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anim_items.ltx

Jan 14th, 2017
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  1. #include "anm_medkit.ltx"
  2. #include "anm_bread.ltx"
  3. #include "anm_kolbasa.ltx"
  4. #include "anm_energy_drink.ltx"
  5. #include "anm_drug_booster.ltx"
  6. #include "anm_antirad.ltx"
  7. #include "anm_vodka.ltx"
  8. #include "anm_hit.ltx"
  9. #include "anm_voda.ltx"
  10. #include "anm_bandage.ltx"
  11. #include "anm_drugs.ltx"
  12. #include "anm_monster1.ltx"
  13. #include "anm_monster2.ltx"
  14. #include "anm_monster3.ltx"
  15. #include "anm_monster4.ltx"
  16. #include "anm_monster5.ltx"
  17. #include "anm_monster6.ltx"
  18. #include "anm_monster7.ltx"
  19. #include "anm_monster8.ltx"
  20. #include "anm_tushka.ltx"
  21. #include "anm_harv1.ltx"
  22. #include "anm_conserva.ltx"
  23.  
  24. [anm_base_hud]
  25. zoom_hide_crosshair = true
  26. attach_place_idx = 0
  27. hands_position = 0.0300,-0.2520,0.3000
  28. hands_orientation = -0.500000,1.000000,1.149999
  29. hands_position_16x9 = 0.0300,-0.2520,0.3000
  30. hands_orientation_16x9 = 2.349998,2.749999,2.849998
  31. item_position = 0.000075,-0.004612,0.001283
  32. item_orientation = 0.045015,1.047468,0.056850
  33. aim_hud_offset_pos = 0.0,0.0,0.0
  34. aim_hud_offset_rot = 0.0,0.0,0.0
  35. aim_hud_offset_pos_16x9 = 0.0,0.0,0.0
  36. aim_hud_offset_rot_16x9 = 0.0,0.0,0.0
  37. gl_hud_offset_pos = 0,0,0
  38. gl_hud_offset_rot = 0,0,0
  39. gl_hud_offset_pos_16x9 = 0,0,0
  40. gl_hud_offset_rot_16x9 = 0,0,0
  41. lean_hud_offset_pos = 0,0,0
  42. lean_hud_offset_rot = 0,0,0
  43.  
  44. ;anm_show = actor_use_protector ;binoculars_draw
  45. ;anm_hide = actor_use_protector_draw ;binoculars_holster
  46. ;anm_idle = actor_use_protector_idle ;binoculars_idle
  47. ;anm_idle_aim = actor_use_protector_idle ;binoculars_idle
  48. ;anm_idle_moving = actor_use_protector_idle ;binoculars_idle_moving
  49. ;anm_idle_sprint = actor_use_protector_idle ;binoculars_idle_sprint
  50. ;anm_bore = actor_use_protector ;binoculars_idle_bore
  51.  
  52. ;anm_show = actor_hit_anim ;binoculars_draw
  53. ;anm_hide = hende_hoh_draw ;binoculars_holster
  54. ;anm_idle = hende_hoh_idle ;binoculars_idle
  55. ;anm_idle_aim = hende_hoh_idle ;binoculars_idle
  56. ;anm_idle_moving = hende_hoh_idle ;binoculars_idle_moving
  57. ;anm_idle_sprint = hende_hoh_idle ;binoculars_idle_sprint
  58. ;anm_bore = actor_hit_anim ;binoculars_idle_bore
  59.  
  60. [anm_identity_immunities]
  61. burn_immunity = 1.0
  62. strike_immunity = 1.0
  63. shock_immunity = 1.0
  64. wound_immunity = 1.0
  65. wound_2_immunity = 1.0
  66. radiation_immunity = 1.0
  67. telepatic_immunity = 1.0
  68. chemical_burn_immunity = 1.0
  69. explosion_immunity = 1.0
  70. fire_wound_immunity = 1.0
  71.  
  72. [anm_base]
  73. GroupControlSection = spawn_group
  74. $spawn = "weapons\animation"
  75. $npc = on
  76. $prefetch = 8
  77. description = st_bandage_descr
  78. inv_name = st_bandage
  79. inv_name_short = st_bandage
  80. animation_slot = 13
  81. slot = 12
  82. visual = dynamics\devices\dev_bandage\dev_bandage
  83. hud = anm_base_hud
  84.  
  85. PDM_disp_accel_factor = 1.0
  86. PDM_disp_base = 1.0
  87. PDM_disp_crouch = 1.0
  88. PDM_disp_crouch_no_acc = 1.0
  89. PDM_disp_vel_factor = 1.0
  90. ammo_class = ammo_12x76_zhekan_heli
  91. ammo_current = 0
  92. ammo_elapsed = 0
  93. ammo_limit = 0
  94. ammo_mag_size = 0
  95. attach_angle_offset = 3.080506,-1.493053,-1.202040
  96. attach_bone_name = bip01_r_hand
  97. attach_position_offset = 0.080000,0.021273,0.100000
  98. auto_attach = false
  99. bullet_speed = 1
  100. cam_dispersion = 0.0
  101. cam_max_angle = 0
  102. cam_max_angle_horz = 0.0
  103. cam_relax_speed = 1.0
  104. cam_step_angle_horz = 0.0
  105. catch_snd = detectors\DA-2_beep1
  106. cform = skeleton
  107. class = WP_BINOC
  108. condition_queue_shot_dec = 0.0
  109. condition_shot_dec = 0.0
  110. control_inertion_factor = 1
  111. cost = 0
  112. default_to_ruck = false
  113. direction = 0, 0, 1
  114. discovery_dependency =
  115. disp_crouch_factor = 0.75
  116. disp_jump_factor = 3
  117. disp_vel_factor = 0.0
  118. ef_main_weapon_type = 5
  119. ef_weapon_type = 0
  120. fire_dispersion_base = 0.0
  121. fire_dispersion_condition_factor = 1
  122. fire_distance = 1
  123. fire_point = 0.0, 0.0, 0.0
  124. flame_particles = weapons\generic_weapon05
  125. found_snd = detectors\DA-2_beep1
  126. grenade_launcher_status = 0
  127. hand_dependence = 1
  128. highlight_equipped = true ;New CoC field, shows item as equipped in rucksack
  129. hit_impulse = 1
  130. hit_power = 0
  131. hit_type = fire_wound
  132. hit_probability_gd_novice = 0.20
  133. hit_probability_gd_stalker = 0.30
  134. hit_probability_gd_veteran = 0.40
  135. hit_probability_gd_master = 0.50
  136. inv_grid_width = 1
  137. inv_grid_height = 1
  138. inv_grid_x = 5000
  139. inv_grid_y = 5000
  140. inv_weight = 1.0
  141. light_color = 0.6, 0.5, 0.3
  142. light_range = 3.0
  143. light_time = 0.2
  144. light_var_color = 0.05
  145. light_var_range = 0.5
  146. max_radius = 0
  147. min_radius = 0
  148. misfire_end_condition = 0.0
  149. misfire_end_prob = 0.0
  150. misfire_probability = 0.0
  151. misfire_start_condition = 0.0
  152. misfire_start_prob = 0.0
  153. normal = 0, 1, 0
  154. orientation = 0 , -90, 70
  155. ph_mass = 1
  156. position = -0.08 , -0.05 , 0.05
  157. reload_dof = 0.0, 0.5, 5, 1.7
  158. rpm = 1
  159. rpm_empty_click = 1
  160. scheduled = off
  161. scope_status = 1
  162. scope_texture = wpn_crosshair_bino
  163. scope_zoom_factor = 60
  164. snd_close = interface\inv_nosound
  165. snd_draw = interface\inv_nosound
  166. snd_empty = interface\inv_nosound
  167. snd_gyro = interface\inv_nosound
  168. snd_holster = interface\inv_nosound
  169. snd_reload = interface\inv_nosound
  170. snd_shoot = interface\inv_nosound
  171. snd_zoomin = interface\inv_nosound
  172. snd_zoomout = interface\inv_nosound
  173. shell_dir = 0.0, 0.0, 0.0
  174. shell_particles = weapons\generic_shells
  175. shell_point = 0.0, 0.0, 0.0
  176. show_ammo = false
  177. silencer_status = 0
  178. single_handed = 0
  179. smoke_particles = weapons\generic_shoot_00
  180. sprint_allowed = false
  181. use_condition = false
  182. vis_frame_color = 0.7,0.7,0.7,1.0
  183. vis_frame_speed = 4
  184. vision_present = false
  185. zoom_enabled = false
  186. immunities_sect = anm_identity_immunities
  187. use_aim_bullet = false
  188. use_first_bullet = false
  189. k_hit_critical = 0
  190. frag_hit_critical = 0
  191. hit_power_critical = 0.0, 0.0, 0.0, 0.0
  192. silencer_hit_power = 0.0, 0.0, 0.0, 0.0
  193. silencer_hit_impulse = 0
  194. zoom_rotate_time = 0.25
  195.  
  196. ; animation entries for enhanced_animations
  197. ;anim_length = 25
  198. ;anim_sound = interface\inv_nosound
  199. ;keep_helm = true
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