-- If you don't use MCM, change your defaults from here. local defaults = { ["weapon_sway_feature"] = true, ["sway_keybind"] = DIK_keys.DIK_F, ["animation_type"] = 1, ["max_effect_power"] = 3, ["weight_factor"] = 1, ["max_power_weight"] = 7, ["power_stand"] = 1.2, ["power_crouch"] = 0.8, ["power_low_crouch"] = 0.4, ["power_stand_scoped"] = 1.2, ["power_crouch_scoped"] = 0.8, ["power_low_crouch_scoped"] = 0.4, ["weapon_mount_feature"] = true, ["weapon_mounted_power"] = 0.1, ["y_axis_mounted_distance"] = -0.35, ["hold_breath_feature"] = true, ["hold_breath_mult"] = 0.1, ["release_breath_mult"] = 0.04, ["max_hold_breath_time"] = 11, ["breath_restore_mult"] = 0.5, ["enable_breath_sound"] = true, ["handling_mult"] = 1, ["debugx"] = false, } function get_config(key) if ui_mcm then return ui_mcm.get("weapon_sway/"..key) else return defaults[key] end end function on_mcm_load() op = { id= "weapon_sway",sh=true ,gr={ { id= "title",type= "slide",link= "ui_options_slider_player",text="ui_mcm_weapon_sway_title",size= {512,50},spacing= 20 }, {id = "weapon_sway_feature", type = "check", val = 1, def = true}, {id = "sway_keybind", type = "key_bind", val = 2, def = DIK_keys.DIK_F}, {id = "animation_type", type= "list", val= 2, def= 1, content= { {1, "sway_1"} , {2, "sway_2"} , {3, "custom_1"} , {4, "custom_2"} , {5, "custom_3"} } , no_str = true }, {id="divider", type="line" }, {id = "max_effect_power", type = "track", val = 2, min=0.1, max=8, step=0.1, def = 3}, {id = "weight_factor", type = "track", val = 2, min=0.1, max=3, step=0.1, def = 1}, {id = "max_power_weight", type = "track", val = 2, min=0.25, max=15, step=0.25, def = 7}, {id="divider", type="line" }, {id = "power_stand", type = "track", val = 2, min=0, max=3, step=0.1, def = 1.2}, {id = "power_crouch", type = "track", val = 2, min=0, max=3, step=0.1, def = 0.8}, {id = "power_low_crouch", type = "track", val = 2, min=0, max=3, step=0.1, def = 0.4}, {id="divider", type="line" }, {id = "power_stand_scoped", type = "track", val = 2, min=0, max=3, step=0.1, def = 1.2}, {id = "power_crouch_scoped", type = "track", val = 2, min=0, max=3, step=0.1, def = 0.8}, {id = "power_low_crouch_scoped", type = "track", val = 2, min=0, max=3, step=0.1, def = 0.4}, {id="divider", type="line" }, {id = "weapon_mount_feature", type = "check", val = 1, def = true}, {id = "weapon_mounted_power", type = "track", val = 2, min=0, max=1, step=0.005, def = 0.1}, {id = "y_axis_mounted_distance", type = "track", val = 2, min=-0.75, max=0, step=0.01, def = -0.35}, {id="divider", type="line" }, {id = "hold_breath_feature", type = "check", val = 1, def = true}, {id = "hold_breath_mult", type = "track", val = 2, min=0, max=1, step=0.05, def = 0.1}, {id = "release_breath_mult", type = "track", val = 2, min=0.01, max=0.1, step=0.01, def = 0.04}, {id = "max_hold_breath_time", type = "track", val = 2, min=2, max=30, step=0.5, def = 11}, {id = "breath_restore_mult", type = "track", val = 2, min=0.1, max=3, step=0.1, def = 0.5}, {id = "enable_breath_sound", type = "check", val = 1, def = true}, {id="divider", type="line" }, {id = "handling_mult", type = "track", val = 2, min=0, max=1.5, step=0.025, def = 1}, {id="divider", type="line" }, {id = "debugx", type = "check", val = 1, def = false}, } } return op end