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- HUD Reworked and Extras 2.0
- Smurth, 2012
- This mod is a remake of the original "DynamicHUD" by Rulix.
- It also contains a modified version of "DynamicHelmets" by
- Mechanic, Shoker, and Antnigm.
- Except the hit_effect() and shoot_effect() functions which
- contains only minor modifications, everything has been
- written from scratch.
- The textures used for the helmets/gasmask are based on the
- work of FlyingDebris.
- Since some people had crashes when trying to merge this
- mod with Atmosfear3, I've decided to release it as well.
- IMPORTANT:
- The mod has been developped and tested on 16/9 screen only,
- and the 4/3 version of some files are just copies of the
- 16/9 ones.
- Feel free to adapt their 16/9 counterpart for 4/3 screen and
- contact me to see your name added to the credit list :)
- Features:
- - no more intrusive HUD; only ammunition type si shown
- (see "optional" folder for variants)
- - breathing sounds: you will ear the actor breathing in
- different kind of situations; when he wear a gasmask,
- when he's running, when he's getting hit hard, and, of
- course, at low stamina levels. I've tried to make the
- breathing as natural as possible, including variation
- of its speed/volume.
- - bleeding screen edge indicators.
- - radiation sound indicators and little visual effects
- on high radiation levels.
- - automaticaly hide weapon and/or remove gasmask on some
- item usage, plus other special effects (see below)
- - basic medkit usage incapacitates the actor for about 10s.
- This is to show you how you can play with item using
- effects, but don't abuse of effects to avoid overlapping
- when using several item at the same time.
- - Weapon's recoil effects.
- Notes for modders/scripters:
- The actor_effects_data.script file contains three tables:
- - "options" which let you tweak the helmet/breath part.
- - "wpn_fx" containing data used by the recoil effects.
- - "item_fx" containing sequences of action "played" on
- item usage.
- The "wpn_fx" table is still a work in progress but you
- should be aware that the total recoil amount depends on:
- - the ratio (installed cam_dispersion upgrades) / (weapon
- cam_dispersion)
- Note: the upgrade must have the "prop_recoil" property
- and define the "cam_dispersion" value.
- - the "impair" ammo coef.
- - the player aiming or not. See "k_aim" at the begining of
- the wpn_fx table.
- IF YOU WANT TO DISABLE THE SHOOT EFFECT, JUST COMMENT OUT
- THE CALL TO "ammo_check()" IN THE "update()" FUNCTION
- (LINE 34) OF "scripts\actor_effects.script".
- I highly recommend to use actor_effects.use_weapon(0) and
- actor_effects.use_weapon(1) instead of db.actor:hide_weapon()
- and db.actor:restore_weapon(), respectively.
- Credits:
- Cromm Cruac
- FlyingDebris
- Mechanic, Shoker, Antnigm
- Rulix
- Thanks:
- Thanks to jketiynu, trojanuch and MacBradley for their
- feedback, to Xavier De La Obra for his Voron Mod and
- special thanks to Alundaio who gave me some bright advices
- about the scripting thing.
- Enjoy ;)
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