Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,33 @@
<!--
Anomaly Modconfiguration Menu strings
-->
<string_table>
<string id="ui_mcm_crp_title">
<text>I.N.E.R.T.I.A.</text>
</string>
<string id="ui_mcm_menu_crpmcm">
<text>Camera Reanim Project</text>
</string>
<string id="ui_mcm_crpmcm_jump_land">
<text>Jump and Land effects</text>
</string>
<string id="ui_mcm_crpmcm_leaning">
<text>Lean effects</text>
</string>
<string id="ui_mcm_crpmcm_wpn_ads">
<text>Weapon ADS effects</text>
</string>
<string id="ui_mcm_crpmcm_moving">
<text>Run/Walk effects</text>
</string>
<string id="ui_mcm_crpmcm_crouch">
<text>Crouch effects</text>
</string>
<string id="ui_mcm_crpmcm_fire_mode">
<text>Fire mode switcher effects</text>
</string>
</string_table>
@@ -0,0 +1,33 @@
<!--
Anomaly Modconfiguration Menu strings
-->
<string_table>
<string id="ui_mcm_crp_title">
<text>I.N.E.R.T.I.A.</text>
</string>
<string id="ui_mcm_menu_crpmcm">
<text>Camera Reanim Project</text>
</string>
<string id="ui_mcm_crpmcm_jump_land">
<text>Ýôôåêò ïðûæêà/ïðèçåìëåíèÿ</text>
</string>
<string id="ui_mcm_crpmcm_leaning">
<text>Ýôôåêò íàêëîíà</text>
</string>
<string id="ui_mcm_crpmcm_wpn_ads">
<text>Ýôôåêò ïðèöåëèâàíèÿ</text>
</string>
<string id="ui_mcm_crpmcm_moving">
<text>Ýôôåêò õîäüáû/áåãà</text>
</string>
<string id="ui_mcm_crpmcm_crouch">
<text>Ýôôåêò ïðèñåäàíèÿ</text>
</string>
<string id="ui_mcm_crpmcm_fire_mode">
<text>Ýôôåêò ïåðåêëþ÷åíèÿ ðåæèìà îãíÿ</text>
</string>
</string_table>
@@ -0,0 +1,146 @@
local zoom_flag = true
local jump_flag = true
local lean_flag = true
local move_flag = true
local crouch_flag = true
local fmode_flag = true
local weapon_jammed = true
function on_option_change()
jump_flag = camera_reanim_project_mcm.get_config("jump_land")
zoom_flag = camera_reanim_project_mcm.get_config("wpn_ads")
lean_flag = camera_reanim_project_mcm.get_config("leaning")
move_flag = camera_reanim_project_mcm.get_config("moving")
crouch_flag = camera_reanim_project_mcm.get_config("crouch")
fmode_flag = camera_reanim_project_mcm.get_config("fire_mode")
end
local function on_key_press(key)
if lean_flag and (key == bind_to_dik(key_bindings.kR_LOOKOUT)) then
level.add_cam_effector("camera_effects\\lean_right_crp.anm", 1903, false, "")
end
if lean_flag and (key == bind_to_dik(key_bindings.kL_LOOKOUT)) then
level.add_cam_effector("camera_effects\\lean_left_crp.anm", 1902, false, "")
end
if crouch_flag and (key == bind_to_dik(key_bindings.kCROUCH)) then
level.add_cam_effector("camera_effects\\crouch_crp.anm", 1900, false, "")
end
if not actor_menu.is_hud_free() or device():is_paused() then
return
end
local bind = dik_to_bind(key)
if fmode_flag and (bind == key_bindings.kWPN_FIREMODE_PREV or bind == key_bindings.kWPN_FIREMODE_NEXT) then
play_switch_anm()
end
end
function play_switch_anm()
local wpn = db.actor:active_item()
if not is_supported_weapon(wpn) then
return
end
if not is_weapon_ready(wpn) then
return
end
local sec = wpn:section()
if not has_multiple_fire_modes(sec) then
return
end
level.add_cam_effector("camera_effects\\fmode_crp.anm", 1912, false, "")
end
function is_supported_weapon(wpn)
return wpn and IsWeapon(wpn) and (not IsItem("fake_ammo_wpn", wpn:section()))
end
function is_weapon_ready(wpn)
local state = wpn:get_state()
return state == 0 -- eIdle
end
function has_multiple_fire_modes(sec)
local fire_modes = parse_list(ini_sys, sec, "fire_modes")
if fire_modes and table.getn(fire_modes) > 1 then
return true
end
return false
end
local function on_key_release(key)
if lean_flag and (key == bind_to_dik(key_bindings.kR_LOOKOUT)) then
level.add_cam_effector("camera_effects\\lean_right_crp.anm", 1903, false, "")
end
if lean_flag and (key == bind_to_dik(key_bindings.kL_LOOKOUT)) then
level.add_cam_effector("camera_effects\\lean_left_crp.anm", 1902, false, "")
end
if crouch_flag and (key == bind_to_dik(key_bindings.kCROUCH)) then
level.add_cam_effector("camera_effects\\stand_crp.anm", 1901, false, "")
end
end
tg_anim1 = 0
tg_anim1_delay = 1000
local function actor_on_land(fall_speed)
if jump_flag and (fall_speed > 5) and time_global() > tg_anim1 then
local rand = math.random(1,2)
level.add_cam_effector("camera_effects\\landing_crp" .. rand .. ".anm", 1905, false, "")
tg_anim1 = time_global() + tg_anim1_delay
end
end
local function actor_on_jump()
if jump_flag then
level.add_cam_effector("camera_effects\\jump_crp.anm", 1906, false, "")
end
end
local function actor_on_weapon_zoom_in()
if zoom_flag then
level.add_cam_effector("camera_effects\\zoom_crp.anm", 1908, false, "")
end
end
local function actor_on_weapon_zoom_out()
if zoom_flag then
level.add_cam_effector("camera_effects\\zoom_crp.anm", 1907, false, "")
end
end
function actor_on_footstep()
if move_flag then
if (db.actor.power < 0.25) then
level.add_cam_effector("camera_effects\\tired_crp.anm", 1910, false, "")
elseif IsMoveState("mcSprint") then
level.add_cam_effector("camera_effects\\sprint_crp.anm", 1909, false, "")
else level.add_cam_effector("camera_effects\\move_crp.anm", 1904, false, "")
end
end
end
local function actor_on_weapon_jammed()
if weapon_jammed then
level.add_cam_effector("camera_effects\\jammed_crp.anm", 1913, false, "")
end
end
function on_game_start()
RegisterScriptCallback("actor_on_footstep", actor_on_footstep)
RegisterScriptCallback("actor_on_weapon_zoom_out", actor_on_weapon_zoom_out)
RegisterScriptCallback("actor_on_weapon_zoom_in", actor_on_weapon_zoom_in)
RegisterScriptCallback("actor_on_jump",actor_on_jump)
RegisterScriptCallback("actor_on_land",actor_on_land)
RegisterScriptCallback("on_key_press",on_key_press)
RegisterScriptCallback("on_key_release",on_key_release)
RegisterScriptCallback("actor_on_weapon_jammed",actor_on_weapon_jammed)
RegisterScriptCallback("on_option_change", on_option_change)
on_option_change()
end
@@ -0,0 +1,26 @@
local defaults = {
["jump_land"] = true,
["wpn_ads"] = true,
["leaning"] = true,
["moving"] = true,
["crouch"] = true,
["fire_mode"] = true,
}
function get_config(key)
if ui_mcm then return ui_mcm.get("crpmcm/" .. key) else return defaults[key] end
end
function on_mcm_load()
op = { id = "crpmcm",sh = true ,gr = {
{id = "title",type = "slide",link = "ui_options_slider_player",text = "ui_mcm_crp_title",size = {512,50},spacing = 20 },
{id = "jump_land", type = "check", val = 1, def = true},
{id = "leaning", type = "check", val = 1, def = true},
{id = "wpn_ads", type = "check", val = 1, def = true},
{id = "moving", type = "check", val = 1, def = true},
{id = "crouch", type = "check", val = 1, def = true},
{id = "fire_mode", type = "check", val = 1, def = true},
}
}
return op
end
+28
View File
@@ -0,0 +1,28 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.11.23.0
newestVersion=
category="-1,"
nexusFileStatus=1
installationFile=Camera_Reanimation_Project_-_I.N.E.R.T.I.A._V1.2.zip
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=false
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-11-23T10:08:04Z
nexusCategory=0
converted=false
validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[installedFiles]
1\modid=0
1\fileid=0
size=1