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S.T.A.L.K.E.R. Smuth's HUD Reworked and Extras 2.0

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Aug 18th, 2015
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  1.  
  2. HUD Reworked and Extras 2.0
  3. Smurth, 2012
  4.  
  5.  
  6.  
  7. This mod is a remake of the original "DynamicHUD" by Rulix.
  8. It also contains a modified version of "DynamicHelmets" by
  9. Mechanic, Shoker, and Antnigm.
  10. Except the hit_effect() and shoot_effect() functions which
  11. contains only minor modifications, everything has been
  12. written from scratch.
  13. The textures used for the helmets/gasmask are based on the
  14. work of FlyingDebris.
  15. Since some people had crashes when trying to merge this
  16. mod with Atmosfear3, I've decided to release it as well.
  17.  
  18.  
  19. IMPORTANT:
  20. The mod has been developped and tested on 16/9 screen only,
  21. and the 4/3 version of some files are just copies of the
  22. 16/9 ones.
  23. Feel free to adapt their 16/9 counterpart for 4/3 screen and
  24. contact me to see your name added to the credit list :)
  25.  
  26.  
  27. Features:
  28. - no more intrusive HUD; only ammunition type si shown
  29. (see "optional" folder for variants)
  30. - breathing sounds: you will ear the actor breathing in
  31. different kind of situations; when he wear a gasmask,
  32. when he's running, when he's getting hit hard, and, of
  33. course, at low stamina levels. I've tried to make the
  34. breathing as natural as possible, including variation
  35. of its speed/volume.
  36. - bleeding screen edge indicators.
  37. - radiation sound indicators and little visual effects
  38. on high radiation levels.
  39. - automaticaly hide weapon and/or remove gasmask on some
  40. item usage, plus other special effects (see below)
  41. - basic medkit usage incapacitates the actor for about 10s.
  42. This is to show you how you can play with item using
  43. effects, but don't abuse of effects to avoid overlapping
  44. when using several item at the same time.
  45. - Weapon's recoil effects.
  46.  
  47.  
  48.  
  49. Notes for modders/scripters:
  50. The actor_effects_data.script file contains three tables:
  51. - "options" which let you tweak the helmet/breath part.
  52. - "wpn_fx" containing data used by the recoil effects.
  53. - "item_fx" containing sequences of action "played" on
  54. item usage.
  55.  
  56. The "wpn_fx" table is still a work in progress but you
  57. should be aware that the total recoil amount depends on:
  58. - the ratio (installed cam_dispersion upgrades) / (weapon
  59. cam_dispersion)
  60. Note: the upgrade must have the "prop_recoil" property
  61. and define the "cam_dispersion" value.
  62. - the "impair" ammo coef.
  63. - the player aiming or not. See "k_aim" at the begining of
  64. the wpn_fx table.
  65.  
  66.  
  67. IF YOU WANT TO DISABLE THE SHOOT EFFECT, JUST COMMENT OUT
  68. THE CALL TO "ammo_check()" IN THE "update()" FUNCTION
  69. (LINE 34) OF "scripts\actor_effects.script".
  70.  
  71.  
  72. I highly recommend to use actor_effects.use_weapon(0) and
  73. actor_effects.use_weapon(1) instead of db.actor:hide_weapon()
  74. and db.actor:restore_weapon(), respectively.
  75.  
  76.  
  77.  
  78. Credits:
  79. Cromm Cruac
  80. FlyingDebris
  81. Mechanic, Shoker, Antnigm
  82. Rulix
  83.  
  84.  
  85. Thanks:
  86. Thanks to jketiynu, trojanuch and MacBradley for their
  87. feedback, to Xavier De La Obra for his Voron Mod and
  88. special thanks to Alundaio who gave me some bright advices
  89. about the scripting thing.
  90.  
  91.  
  92. Enjoy ;)
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