts and open up "zz_glowstick_mcm.script"
|
||||
2. Scroll down from there until you find "data.light_flags", which is roughly line 110.
|
||||
Change the number 45 to 47.
|
||||
|
||||
______________________________________________________________________________________________________________________________________________________________________________________________________
|
||||
NOTE TO ADDON AUTHORS REGARDING DEVICES AND DETECTORS
|
||||
______________________________________________________________________________________________________________________________________________________________________________________________________
|
||||
|
||||
1. Open your device model in Blender, AXR Tools or OGF Data Changer.
|
||||
2. Make sure the emissive part of your model uses the shader "models\selflight_det"
|
||||
3. Save or re-export your model.
|
||||
|
||||
This way the device's screen won't emit any light once the batteries run out.
|
||||
|
||||
______________________________________________________________________________________________________________________________________________________________________________________________________
|
||||
HOW TO CHANGE MOD SETTINGS WITHOUT MCM.
|
||||
______________________________________________________________________________________________________________________________________________________________________________________________________
|
||||
|
||||
1. Go to gamedata/scripts and open up "zz_glowstick_mcm.script"
|
||||
2. Change the settings at the top of the file to your liking.
|
|
@ -1,96 +0,0 @@
|
|||
___________
|
||||
DESCRIPTION
|
||||
___________
|
||||
|
||||
This is a collaboration made by Lucy (r3zy) & Blackgrowl.
|
||||
As the name should imply, this adds glowsticks into Anomaly. Some of the assets are taken from Dead Air, so all credits to them in that regard.
|
||||
It's more than just glowsticks though; many changes have been made to make the Glowsticks more versatile and interesting.
|
||||
How? Well, first of all, there's more than just one variety.
|
||||
They will appear as a "Device", you can use them on hand or drop them. Should be perfect to light up areas that don't have a campfire near, as well.
|
||||
Check out "DETAILS" for more information.
|
||||
Also take a gander at the "MODDING GUIDE" if there is something you want to modify yourself from this mod, like the Glowstick color or how to enable the shadows.
|
||||
|
||||
___________
|
||||
INSTALLATION
|
||||
___________
|
||||
|
||||
Recommended to use Mod Organizer 2 for the FOMOD installer.
|
||||
Otherwise simply extract the "gamedata" to your main Anomaly folder or install with JSGME. And install optional files from the "addons" folder.
|
||||
Remember to clear the shader cache (checkbox in the launcher or delete the anomaly/appdata/shaders_cache folder).
|
||||
|
||||
NOTE: You cannot safely uninstall this mod, since it adds new item sections that remain in the savefile.
|
||||
|
||||
___________
|
||||
PATCHES/ADDONS INFORMATION
|
||||
___________
|
||||
|
||||
- Cr3pis' Icons. Changes the gritty icons into high-quality model-shaded ones.
|
||||
- Briggs' Glowstick mesh. Replacer for the Dead Air models.
|
||||
- Enhanced Shaders (and Color Grading) patch. Fixes glowsticks and screens turning dark if you don't have a device/pda equipped. Overwrite the base files.
|
||||
- Pack of New Devices patch. Makes the device meshes use the correct screen shader.
|
||||
|
||||
___________
|
||||
DETAILS
|
||||
___________
|
||||
|
||||
VARIANTS:
|
||||
- GREEN. The default variant, it has a range of 12 and is good all around.
|
||||
- ORANGE. While offering just a slightly weaker range, about 10 metres, it provides a much more "natural" light.
|
||||
- RED. While offering the weakest illumination, it also has the best range, more than 24 metres. Perfect for the underground or very dark places with no natural light.
|
||||
- CYAN. While having a small range of 6, it offers the best illumination. Best used in the Underground to get surprised, can even be used in daytime to find hard-to-see objects and the like.
|
||||
|
||||
IMPORTANT INFO:
|
||||
- You can press and HOLD the Use key (default "F") to throw the glowstick. (Can be changed to the grenade launcher key in AMCM or by editing the script)
|
||||
- Glowsticks have their own "lifetime", each variants also have their own lasting time.
|
||||
- You can still use a glowstick while aiming a pistol.
|
||||
- CAREFUL! Glowsticks on the ground can be destroyed, in which case you can't use them anymore.
|
||||
|
||||
ACQUISITION:
|
||||
- At new game start (If you have AMCM installed).
|
||||
- From traders.
|
||||
- May be found in some dead STALKERs.
|
||||
- In stashes.
|
||||
|
||||
BONUS:
|
||||
- If you have AMCM, you can make it so the flashlights flicker heavily when you're inside the Brain Scorcher or Miracle Machine while they are still active.
|
||||
This makes Glowsticks a must, just for lore fun.
|
||||
- Broken flashlight draw animation is fixed by this mod.
|
||||
- Screens turning dark if you don't have a device/pda equipped is fixed by this mod.
|
||||
|
||||
___________
|
||||
KNOWN ISSUES
|
||||
___________
|
||||
|
||||
* Animations are a bit "wonky". If any animator wishes to re-animate this, you can go right ahead, you have our full support already.
|
||||
* Glowsticks only wear down when dropped on the ground or equipped in your hand.
|
||||
|
||||
___________
|
||||
COMPATIBILITY
|
||||
___________
|
||||
|
||||
Mods that replace detectors/devices can safely overwrite this mod's meshes.
|
||||
Shader fix won't work though unless the new devices use the "models\selflight_det" shader for their display/light.
|
||||
There's a patch for Pack of New Devices included, otherwise check out the "MODDING GUIDE".
|
||||
|
||||
___________
|
||||
COPYRIGHT/LICENSE
|
||||
___________
|
||||
|
||||
There is none.
|
||||
This is a mod taken from Dead Air, ported to Anomaly, only license that counts is the license Dead Air uses and especially GSCs.
|
||||
(In short; do whatever you want, but don't go selling it anywhere or claiming it is your own creation)
|
||||
The only thing requested is that you acknowledge (credit) the work Blackgrowl and Lucy did to port this into Anomaly.
|
||||
|
||||
___________
|
||||
CREDITS
|
||||
___________
|
||||
|
||||
Dead Air Team for the Glowstick.
|
||||
Lucy for the script and stuff.
|
||||
Blackgrowl for the asset help, including making new assets and art.
|
||||
Thundervision for the Russian translation.
|
||||
Cr3pis for the icons.
|
||||
PYP for fixing smoothing issues on the glowstick mesh.
|
||||
Briggs for the new optional glowstick model.
|
||||
Arti for the trader autoinjeect script.
|
||||
RavenAscendant for the monkey patch tutorial.
|
|
@ -1,310 +0,0 @@
|
|||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7]:identity_immunities,weapon_probability,default_weapon_params,wpn_mp7_sounds
|
||||
GroupControlSection = spawn_group
|
||||
$npc = on
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\mp5"
|
||||
scheduled = off
|
||||
cform = skeleton
|
||||
parent_section = wpn_mp7
|
||||
|
||||
class = WP_LR300
|
||||
slot = 2
|
||||
animation_slot = 8
|
||||
ef_main_weapon_type = 2
|
||||
ef_weapon_type = 6
|
||||
hand_dependence = 1
|
||||
single_handed = 0
|
||||
|
||||
default_to_ruck = false
|
||||
sprint_allowed = true
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_grid_height = 2
|
||||
inv_grid_width = 2
|
||||
|
||||
inv_name = st_wpn_mp7
|
||||
inv_name_short = st_wpn_mp7
|
||||
description = st_wpn_mp7_descr
|
||||
|
||||
kind = w_smg ;w_pistol
|
||||
inv_weight = 2.1
|
||||
cost = 23300
|
||||
repair_type = pistol
|
||||
weapon_class = assault_rifle
|
||||
|
||||
hud = wpn_mp7_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7.ogf
|
||||
position = -0.015, -0.120, -0.010
|
||||
orientation = 3, -6, -1
|
||||
|
||||
fire_point = 0.0, 0.155, 0.225
|
||||
fire_point2 = 0.0, 0.188, 0.392
|
||||
strap_bone0 = bip01_spine2
|
||||
strap_bone1 = bip01_spine1
|
||||
strap_position = -0.16, -0.36, 0.15
|
||||
strap_orientation = -10, -5, 10
|
||||
ph_mass = 3
|
||||
|
||||
flame_particles = weapons\generic_weapon05
|
||||
smoke_particles = weapons\generic_shoot_00
|
||||
grenade_flame_particles = weapons\generic_weapon01
|
||||
|
||||
shell_point = 0.0, 0.125, -0.050
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_particles = weapons\9x19
|
||||
|
||||
light_disabled = false
|
||||
light_color = 0.6, 0.5, 0.3
|
||||
light_range = 5
|
||||
light_time = 0.2
|
||||
light_var_color = 0.05
|
||||
light_var_range = 0.5
|
||||
|
||||
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5
|
||||
installed_upgrades =
|
||||
upgrade_scheme = upgrade_scheme_mp5_nimble
|
||||
upgr_icon_x = 1900
|
||||
upgr_icon_y = 1350
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
|
||||
fire_modes = 1, -1
|
||||
ammo_class = ammo_9x19_fmj, ammo_9x19_fmj_bad, ammo_9x19_fmj_verybad, ammo_9x19_pbp, ammo_9x19_pbp_bad, ammo_9x19_pbp_verybad, ammo_9x19_ap, ammo_9x19_ap_bad, ammo_9x19_ap_verybad
|
||||
ammo_elapsed = 40
|
||||
ammo_mag_size = 40
|
||||
startup_ammo = 90
|
||||
|
||||
scopes = acog, eot, ac10632, c-more
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 0
|
||||
|
||||
silencer_name = wpn_sil_9mm
|
||||
silencer_status = 2
|
||||
silencer_x = 85
|
||||
silencer_y = 8
|
||||
silencer_light_color = 0.6, 0.5, 0.3
|
||||
silencer_light_range = 0.01
|
||||
silencer_light_time = 0.2
|
||||
silencer_light_var_color = 0.05
|
||||
silencer_light_var_range = 0.5
|
||||
silencer_smoke_particles = weapons\generic_shoot_00
|
||||
|
||||
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
|
||||
grenade_launcher_name = wpn_addon_grenade_launcher
|
||||
grenade_launcher_status = 0
|
||||
grenade_launcher_x = 126
|
||||
grenade_launcher_y = 24
|
||||
launch_speed = 0
|
||||
|
||||
hit_impulse = 50
|
||||
hit_power = 0.47, 0.47, 0.47, 0.47
|
||||
hit_type = fire_wound
|
||||
fire_distance = 400
|
||||
bullet_speed = 400
|
||||
rpm = 950
|
||||
rpm_empty_click = 200
|
||||
ap_modifier = 1.1
|
||||
|
||||
use_aim_bullet = false
|
||||
time_to_aim = 0.0 ; 3.0
|
||||
zoom_dof = 0.5, 1.0, 180
|
||||
zoom_enabled = true
|
||||
zoom_rotate_time = 0.25
|
||||
reload_dof = 0.0, 0.5, 5, 2
|
||||
control_inertion_factor = 1.0f
|
||||
crosshair_inertion = 4.35
|
||||
fire_dispersion_base = 0.24
|
||||
fire_dispersion_condition_factor = 0.001
|
||||
inertion_origin_aim_offset = -0.03
|
||||
inertion_origin_offset = -0.05
|
||||
inertion_tendto_aim_speed = 8
|
||||
inertion_tendto_speed = 5
|
||||
|
||||
misfire_probability = 0.005
|
||||
misfire_start_condition = 0.7 ; 0.8
|
||||
misfire_start_prob = 0.005
|
||||
misfire_end_condition = 0.1
|
||||
misfire_end_prob = 0.09
|
||||
|
||||
condition_queue_shot_dec = 0.0014
|
||||
condition_shot_dec = 0.0012
|
||||
|
||||
cam_return = 0
|
||||
cam_relax_speed = 5
|
||||
cam_dispersion = 0.8
|
||||
cam_dispersion_frac = 1.0
|
||||
cam_dispersion_inc = 0.0475
|
||||
cam_max_angle = 50.0
|
||||
cam_max_angle_horz = 50.0
|
||||
cam_step_angle_horz = 1.5
|
||||
zoom_cam_relax_speed = 10
|
||||
zoom_cam_dispersion = 0.55
|
||||
zoom_cam_dispersion_frac = 1.0
|
||||
zoom_cam_dispersion_inc = 0.0375
|
||||
zoom_cam_max_angle = 50.0
|
||||
zoom_cam_max_angle_horz = 50.0
|
||||
zoom_cam_step_angle_horz = 1.5
|
||||
|
||||
PDM_disp_accel_factor = 1.5
|
||||
PDM_disp_base = 0.5
|
||||
PDM_disp_crouch = 1.0
|
||||
PDM_disp_crouch_no_acc = 1.0
|
||||
PDM_disp_vel_factor = 1.5
|
||||
|
||||
cam_relax_speed_ai = 120.75
|
||||
zoom_cam_relax_speed_ai = 120.75
|
||||
holder_fov_modifier = 1.0
|
||||
holder_range_modifier = 1.0
|
||||
min_radius = 0
|
||||
max_radius = 500
|
||||
hit_probability_gd_novice = 1.00
|
||||
hit_probability_gd_stalker = 1.00
|
||||
hit_probability_gd_veteran = 1.00
|
||||
hit_probability_gd_master = 1.00
|
||||
|
||||
kill_msg_x = 72
|
||||
kill_msg_y = 82
|
||||
kill_msg_width = 56
|
||||
kill_msg_height = 23
|
||||
|
||||
|
||||
[wpn_mp7_hud]:hud_base
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_hud.ogf
|
||||
attach_place_idx = 0
|
||||
zoom_hide_crosshair = true
|
||||
|
||||
item_position = 0, 0, 0
|
||||
item_orientation = 0, 0, 0
|
||||
|
||||
hands_position = -0.072000, -0.172, 0.165500
|
||||
hands_position_16x9 = -0.072000, -0.172, 0.165500
|
||||
hands_orientation = 0.55, 2.39, 0.1499993
|
||||
hands_orientation_16x9 = 0.55, 2.39, 0.1499993
|
||||
|
||||
aim_hud_offset_pos = -0.0795, 0.0745, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.0795, 0.0745, -0.265
|
||||
aim_hud_offset_rot = 0.0339, 0.0088, -0.0045
|
||||
aim_hud_offset_rot_16x9 = 0.0339, 0.0088, -0.0045
|
||||
|
||||
gl_hud_offset_pos = 0, 0, 0
|
||||
gl_hud_offset_pos_16x9 = 0, 0, 0
|
||||
gl_hud_offset_rot = 0, 0, 0
|
||||
gl_hud_offset_rot_16x9 = 0, 0, 0
|
||||
|
||||
lean_hud_offset_pos = 0, 0, 0
|
||||
lean_hud_offset_rot = 0, 0, 0
|
||||
|
||||
anm_hide = lancew_mp7_holster, idle_2
|
||||
anm_idle = lancew_mp7_idle, idle_2
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim_2
|
||||
anm_idle_aim_moving = lancew_mp7_moving, idle_2, 0.75
|
||||
anm_idle_aim_moving_crouch = lancew_mp7_moving, idle_2, 0.7
|
||||
anm_idle_moving = lancew_mp7_moving, idle_2
|
||||
anm_idle_sprint = lancew_mp7_sprint, idle_2
|
||||
anm_reload = lancew_mp7_reload, reload_2
|
||||
anm_shots = lancew_mp7_shoot, shoot_2
|
||||
anm_show = lancew_mp7_draw, idle_2
|
||||
|
||||
shell_bone = wpn_body
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_point = 0.02, 0.06, -0.019
|
||||
|
||||
fire_bone = wpn_body
|
||||
fire_bone2 = wpn_body
|
||||
fire_point = 0, 0.037504, 0.269238
|
||||
fire_point2 = 0.0, -0.029, 0.525
|
||||
|
||||
freelook_z_offset_mul = 0.3
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_ac10632]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 2
|
||||
|
||||
inv_weight = 2.215
|
||||
|
||||
hud = wpn_mp7_ac10632_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_ac10632
|
||||
|
||||
|
||||
[wpn_mp7_ac10632_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_ac10632_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.07895, 0.06025, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.07895, 0.06025, -0.265
|
||||
aim_hud_offset_rot = 0.038, 0.0075, -0.0018
|
||||
aim_hud_offset_rot_16x9 = 0.038, 0.0075, -0.0018
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_acog]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 4
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_weight = 2.45
|
||||
|
||||
hud = wpn_mp7_acog_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_acog
|
||||
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 20
|
||||
|
||||
zoom_rotate_time = 0.25
|
||||
|
||||
|
||||
[wpn_mp7_acog_hud]:wpn_mp7_hud,hud_low_interia
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_acog_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.08025, 0.0565, -0.235
|
||||
aim_hud_offset_pos_16x9 = -0.08025, 0.0565, -0.235
|
||||
aim_hud_offset_rot = 0.0485, 0.01, -0.004
|
||||
aim_hud_offset_rot_16x9 = 0.0485, 0.01, -0.004
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_c-more]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 2
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_c-more_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_c-more
|
||||
|
||||
|
||||
[wpn_mp7_c-more_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_c-more_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.081, 0.0634, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.081, 0.0634, -0.265
|
||||
aim_hud_offset_rot = 0.0455, 0.0111, 0.0
|
||||
aim_hud_offset_rot_16x9 = 0.0455, 0.0111, 0.0
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_eot]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_eot_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_eotech
|
||||
|
||||
|
||||
[wpn_mp7_eot_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_eotech_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.07925, 0.0525, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.07925, 0.0525, -0.265
|
||||
aim_hud_offset_rot = 0.048, 0.008, -0.004
|
||||
aim_hud_offset_rot_16x9 = 0.048, 0.008, -0.004
|
|
@ -1,303 +0,0 @@
|
|||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7]:identity_immunities,weapon_probability,default_weapon_params,wpn_mp7_sounds
|
||||
GroupControlSection = spawn_group
|
||||
$npc = on
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\mp5"
|
||||
scheduled = off
|
||||
cform = skeleton
|
||||
parent_section = wpn_mp7
|
||||
|
||||
class = WP_LR300
|
||||
slot = 2
|
||||
animation_slot = 8
|
||||
ef_main_weapon_type = 2
|
||||
ef_weapon_type = 6
|
||||
hand_dependence = 1
|
||||
single_handed = 0
|
||||
|
||||
default_to_ruck = false
|
||||
sprint_allowed = true
|
||||
|
||||
inv_grid_height = 2
|
||||
inv_grid_width = 2
|
||||
inv_grid_x = 48
|
||||
inv_grid_y = 61
|
||||
inv_name = st_wpn_mp7
|
||||
inv_name_short = st_wpn_mp7
|
||||
description = st_wpn_mp7_descr
|
||||
|
||||
kind = w_smg ;w_pistol
|
||||
inv_weight = 2.1
|
||||
cost = 23300
|
||||
repair_type = pistol
|
||||
weapon_class = assault_rifle
|
||||
|
||||
hud = wpn_mp7_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7.ogf
|
||||
position = -0.015, -0.120, -0.010
|
||||
orientation = 3, -6, -1
|
||||
|
||||
fire_point = 0.0, 0.155, 0.225
|
||||
fire_point2 = 0.0, 0.188, 0.392
|
||||
strap_bone0 = bip01_spine2
|
||||
strap_bone1 = bip01_spine1
|
||||
strap_position = -0.16, -0.36, 0.15
|
||||
strap_orientation = -10, -5, 10
|
||||
ph_mass = 3
|
||||
|
||||
flame_particles = weapons\generic_weapon05
|
||||
smoke_particles = weapons\generic_shoot_00
|
||||
grenade_flame_particles = weapons\generic_weapon01
|
||||
|
||||
shell_point = 0.0, 0.125, -0.050
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_particles = weapons\9x19
|
||||
|
||||
light_disabled = false
|
||||
light_color = 0.6, 0.5, 0.3
|
||||
light_range = 5
|
||||
light_time = 0.2
|
||||
light_var_color = 0.05
|
||||
light_var_range = 0.5
|
||||
|
||||
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5
|
||||
installed_upgrades =
|
||||
upgrade_scheme = upgrade_scheme_mp5_nimble
|
||||
upgr_icon_x = 1900
|
||||
upgr_icon_y = 1350
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
|
||||
fire_modes = 1, -1
|
||||
ammo_class = ammo_9x19_fmj, ammo_9x19_fmj_bad, ammo_9x19_fmj_verybad, ammo_9x19_pbp, ammo_9x19_pbp_bad, ammo_9x19_pbp_verybad, ammo_9x19_ap, ammo_9x19_ap_bad, ammo_9x19_ap_verybad
|
||||
ammo_elapsed = 40
|
||||
ammo_mag_size = 40
|
||||
startup_ammo = 90
|
||||
|
||||
scopes = acog, eot, ac10632, c-more
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 0
|
||||
|
||||
silencer_name = wpn_sil_9mm
|
||||
silencer_status = 2
|
||||
silencer_x = 85
|
||||
silencer_y = 7
|
||||
silencer_light_color = 0.6, 0.5, 0.3
|
||||
silencer_light_range = 0.01
|
||||
silencer_light_time = 0.2
|
||||
silencer_light_var_color = 0.05
|
||||
silencer_light_var_range = 0.5
|
||||
silencer_smoke_particles = weapons\generic_shoot_00
|
||||
|
||||
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
|
||||
grenade_launcher_name = wpn_addon_grenade_launcher
|
||||
grenade_launcher_status = 0
|
||||
grenade_launcher_x = 126
|
||||
grenade_launcher_y = 24
|
||||
launch_speed = 0
|
||||
|
||||
hit_impulse = 50
|
||||
hit_power = 0.47, 0.47, 0.47, 0.47
|
||||
hit_type = fire_wound
|
||||
fire_distance = 400
|
||||
bullet_speed = 400
|
||||
rpm = 950
|
||||
rpm_empty_click = 200
|
||||
ap_modifier = 1.1
|
||||
|
||||
use_aim_bullet = false
|
||||
time_to_aim = 0.0 ; 3.0
|
||||
zoom_dof = 0.5, 1.0, 180
|
||||
zoom_enabled = true
|
||||
zoom_rotate_time = 0.25
|
||||
reload_dof = 0.0, 0.5, 5, 2
|
||||
control_inertion_factor = 1.0f
|
||||
crosshair_inertion = 4.35
|
||||
fire_dispersion_base = 0.24
|
||||
fire_dispersion_condition_factor = 0.001
|
||||
inertion_origin_aim_offset = -0.03
|
||||
inertion_origin_offset = -0.05
|
||||
inertion_tendto_aim_speed = 8
|
||||
inertion_tendto_speed = 5
|
||||
|
||||
misfire_probability = 0.005
|
||||
misfire_start_condition = 0.7 ; 0.8
|
||||
misfire_start_prob = 0.005
|
||||
misfire_end_condition = 0.1
|
||||
misfire_end_prob = 0.09
|
||||
|
||||
condition_queue_shot_dec = 0.0014
|
||||
condition_shot_dec = 0.0012
|
||||
|
||||
cam_return = 0
|
||||
cam_relax_speed = 5
|
||||
cam_dispersion = 0.8
|
||||
cam_dispersion_frac = 1.0
|
||||
cam_dispersion_inc = 0.0475
|
||||
cam_max_angle = 50.0
|
||||
cam_max_angle_horz = 50.0
|
||||
cam_step_angle_horz = 1.5
|
||||
zoom_cam_relax_speed = 10
|
||||
zoom_cam_dispersion = 0.55
|
||||
zoom_cam_dispersion_frac = 1.0
|
||||
zoom_cam_dispersion_inc = 0.0375
|
||||
zoom_cam_max_angle = 50.0
|
||||
zoom_cam_max_angle_horz = 50.0
|
||||
zoom_cam_step_angle_horz = 1.5
|
||||
|
||||
PDM_disp_accel_factor = 1.5
|
||||
PDM_disp_base = 0.5
|
||||
PDM_disp_crouch = 1.0
|
||||
PDM_disp_crouch_no_acc = 1.0
|
||||
PDM_disp_vel_factor = 1.5
|
||||
|
||||
cam_relax_speed_ai = 120.75
|
||||
zoom_cam_relax_speed_ai = 120.75
|
||||
holder_fov_modifier = 1.0
|
||||
holder_range_modifier = 1.0
|
||||
min_radius = 0
|
||||
max_radius = 500
|
||||
hit_probability_gd_novice = 1.00
|
||||
hit_probability_gd_stalker = 1.00
|
||||
hit_probability_gd_veteran = 1.00
|
||||
hit_probability_gd_master = 1.00
|
||||
|
||||
kill_msg_x = 72
|
||||
kill_msg_y = 82
|
||||
kill_msg_width = 56
|
||||
kill_msg_height = 23
|
||||
|
||||
|
||||
[wpn_mp7_hud]:hud_base
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_hud.ogf
|
||||
attach_place_idx = 0
|
||||
zoom_hide_crosshair = true
|
||||
|
||||
item_position = 0, 0, 0
|
||||
item_orientation = 0, 0, 0
|
||||
|
||||
hands_position = -0.072000, -0.172, 0.165500
|
||||
hands_position_16x9 = -0.072000, -0.172, 0.165500
|
||||
hands_orientation = 0.55, 2.39, 0.1499993
|
||||
hands_orientation_16x9 = 0.55, 2.39, 0.1499993
|
||||
|
||||
aim_hud_offset_pos = -0.0795, 0.0745, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.0795, 0.0745, -0.265
|
||||
aim_hud_offset_rot = 0.0339, 0.0088, -0.0045
|
||||
aim_hud_offset_rot_16x9 = 0.0339, 0.0088, -0.0045
|
||||
|
||||
gl_hud_offset_pos = 0, 0, 0
|
||||
gl_hud_offset_pos_16x9 = 0, 0, 0
|
||||
gl_hud_offset_rot = 0, 0, 0
|
||||
gl_hud_offset_rot_16x9 = 0, 0, 0
|
||||
|
||||
lean_hud_offset_pos = 0, 0, 0
|
||||
lean_hud_offset_rot = 0, 0, 0
|
||||
|
||||
anm_hide = lancew_mp7_holster, idle_2
|
||||
anm_idle = lancew_mp7_idle, idle_2
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim_2
|
||||
anm_idle_aim_moving = lancew_mp7_moving, idle_2, 0.75
|
||||
anm_idle_aim_moving_crouch = lancew_mp7_moving, idle_2, 0.7
|
||||
anm_idle_moving = lancew_mp7_moving, idle_2
|
||||
anm_idle_sprint = lancew_mp7_sprint, idle_2
|
||||
anm_reload = lancew_mp7_reload, reload_2
|
||||
anm_shots = lancew_mp7_shoot, shoot_2
|
||||
anm_show = lancew_mp7_draw, idle_2
|
||||
|
||||
shell_bone = wpn_body
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_point = 0.02, 0.06, -0.019
|
||||
|
||||
fire_bone = wpn_body
|
||||
fire_bone2 = wpn_body
|
||||
fire_point = 0, 0.037504, 0.269238
|
||||
fire_point2 = 0.0, -0.029, 0.525
|
||||
|
||||
freelook_z_offset_mul = 0.3
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_ac10632]:wpn_mp7
|
||||
1icon_layer = ac10632
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -10
|
||||
|
||||
inv_weight = 2.215
|
||||
|
||||
hud = wpn_mp7_ac10632_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_ac10632
|
||||
|
||||
|
||||
[wpn_mp7_ac10632_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_ac10632_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.07895, 0.06025, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.07895, 0.06025, -0.265
|
||||
aim_hud_offset_rot = 0.038, 0.0075, -0.0018
|
||||
aim_hud_offset_rot_16x9 = 0.038, 0.0075, -0.0018
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_acog]:wpn_mp7
|
||||
1icon_layer = acog
|
||||
1icon_layer_x = 10
|
||||
1icon_layer_y = -9
|
||||
|
||||
inv_weight = 2.45
|
||||
|
||||
hud = wpn_mp7_acog_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_acog
|
||||
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 20
|
||||
|
||||
zoom_rotate_time = 0.25
|
||||
|
||||
|
||||
[wpn_mp7_acog_hud]:wpn_mp7_hud,hud_low_interia
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_acog_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.08025, 0.0565, -0.235
|
||||
aim_hud_offset_pos_16x9 = -0.08025, 0.0565, -0.235
|
||||
aim_hud_offset_rot = 0.0485, 0.01, -0.004
|
||||
aim_hud_offset_rot_16x9 = 0.0485, 0.01, -0.004
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_c-more]:wpn_mp7
|
||||
1icon_layer = c-more
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -6
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_c-more_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_c-more
|
||||
|
||||
|
||||
[wpn_mp7_c-more_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_c-more_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.081, 0.0634, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.081, 0.0634, -0.265
|
||||
aim_hud_offset_rot = 0.0455, 0.0111, 0.0
|
||||
aim_hud_offset_rot_16x9 = 0.0455, 0.0111, 0.0
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_eot]:wpn_mp7
|
||||
1icon_layer = eot
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -6
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_eot_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_eotech
|
||||
|
||||
|
||||
[wpn_mp7_eot_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_eotech_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.07925, 0.0525, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.07925, 0.0525, -0.265
|
||||
aim_hud_offset_rot = 0.048, 0.008, -0.004
|
||||
aim_hud_offset_rot_16x9 = 0.048, 0.008, -0.004
|
|
@ -1,306 +0,0 @@
|
|||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7]:identity_immunities,weapon_probability,default_weapon_params,wpn_mp7_sounds
|
||||
GroupControlSection = spawn_group
|
||||
$npc = on
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\mp5"
|
||||
scheduled = off
|
||||
cform = skeleton
|
||||
parent_section = wpn_mp7
|
||||
|
||||
class = WP_LR300
|
||||
slot = 2
|
||||
animation_slot = 8
|
||||
ef_main_weapon_type = 2
|
||||
ef_weapon_type = 6
|
||||
hand_dependence = 1
|
||||
single_handed = 0
|
||||
|
||||
default_to_ruck = false
|
||||
sprint_allowed = true
|
||||
|
||||
inv_grid_height = 2
|
||||
inv_grid_width = 2
|
||||
inv_grid_x = 48
|
||||
inv_grid_y = 61
|
||||
inv_name = st_wpn_mp7
|
||||
inv_name_short = st_wpn_mp7
|
||||
description = st_wpn_mp7_descr
|
||||
|
||||
kind = w_smg ;w_pistol
|
||||
inv_weight = 2.1
|
||||
cost = 23300
|
||||
repair_type = pistol
|
||||
weapon_class = assault_rifle
|
||||
|
||||
hud = wpn_mp7_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7.ogf
|
||||
position = -0.015, -0.120, -0.010
|
||||
orientation = 3, -6, -1
|
||||
|
||||
fire_point = 0.0, 0.155, 0.225
|
||||
fire_point2 = 0.0, 0.188, 0.392
|
||||
strap_bone0 = bip01_spine2
|
||||
strap_bone1 = bip01_spine1
|
||||
strap_position = -0.16, -0.36, 0.15
|
||||
strap_orientation = -10, -5, 10
|
||||
ph_mass = 3
|
||||
|
||||
flame_particles = weapons\generic_weapon05
|
||||
smoke_particles = weapons\generic_shoot_00
|
||||
grenade_flame_particles = weapons\generic_weapon01
|
||||
|
||||
shell_point = 0.0, 0.125, -0.050
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_particles = weapons\9x19
|
||||
|
||||
light_disabled = false
|
||||
light_color = 0.6, 0.5, 0.3
|
||||
light_range = 5
|
||||
light_time = 0.2
|
||||
light_var_color = 0.05
|
||||
light_var_range = 0.5
|
||||
|
||||
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5
|
||||
installed_upgrades =
|
||||
upgrade_scheme = upgrade_scheme_mp5_nimble
|
||||
upgr_icon_x = 1900
|
||||
upgr_icon_y = 1350
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
|
||||
fire_modes = 1, -1
|
||||
ammo_class = ammo_9x19_fmj, ammo_9x19_fmj_bad, ammo_9x19_fmj_verybad, ammo_9x19_pbp, ammo_9x19_pbp_bad, ammo_9x19_pbp_verybad, ammo_9x19_ap, ammo_9x19_ap_bad, ammo_9x19_ap_verybad
|
||||
ammo_elapsed = 40
|
||||
ammo_mag_size = 40
|
||||
startup_ammo = 90
|
||||
|
||||
scopes = acog, eot, ac10632, c-more
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 0
|
||||
|
||||
silencer_name = wpn_sil_9mm
|
||||
silencer_status = 2
|
||||
silencer_x = 85
|
||||
silencer_y = 7
|
||||
silencer_light_color = 0.6, 0.5, 0.3
|
||||
silencer_light_range = 0.01
|
||||
silencer_light_time = 0.2
|
||||
silencer_light_var_color = 0.05
|
||||
silencer_light_var_range = 0.5
|
||||
silencer_smoke_particles = weapons\generic_shoot_00
|
||||
|
||||
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
|
||||
grenade_launcher_name = wpn_addon_grenade_launcher
|
||||
grenade_launcher_status = 0
|
||||
grenade_launcher_x = 126
|
||||
grenade_launcher_y = 24
|
||||
launch_speed = 0
|
||||
|
||||
hit_impulse = 50
|
||||
hit_power = 0.47, 0.47, 0.47, 0.47
|
||||
hit_type = fire_wound
|
||||
fire_distance = 400
|
||||
bullet_speed = 400
|
||||
rpm = 950
|
||||
rpm_empty_click = 200
|
||||
ap_modifier = 1.1
|
||||
|
||||
use_aim_bullet = false
|
||||
time_to_aim = 0.0 ; 3.0
|
||||
zoom_dof = 0.5, 1.0, 180
|
||||
zoom_enabled = true
|
||||
zoom_rotate_time = 0.25
|
||||
reload_dof = 0.0, 0.5, 5, 2
|
||||
control_inertion_factor = 1.0f
|
||||
crosshair_inertion = 4.35
|
||||
fire_dispersion_base = 0.24
|
||||
fire_dispersion_condition_factor = 0.001
|
||||
inertion_origin_aim_offset = -0.03
|
||||
inertion_origin_offset = -0.05
|
||||
inertion_tendto_aim_speed = 8
|
||||
inertion_tendto_speed = 5
|
||||
|
||||
misfire_probability = 0.005
|
||||
misfire_start_condition = 0.7 ; 0.8
|
||||
misfire_start_prob = 0.005
|
||||
misfire_end_condition = 0.1
|
||||
misfire_end_prob = 0.09
|
||||
|
||||
condition_queue_shot_dec = 0.0014
|
||||
condition_shot_dec = 0.0012
|
||||
|
||||
cam_return = 0
|
||||
cam_relax_speed = 5
|
||||
cam_dispersion = 0.8
|
||||
cam_dispersion_frac = 1.0
|
||||
cam_dispersion_inc = 0.0475
|
||||
cam_max_angle = 50.0
|
||||
cam_max_angle_horz = 50.0
|
||||
cam_step_angle_horz = 1.5
|
||||
zoom_cam_relax_speed = 10
|
||||
zoom_cam_dispersion = 0.55
|
||||
zoom_cam_dispersion_frac = 1.0
|
||||
zoom_cam_dispersion_inc = 0.0375
|
||||
zoom_cam_max_angle = 50.0
|
||||
zoom_cam_max_angle_horz = 50.0
|
||||
zoom_cam_step_angle_horz = 1.5
|
||||
|
||||
PDM_disp_accel_factor = 1.5
|
||||
PDM_disp_base = 0.5
|
||||
PDM_disp_crouch = 1.0
|
||||
PDM_disp_crouch_no_acc = 1.0
|
||||
PDM_disp_vel_factor = 1.5
|
||||
|
||||
cam_relax_speed_ai = 120.75
|
||||
zoom_cam_relax_speed_ai = 120.75
|
||||
holder_fov_modifier = 1.0
|
||||
holder_range_modifier = 1.0
|
||||
min_radius = 0
|
||||
max_radius = 500
|
||||
hit_probability_gd_novice = 1.00
|
||||
hit_probability_gd_stalker = 1.00
|
||||
hit_probability_gd_veteran = 1.00
|
||||
hit_probability_gd_master = 1.00
|
||||
|
||||
kill_msg_x = 72
|
||||
kill_msg_y = 82
|
||||
kill_msg_width = 56
|
||||
kill_msg_height = 23
|
||||
|
||||
hud_fov = 0.70
|
||||
|
||||
[wpn_mp7_hud]:hud_base
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_hud.ogf
|
||||
attach_place_idx = 0
|
||||
zoom_hide_crosshair = true
|
||||
|
||||
item_position = 0, 0, 0
|
||||
item_orientation = 0, 0, 0
|
||||
|
||||
hands_position = -0.082, -0.14, -0.11
|
||||
hands_position_16x9 = -0.082, -0.14, -0.11
|
||||
hands_orientation = 0.0, 0.0, -2
|
||||
hands_orientation_16x9 = 0.0, 0.0, -2
|
||||
|
||||
aim_hud_offset_pos = -0.06335,0.0345,-0.05
|
||||
aim_hud_offset_pos_16x9 = -0.06335,0.0345,-0.05
|
||||
aim_hud_offset_rot = -0.0072,-0.0007,-0.0404
|
||||
aim_hud_offset_rot_16x9 = -0.0072,-0.0007,-0.0404
|
||||
|
||||
gl_hud_offset_pos = 0, 0, 0
|
||||
gl_hud_offset_pos_16x9 = 0, 0, 0
|
||||
gl_hud_offset_rot = 0, 0, 0
|
||||
gl_hud_offset_rot_16x9 = 0, 0, 0
|
||||
|
||||
lean_hud_offset_pos = 0, 0, 0
|
||||
lean_hud_offset_rot = 0, 0, 0
|
||||
|
||||
anm_hide = lancew_mp7_holster, idle_2
|
||||
anm_idle = lancew_mp7_idle, idle_2
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim_2
|
||||
anm_idle_aim_moving = lancew_mp7_moving, idle_2, 0.75
|
||||
anm_idle_aim_moving_crouch = lancew_mp7_moving, idle_2, 0.7
|
||||
anm_idle_moving = lancew_mp7_moving, idle_2
|
||||
anm_idle_sprint = lancew_mp7_sprint, idle_2
|
||||
anm_reload = lancew_mp7_reload, reload_2
|
||||
anm_shots = lancew_mp7_shoot, shoot_2
|
||||
anm_show = lancew_mp7_draw, idle_2
|
||||
|
||||
shell_bone = wpn_body
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_point = 0.02, 0.06, -0.019
|
||||
|
||||
fire_bone = wpn_body
|
||||
fire_bone2 = wpn_body
|
||||
fire_point = 0, 0.037504, 0.269238
|
||||
fire_point2 = 0.0, -0.029, 0.525
|
||||
|
||||
freelook_z_offset_mul = 0.3
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_ac10632]:wpn_mp7
|
||||
1icon_layer = ac10632
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -10
|
||||
|
||||
inv_weight = 2.215
|
||||
|
||||
hud = wpn_mp7_ac10632_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_ac10632
|
||||
|
||||
|
||||
[wpn_mp7_ac10632_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_ac10632_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0630,0.025,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.0630,0.025,-0.06
|
||||
aim_hud_offset_rot = 0.019,-0.0016,-0.040
|
||||
aim_hud_offset_rot_16x9 = 0.019,-0.0016,-0.040
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_acog]:wpn_mp7
|
||||
1icon_layer = acog
|
||||
1icon_layer_x = 10
|
||||
1icon_layer_y = -9
|
||||
|
||||
inv_weight = 2.45
|
||||
|
||||
hud = wpn_mp7_acog_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_acog
|
||||
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 20
|
||||
scope_texture = wpn_crosshair_acog
|
||||
|
||||
|
||||
zoom_rotate_time = 0.25
|
||||
|
||||
|
||||
[wpn_mp7_acog_hud]:wpn_mp7_hud,hud_low_interia
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_acog_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0635,0.0125,-0.05
|
||||
aim_hud_offset_pos_16x9 = -0.0635,0.0125,-0.05
|
||||
aim_hud_offset_rot = 0.007,0.0002,-0.0404
|
||||
aim_hud_offset_rot_16x9 = 0.007,0.0002,-0.0404
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_c-more]:wpn_mp7
|
||||
1icon_layer = c-more
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -6
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_c-more_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_c-more
|
||||
|
||||
|
||||
[wpn_mp7_c-more_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_c-more_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0633,0.0225,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.0633,0.0225,-0.06
|
||||
aim_hud_offset_rot = 0.0120,0.0,-0.0404
|
||||
aim_hud_offset_rot_16x9 = 0.0120,0.0,-0.0404
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_eot]:wpn_mp7
|
||||
1icon_layer = eot
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -6
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_eot_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_eotech
|
||||
|
||||
|
||||
[wpn_mp7_eot_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_eotech_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.06335,0.008,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.06335,0.008,-0.06
|
||||
aim_hud_offset_rot = 0.005,0.0,-0.0425
|
||||
aim_hud_offset_rot_16x9 = 0.005,0.0,-0.0425
|
|
@ -1,4 +0,0 @@
|
|||
this is a patch if you are using
|
||||
https://www.moddb.com/mods/stalker-anomaly/addons/position-and-view-v21-release
|
||||
|
||||
copy and paste over gamedata after position and view
|
|
@ -1,313 +0,0 @@
|
|||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7]:identity_immunities,weapon_probability,default_weapon_params,wpn_mp7_sounds
|
||||
GroupControlSection = spawn_group
|
||||
$npc = on
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\mp5"
|
||||
scheduled = off
|
||||
cform = skeleton
|
||||
parent_section = wpn_mp7
|
||||
|
||||
class = WP_LR300
|
||||
slot = 2
|
||||
animation_slot = 8
|
||||
ef_main_weapon_type = 2
|
||||
ef_weapon_type = 6
|
||||
hand_dependence = 1
|
||||
single_handed = 0
|
||||
|
||||
default_to_ruck = false
|
||||
sprint_allowed = true
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_grid_height = 2
|
||||
inv_grid_width = 2
|
||||
|
||||
inv_name = st_wpn_mp7
|
||||
inv_name_short = st_wpn_mp7
|
||||
description = st_wpn_mp7_descr
|
||||
|
||||
kind = w_smg ;w_pistol
|
||||
inv_weight = 2.1
|
||||
cost = 23300
|
||||
repair_type = pistol
|
||||
weapon_class = assault_rifle
|
||||
|
||||
hud = wpn_mp7_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7.ogf
|
||||
position = -0.015, -0.120, -0.010
|
||||
orientation = 3, -6, -1
|
||||
|
||||
fire_point = 0.0, 0.155, 0.225
|
||||
fire_point2 = 0.0, 0.188, 0.392
|
||||
strap_bone0 = bip01_spine2
|
||||
strap_bone1 = bip01_spine1
|
||||
strap_position = -0.16, -0.36, 0.15
|
||||
strap_orientation = -10, -5, 10
|
||||
ph_mass = 3
|
||||
|
||||
flame_particles = weapons\generic_weapon05
|
||||
smoke_particles = weapons\generic_shoot_00
|
||||
grenade_flame_particles = weapons\generic_weapon01
|
||||
|
||||
shell_point = 0.0, 0.125, -0.050
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_particles = weapons\9x19
|
||||
|
||||
light_disabled = false
|
||||
light_color = 0.6, 0.5, 0.3
|
||||
light_range = 5
|
||||
light_time = 0.2
|
||||
light_var_color = 0.05
|
||||
light_var_range = 0.5
|
||||
|
||||
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5
|
||||
installed_upgrades =
|
||||
upgrade_scheme = upgrade_scheme_mp5_nimble
|
||||
upgr_icon_x = 1900
|
||||
upgr_icon_y = 1350
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
|
||||
fire_modes = 1, -1
|
||||
ammo_class = ammo_9x19_fmj, ammo_9x19_fmj_bad, ammo_9x19_fmj_verybad, ammo_9x19_pbp, ammo_9x19_pbp_bad, ammo_9x19_pbp_verybad, ammo_9x19_ap, ammo_9x19_ap_bad, ammo_9x19_ap_verybad
|
||||
ammo_elapsed = 40
|
||||
ammo_mag_size = 40
|
||||
startup_ammo = 90
|
||||
|
||||
scopes = acog, eot, ac10632, c-more
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 0
|
||||
|
||||
silencer_name = wpn_sil_9mm
|
||||
silencer_status = 2
|
||||
silencer_x = 85
|
||||
silencer_y = 8
|
||||
silencer_light_color = 0.6, 0.5, 0.3
|
||||
silencer_light_range = 0.01
|
||||
silencer_light_time = 0.2
|
||||
silencer_light_var_color = 0.05
|
||||
silencer_light_var_range = 0.5
|
||||
silencer_smoke_particles = weapons\generic_shoot_00
|
||||
|
||||
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
|
||||
grenade_launcher_name = wpn_addon_grenade_launcher
|
||||
grenade_launcher_status = 0
|
||||
grenade_launcher_x = 126
|
||||
grenade_launcher_y = 24
|
||||
launch_speed = 0
|
||||
|
||||
hit_impulse = 50
|
||||
hit_power = 0.47, 0.47, 0.47, 0.47
|
||||
hit_type = fire_wound
|
||||
fire_distance = 400
|
||||
bullet_speed = 400
|
||||
rpm = 950
|
||||
rpm_empty_click = 200
|
||||
ap_modifier = 1.1
|
||||
|
||||
use_aim_bullet = false
|
||||
time_to_aim = 0.0 ; 3.0
|
||||
zoom_dof = 0.5, 1.0, 180
|
||||
zoom_enabled = true
|
||||
zoom_rotate_time = 0.25
|
||||
reload_dof = 0.0, 0.5, 5, 2
|
||||
control_inertion_factor = 1.0f
|
||||
crosshair_inertion = 4.35
|
||||
fire_dispersion_base = 0.24
|
||||
fire_dispersion_condition_factor = 0.001
|
||||
inertion_origin_aim_offset = -0.03
|
||||
inertion_origin_offset = -0.05
|
||||
inertion_tendto_aim_speed = 8
|
||||
inertion_tendto_speed = 5
|
||||
|
||||
misfire_probability = 0.005
|
||||
misfire_start_condition = 0.7 ; 0.8
|
||||
misfire_start_prob = 0.005
|
||||
misfire_end_condition = 0.1
|
||||
misfire_end_prob = 0.09
|
||||
|
||||
condition_queue_shot_dec = 0.0014
|
||||
condition_shot_dec = 0.0012
|
||||
|
||||
cam_return = 0
|
||||
cam_relax_speed = 5
|
||||
cam_dispersion = 0.8
|
||||
cam_dispersion_frac = 1.0
|
||||
cam_dispersion_inc = 0.0475
|
||||
cam_max_angle = 50.0
|
||||
cam_max_angle_horz = 50.0
|
||||
cam_step_angle_horz = 1.5
|
||||
zoom_cam_relax_speed = 10
|
||||
zoom_cam_dispersion = 0.55
|
||||
zoom_cam_dispersion_frac = 1.0
|
||||
zoom_cam_dispersion_inc = 0.0375
|
||||
zoom_cam_max_angle = 50.0
|
||||
zoom_cam_max_angle_horz = 50.0
|
||||
zoom_cam_step_angle_horz = 1.5
|
||||
|
||||
PDM_disp_accel_factor = 1.5
|
||||
PDM_disp_base = 0.5
|
||||
PDM_disp_crouch = 1.0
|
||||
PDM_disp_crouch_no_acc = 1.0
|
||||
PDM_disp_vel_factor = 1.5
|
||||
|
||||
cam_relax_speed_ai = 120.75
|
||||
zoom_cam_relax_speed_ai = 120.75
|
||||
holder_fov_modifier = 1.0
|
||||
holder_range_modifier = 1.0
|
||||
min_radius = 0
|
||||
max_radius = 500
|
||||
hit_probability_gd_novice = 1.00
|
||||
hit_probability_gd_stalker = 1.00
|
||||
hit_probability_gd_veteran = 1.00
|
||||
hit_probability_gd_master = 1.00
|
||||
|
||||
kill_msg_x = 72
|
||||
kill_msg_y = 82
|
||||
kill_msg_width = 56
|
||||
kill_msg_height = 23
|
||||
|
||||
hud_fov = 0.70
|
||||
|
||||
[wpn_mp7_hud]:hud_base
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_hud.ogf
|
||||
attach_place_idx = 0
|
||||
zoom_hide_crosshair = true
|
||||
|
||||
item_position = 0, 0, 0
|
||||
item_orientation = 0, 0, 0
|
||||
|
||||
hands_position = -0.082, -0.14, -0.11
|
||||
hands_position_16x9 = -0.082, -0.14, -0.11
|
||||
hands_orientation = 0.0, 0.0, -2
|
||||
hands_orientation_16x9 = 0.0, 0.0, -2
|
||||
|
||||
aim_hud_offset_pos = -0.06335,0.0345,-0.05
|
||||
aim_hud_offset_pos_16x9 = -0.06335,0.0345,-0.05
|
||||
aim_hud_offset_rot = -0.0072,-0.0007,-0.0404
|
||||
aim_hud_offset_rot_16x9 = -0.0072,-0.0007,-0.0404
|
||||
|
||||
gl_hud_offset_pos = 0, 0, 0
|
||||
gl_hud_offset_pos_16x9 = 0, 0, 0
|
||||
gl_hud_offset_rot = 0, 0, 0
|
||||
gl_hud_offset_rot_16x9 = 0, 0, 0
|
||||
|
||||
lean_hud_offset_pos = 0, 0, 0
|
||||
lean_hud_offset_rot = 0, 0, 0
|
||||
|
||||
anm_hide = lancew_mp7_holster, idle_2
|
||||
anm_idle = lancew_mp7_idle, idle_2
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim_2
|
||||
anm_idle_aim_moving = lancew_mp7_moving, idle_2, 0.75
|
||||
anm_idle_aim_moving_crouch = lancew_mp7_moving, idle_2, 0.7
|
||||
anm_idle_moving = lancew_mp7_moving, idle_2
|
||||
anm_idle_sprint = lancew_mp7_sprint, idle_2
|
||||
anm_reload = lancew_mp7_reload, reload_2
|
||||
anm_shots = lancew_mp7_shoot, shoot_2
|
||||
anm_show = lancew_mp7_draw, idle_2
|
||||
|
||||
shell_bone = wpn_body
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_point = 0.02, 0.06, -0.019
|
||||
|
||||
fire_bone = wpn_body
|
||||
fire_bone2 = wpn_body
|
||||
fire_point = 0, 0.037504, 0.269238
|
||||
fire_point2 = 0.0, -0.029, 0.525
|
||||
|
||||
freelook_z_offset_mul = 0.3
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_ac10632]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 2
|
||||
|
||||
inv_weight = 2.215
|
||||
|
||||
hud = wpn_mp7_ac10632_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_ac10632
|
||||
|
||||
|
||||
[wpn_mp7_ac10632_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_ac10632_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0630,0.025,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.0630,0.025,-0.06
|
||||
aim_hud_offset_rot = 0.019,-0.0016,-0.040
|
||||
aim_hud_offset_rot_16x9 = 0.019,-0.0016,-0.040
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_acog]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 4
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_weight = 2.45
|
||||
|
||||
hud = wpn_mp7_acog_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_acog
|
||||
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 20
|
||||
scope_texture = wpn_crosshair_acog
|
||||
|
||||
|
||||
zoom_rotate_time = 0.25
|
||||
|
||||
|
||||
[wpn_mp7_acog_hud]:wpn_mp7_hud,hud_low_interia
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_acog_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0635,0.0125,-0.05
|
||||
aim_hud_offset_pos_16x9 = -0.0635,0.0125,-0.05
|
||||
aim_hud_offset_rot = 0.007,0.0002,-0.0404
|
||||
aim_hud_offset_rot_16x9 = 0.007,0.0002,-0.0404
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_c-more]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 2
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_c-more_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_c-more
|
||||
|
||||
|
||||
[wpn_mp7_c-more_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_c-more_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0633,0.0225,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.0633,0.0225,-0.06
|
||||
aim_hud_offset_rot = 0.0120,0.0,-0.0404
|
||||
aim_hud_offset_rot_16x9 = 0.0120,0.0,-0.0404
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_eot]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_eot_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_eotech
|
||||
|
||||
|
||||
[wpn_mp7_eot_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_eotech_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.06335,0.008,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.06335,0.008,-0.06
|
||||
aim_hud_offset_rot = 0.005,0.0,-0.0425
|
||||
aim_hud_offset_rot_16x9 = 0.005,0.0,-0.0425
|
|
@ -1,322 +0,0 @@
|
|||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7]:identity_immunities,weapon_probability,default_weapon_params,wpn_mp7_sounds
|
||||
GroupControlSection = spawn_group
|
||||
$npc = on
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\mp5"
|
||||
scheduled = off
|
||||
cform = skeleton
|
||||
parent_section = wpn_mp7
|
||||
|
||||
class = WP_LR300
|
||||
slot = 2
|
||||
animation_slot = 8
|
||||
ef_main_weapon_type = 2
|
||||
ef_weapon_type = 6
|
||||
hand_dependence = 1
|
||||
single_handed = 0
|
||||
|
||||
default_to_ruck = false
|
||||
sprint_allowed = true
|
||||
|
||||
inv_grid_height = 2
|
||||
inv_grid_width = 2
|
||||
inv_grid_x = 48
|
||||
inv_grid_y = 61
|
||||
inv_name = st_wpn_mp7
|
||||
inv_name_short = st_wpn_mp7
|
||||
description = st_wpn_mp7_descr
|
||||
|
||||
kind = w_smg ;w_pistol
|
||||
inv_weight = 2.1
|
||||
cost = 23300
|
||||
repair_type = pistol
|
||||
weapon_class = assault_rifle
|
||||
|
||||
hud = wpn_mp7_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7.ogf
|
||||
position = -0.015, -0.120, -0.010
|
||||
orientation = 3, -6, -1
|
||||
|
||||
fire_point = 0.0, 0.155, 0.225
|
||||
fire_point2 = 0.0, 0.188, 0.392
|
||||
strap_bone0 = bip01_spine2
|
||||
strap_bone1 = bip01_spine1
|
||||
strap_position = -0.16, -0.36, 0.15
|
||||
strap_orientation = -10, -5, 10
|
||||
ph_mass = 3
|
||||
|
||||
flame_particles = weapons\generic_weapon05
|
||||
smoke_particles = weapons\generic_shoot_00
|
||||
grenade_flame_particles = weapons\generic_weapon01
|
||||
|
||||
shell_point = 0.0, 0.125, -0.050
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_particles = weapons\9x19
|
||||
|
||||
light_disabled = false
|
||||
light_color = 0.6, 0.5, 0.3
|
||||
light_range = 5
|
||||
light_time = 0.2
|
||||
light_var_color = 0.05
|
||||
light_var_range = 0.5
|
||||
|
||||
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5
|
||||
installed_upgrades =
|
||||
upgrade_scheme = upgrade_scheme_mp5_nimble
|
||||
upgr_icon_x = 1900
|
||||
upgr_icon_y = 1350
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
|
||||
fire_modes = 1, -1
|
||||
ammo_class = ammo_9x19_fmj, ammo_9x19_fmj_bad, ammo_9x19_fmj_verybad, ammo_9x19_pbp, ammo_9x19_pbp_bad, ammo_9x19_pbp_verybad, ammo_9x19_ap, ammo_9x19_ap_bad, ammo_9x19_ap_verybad
|
||||
ammo_elapsed = 40
|
||||
ammo_mag_size = 40
|
||||
startup_ammo = 90
|
||||
|
||||
scopes = acog, eot, ac10632, c-more
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 0
|
||||
|
||||
silencer_name = wpn_sil_9mm
|
||||
silencer_status = 2
|
||||
silencer_x = 85
|
||||
silencer_y = 7
|
||||
silencer_light_color = 0.6, 0.5, 0.3
|
||||
silencer_light_range = 0.01
|
||||
silencer_light_time = 0.2
|
||||
silencer_light_var_color = 0.05
|
||||
silencer_light_var_range = 0.5
|
||||
silencer_smoke_particles = weapons\generic_shoot_00
|
||||
|
||||
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
|
||||
grenade_launcher_name = wpn_addon_grenade_launcher
|
||||
grenade_launcher_status = 0
|
||||
grenade_launcher_x = 126
|
||||
grenade_launcher_y = 24
|
||||
launch_speed = 0
|
||||
|
||||
hit_impulse = 50
|
||||
hit_power = 0.47, 0.47, 0.47, 0.47
|
||||
hit_type = fire_wound
|
||||
fire_distance = 400
|
||||
bullet_speed = 400
|
||||
rpm = 950
|
||||
rpm_empty_click = 200
|
||||
ap_modifier = 1.1
|
||||
|
||||
use_aim_bullet = false
|
||||
time_to_aim = 0.0 ; 3.0
|
||||
zoom_dof = 0.5, 1.0, 180
|
||||
zoom_enabled = true
|
||||
zoom_rotate_time = 0.25
|
||||
reload_dof = 0.0, 0.5, 5, 2
|
||||
control_inertion_factor = 1.0f
|
||||
crosshair_inertion = 4.35
|
||||
fire_dispersion_base = 0.24
|
||||
fire_dispersion_condition_factor = 0.001
|
||||
inertion_origin_aim_offset = -0.03
|
||||
inertion_origin_offset = -0.05
|
||||
inertion_tendto_aim_speed = 8
|
||||
inertion_tendto_speed = 5
|
||||
|
||||
misfire_probability = 0.005
|
||||
misfire_start_condition = 0.7 ; 0.8
|
||||
misfire_start_prob = 0.005
|
||||
misfire_end_condition = 0.1
|
||||
misfire_end_prob = 0.09
|
||||
|
||||
condition_queue_shot_dec = 0.0014
|
||||
condition_shot_dec = 0.0012
|
||||
|
||||
cam_return = 0
|
||||
cam_relax_speed = 5
|
||||
cam_dispersion = 0.8
|
||||
cam_dispersion_frac = 1.0
|
||||
cam_dispersion_inc = 0.0475
|
||||
cam_max_angle = 50.0
|
||||
cam_max_angle_horz = 50.0
|
||||
cam_step_angle_horz = 1.5
|
||||
zoom_cam_relax_speed = 10
|
||||
zoom_cam_dispersion = 0.55
|
||||
zoom_cam_dispersion_frac = 1.0
|
||||
zoom_cam_dispersion_inc = 0.0375
|
||||
zoom_cam_max_angle = 50.0
|
||||
zoom_cam_max_angle_horz = 50.0
|
||||
zoom_cam_step_angle_horz = 1.5
|
||||
|
||||
PDM_disp_accel_factor = 1.5
|
||||
PDM_disp_base = 0.5
|
||||
PDM_disp_crouch = 1.0
|
||||
PDM_disp_crouch_no_acc = 1.0
|
||||
PDM_disp_vel_factor = 1.5
|
||||
|
||||
cam_relax_speed_ai = 120.75
|
||||
zoom_cam_relax_speed_ai = 120.75
|
||||
holder_fov_modifier = 1.0
|
||||
holder_range_modifier = 1.0
|
||||
min_radius = 0
|
||||
max_radius = 500
|
||||
hit_probability_gd_novice = 1.00
|
||||
hit_probability_gd_stalker = 1.00
|
||||
hit_probability_gd_veteran = 1.00
|
||||
hit_probability_gd_master = 1.00
|
||||
|
||||
kill_msg_x = 72
|
||||
kill_msg_y = 82
|
||||
kill_msg_width = 56
|
||||
kill_msg_height = 23
|
||||
|
||||
|
||||
[wpn_mp7_hud]:hud_base
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_hud.ogf
|
||||
attach_place_idx = 0
|
||||
zoom_hide_crosshair = true
|
||||
|
||||
item_position = 0, 0, 0
|
||||
item_orientation = 0, 0, 0
|
||||
|
||||
hands_position = -0.072000, -0.172, 0.165500
|
||||
hands_position_16x9 = -0.072000, -0.172, 0.165500
|
||||
hands_orientation = 0.55, 2.39, 0.1499993
|
||||
hands_orientation_16x9 = 0.55, 2.39, 0.1499993
|
||||
|
||||
aim_hud_offset_pos = -0.0795, 0.0745, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.0795, 0.0745, -0.265
|
||||
aim_hud_offset_rot = 0.0339, 0.0088, -0.0045
|
||||
aim_hud_offset_rot_16x9 = 0.0339, 0.0088, -0.0045
|
||||
|
||||
gl_hud_offset_pos = 0, 0, 0
|
||||
gl_hud_offset_pos_16x9 = 0, 0, 0
|
||||
gl_hud_offset_rot = 0, 0, 0
|
||||
gl_hud_offset_rot_16x9 = 0, 0, 0
|
||||
|
||||
lean_hud_offset_pos = 0, 0, 0
|
||||
lean_hud_offset_rot = 0, 0, 0
|
||||
|
||||
anm_hide = lancew_mp7_holster
|
||||
anm_idle = lancew_mp7_idle
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_idle_aim_moving = lancew_mp7_moving, idle, 0.75
|
||||
anm_idle_aim_moving_crouch = lancew_mp7_moving, idle, 0.7
|
||||
anm_idle_moving = lancew_mp7_moving
|
||||
anm_idle_sprint = lancew_mp7_sprint
|
||||
anm_reload = lancew_mp7_reload, reload
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
anm_show = lancew_mp7_draw
|
||||
|
||||
shell_bone = wpn_body
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_point = 0.02, 0.06, -0.019
|
||||
|
||||
fire_bone = wpn_body
|
||||
fire_bone2 = wpn_body
|
||||
fire_point = 0, 0.037504, 0.269238
|
||||
fire_point2 = 0.0, -0.029, 0.525
|
||||
|
||||
freelook_z_offset_mul = 0.3
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_ac10632]:wpn_mp7
|
||||
1icon_layer = ac10632
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -10
|
||||
|
||||
inv_weight = 2.215
|
||||
|
||||
hud = wpn_mp7_ac10632_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_ac10632
|
||||
|
||||
|
||||
[wpn_mp7_ac10632_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_ac10632_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.07895, 0.06025, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.07895, 0.06025, -0.265
|
||||
aim_hud_offset_rot = 0.038, 0.0075, -0.0018
|
||||
aim_hud_offset_rot_16x9 = 0.038, 0.0075, -0.0018
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_acog]:wpn_mp7
|
||||
1icon_layer = acog
|
||||
1icon_layer_x = 10
|
||||
1icon_layer_y = -9
|
||||
|
||||
inv_weight = 2.45
|
||||
|
||||
hud = wpn_mp7_acog_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_acog
|
||||
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 20
|
||||
|
||||
zoom_rotate_time = 0.25
|
||||
|
||||
|
||||
[wpn_mp7_acog_hud]:wpn_mp7_hud,hud_low_interia
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_acog_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.08025, 0.0565, -0.235
|
||||
aim_hud_offset_pos_16x9 = -0.08025, 0.0565, -0.235
|
||||
aim_hud_offset_rot = 0.0485, 0.01, -0.004
|
||||
aim_hud_offset_rot_16x9 = 0.0485, 0.01, -0.004
|
||||
|
||||
anm_hide = lancew_mp7_holster, idle_2
|
||||
anm_idle = lancew_mp7_idle, idle_2
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim_2
|
||||
anm_idle_moving = lancew_mp7_moving, idle_2
|
||||
anm_idle_sprint = lancew_mp7_sprint, idle_2
|
||||
anm_reload = lancew_mp7_reload, reload_2
|
||||
anm_shots = lancew_mp7_shoot, shoot_2
|
||||
anm_show = lancew_mp7_draw, idle_2
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_c-more]:wpn_mp7
|
||||
1icon_layer = c-more
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -6
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_c-more_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_c-more
|
||||
|
||||
|
||||
[wpn_mp7_c-more_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_c-more_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.081, 0.0634, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.081, 0.0634, -0.265
|
||||
aim_hud_offset_rot = 0.0455, 0.0111, 0.0
|
||||
aim_hud_offset_rot_16x9 = 0.0455, 0.0111, 0.0
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_eot]:wpn_mp7
|
||||
1icon_layer = eot
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -6
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_eot_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_eotech
|
||||
|
||||
|
||||
[wpn_mp7_eot_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_eotech_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.07925, 0.0525, -0.265
|
||||
aim_hud_offset_pos_16x9 = -0.07925, 0.0525, -0.265
|
||||
aim_hud_offset_rot = 0.048, 0.008, -0.004
|
||||
aim_hud_offset_rot_16x9 = 0.048, 0.008, -0.004
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
|
@ -1,325 +0,0 @@
|
|||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7]:identity_immunities,weapon_probability,default_weapon_params,wpn_mp7_sounds
|
||||
GroupControlSection = spawn_group
|
||||
$npc = on
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\mp5"
|
||||
scheduled = off
|
||||
cform = skeleton
|
||||
parent_section = wpn_mp7
|
||||
|
||||
class = WP_LR300
|
||||
slot = 2
|
||||
animation_slot = 8
|
||||
ef_main_weapon_type = 2
|
||||
ef_weapon_type = 6
|
||||
hand_dependence = 1
|
||||
single_handed = 0
|
||||
|
||||
default_to_ruck = false
|
||||
sprint_allowed = true
|
||||
|
||||
inv_grid_height = 2
|
||||
inv_grid_width = 2
|
||||
inv_grid_x = 48
|
||||
inv_grid_y = 61
|
||||
inv_name = st_wpn_mp7
|
||||
inv_name_short = st_wpn_mp7
|
||||
description = st_wpn_mp7_descr
|
||||
|
||||
kind = w_smg ;w_pistol
|
||||
inv_weight = 2.1
|
||||
cost = 23300
|
||||
repair_type = pistol
|
||||
weapon_class = assault_rifle
|
||||
|
||||
hud = wpn_mp7_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7.ogf
|
||||
position = -0.015, -0.120, -0.010
|
||||
orientation = 3, -6, -1
|
||||
|
||||
fire_point = 0.0, 0.155, 0.225
|
||||
fire_point2 = 0.0, 0.188, 0.392
|
||||
strap_bone0 = bip01_spine2
|
||||
strap_bone1 = bip01_spine1
|
||||
strap_position = -0.16, -0.36, 0.15
|
||||
strap_orientation = -10, -5, 10
|
||||
ph_mass = 3
|
||||
|
||||
flame_particles = weapons\generic_weapon05
|
||||
smoke_particles = weapons\generic_shoot_00
|
||||
grenade_flame_particles = weapons\generic_weapon01
|
||||
|
||||
shell_point = 0.0, 0.125, -0.050
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_particles = weapons\9x19
|
||||
|
||||
light_disabled = false
|
||||
light_color = 0.6, 0.5, 0.3
|
||||
light_range = 5
|
||||
light_time = 0.2
|
||||
light_var_color = 0.05
|
||||
light_var_range = 0.5
|
||||
|
||||
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5
|
||||
installed_upgrades =
|
||||
upgrade_scheme = upgrade_scheme_mp5_nimble
|
||||
upgr_icon_x = 1900
|
||||
upgr_icon_y = 1350
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
|
||||
fire_modes = 1, -1
|
||||
ammo_class = ammo_9x19_fmj, ammo_9x19_fmj_bad, ammo_9x19_fmj_verybad, ammo_9x19_pbp, ammo_9x19_pbp_bad, ammo_9x19_pbp_verybad, ammo_9x19_ap, ammo_9x19_ap_bad, ammo_9x19_ap_verybad
|
||||
ammo_elapsed = 40
|
||||
ammo_mag_size = 40
|
||||
startup_ammo = 90
|
||||
|
||||
scopes = acog, eot, ac10632, c-more
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 0
|
||||
|
||||
silencer_name = wpn_sil_9mm
|
||||
silencer_status = 2
|
||||
silencer_x = 85
|
||||
silencer_y = 7
|
||||
silencer_light_color = 0.6, 0.5, 0.3
|
||||
silencer_light_range = 0.01
|
||||
silencer_light_time = 0.2
|
||||
silencer_light_var_color = 0.05
|
||||
silencer_light_var_range = 0.5
|
||||
silencer_smoke_particles = weapons\generic_shoot_00
|
||||
|
||||
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
|
||||
grenade_launcher_name = wpn_addon_grenade_launcher
|
||||
grenade_launcher_status = 0
|
||||
grenade_launcher_x = 126
|
||||
grenade_launcher_y = 24
|
||||
launch_speed = 0
|
||||
|
||||
hit_impulse = 50
|
||||
hit_power = 0.47, 0.47, 0.47, 0.47
|
||||
hit_type = fire_wound
|
||||
fire_distance = 400
|
||||
bullet_speed = 400
|
||||
rpm = 950
|
||||
rpm_empty_click = 200
|
||||
ap_modifier = 1.1
|
||||
|
||||
use_aim_bullet = false
|
||||
time_to_aim = 0.0 ; 3.0
|
||||
zoom_dof = 0.5, 1.0, 180
|
||||
zoom_enabled = true
|
||||
zoom_rotate_time = 0.25
|
||||
reload_dof = 0.0, 0.5, 5, 2
|
||||
control_inertion_factor = 1.0f
|
||||
crosshair_inertion = 4.35
|
||||
fire_dispersion_base = 0.24
|
||||
fire_dispersion_condition_factor = 0.001
|
||||
inertion_origin_aim_offset = -0.03
|
||||
inertion_origin_offset = -0.05
|
||||
inertion_tendto_aim_speed = 8
|
||||
inertion_tendto_speed = 5
|
||||
|
||||
misfire_probability = 0.005
|
||||
misfire_start_condition = 0.7 ; 0.8
|
||||
misfire_start_prob = 0.005
|
||||
misfire_end_condition = 0.1
|
||||
misfire_end_prob = 0.09
|
||||
|
||||
condition_queue_shot_dec = 0.0014
|
||||
condition_shot_dec = 0.0012
|
||||
|
||||
cam_return = 0
|
||||
cam_relax_speed = 5
|
||||
cam_dispersion = 0.8
|
||||
cam_dispersion_frac = 1.0
|
||||
cam_dispersion_inc = 0.0475
|
||||
cam_max_angle = 50.0
|
||||
cam_max_angle_horz = 50.0
|
||||
cam_step_angle_horz = 1.5
|
||||
zoom_cam_relax_speed = 10
|
||||
zoom_cam_dispersion = 0.55
|
||||
zoom_cam_dispersion_frac = 1.0
|
||||
zoom_cam_dispersion_inc = 0.0375
|
||||
zoom_cam_max_angle = 50.0
|
||||
zoom_cam_max_angle_horz = 50.0
|
||||
zoom_cam_step_angle_horz = 1.5
|
||||
|
||||
PDM_disp_accel_factor = 1.5
|
||||
PDM_disp_base = 0.5
|
||||
PDM_disp_crouch = 1.0
|
||||
PDM_disp_crouch_no_acc = 1.0
|
||||
PDM_disp_vel_factor = 1.5
|
||||
|
||||
cam_relax_speed_ai = 120.75
|
||||
zoom_cam_relax_speed_ai = 120.75
|
||||
holder_fov_modifier = 1.0
|
||||
holder_range_modifier = 1.0
|
||||
min_radius = 0
|
||||
max_radius = 500
|
||||
hit_probability_gd_novice = 1.00
|
||||
hit_probability_gd_stalker = 1.00
|
||||
hit_probability_gd_veteran = 1.00
|
||||
hit_probability_gd_master = 1.00
|
||||
|
||||
kill_msg_x = 72
|
||||
kill_msg_y = 82
|
||||
kill_msg_width = 56
|
||||
kill_msg_height = 23
|
||||
|
||||
hud_fov = 0.70
|
||||
|
||||
[wpn_mp7_hud]:hud_base
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_hud.ogf
|
||||
attach_place_idx = 0
|
||||
zoom_hide_crosshair = true
|
||||
|
||||
item_position = 0, 0, 0
|
||||
item_orientation = 0, 0, 0
|
||||
|
||||
hands_position = -0.082, -0.14, -0.11
|
||||
hands_position_16x9 = -0.082, -0.14, -0.11
|
||||
hands_orientation = 0.0, 0.0, -2
|
||||
hands_orientation_16x9 = 0.0, 0.0, -2
|
||||
|
||||
aim_hud_offset_pos = -0.06335,0.0345,-0.05
|
||||
aim_hud_offset_pos_16x9 = -0.06335,0.0345,-0.05
|
||||
aim_hud_offset_rot = -0.0072,-0.0007,-0.0404
|
||||
aim_hud_offset_rot_16x9 = -0.0072,-0.0007,-0.0404
|
||||
|
||||
gl_hud_offset_pos = 0, 0, 0
|
||||
gl_hud_offset_pos_16x9 = 0, 0, 0
|
||||
gl_hud_offset_rot = 0, 0, 0
|
||||
gl_hud_offset_rot_16x9 = 0, 0, 0
|
||||
|
||||
lean_hud_offset_pos = 0, 0, 0
|
||||
lean_hud_offset_rot = 0, 0, 0
|
||||
|
||||
anm_hide = lancew_mp7_holster
|
||||
anm_idle = lancew_mp7_idle
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_idle_aim_moving = lancew_mp7_moving, idle, 0.75
|
||||
anm_idle_aim_moving_crouch = lancew_mp7_moving, idle, 0.7
|
||||
anm_idle_moving = lancew_mp7_moving
|
||||
anm_idle_sprint = lancew_mp7_sprint
|
||||
anm_reload = lancew_mp7_reload, reload
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
anm_show = lancew_mp7_draw
|
||||
|
||||
shell_bone = wpn_body
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_point = 0.02, 0.06, -0.019
|
||||
|
||||
fire_bone = wpn_body
|
||||
fire_bone2 = wpn_body
|
||||
fire_point = 0, 0.037504, 0.269238
|
||||
fire_point2 = 0.0, -0.029, 0.525
|
||||
|
||||
freelook_z_offset_mul = 0.3
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_ac10632]:wpn_mp7
|
||||
1icon_layer = ac10632
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -10
|
||||
|
||||
inv_weight = 2.215
|
||||
|
||||
hud = wpn_mp7_ac10632_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_ac10632
|
||||
|
||||
|
||||
[wpn_mp7_ac10632_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_ac10632_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0630,0.025,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.0630,0.025,-0.06
|
||||
aim_hud_offset_rot = 0.019,-0.0016,-0.040
|
||||
aim_hud_offset_rot_16x9 = 0.019,-0.0016,-0.040
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_acog]:wpn_mp7
|
||||
1icon_layer = acog
|
||||
1icon_layer_x = 10
|
||||
1icon_layer_y = -9
|
||||
|
||||
inv_weight = 2.45
|
||||
|
||||
hud = wpn_mp7_acog_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_acog
|
||||
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 20
|
||||
scope_texture = wpn_crosshair_acog
|
||||
|
||||
|
||||
zoom_rotate_time = 0.25
|
||||
|
||||
|
||||
[wpn_mp7_acog_hud]:wpn_mp7_hud,hud_low_interia
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_acog_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0635,0.0125,-0.05
|
||||
aim_hud_offset_pos_16x9 = -0.0635,0.0125,-0.05
|
||||
aim_hud_offset_rot = 0.007,0.0002,-0.0404
|
||||
aim_hud_offset_rot_16x9 = 0.007,0.0002,-0.0404
|
||||
|
||||
anm_hide = lancew_mp7_holster, idle_2
|
||||
anm_idle = lancew_mp7_idle, idle_2
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim_2
|
||||
anm_idle_moving = lancew_mp7_moving, idle_2
|
||||
anm_idle_sprint = lancew_mp7_sprint, idle_2
|
||||
anm_reload = lancew_mp7_reload, reload_2
|
||||
anm_shots = lancew_mp7_shoot, shoot_2
|
||||
anm_show = lancew_mp7_draw, idle_2
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_c-more]:wpn_mp7
|
||||
1icon_layer = c-more
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -6
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_c-more_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_c-more
|
||||
|
||||
|
||||
[wpn_mp7_c-more_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_c-more_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0633,0.0225,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.0633,0.0225,-0.06
|
||||
aim_hud_offset_rot = 0.0120,0.0,-0.0404
|
||||
aim_hud_offset_rot_16x9 = 0.0120,0.0,-0.0404
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_eot]:wpn_mp7
|
||||
1icon_layer = eot
|
||||
1icon_layer_x = 16
|
||||
1icon_layer_y = -6
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_eot_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_eotech
|
||||
|
||||
|
||||
[wpn_mp7_eot_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_eotech_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.06335,0.008,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.06335,0.008,-0.06
|
||||
aim_hud_offset_rot = 0.005,0.0,-0.0425
|
||||
aim_hud_offset_rot_16x9 = 0.005,0.0,-0.0425
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
|
@ -1,4 +0,0 @@
|
|||
this is a patch if you are using
|
||||
https://www.moddb.com/mods/stalker-anomaly/addons/position-and-view-v21-release
|
||||
|
||||
copy and paste over gamedata after position and view
|
|
@ -1,332 +0,0 @@
|
|||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7]:identity_immunities,weapon_probability,default_weapon_params,wpn_mp7_sounds
|
||||
GroupControlSection = spawn_group
|
||||
$npc = on
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\mp5"
|
||||
scheduled = off
|
||||
cform = skeleton
|
||||
parent_section = wpn_mp7
|
||||
|
||||
class = WP_LR300
|
||||
slot = 2
|
||||
animation_slot = 8
|
||||
ef_main_weapon_type = 2
|
||||
ef_weapon_type = 6
|
||||
hand_dependence = 1
|
||||
single_handed = 0
|
||||
|
||||
default_to_ruck = false
|
||||
sprint_allowed = true
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_grid_height = 2
|
||||
inv_grid_width = 2
|
||||
|
||||
inv_name = st_wpn_mp7
|
||||
inv_name_short = st_wpn_mp7
|
||||
description = st_wpn_mp7_descr
|
||||
|
||||
kind = w_smg ;w_pistol
|
||||
inv_weight = 2.1
|
||||
cost = 23300
|
||||
repair_type = pistol
|
||||
weapon_class = assault_rifle
|
||||
|
||||
hud = wpn_mp7_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7.ogf
|
||||
position = -0.015, -0.120, -0.010
|
||||
orientation = 3, -6, -1
|
||||
|
||||
fire_point = 0.0, 0.155, 0.225
|
||||
fire_point2 = 0.0, 0.188, 0.392
|
||||
strap_bone0 = bip01_spine2
|
||||
strap_bone1 = bip01_spine1
|
||||
strap_position = -0.16, -0.36, 0.15
|
||||
strap_orientation = -10, -5, 10
|
||||
ph_mass = 3
|
||||
|
||||
flame_particles = weapons\generic_weapon05
|
||||
smoke_particles = weapons\generic_shoot_00
|
||||
grenade_flame_particles = weapons\generic_weapon01
|
||||
|
||||
shell_point = 0.0, 0.125, -0.050
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_particles = weapons\9x19
|
||||
|
||||
light_disabled = false
|
||||
light_color = 0.6, 0.5, 0.3
|
||||
light_range = 5
|
||||
light_time = 0.2
|
||||
light_var_color = 0.05
|
||||
light_var_range = 0.5
|
||||
|
||||
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5
|
||||
installed_upgrades =
|
||||
upgrade_scheme = upgrade_scheme_mp5_nimble
|
||||
upgr_icon_x = 1900
|
||||
upgr_icon_y = 1350
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
|
||||
fire_modes = 1, -1
|
||||
ammo_class = ammo_9x19_fmj, ammo_9x19_fmj_bad, ammo_9x19_fmj_verybad, ammo_9x19_pbp, ammo_9x19_pbp_bad, ammo_9x19_pbp_verybad, ammo_9x19_ap, ammo_9x19_ap_bad, ammo_9x19_ap_verybad
|
||||
ammo_elapsed = 40
|
||||
ammo_mag_size = 40
|
||||
startup_ammo = 90
|
||||
|
||||
scopes = acog, eot, ac10632, c-more
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 0
|
||||
|
||||
silencer_name = wpn_sil_9mm
|
||||
silencer_status = 2
|
||||
silencer_x = 85
|
||||
silencer_y = 8
|
||||
silencer_light_color = 0.6, 0.5, 0.3
|
||||
silencer_light_range = 0.01
|
||||
silencer_light_time = 0.2
|
||||
silencer_light_var_color = 0.05
|
||||
silencer_light_var_range = 0.5
|
||||
silencer_smoke_particles = weapons\generic_shoot_00
|
||||
|
||||
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
|
||||
grenade_launcher_name = wpn_addon_grenade_launcher
|
||||
grenade_launcher_status = 0
|
||||
grenade_launcher_x = 126
|
||||
grenade_launcher_y = 24
|
||||
launch_speed = 0
|
||||
|
||||
hit_impulse = 50
|
||||
hit_power = 0.47, 0.47, 0.47, 0.47
|
||||
hit_type = fire_wound
|
||||
fire_distance = 400
|
||||
bullet_speed = 400
|
||||
rpm = 950
|
||||
rpm_empty_click = 200
|
||||
ap_modifier = 1.1
|
||||
|
||||
use_aim_bullet = false
|
||||
time_to_aim = 0.0 ; 3.0
|
||||
zoom_dof = 0.5, 1.0, 180
|
||||
zoom_enabled = true
|
||||
zoom_rotate_time = 0.25
|
||||
reload_dof = 0.0, 0.5, 5, 2
|
||||
control_inertion_factor = 1.0f
|
||||
crosshair_inertion = 4.35
|
||||
fire_dispersion_base = 0.24
|
||||
fire_dispersion_condition_factor = 0.001
|
||||
inertion_origin_aim_offset = -0.03
|
||||
inertion_origin_offset = -0.05
|
||||
inertion_tendto_aim_speed = 8
|
||||
inertion_tendto_speed = 5
|
||||
|
||||
misfire_probability = 0.005
|
||||
misfire_start_condition = 0.7 ; 0.8
|
||||
misfire_start_prob = 0.005
|
||||
misfire_end_condition = 0.1
|
||||
misfire_end_prob = 0.09
|
||||
|
||||
condition_queue_shot_dec = 0.0014
|
||||
condition_shot_dec = 0.0012
|
||||
|
||||
cam_return = 0
|
||||
cam_relax_speed = 5
|
||||
cam_dispersion = 0.8
|
||||
cam_dispersion_frac = 1.0
|
||||
cam_dispersion_inc = 0.0475
|
||||
cam_max_angle = 50.0
|
||||
cam_max_angle_horz = 50.0
|
||||
cam_step_angle_horz = 1.5
|
||||
zoom_cam_relax_speed = 10
|
||||
zoom_cam_dispersion = 0.55
|
||||
zoom_cam_dispersion_frac = 1.0
|
||||
zoom_cam_dispersion_inc = 0.0375
|
||||
zoom_cam_max_angle = 50.0
|
||||
zoom_cam_max_angle_horz = 50.0
|
||||
zoom_cam_step_angle_horz = 1.5
|
||||
|
||||
PDM_disp_accel_factor = 1.5
|
||||
PDM_disp_base = 0.5
|
||||
PDM_disp_crouch = 1.0
|
||||
PDM_disp_crouch_no_acc = 1.0
|
||||
PDM_disp_vel_factor = 1.5
|
||||
|
||||
cam_relax_speed_ai = 120.75
|
||||
zoom_cam_relax_speed_ai = 120.75
|
||||
holder_fov_modifier = 1.0
|
||||
holder_range_modifier = 1.0
|
||||
min_radius = 0
|
||||
max_radius = 500
|
||||
hit_probability_gd_novice = 1.00
|
||||
hit_probability_gd_stalker = 1.00
|
||||
hit_probability_gd_veteran = 1.00
|
||||
hit_probability_gd_master = 1.00
|
||||
|
||||
kill_msg_x = 72
|
||||
kill_msg_y = 82
|
||||
kill_msg_width = 56
|
||||
kill_msg_height = 23
|
||||
|
||||
hud_fov = 0.70
|
||||
|
||||
[wpn_mp7_hud]:hud_base
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_hud.ogf
|
||||
attach_place_idx = 0
|
||||
zoom_hide_crosshair = true
|
||||
|
||||
item_position = 0, 0, 0
|
||||
item_orientation = 0, 0, 0
|
||||
|
||||
hands_position = -0.082, -0.14, -0.11
|
||||
hands_position_16x9 = -0.082, -0.14, -0.11
|
||||
hands_orientation = 0.0, 0.0, -2
|
||||
hands_orientation_16x9 = 0.0, 0.0, -2
|
||||
|
||||
aim_hud_offset_pos = -0.06335,0.0345,-0.05
|
||||
aim_hud_offset_pos_16x9 = -0.06335,0.0345,-0.05
|
||||
aim_hud_offset_rot = -0.0072,-0.0007,-0.0404
|
||||
aim_hud_offset_rot_16x9 = -0.0072,-0.0007,-0.0404
|
||||
|
||||
gl_hud_offset_pos = 0, 0, 0
|
||||
gl_hud_offset_pos_16x9 = 0, 0, 0
|
||||
gl_hud_offset_rot = 0, 0, 0
|
||||
gl_hud_offset_rot_16x9 = 0, 0, 0
|
||||
|
||||
lean_hud_offset_pos = 0, 0, 0
|
||||
lean_hud_offset_rot = 0, 0, 0
|
||||
|
||||
anm_hide = lancew_mp7_holster
|
||||
anm_idle = lancew_mp7_idle
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_idle_aim_moving = lancew_mp7_moving, idle, 0.75
|
||||
anm_idle_aim_moving_crouch = lancew_mp7_moving, idle, 0.7
|
||||
anm_idle_moving = lancew_mp7_moving
|
||||
anm_idle_sprint = lancew_mp7_sprint
|
||||
anm_reload = lancew_mp7_reload, reload
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
anm_show = lancew_mp7_draw
|
||||
|
||||
shell_bone = wpn_body
|
||||
shell_dir = 0.0, 1.0, 0.0
|
||||
shell_point = 0.02, 0.06, -0.019
|
||||
|
||||
fire_bone = wpn_body
|
||||
fire_bone2 = wpn_body
|
||||
fire_point = 0, 0.037504, 0.269238
|
||||
fire_point2 = 0.0, -0.029, 0.525
|
||||
|
||||
freelook_z_offset_mul = 0.3
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_ac10632]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 2
|
||||
|
||||
inv_weight = 2.215
|
||||
|
||||
hud = wpn_mp7_ac10632_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_ac10632
|
||||
|
||||
|
||||
[wpn_mp7_ac10632_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_ac10632_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0630,0.025,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.0630,0.025,-0.06
|
||||
aim_hud_offset_rot = 0.019,-0.0016,-0.040
|
||||
aim_hud_offset_rot_16x9 = 0.019,-0.0016,-0.040
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_acog]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 4
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_weight = 2.45
|
||||
|
||||
hud = wpn_mp7_acog_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_acog
|
||||
|
||||
scope_status = 0
|
||||
scope_zoom_factor = 20
|
||||
scope_texture = wpn_crosshair_acog
|
||||
|
||||
|
||||
zoom_rotate_time = 0.25
|
||||
|
||||
|
||||
[wpn_mp7_acog_hud]:wpn_mp7_hud,hud_low_interia
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_acog_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0635,0.0125,-0.05
|
||||
aim_hud_offset_pos_16x9 = -0.0635,0.0125,-0.05
|
||||
aim_hud_offset_rot = 0.007,0.0002,-0.0404
|
||||
aim_hud_offset_rot_16x9 = 0.007,0.0002,-0.0404
|
||||
|
||||
anm_hide = lancew_mp7_holster, idle_2
|
||||
anm_idle = lancew_mp7_idle, idle_2
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim_2
|
||||
anm_idle_moving = lancew_mp7_moving, idle_2
|
||||
anm_idle_sprint = lancew_mp7_sprint, idle_2
|
||||
anm_reload = lancew_mp7_reload, reload_2
|
||||
anm_shots = lancew_mp7_shoot, shoot_2
|
||||
anm_show = lancew_mp7_draw, idle_2
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_c-more]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 2
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_c-more_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_c-more
|
||||
|
||||
|
||||
[wpn_mp7_c-more_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_c-more_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.0633,0.0225,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.0633,0.0225,-0.06
|
||||
aim_hud_offset_rot = 0.0120,0.0,-0.0404
|
||||
aim_hud_offset_rot_16x9 = 0.0120,0.0,-0.0404
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_mp7_eot]:wpn_mp7
|
||||
|
||||
icons_texture = ui\mp7_icons
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 0
|
||||
|
||||
inv_weight = 2.4
|
||||
|
||||
hud = wpn_mp7_eot_hud
|
||||
visual = dynamics\weapons\wpn_mp7\wpn_mp7_eotech
|
||||
|
||||
|
||||
[wpn_mp7_eot_hud]:wpn_mp7_hud
|
||||
item_visual = anomaly_weapons\wpn_mp7\wpn_mp7_eotech_hud.ogf
|
||||
|
||||
aim_hud_offset_pos = -0.06335,0.008,-0.06
|
||||
aim_hud_offset_pos_16x9 = -0.06335,0.008,-0.06
|
||||
aim_hud_offset_rot = 0.005,0.0,-0.0425
|
||||
aim_hud_offset_rot_16x9 = 0.005,0.0,-0.0425
|
||||
|
||||
anm_idle_aim = lancew_mp7_idle_aim, idle_aim
|
||||
anm_shots = lancew_mp7_shoot, shoot
|
||||
|
|
@ -1,451 +0,0 @@
|
|||
local AlwaysDetectDistance, StateWalk, StateRun, MonsterLootCommunities
|
||||
|
||||
function xr_corpse_detection.evaluator_corpse:evaluate()
|
||||
if not (self.object:alive()) then
|
||||
return false
|
||||
end
|
||||
|
||||
if (xr_danger.has_danger(self.object)) then
|
||||
return false
|
||||
end
|
||||
|
||||
if (xr_conditions.surge_started() == true) then
|
||||
return false
|
||||
end
|
||||
|
||||
local npc = self.object
|
||||
if (IsWounded(npc) or npc:best_enemy())then
|
||||
return false
|
||||
end
|
||||
|
||||
local st = db.storage[npc:id()]
|
||||
if (st) and ((st.active_scheme == "camper") or (st.help_wounded and st.help_wounded.selected_id ~= nil) or (st.gather_items and st.gather_items.selected_id ~= nil)) then
|
||||
return false
|
||||
end
|
||||
|
||||
self.a.analse_mode = xr_logic.pick_section_from_condlist(db.actor, self.object, self.a.mutant_corpse_analysis)
|
||||
self.a.enabled = xr_logic.pick_section_from_condlist(db.actor, self.object, self.a.corpse_detection_enabled)
|
||||
if (self.a.analse_mode == "false" and self.a.enabled == "false") then
|
||||
return false
|
||||
end
|
||||
|
||||
if (self:find_valid_target()) then
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local rank_coeffs_table = {
|
||||
novice = 20,
|
||||
trainee = 20,
|
||||
experienced = 25,
|
||||
professional = 35,
|
||||
veteran = 40,
|
||||
expert = 50,
|
||||
master = 55,
|
||||
legend = 60
|
||||
}
|
||||
|
||||
function xr_corpse_detection.get_all_from_corpse(npc)
|
||||
if not (db.actor) then
|
||||
return
|
||||
end
|
||||
|
||||
local id = npc:id()
|
||||
local st = db.storage[id] and db.storage[id].corpse_detection
|
||||
|
||||
-- sanity check, this should never happen
|
||||
if not (st) then
|
||||
return
|
||||
end
|
||||
|
||||
local corpse_npc_id = st.selected_corpse_id
|
||||
local corpse_npc = corpse_npc_id and db.storage[corpse_npc_id] and db.storage[corpse_npc_id].object or corpse_npc_id and level.object_by_id(corpse_npc_id)
|
||||
|
||||
-- reset all scheme dependent variables
|
||||
if (st.selected_corpse_id) then
|
||||
if (db.storage[st.selected_corpse_id]) then
|
||||
db.storage[st.selected_corpse_id].corpse_already_selected = nil
|
||||
end
|
||||
end
|
||||
st.__stimer = nil
|
||||
st.mutant_analysed = nil
|
||||
st.vertex_id = nil
|
||||
st.vertex_position = nil
|
||||
st.selected_corpse_id = nil
|
||||
st.state = nil
|
||||
st.index = 1
|
||||
st.nearest_corpse_dist = nil
|
||||
st.nearest_corpse_vertex = nil
|
||||
st.nearest_corpse_position = nil
|
||||
st.nearest_id = nil
|
||||
|
||||
if (corpse_npc == nil or corpse_npc:alive() == true) then
|
||||
return
|
||||
end
|
||||
|
||||
if not(IsStalker(corpse_npc)) then
|
||||
|
||||
if (get_story_object("yan_ecolog_semenov")) then
|
||||
local need = load_var(db.actor,"yan_ecolog_semenov_task_1_tissue_need") or 0
|
||||
if (need > 0) then
|
||||
local count = load_var(db.actor,"yan_ecolog_semenov_task_1_tissue_count") or 0
|
||||
save_var(db.actor,"yan_ecolog_semenov_task_1_tissue_count",count + 1)
|
||||
end
|
||||
end
|
||||
|
||||
local looted = se_load_var(corpse_npc:id(),corpse_npc:name(),"looted") == "true"
|
||||
if (not looted) and ui_mutant_loot then
|
||||
local loot = {}
|
||||
ui_mutant_loot.loot_mutant(corpse_npc:section(),corpse_npc:clsid(),loot,npc,nil,corpse_npc)
|
||||
|
||||
local is_there_loot
|
||||
for sec,t in pairs(loot) do
|
||||
is_there_loot = true
|
||||
break
|
||||
end
|
||||
|
||||
if (is_there_loot) then
|
||||
xr_sound.set_sound_play(id,"corpse_loot_good")
|
||||
else
|
||||
xr_sound.set_sound_play(id,"corpse_loot_bad")
|
||||
end
|
||||
se_save_var(corpse_npc:id(),corpse_npc:name(),"looted","true")
|
||||
game_statistics.increment_npc_statistic(npc,"field_dressings")
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local item_value = 0
|
||||
local npc_rank = ranks.get_obj_rank_name(npc)
|
||||
local inv_weight = npc:get_total_weight()
|
||||
local max_weight = rank_coeffs_table[npc_rank] / 1.5
|
||||
local function get_item(corpse,item)
|
||||
if (xr_corpse_detection.lootable_table[item:section()] ~= nil) then
|
||||
if (IsItem("money", item:section())) then
|
||||
alife_release(item)
|
||||
else
|
||||
item_value = item:cost() * item:condition() / (rank_coeffs_table[npc_rank] * (item:weight() + 0.1))
|
||||
|
||||
if (inv_weight + item:weight() > max_weight) then
|
||||
if (not IsArtefact(item)) then
|
||||
item_value = item_value / inv_weight
|
||||
end
|
||||
end
|
||||
|
||||
if (item_value > 99 or math.random(item_value) > 5) then
|
||||
corpse:transfer_item(item,npc)
|
||||
inv_weight = inv_weight + item:weight()
|
||||
SendScriptCallback("npc_on_get_all_from_corpse",npc,corpse_npc,item,xr_corpse_detection.lootable_table[item:section()])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
corpse_npc:iterate_inventory(get_item,corpse_npc)
|
||||
|
||||
if item_money then
|
||||
item_money.npc_on_loot_money(npc, corpse_npc)
|
||||
end
|
||||
|
||||
if (item_value > rank_coeffs_table[npc_rank] * 10) then
|
||||
xr_sound.set_sound_play(id,"corpse_loot_good")
|
||||
elseif (math.random(1,100)/100 < 0.5) then
|
||||
xr_sound.set_sound_play(id,"corpse_loot_bad")
|
||||
end
|
||||
|
||||
local count = load_var(npc,"s_loot_count") or 0
|
||||
if (count >= 255) then
|
||||
count = 254
|
||||
end
|
||||
save_var(npc,"s_loot_count",count+1)
|
||||
|
||||
game_statistics.increment_npc_statistic(npc,"corpse_looted")
|
||||
se_save_var(corpse_npc:id(),corpse_npc:name(),npc:id(),"true")
|
||||
end
|
||||
|
||||
function xr_corpse_detection.evaluator_corpse:find_valid_target()
|
||||
if (self.a.cstackprevent) then
|
||||
printf("C Stack Overflow Prevention: warning xr_corpse_detection scheme making repeated calls without return; save now and reload!")
|
||||
return false
|
||||
end
|
||||
|
||||
if (self.a.selected_corpse_id) then -- looting process
|
||||
local corpse = db.storage[self.a.selected_corpse_id] and db.storage[self.a.selected_corpse_id].object or level.object_by_id(self.a.selected_corpse_id)
|
||||
local state = state_mgr.get_state(self.object)
|
||||
|
||||
-- Code demonized - add check for looting state so the npc wont stop looting if actor is near a corpse
|
||||
if corpse and (state == "search_corpse" or state == "field_dress" or state == "scaner_crouch" or not xr_corpse_detection.near_actor(corpse)) then
|
||||
return true
|
||||
elseif (db.storage[self.a.selected_corpse_id]) then
|
||||
db.storage[self.a.selected_corpse_id].corpse_already_selected = nil
|
||||
end
|
||||
-- code end
|
||||
end
|
||||
|
||||
local tg = time_global()
|
||||
self.a.__dtimer = not self.a.__dtimer and tg + 250 or self.a.__dtimer
|
||||
if (tg < self.a.__dtimer) then
|
||||
return false
|
||||
end
|
||||
self.a.__dtimer = nil
|
||||
|
||||
if not (self.a.index) then
|
||||
self.a.index = 1
|
||||
end
|
||||
|
||||
if not (self.a.memory) then
|
||||
self.a.memory = {}
|
||||
end
|
||||
|
||||
local npc = self.object
|
||||
|
||||
local size = #self.a.memory
|
||||
if (size == 0) then
|
||||
self.a.cstackprevent = true
|
||||
|
||||
for o in npc:memory_visible_objects() do
|
||||
local obj = o and o:object()
|
||||
if (obj and (IsStalker(obj) or IsMonster(obj)) and obj:alive() ~= true and not xr_corpse_detection.near_actor(obj)) then
|
||||
size = size + 1
|
||||
self.a.memory[size] = obj:id()
|
||||
end
|
||||
end
|
||||
self.a.cstackprevent = nil
|
||||
end
|
||||
|
||||
if (size == 0 or self.a.index > size) then
|
||||
if (self.a.nearest_id and db.storage[self.a.nearest_id] and db.storage[self.a.nearest_id].corpse_already_selected == nil) then
|
||||
if (self.a.selected_corpse_id and db.storage[self.a.selected_corpse_id]) then
|
||||
db.storage[self.a.selected_corpse_id].corpse_already_selected = nil
|
||||
end
|
||||
self.a.vertex_id = self.a.nearest_corpse_vertex
|
||||
self.a.vertex_position = self.a.nearest_corpse_position
|
||||
self.a.selected_corpse_id = self.a.nearest_id
|
||||
self.a.state = self.a.nearest_state
|
||||
|
||||
db.storage[self.a.selected_corpse_id].corpse_already_selected = npc:id() -- current looter
|
||||
|
||||
self.a.index = 1
|
||||
self.a.nearest_corpse_dist = nil
|
||||
self.a.nearest_corpse_vertex = nil
|
||||
self.a.nearest_corpse_position = nil
|
||||
self.a.nearest_id = nil
|
||||
return true
|
||||
end
|
||||
|
||||
self.a.index = 1
|
||||
self.a.nearest_corpse_dist = nil
|
||||
self.a.nearest_corpse_vertex = nil
|
||||
self.a.nearest_corpse_position = nil
|
||||
self.a.nearest_id = nil
|
||||
empty_table(self.a.memory)
|
||||
return false
|
||||
end
|
||||
|
||||
local id = self.a.memory[self.a.index]
|
||||
local corpse_npc = id and db.storage[id] and db.storage[id].object
|
||||
|
||||
if (corpse_npc and corpse_npc:alive() ~= true and db.storage[id] and not db.storage[self.a.selected_corpse_id] and not se_load_var(corpse_npc:id(),corpse_npc:name(),npc:id())) then
|
||||
if (db.storage[id].corpse_already_selected == nil) then
|
||||
local is_stalker = IsStalker(corpse_npc)
|
||||
local can_loot_mutants = not is_stalker and not se_load_var(corpse_npc:id(),corpse_npc:name(),"looted") and (self.a.analse_mode == "true" or self.a.enabled == "true" and MonsterLootCommunities[character_community(npc)])
|
||||
|
||||
if (self.a.enabled == "true" and is_stalker or can_loot_mutants) then
|
||||
local corpse_pos = utils_obj.safe_bone_pos(corpse_npc,"bip01_spine")
|
||||
local dist = npc:position():distance_to_sqr(corpse_pos)
|
||||
|
||||
if (dist < AlwaysDetectDistance) and (self.a.nearest_corpse_dist == nil or dist <= self.a.nearest_corpse_dist) then
|
||||
local corpse_vertex = level.vertex_id(corpse_pos)
|
||||
if level.vertex_position(corpse_vertex):distance_to_sqr(corpse_pos) > 16 then
|
||||
corpse_vertex = corpse_npc:level_vertex_id()
|
||||
end
|
||||
if (npc:accessible(corpse_vertex) and level.vertex_position(corpse_vertex):distance_to_sqr(corpse_pos) <= 15) then
|
||||
self.a.nearest_corpse_dist = dist
|
||||
self.a.nearest_corpse_vertex = corpse_vertex
|
||||
self.a.nearest_corpse_position = corpse_pos
|
||||
self.a.nearest_id = id
|
||||
self.a.nearest_state = dist < math.random(5,30) and StateWalk or StateRun
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif math.random(4) > 1 then
|
||||
se_save_var(corpse_npc:id(),corpse_npc:name(),npc:id(),"true")
|
||||
end
|
||||
end
|
||||
|
||||
self.a.index = self.a.index + 1
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
function xr_corpse_detection.on_game_start()
|
||||
local ini = ini_file("ai_tweaks\\xr_corpse_detection.ltx")
|
||||
AlwaysDetectDistance = 1500
|
||||
StateWalk = ini:r_string_ex("settings","state_walk") or "walk_noweap"
|
||||
StateRun = ini:r_string_ex("settings","state_run") or "rush"
|
||||
MonsterLootCommunities = utils_data.collect_section(ini,"loot_mutant_communities",true)
|
||||
xr_corpse_detection.lootable_table = xr_corpse_detection.get_loot_table(ini)
|
||||
end
|
||||
|
||||
-- not used
|
||||
function xr_corpse_detection.has_valuable_loot() end
|
||||
function xr_corpse_detection.set_valuable_loot() end
|
||||
----------------------------------------------------------------------
|
||||
local Items = {}
|
||||
|
||||
function xr_gather_items.eva_gather_itm:find_valid_item()
|
||||
if (self.st.cstackprevent) then
|
||||
printf("C Stack Overflow Prevention: warning xr_gather_items scheme making repeated calls without return; save now and reload!")
|
||||
return false
|
||||
end
|
||||
|
||||
if (self.st.selected_id) then
|
||||
local se_itm = self.st.selected_id ~= 0 and self.st.selected_id ~= 65535 and alife_object(self.st.selected_id)
|
||||
if (se_itm and se_itm.parent_id == 65535) then
|
||||
local itm = level.object_by_id(se_itm.id)
|
||||
if (itm) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
Items[self.st.selected_id] = nil
|
||||
self.st.selected_id = nil
|
||||
end
|
||||
|
||||
local tg = time_global()
|
||||
self.st.__dtimer = not self.st.__dtimer and tg + 250 or self.st.__dtimer
|
||||
if (tg < self.st.__dtimer) then
|
||||
return false
|
||||
end
|
||||
self.st.__dtimer = nil
|
||||
|
||||
local loot_table = xr_corpse_detection.lootable_table or utils_data.collect_section(ini,"lootable",true)
|
||||
if not (loot_table) then
|
||||
return false
|
||||
end
|
||||
|
||||
if not (self.st.index) then
|
||||
self.st.index = 1
|
||||
end
|
||||
|
||||
if not (self.st.memory) then
|
||||
self.st.memory = {}
|
||||
end
|
||||
|
||||
local npc = self.object
|
||||
|
||||
local size = #self.st.memory
|
||||
if (size == 0) then
|
||||
local obj_id
|
||||
|
||||
self.st.cstackprevent = true
|
||||
for o in npc:memory_visible_objects() do
|
||||
local obj = o and o:object()
|
||||
if (obj) then
|
||||
obj_id = obj:id()
|
||||
if (loot_table[obj:section()] ~= nil) then
|
||||
size = size + 1
|
||||
table.insert(self.st.memory,obj_id)
|
||||
end
|
||||
end
|
||||
end
|
||||
self.st.cstackprevent = nil
|
||||
|
||||
if (size == 0) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
if (size == 0 or self.st.index > size) then
|
||||
if (self.st.nearest_id and Items[self.st.nearest_id] == nil and (not game_setup.is_world_item(self.st.nearest_id))) then
|
||||
if (self.st.selected_id and Items[self.st.selected_id]) then
|
||||
Items[self.st.selected_id] = nil
|
||||
end
|
||||
self.st.selected_id = self.st.nearest_id
|
||||
self.st.vid = self.st.nearest_vid
|
||||
self.st.vid_pos = self.st.nearest_pos
|
||||
Items[self.st.selected_id] = npc:id()
|
||||
self.st.stage = 1
|
||||
|
||||
self.st.nearest_dist = nil
|
||||
self.st.nearest_vid = nil
|
||||
self.st.nearest_pos = nil
|
||||
self.st.nearest_id = nil
|
||||
|
||||
self.st.index = 1
|
||||
|
||||
local be = npc:best_enemy()
|
||||
local dist = npc:position():distance_to(self.st.vid_pos)
|
||||
if (be or dist < 3) then
|
||||
self.st.state = "patrol"
|
||||
else
|
||||
self.st.state = "rush"
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
self.st.index = 1
|
||||
self.st.nearest_dist = nil
|
||||
self.st.nearest_vid = nil
|
||||
self.st.nearest_pos = nil
|
||||
self.st.nearest_id = nil
|
||||
|
||||
empty_table(self.st.memory)
|
||||
return false
|
||||
end
|
||||
|
||||
local itm_id = self.st.memory[self.st.index]
|
||||
self.st.index = self.st.index + 1
|
||||
|
||||
local itm = itm_id and itm_id ~= 0 and itm_id ~= 65535 and level.object_by_id(itm_id)
|
||||
local se_itm = itm and loot_table[itm:section()] and Items[itm_id] == nil and alife_object(itm_id)
|
||||
|
||||
if not (se_itm and se_itm.parent_id == 65535) then
|
||||
return false
|
||||
end
|
||||
|
||||
if (get_object_story_id(itm_id)) then
|
||||
return false
|
||||
end
|
||||
|
||||
if (IsArtefact(nil,se_itm:clsid())) then
|
||||
if (xr_logic.pick_section_from_condlist(db.actor, npc, self.st.gather_artefact_items_enabled) == "false") then
|
||||
return false
|
||||
end
|
||||
else
|
||||
if not (npc:see(itm)) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
if (npc:best_enemy()) then
|
||||
if not (IsWeapon(itm)) then
|
||||
return false
|
||||
end
|
||||
if (IsWeapon(npc:active_item())) then
|
||||
return false
|
||||
end
|
||||
else
|
||||
if (itm:condition() < 0.44) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
local itm_pos = itm:position()
|
||||
local dist = npc:position():distance_to_sqr(itm_pos)
|
||||
if (self.st.nearest_dist == nil or dist < self.st.nearest_dist) and (dist < 1225) then -- 1225 is MaxDetectDistance
|
||||
local vid = level.vertex_id(itm_pos)
|
||||
if (level.vertex_position(vid):distance_to_sqr(itm_pos) > 16) then
|
||||
vid = itm:level_vertex_id()
|
||||
end
|
||||
|
||||
if (npc:accessible(vid) and level.vertex_position(vid):distance_to_sqr(itm_pos) <= 15) then
|
||||
self.st.nearest_dist = dist
|
||||
self.st.nearest_vid = vid
|
||||
self.st.nearest_pos = itm_pos
|
||||
self.st.nearest_id = itm_id
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
|
@ -172,12 +172,15 @@ function xr_corpse_detection.evaluator_corpse:find_valid_target()
|
|||
|
||||
if (self.a.selected_corpse_id) then -- looting process
|
||||
local corpse = db.storage[self.a.selected_corpse_id] and db.storage[self.a.selected_corpse_id].object or level.object_by_id(self.a.selected_corpse_id)
|
||||
local state = state_mgr.get_state(self.object)
|
||||
|
||||
if corpse and not xr_corpse_detection.near_actor(corpse) then
|
||||
-- Code demonized - add check for looting state so the npc wont stop looting if actor is near a corpse
|
||||
if corpse and (state == "search_corpse" or state == "field_dress" or state == "scaner_crouch" or not xr_corpse_detection.near_actor(corpse)) then
|
||||
return true
|
||||
elseif (db.storage[self.a.selected_corpse_id]) then
|
||||
db.storage[self.a.selected_corpse_id].corpse_already_selected = nil
|
||||
end
|
||||
-- code end
|
||||
end
|
||||
|
||||
local tg = time_global()
|
||||
|
|
|
@ -6,7 +6,7 @@ newestVersion=
|
|||
category="7,"
|
||||
nexusFileStatus=1
|
||||
installationFile=NPC_Looting_Fix_1.5.rar
|
||||
repository=Nexus
|
||||
repository=
|
||||
ignoredVersion=
|
||||
comments=
|
||||
notes=
|
||||
|
|
|
@ -26,4 +26,5 @@ bwhr_warn
|
|||
bwhr_rad
|
||||
bwhr_bio
|
||||
bwhr_info
|
||||
bwhr_magn
|
||||
bwhr_magn
|
||||
bwhr_stash
|
|
@ -27,4 +27,6 @@ bwhr_magn
|
|||
diamond_friendly
|
||||
redround32
|
||||
stalker
|
||||
stash_green
|
||||
stash_green
|
||||
stash_backpack
|
||||
bwhr_stash
|
|
@ -1,6 +1,6 @@
|
|||
[iconset_npcs]
|
||||
name = ui_mcm_lst_pawsys_pg_npcs
|
||||
default = diamond_friendly
|
||||
default = bwhr_tag
|
||||
|
||||
[npcs_icons]
|
||||
; It's best to leave the default groups
|
||||
|
@ -34,3 +34,4 @@ npc_medic
|
|||
sleep_zone
|
||||
obj_briefcase
|
||||
obj_lock
|
||||
bwhr_tag
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue