;------------------------------------------------------------------------------------------------ #include "m1a1_new_sounds.ltx" [wpn_thompson_m1a1]:identity_immunities,weapon_probability,default_weapon_params,wpn_m1a1_new_sounds GroupControlSection = spawn_group $npc = on $prefetch = 8 $spawn = "weapons\mp5" scheduled = off cform = skeleton kind = w_smg ;w_pistol 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\ui_icon_tommy inv_grid_height = 2 inv_grid_width = 4 inv_grid_x = 0 inv_grid_y = 0 inv_name = st_wpn_thompson_m1a1 inv_name_short = st_wpn_thompson_m1a1 description = st_wpn_thompson_m1a1_descr inv_weight = 4.7 cost = 21880 repair_type = pistol weapon_class = assault_rifle hud = wpn_thompson_m1a1_hud visual = dynamics\weapons\wpn_m1a1\wpn_m1a1.ogf position = -0.026, 0, -0.015 orientation = 0, 1.75, -0.2 fire_point = 0.0, 0.188, 0.392 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, 0.188, 0.082 ; shell_dir = 0.0, 1.0, 0.0 ; shell_particles = weapons\9x18 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 upgr_icon_path = ui\ui_icon_tommy upgrades = up_gr_firstab_m1a1, up_gr_seconab_m1a1, up_gr_thirdab_m1a1 installed_upgrades = upgrade_scheme = upgrade_scheme_beretta upgr_icon_x = 0 upgr_icon_y = 100 upgr_icon_width = 300 upgr_icon_height = 100 fire_modes = 1, -1 ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_fmj_bad, ammo_11.43x23_fmj_verybad, ammo_11.43x23_hydro, ammo_11.43x23_hydro_bad, ammo_11.43x23_hydro_verybad ammo_elapsed = 30 ammo_mag_size = 30 startup_ammo = 90 scope_status = 0 scope_zoom_factor = 0 silencer_name = wpn_sil_9mm silencer_status = 0 silencer_x = 135 silencer_y = 11 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_status = 0 launch_speed = 0 hit_impulse = 20 hit_power = 0.46, 0.46, 0.46, 0.46 hit_type = fire_wound fire_distance = 300 bullet_speed = 330 rpm = 650 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 = 2.9 fire_dispersion_base = 0.59 fire_dispersion_condition_factor = 0.001 misfire_probability = 0.005 misfire_start_condition = 0.6 ; 0.81 misfire_start_prob = 0.005 misfire_end_condition = 0.15 misfire_end_prob = 0.11 condition_queue_shot_dec = 0.0011 condition_shot_dec = 0.0010 cam_return = 0 cam_relax_speed = 15 cam_dispersion = 0.48 cam_dispersion_frac = 1.0 cam_dispersion_inc = 0.0425 cam_max_angle = 31.0 cam_max_angle_horz = 31.0 cam_step_angle_horz = 1.44 zoom_cam_relax_speed = 15 zoom_cam_dispersion = 0.38 zoom_cam_dispersion_frac = 1.0 zoom_cam_dispersion_inc = 0.036 zoom_cam_max_angle = 31.0 zoom_cam_max_angle_horz = 31.0 zoom_cam_step_angle_horz = 1.42 PDM_disp_accel_factor = 1.155 PDM_disp_base = 0.65 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 PDM_disp_vel_factor = 1.15 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 use_alt_aim_hud = true ; snd_empty = weapons\thompson\m1a1_new_empty ; snd_draw = weapons\thompson\m1a1_new_draw ; snd_holster = weapons\thompson\m1a1_new_holster ; snd_reload = weapons\thompson\m1a1_new_reload ; snd_bore = weapons\thompson\m1a1_new_inspect ; snd_reload_misfire = weapons\thompson\m1a1_new_unjam ; snd_switch_mode = weapons\thompson\m1a1_new_switch_mode [wpn_thompson_m1a1_hud]:hud_base item_visual = dynamics\weapons\wpn_m1a1\wpn_m1a1_hud.ogf attach_place_idx = 0 zoom_hide_crosshair = true item_position = 0, 0, 0 item_orientation = 0, 0, 0 hands_position = 0.000544, -0.002611, 0.0058798 hands_position_16x9 = -0.009664, -0.005196, 0.003389 hands_orientation = 0.49728, 1.53296, 0.00176 hands_orientation_16x9 = 0.54498, 1.56112, -2 hands_position = 0.000544, -0.002611, 0.0058798 hands_position_16x9 = 0.0, -0.0, 0.0 hands_orientation = 0.49728, 1.53296, 0.00176 hands_orientation_16x9 = 0.0, 0.0, 0.0 aim_hud_offset_pos = -0.06148, 0.03146, -0.057314 aim_hud_offset_pos_16x9 = -0.071760, 0.030473, -0.050965 aim_hud_offset_rot = 0.02509, 0.009872, -0.0512458 aim_hud_offset_rot_16x9 = 0.0, 0.0, 0.0 aim_hud_offset_alt_pos = -0.07192, 0.020888, -0.050965 aim_hud_offset_alt_pos_16x9 = -0.07192, 0.020888, -0.050965 aim_hud_offset_alt_rot = -0.015762, 0.00016, -0.0512458 aim_hud_offset_alt_rot_16x9 = -0.015762, 0.00016, -0.00 lowered_hud_offset_pos = 0.05,-0.04,-0.02 lowered_hud_offset_pos_16x9 = 0.04064,-0.012672,-0.002185 lowered_hud_offset_rot = -0.1,-0.6,0.4 lowered_hud_offset_rot_16x9 = -0.081037,-0.705504,0.4 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 fire_bone = muzzle fire_point = 0, 0,0 anm_bore = m1a1_new_inspect, inspect anm_show = m1a1_new_draw, draw anm_hide = m1a1_new_holster, idle anm_idle = m1a1_new_idle, idle anm_idle_aim_moving = m1a1_new_walk, walk anm_idle_aim_moving_crouch = m1a1_new_walk, walk, 0.8 anm_idle_moving = m1a1_new_walk, walk, 0.95 anm_idle_moving_crouch = m1a1_new_walk, walk anm_idle_sprint = m1a1_new_sprint, sprint anm_reload = m1a1_new_reload, reload anm_reload_empty = m1a1_new_reload, reload_empty anm_reload_misfire = m1a1_new_unjam, unjam anm_reload_misfire_empty = m1a1_new_unjam, unjam_empty anm_switch_mode = m1a1_new_switch_mode, switch_mode anm_shots = m1a1_new_shoot anm_idle_aim = m1a1_new_aim, aim anm_bore_empty = m1a1_new_inspect, inspect_empty anm_show_empty = m1a1_new_draw, draw_empty anm_hide_empty = m1a1_new_holster, idle_empty anm_shot_l = m1a1_new_shoot, shoot_empty anm_idle_empty = m1a1_new_idle, idle_empty anm_idle_aim_moving_empty = m1a1_new_walk, walk_empty anm_idle_aim_moving_crouch_empty = m1a1_new_walk, walk_empty, 0.8 anm_idle_moving_empty = m1a1_new_walk, walk_empty anm_idle_moving_crouch_empty = m1a1_new_walk, walk_empty, 0.9 anm_idle_sprint_empty = m1a1_new_sprint, sprint_empty anm_switch_mode_empty = m1a1_new_switch_mode, switch_mode_empty anm_idle_aim_empty = m1a1_new_aim, idle_empty ; Transition/Intermediate Animations anm_walk2sprint = m1a1_new_walk2sprint anm_walk2sprint_empty = m1a1_new_walk2sprint, idle_empty anm_sprint2walk = m1a1_new_sprint2walk anm_sprint2walk_empty = m1a1_new_sprint2walk, idle_empty ; anm_idle2aim = m1a1_new_idle2aim, idle ; anm_idle2aim_empty = m1a1_new_idle2aim, idle_empty ; anm_aim2idle = m1a1_new_aim2idle, idle ; anm_aim2idle_empty = m1a1_new_aim2idle, idle_empty ; Transition Definitions ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1 ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1 ts_pattern_sprint2walk_aim = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1 ts_strict_sprint2walk_idle = anm_walk2sprint, anm_idle, anm_sprint2walk ts_strict_sprint2walk_move = anm_walk2sprint, anm_idle_moving, anm_sprint2walk ;ts_pattern_idle2aim = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1 ts_strict_sprint2aim = anm_idle_sprint, anm_idle_aim, anm_sprint2walk ts_strict_sprint2inspect = anm_idle_sprint, anm_bore, anm_sprint2walk ts_strict_walk2sprint_inspect = anm_walk2sprint, anm_bore, anm_sprint2walk fire_point = 0.0,-0.00,0.0 fire_bone = muzzle [wpn_thompson_1921]: wpn_thompson_m1a1 ;Inventory Details inv_name = st_wpn_thompson_1921 inv_name_short = st_wpn_thompson_1921 inv_grid_height = 2 inv_grid_width = 4 inv_grid_x = 5 inv_grid_y = 0 inv_weight = 6.1 cost = 40590 description = st_wpn_thompson_1921_descr ;Upgrade Icon upgrades = up_gr_firstab_1921, up_gr_seconab_1921, up_gr_thirdab_1921 upgr_icon_x = 0 upgr_icon_y = 200 upgr_icon_width = 305 ;Ammo Capacity and RPM ammo_elapsed = 50 ammo_mag_size = 50 startup_ammo = 90 bullet_speed = 330 rpm = 900 rpm_empty_click = 200 ;Misfire Probability misfire_probability = 0.005 misfire_start_condition = 0.7 ; 0.81 misfire_start_prob = 0.007 misfire_end_condition = 0.15 misfire_end_prob = 0.18 condition_queue_shot_dec = 0.0012 condition_shot_dec = 0.0012 ;Recoil Values cam_return = 0 cam_relax_speed = 10 cam_dispersion = 0.4 cam_dispersion_frac = 1.0 cam_dispersion_inc = 0.0425 cam_max_angle = 30.0 cam_max_angle_horz = 20.0 cam_step_angle_horz = 0.44 zoom_cam_relax_speed = 10 zoom_cam_dispersion = 0.25 zoom_cam_dispersion_frac = 1.0 zoom_cam_dispersion_inc = 0.0225 zoom_cam_max_angle = 20.0 zoom_cam_max_angle_horz = 15.0 zoom_cam_step_angle_horz = 0.44 hud = wpn_thompson_1921_hud visual = dynamics\weapons\wpn_m1a1\wpn_thompson_1921.ogf use_alt_aim_hud = false ;Sounds snd_empty = weapons\thompson\m1a1_new_empty snd_draw = weapons\thompson\m1a1_new_draw snd_holster = weapons\thompson\m1a1_new_holster snd_reload = weapons\thompson\1921_new_reload snd_reload_empty = weapons\thompson\1921_new_reload_empty snd_bore = weapons\thompson\m1a1_new_inspect snd_reload_misfire = weapons\thompson\1921_new_unjam snd_switch_mode = weapons\thompson\m1a1_new_switch_mode [wpn_thompson_1921_hud]:hud_base item_visual = dynamics\weapons\wpn_m1a1\wpn_thompson_1921_hud.ogf attach_place_idx = 0 zoom_hide_crosshair = true item_position = 0, 0, 0 item_orientation = 0, 0, 0 hands_position = 0.000544, -0.002611, 0.0058798 hands_position_16x9 = -0.009664, -0.005196, 0.003389 hands_orientation = 0.49728, 1.53296, 0.00176 hands_orientation_16x9 = 0.54498, 1.56112, -2 hands_position = 0.000544, -0.002611, 0.0058798 hands_position_16x9 = 0.0, -0.0, 0.0 hands_orientation = 0.49728, 1.53296, 0.00176 hands_orientation_16x9 = 0.0, 0.0, 0.0 aim_hud_offset_pos = -0.0828, 0.031538, -0.050965 aim_hud_offset_pos_16x9 = -0.0828, 0.031538, -0.050965 aim_hud_offset_rot = -0.000213, 0.00048, 0.0 aim_hud_offset_rot_16x9 = -0.000213, 0.00048, 0.0 aim_hud_offset_alt_pos = -0.07192, 0.020888, -0.050965 aim_hud_offset_alt_pos_16x9 = -0.07192, 0.020888, -0.050965 aim_hud_offset_alt_rot = -0.015762, 0.00016, -0.0512458 aim_hud_offset_alt_rot_16x9 = -0.015762, 0.00016, -0.00 lowered_hud_offset_pos = 0.05,-0.04,-0.02 lowered_hud_offset_pos_16x9 = 0.04064,-0.012672,-0.002185 lowered_hud_offset_rot = -0.1,-0.6,0.4 lowered_hud_offset_rot_16x9 = -0.081037,-0.705504,0.4 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 fire_bone = muzzle fire_point = 0, 0,0 anm_bore = tommy_1921_new_inspect, idle anm_show = tommy_1921_new_draw, idle anm_hide = tommy_1921_new_holster, idle anm_idle = tommy_1921_new_idle, idle anm_idle_aim_moving = tommy_1921_new_walk, idle anm_idle_aim_moving_crouch = tommy_1921_new_walk, idle, 0.8 anm_idle_moving = tommy_1921_new_walk, idle anm_idle_moving_crouch = tommy_1921_new_walk, idle anm_idle_sprint = tommy_1921_new_sprint, idle anm_reload = tommy_1921_new_reload, reload anm_reload_empty = tommy_1921_new_reload_empty, reload_empty anm_reload_misfire = tommy_1921_new_unjam, unjam anm_reload_misfire_empty = tommy_1921_new_unjam, unjam_empty anm_switch_mode = tommy_1921_new_switch_mode, switch_mode anm_shots = tommy_1921_new_shoot anm_idle_aim = tommy_1921_new_aim, aim anm_bore_empty = tommy_1921_new_inspect, idle_empty anm_show_empty = tommy_1921_new_draw, idle_empty anm_hide_empty = tommy_1921_new_holster, idle_empty anm_shot_l = tommy_1921_new_shoot, shoot_empty anm_idle_empty = tommy_1921_new_idle, idle_empty anm_idle_aim_moving_empty = tommy_1921_new_walk, idle_empty anm_idle_aim_moving_crouch_empty = tommy_1921_new_walk, idle_empty, 0.8 anm_idle_moving_empty = tommy_1921_new_walk, idle_empty anm_idle_moving_crouch_empty = tommy_1921_new_walk, idle_empty, 0.9 anm_idle_sprint_empty = tommy_1921_new_sprint, idle_empty anm_switch_mode_empty = tommy_1921_new_switch_mode, switch_mode_empty anm_idle_aim_empty = tommy_1921_new_aim, idle_empty ; Transition/Intermediate Animations anm_walk2sprint = tommy_1921_new_walk2sprint anm_walk2sprint_empty = tommy_1921_new_walk2sprint, idle_empty anm_sprint2walk = tommy_1921_new_sprint2walk anm_sprint2walk_empty = tommy_1921_new_sprint2walk, idle_empty ; anm_idle_aim_start = tommy_1921_new_idle2aim, idle ; anm_idle_aim_start_empty = tommy_1921_new_idle2aim, idle_empty ; anm_idle_aim_end = tommy_1921_new_aim2idle, idle ; anm_idle_aim_end_empty = tommy_1921_new_aim2idle, idle_empty ; Transition Definitions ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1 ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1 ts_pattern_sprint2walk_aim = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1 ts_strict_sprint2walk_idle = anm_walk2sprint, anm_idle, anm_sprint2walk ts_strict_sprint2walk_move = anm_walk2sprint, anm_idle_moving, anm_sprint2walk ;ts_pattern_idle2aim = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1 ts_strict_sprint2aim = anm_idle_sprint, anm_idle_aim, anm_sprint2walk ts_strict_sprint2inspect = anm_idle_sprint, anm_bore, anm_sprint2walk ts_strict_walk2sprint_inspect = anm_walk2sprint, anm_bore, anm_sprint2walk fire_point = 0.0,-0.00,0.0 fire_bone = muzzle