Divergent/mods/Tommy Gun Drop/gamedata/configs/items/weapons/w_m1a1.ltx

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TeX

;------------------------------------------------------------------------------------------------
#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