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