Divergent/mods/Body Health System Realisti.../gamedata/scripts/weapon_sway_mcm.script

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-- 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