Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -0,0 +1,11 @@
![stalker_loadout]
grenade_rgd2 = true,1,80,1
![dolg_loadout]
grenade_rgd2 = true,1,80,1
![army_loadout]
grenade_rgd2 = true,1,80,1
![renegade_loadout]
grenade_rgd2 = true,1,80,1
@@ -0,0 +1,10 @@
;====
![extras_veteran]
grenade_rgd2:0:1
;====
![extras_master]
grenade_rgd2:0:1
;====
@@ -0,0 +1,5 @@
;====
![supplies_2]
grenade_rgd2 = 1, 0.88
;====
@@ -0,0 +1,5 @@
;====
![supplies_2]
grenade_rgd2 = 1, 0.88
;====
@@ -0,0 +1,5 @@
;====
![supplies_1]
grenade_rgd2 = 1, 0.88
;====
@@ -0,0 +1,5 @@
;====
![supplies_1]
grenade_rgd2 = 1, 0.88
;====
@@ -0,0 +1,5 @@
;====
![supplies_1]
grenade_rgd2 = 1, 0.88
;====
@@ -0,0 +1,5 @@
;====
![supplies_3]
grenade_rgd2 = 1, 0.88
;====
@@ -0,0 +1,5 @@
;====
![supplies_2]
grenade_rgd2 = 1, 0.88
;====
@@ -0,0 +1,129 @@
;------------------------------------------------------------------------------------------------
[grenade_rgd2]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$prefetch = 128
$spawn = "weapons\grenades\gd-05"
cform = skeleton
parent_section = grenade_rgd2
class = G_F1
slot = 3
animation_slot = 7
ef_weapon_type = 4
single_handed = 1
default_to_ruck = false
sprint_allowed = true
icons_texture = ui\rgd2_icon
inv_grid_height = 2
inv_grid_width = 1
inv_grid_x = 0
inv_grid_y = 0
inv_name = st_grenade_rgd2
inv_name_short = st_grenade_rgd2
description = st_grenade_rgd2_descr
highlight_equipped = true
kind = w_explosive
inv_weight = 0.21
cost = 500
hud = grenade_rgd2_hud
visual = dynamics\weapons\wpn_rdg2\wpn_rgd2_world.ogf
attach_bone_name =
attach_position_offset = -0.053, -0.089, 0.0
attach_angle_offset = 0, 0, 0
bone_name = bip01_r_hand
position_offset = 0.0, 0.0, 0.0
angle_offset = 1.570790, 1.570790, 3.92699
third_person_throw_point_offset = -0.05, 0.848, 0.706
throw_dir = 0, 0, 1
throw_point = 0.4, 0.3, 0.1
up_throw_factor = 0
force_min = 10
force_const = 25
force_max = 30
force_grow_speed = 15
destroy_time = 2500
grenade_remove_time = 80000
detonation_threshold_hit = 200
light_color = 0.9, 0.6, 0.5
light_range = 2.0
light_time = 2.85
wallmark_section = explosion_marks
wm_size = 0.1
hit_type_blast = strike
hit_type_frag = fire_wound
blast = 0
blast_r = 0
blast_impulse = 0
blast_impulse_factor = 0
frag_hit = 0
frag_hit_impulse = 0
frags = 0
frags_r = 0
fragment_speed = 38
explode_duration = 20
explode_particles = explosions\explosion_dym
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 1.7
control_inertion_factor = 1
snd_checkout = weapons\rgd6\rgd6_set, 3.0, 0.4
snd_explode = weapons\grenade_gd05
snd_on_take = grenade
kill_msg_x = 240
kill_msg_y = 123
kill_msg_width = 14
kill_msg_height = 23
[grenade_rgd2_hud]:hud_base
item_visual = anomaly_weapons\wpn_rdg2\wpn_rdg2_hud.ogf
attach_place_idx = 0
item_position = -0.001, 0.004, 0.0
item_orientation = 18.5, 1.5, 0.0
hands_position = -0.103, 0.03, -0.055
hands_position_16x9 = -0.103, 0.03, -0.055
hands_orientation = -4.4, 1.0, -2.0
hands_orientation_16x9 = -4.4, 1.0, -2.0
aim_hud_offset_pos = 0, 0, 0
aim_hud_offset_rot = 0, 0, 0
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 = rgd2_holdster
anm_idle = rgd2_idle, idle
anm_idle_moving = rgd2_walk, idle, 1.8
anm_idle_sprint = rgd2_runnn, idle, 1.9
anm_show = rgd2_draw
anm_throw = rgd2_throw, throw
anm_throw_begin = rgd2_throwbegin, throw_beginning
anm_throw_idle = rgd2_throwidle, throw_idle
fire_bone = wpn_body
fire_point = 0, 0, 0
throw_dir = 0, 0, 1
throw_point = 0.0, 0.4, 0.3
freelook_z_offset_mul = 0.3
@@ -0,0 +1,12 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_grenade_rgd2">
<text>RGD-2</text>
</string>
<string id="st_grenade_rgd2_descr">
<text>The RGD-2 smoke grenade is a cylindrical, handheld device used for generating a dense cloud of smoke for tactical purposes. It is typically used in military and law enforcement operations to provide cover, concealment, or signaling. The grenade is activated by pulling a pin and releasing a safety lever, which ignites a fuse. Upon ignition, the grenade emits a colored smoke, depending on its intended use, which can last for several minutes, obscuring visibility and providing a tactical advantage to the user. The RGD-6 smoke grenade is known for its reliability, ease of use, and effectiveness in various operational environments. Once the grenade is thrown it takes 10 seconds for the smoke screen to expand. \n \n
</text>
</string>
</string_table>
@@ -0,0 +1,156 @@
local enable_debug = false
local function printf(...)
if enable_debug then
_G.printf(...)
end
end
loadouts = {
["duty_novice"] = {
["extra"] = {"grenade_rgd2:0:1:25"},
},
}
loadouts.stalker_trainee = loadouts.duty_novice
loadouts.stalker_experienced = loadouts.duty_novice
loadouts.stalker_professional = loadouts.duty_novice
loadouts.stalker_novice = loadouts.duty_novice
loadouts.bandit_novice = loadouts.duty_novice
loadouts.bandit_experienced = loadouts.duty_novice
loadouts.csky_novice = loadouts.duty_novice
loadouts.csky_trainee = loadouts.duty_novice
loadouts.monolith_trainee = loadouts.duty_novice
loadouts.monolith_experienced = loadouts.duty_novice
loadouts.monolith_professional = loadouts.duty_novice
loadouts.monolith_novice = loadouts.duty_novice
loadouts.duty_trainee = loadouts.duty_novice
loadouts.duty_experienced = loadouts.duty_novice
loadouts.duty_professional = loadouts.duty_novice
loadouts.army_experienced = loadouts.duty_novice
loadouts.army_trainee = loadouts.duty_novice
loadouts.army_professional = loadouts.duty_novice
loadouts.freedom_experienced = loadouts.duty_novice
loadouts.renegade_novice = loadouts.duty_novice
function parse_loadout_item(item)
local t = str_explode(item, ':')
return {
section = t[1],
attachment_flag = t[2] and tonumber(t[2]) or 0,
ammo_type = t[3] and tonumber(t[3]) or 0,
chance = t[4] and tonumber(t[4]) or 50,
}
end
function concat_loadout_item(t)
return string.format("%s:%s:%s:%s", t.section, t.attachment_flag, t.ammo_type, t.chance)
end
create_item_on_npc = xrs_rnd_npc_loadout.create_item_on_npc
xrs_rnd_npc_loadout.create_item_on_npc = function(se_npc, squad_name, comm, rank, visual, player_id, slot_type, ...)
create_item_on_npc(se_npc, squad_name, comm, rank, visual, player_id, slot_type, ...)
local sec = comm .. "_" .. rank
if is_empty(loadouts[sec]) then
printf("cant find loadout items for %s", sec)
return
end
if is_empty(loadouts[sec][slot_type]) then
printf("cant find loadout items for %s, slot %s", sec, slot_type)
return
end
local items = loadouts[sec][slot_type]
shuffle_table(items)
local pick
for i, v in ipairs(items) do
local t = parse_loadout_item(v)
if math.random(100) <= t.chance then
pick = t
printf("picked item %s for %s, slot %s", concat_loadout_item(pick), sec, slot_type)
break
end
end
-- Pick first gun if chance based pick failed and slot is primary
if not pick and slot_type == "primary" then
pick = parse_loadout_item(items[1])
if pick then
printf("picked default item %s for %s, slot %s", concat_loadout_item(pick), sec, slot_type)
end
end
if not pick then
printf("failed to pick item for %s, slot %s", sec, slot_type)
return
end
-- Give it to NPC based on data
local section = pick.section
local ammo_typ = pick.ammo_type
local attachment = pick.attachment_flag
printf("NPC Loadouts | END | %s | %s - %s - [%s]", se_npc:name(), slot_type, sec, section)
-- Items
if (slot_type == "extra") then
return alife_create_item(section, se_npc)
-- Weapons
else
-- Add random scope
local cha = game_difficulties.get_eco_factor("scope_chance")
cha = cha * 100
if ini_sys:line_exist(section,"scopes") and (math.random(100) <= cha) then
local scopes = parse_list(ini_sys, section, "scopes")
if scopes and (#scopes > 0) then
local pick_scope = scopes[math.random(#scopes)]
if pick_scope and ini_sys:section_exist(section .. "_" .. pick_scope) then
section = section .. "_" .. pick_scope
end
end
end
local se_wpn = alife_create_item(section, se_npc)
if (se_wpn) then
local ammos = parse_list(ini_sys, section, "ammo_class")
local ct = ammos and #ammos
local ammo_type = (ammos and ammo_typ and ammo_typ == "r" and ct and math.random(0,ct-1)) or (ammos and ammo_typ and tonumber(ammo_typ)) or 0
local ammo_section = ammo_type and ammos[ammo_type+1]
if not (ammo_section) then
ammo_type = 0
ammo_section = ammo_type and ammos[ammo_type+1]
printe("! ERROR: NPC Loadouts | wrong ammo_type set for [%s], missing value in ammo_class", section)
end
if (attachment or ammo_typ) then
local data = utils_stpk.get_weapon_data(se_wpn)
local flag = tonumber(attachment) or 0
if (attachment == "r") then
flag = 0
if (utils_data.read_from_ini(nil,section,"scope_status","float",nil)) then
flag = flag + 1
end
if (utils_data.read_from_ini(nil,section,"grenade_launcher_status","float",nil)) then
flag = flag + 2
end
if (utils_data.read_from_ini(nil,section,"silencer_status","float",nil)) then
flag = flag + 4
end
flag = math.random(0,flag)
end
data.addon_flags = flag
data.ammo_type = ammo_type
utils_stpk.set_weapon_data(data,se_wpn)
end
return se_wpn
end
end
end
+28
View File
@@ -0,0 +1,28 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.3.31.0
newestVersion=
category="-1,"
nexusFileStatus=1
installationFile=RGD-2_Smoke_Grenade.7z
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=false
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-04-01T01:35:27Z
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