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Weapons
- The CoP hud system is now fully supported ( #322, #335 ). SoC hud will also work as before.
- Added support for 90+% of weapon animations from Gunslinger Mod
- Anomaly-style separation of hud calculations for left and right handed items has been implemented.
- Added
g_crosshair_hard
command. When enabled, bullets will fly out of thefire_point
of the weapon instead of the center of the screen. CoP fire_point type, two fire_points and other nuances are taken into account. - New hud collision system. Used when
g_crosshair_hard
command is enabled. - Added support for script animations from Anomaly.
- Added support for shader 3D scopes.
For 3D shader scopes, the issue with weapons that previously used 3D scopes from SWM has been taken into account, BUT there may be bugs with scopes due to crooked UV of scope reticles on weapon models, as well as broken lens models, OR aim_hud_offset may need to be reconfigured.
A script for controlling shader 3D scopes can be viewed here.
- Added support for
hud_movement_layers
from Anomaly
[hud_movement_layers]
;types: 0 = aim_walk, 1 = aim_crouch, 2 = crouch, 3 = walk, 4 = run, 5 = sprint
;type path speed power
movement_layer_0 = movement\aim_walk.anm, 1, 0.85
movement_layer_1 = movement\aim_walk.anm, 0.75, 0.5
movement_layer_2 = movement\newwalk.anm, 1, 0.1
movement_layer_3 = movement\newwalk.anm, 1, 0.1
movement_layer_4 = movement\newwalk.anm, 1.25, 0.125
movement_layer_5 = movement\newrunreload.anm, 1, 0.15
- Support for autostretchable aiming reticles for any screen resolution (from OGSE). Enabled in
[features]
section:
; Enable autostretchable reticles. For this option, the reticle textures must have a resolution of 1600x1000 (or any other resolution with the same ratio?).
; The reticle textures will automatically adjust to any screen resolution.
scope_textures_autoresize = true
For a specific item you can disable autostretching by adding scope_texture_autoresize = false
to the item config, for example for a wide binocular texture.
- Auto fov selection when aiming for the current screen resolution is enabled in the
[features]
section by theogse_wpn_zoom_system
parameter. When enabled, reconfiguration of configs is required, as in OGSE. - Fixed zoom reset when out of ammo.
- Added
scope_dynamic_zoom
support for all weapons. Additionally, added use of this parameter from the scope section. I.e. a weapon with binocular properties can be not only with a welded scope, but with a removable one too. For compatibility with old configs, there is an option that allows firing on binocular class. It is enabled in the[features]
section by thebinoc_firing
parameter.
- Hud customizer has been rewritten, now you can customize laser and flashlight positions (OGSR GA).
- Weapon autoreloading is now adjustable with the
g_autoreload
command. - Smooth grenade change has been implemented. When changing the grenade type, the animation of hiding the grenade of the current type and the animation of taking out the next type is played.
- You can turn off the use of animations of looking at the bolt, throwing grenades and twisting the knife, i.e.
anim_playing
in the[features]
section with thestop_anim_playing
parameter. - Added support for weapon hud swinging while moving. Can be enabled in the
[features]
section by thewpn_bobbing
parameter. A section named[wpn_bobbing_effector]
with the following contents is required:
[wpn_bobbing_effector]
limp_amplitude = 0.011
limp_speed = 4.6
run_amplitude = 0.0075
run_speed = 6.74
walk_amplitude = 0.005
walk_speed = 6.26
crouch_k = 0.75 ; allows to override the engine constant CROUCH_FACTOR
;zoom_k = 0.1 ; applies only to amplitude in aiming mode and allows to reduce hud sway when moving with aiming. It is used when moving with aiming without optics.
scope_zoom_k = 0.1 ; This is the amplitude factor that will be applied when moving with aiming through optics. It takes the default value of zoom_k, which defaults to 1.
controller_amplitude = 0.003 ; Intensity of hand shake when affected by mutant psi aura
- New parameter
allow_bobbing
of weapon hud section. Allows you to enable/disable engine bobbing effect separately for each weapon. If the weapon has bobbing enabled,idle_moving_*
animations will not be played. Only works, of course, with weapon bobbing enabled in the[features]
section. Enabled by default. - New inertia settings for HUD weapon sections:
allow_zoom_inertion = true ;Allows the inertia of the hud weapon model to be applied in aiming mode.
; inertion_origin_offset = -0.05 ;deviation of the model from the “course” due to inertia during movement
; inertion_tendto_speed = 5 ;speed of hud model return to the desired position
inertion_zoom_origin_offset = -0.03 ;model deviation from “course” due to inertia during movement with aiming
inertion_zoom_tendto_speed = 10 ;speed of hud model returning to the correct position during aiming
allow_scope_zoom_inertion = true ;allows you to turn off inertia when aiming through the through optics and leave it only when aiming without optics. By default takes the value `allow_zoom_inertion`.
- Added support for
explode_particles
for ammo and non-bullet hit for weapons - Added the ability to set the sound of switching fire modes. If the weapon section has
snd_fire_modes
, this sound will be used when switching firing modes. - Added the ability to set a sound when changing zoom in binoculars or scope with adjustable zoom. If the weapon section has
snd_zoom_change
, then this sound will be used when changing the zoom. - Added support for
scope_inertion_factor
parameter in weapon/scope configs (weapon section has priority). Allows to control mouse sensitivity during aiming. Also this parameter will take into account the current zoom value for weapons withscope_dynamic_zoom
. - Reworked
scope_dynamic_zoom
logic for scopes withscope_lense_fov_factor
- now dynamic zoom will be exactly in 3D scopes. - Added texture scope support for weapons with
scope_status = 2
when scope is removed. To enable, you need to addforce_scope_texture = true
to the weapon section. - Added new parameters to
zoom offset
/zoom rotate
settings for weapons withscope_status = 2
to separately customize scope with and without scope. Parameters for hud section of the weapon:
; Scope is set
scope_zoom_offset
scope_zoom_rotate_x
scope_zoom_rotate_y
; Scope with GL are set.
scope_grenade_normal_zoom_offset
scope_grenade_normal_zoom_rotate_x
scope_grenade_normal_zoom_rotate_y
; Scope with GL are set, GL mode enabled.
scope_grenade_zoom_offset
scope_grenade_zoom_rotate_x
scope_grenade_zoom_rotate_y
; There are others, use the hud_adjust_mode setting.
To activate #1 and #2, the use_scope_zoom = true
parameter must be added to the non-HUD section of the weapon.
To activate #3, the parameter use_scope_grenade_zoom = true
must be added to the non-HUD section of the weapon.
- Added parameters to weapon and scope sections (weapon section has priority):
scope_zoom_hud_fov
- hud fov during normal aimingscope_lense_hud_fov
- hud fov during 3D scope. Allow quite flexible customization of weapon proximity during aimingscope_lense_hud_fov
. - Expanded
scope_dynamic_zoom
capabilities: Formatscope_dynamic_zoom = true, <steps>, <min_zoom_k
<steps>
is the number of “steps” to adjust the zoom. The default is4
.<min_zoom_k>
- coefficient for calculating the minimum zoom. Default is0.3
. - Added
fire_zoomout_time
to the weapon section to force zoomout after firing. Specifies the number of milliseconds to disable zoomout after a shot. It makes sense to use with through scopes on weapons, where after each shot is manually dispatched a cartridge, such as karkusha. To keep your hand out of the screen. - With the option
wpn_cost_include_addons
enabled, the price of the weapon will include the cost of installed addons. - Added
DUPLET_STATE_SWITCH
defyne that changes how duplexing works for weapons on theCWeaponShotgun
class. Instead of duplexing by aiming button, duplexing can be enabled/disabled by script:
wpn:get_weapon_sg():switch_duplet() -- Enable/disable
wpn:get_weapon_sg().is_duplet_enabled -- Check status
Made in order to preserve the ability to aim.
- Added a complicated reload mode, enabled by the
hard_ammo_reload
option The ammo from the weapon is returned to the inventory and the weapon is loaded from another pack with max ammo. If you often reload, then after a while in the inventory will be only incomplete packs and the weapon will not be fully loaded. In pair with this mode it is desirable to use manual repacker instead of automatic one. -
Added automatic ammo repacker, no scripts are needed for it. Enabled by
engine_ammo_repacker
option, not compatible with enabledhard_ammo_reload
. - Added ability to change speed of HUD animation via config. Here is an example that increases weapon draw/stow speed by 1.5 times:
anim_draw_speed_k = 1.5
anim_holster_speed_k = 1.5
That is, to the parameter containing the corresponding animation is added _speed_k
and their resulting parameter is taken multiplier for speed: anim_draw
+ _speed_k
= anim_draw_speed_k
. These parameters should be specified in the same place as the animations, i.e. in the HUD section.
- Added the ability to set the sound speed in weapons. Example:
snd_reload = weapons\toz66\bm16_reload, 1, 0, 1.25 ;1.25 is a coefficient of sound frequency. In this case, it will be increased by a factor of 1.25 and the speed of sound will also increase. This can be used together with the acceleration of animation that would not be unsynchronized sound and animation.
-
APPLY_ARMOR_PIERCING_TO_NPC
- Enables the parameterk_ap
to be taken into account when calculating damage for NPCs. The formula is the same as when calculating damage for the actor. May require reconfiguration of ammo configs. - Added support for switching firing modes for weapons on
CWeaponCustomPistol
class and all its successors. - Added safety for underbarrel grenades. The
safe_dist_to_explode
parameter in the fake underbarrel grenade section specifies how far away from the actor the grenade fired by him should not explode. In this case, instead of exploding, the grenade will fall at that location and can be picked up and used again. - You can disable the display of bars with characteristics in the weapon description by adding them to the weapon section:
show_wpn_properties = false
- Added increased speed mode for the first two shots. For Abakan, for example. To make it work, you need to add it to the gun config:
rpm_mode_2 = 1800
cycle_down = true
The rpm_mode_2
sets the rate of fire to be effective in 2-shot cutoff mode or for the first two shots in any auto mode if cycle_down = true
.
- The
scope_texture
parameter is now optional for weapons with scope. If it is not specified - there will be no texture scope. Made to simplify the creation of collimators or other scopes that do not need texture. - Added recognition of hostile monsters by scope.
- Added
lock_reload_in_sprint
option to block reloading while running. - Fixed a bug with binoculars, when it showed frames of mobs that are, for example, behind the actor's back. Also added additional parameters for binoculars:
min_visible_time = 2000 ; the number of milliseconds during which the object should be visible in binoculars before the frames are drawn. Default is 0, i.e. it is not used.
transparency_threshold = 1.0 ; if the object is behind a semi-transparent obstacle, bushes for example, this parameter specifies how transparent the obstacle must be for the object to be considered visible. For example, a value of 1 means that the binoculars will only see the object if it is not covered by anything, no bushes or branches. The default value is 0, i.e. it is not used.
- Primitive support for multiple sights for weapons has been added. Scopes that are specified in
scope_name
and inscope_names
can be installed on weapons. In the latter, you can specify a comma separated list. When a scope is installed, thescope_respawn_SCOPE_SECTION
parameter is searched for and if found and a section other than the current one is specified as the value, the weapon is respawned using that section. If the scope is removed, the value ofscope_respawn
is checked. Example:
[wpn_abakan]
scope_name = some scope ;in this case you can specify any scope here, it is not used in this section.
scope_names = wpn_addon_scope_pso, wpn_addon_scope_pso2, wpn_addon_scope_detector, wpn_addon_scope_night, wpn_addon_scope_kobra, wpn_addon_scope_pka, wpn_addon_scope_kashtan
; "scope_respawn_scope_section" = "weapon section with this scope"
scope_respawn_wpn_addon_scope_pso = wpn_abakan_pso
scope_respawn_wpn_addon_scope_pso2 = wpn_abakan_pso2
scope_respawn_wpn_addon_scope_detector = wpn_abakan_detector
scope_respawn_wpn_addon_scope_night = wpn_abakan_night
scope_respawn_wpn_addon_scope_kobra = wpn_abakan_cobra
scope_respawn_wpn_addon_scope_pka = wpn_abakan_pka
scope_respawn_wpn_addon_scope_kashtan = wpn_abakan_kashtan
[wpn_abakan_pso]:wpn_abakan
scope_name = wpn_addon_scope_pso ;The section of the scope that you have installed
scope_respawn = wpn_abakan ;If the scope is removed, the weapon with this section will be respawned.
- Transferred from SWM weapon tilts during strafes + made effects when looking out of cover. Added options for weapon configs (defaults are the same in the engine at the moment):
;;;;;;;;;;;;;;[Strafes];;;;;;;;;;;;;;;
; Settings for normal mode (shooting from the hip)
strafe_enabled = true ;Enable the effect?
strafe_transition_time = 0.25 ;Effect speed
strafe_hud_offset_pos = 0.015,0.0,0.0 ;Hud offset during stretches
strafe_hud_offset_rot = 0.0,0.0,0.0,4.5 ;Rotation of the hud when streaking.
; Settings for aiming mode
strafe_aim_enabled = true
strafe_aim_transition_time = 0.15
strafe_aim_hud_offset_pos = 0.0.0,0.0,0.0
strafe_aim_hud_offset_rot = 0.0,0.0,2.5
;;;;;;;;;;;;;;[Lookouts];;;;;;;;;;;;;;;
lookout_enabled = true
lookout_transition_time = 0.25
lookout_hud_offset_pos = 0.045, 0.0, 0.0
lookout_hud_offset_rot = 0.0, 0.0, 10.0
lookout_aim_enabled = true
lookout_aim_transition_time = 0.15
lookout_aim_hud_hud_offset_pos = 0.0, 0.0, 0.0
lookout_aim_hud_offset_rot = 0.0, 0.0, 15.0
- You can specify
condition_shot_dec_on_hit
in the weapon section. The value of this parameter is used to degrade the condition of the weapon on hit. Can be used to wear out knives, for example. - New parameter
scope_show_indicators
(default is true) specifies that indicators should or should not be shown in the absence of texture scope. This is done in order to turn off the display of indicators when aiming through through scopes and not to turn them off (by default) when aiming through collimators, which are made as optical scopes. - New parameter
ignore_scope_texture
specifies not to show the reticle texture, even if it is defined. It is used for through-scopes that are installed. The default value is false, so that the current behavior is not changed. - New global options in
[features]
section:
;------------------------Global settings of weapon features---------------------------
; Global settings are made for the possibility of easy inclusion of weapon features
; when installing the engine in any mods, so as not to edit there 100500 configs of weapons.
; The settings from weapon configs have higher priority.
; Inertia when aiming. By default the effect is not strong, not intrusive.
default_allow_zoom_inertion = true
; Change HUD FOV when the player stands close to a wall.
default_nearwall_on = true
;-------------------------------------------------------------------------------------
- When using the
actor:hide_weapon()
script method, weapons are now hidden smoothly, i.e. with the playback of the hide animation (#150). - If you specify in the weapon section
show_brief_info = false
then no weapon information will be displayed on the hood when this item is activated.
- Added a customizable format for displaying the number of bullets on the hood:
[features]
; Format of displaying the number of bullets on the skin:
; {AE} - number of ammo in the current weapon.
; {AC} - the number of ammo for this weapon in the inventory.
; Default: {AE}/{AC}
;wpn_magazined_str_count_tmpl = {AE} ;This will display only the number of ammo in the weapon.
- Added the ability to specify animation for not fully reloaded weapons. This is when the reload is clicked, and the weapon is not empty, there are still bullets there. In the HUD section of the weapon the following parameters are responsible for this:
anim_reload_partly ;for weapons without underbarrel grenade launcher
anim_reload_gl_partly ;for weapons with an attached underbarrel grenade launcher
; If they are not present, anim_reload and anim_reload_gl are used.
- Added ability to adjust weapon animation time. So that for an incomplete reload for example, use the normal reload animation, trimming it in time, like this:
anim_reload = reload
anim_reload_partly = reload
anim_reload_partly_stop_k = 0.55 ;For not full reload will be used 55% of the normal reload animation. This is of course a bad fix, but you don't need to edit animations.
- Also added
_start_k
support for animations. Value from0.001
to1
. - The reload sound will be stopped after the end of the corresponding animation, regardless of the sound length.
- A separate sound can be specified for incomplete reloads:
snd_reload_partly
. - Ricochets can be turned off by writing
allow_ricochet = false
in[bullet_manager]
and/or ammo section. By default, ricochets are enabled. - Added console command
wpn_aim_toggle
from CoP - Added support for weapon effectors. Unlike in CoP, the effector for animation is written in the hud section of the gun:
anim_reload_effector = pkm_reload ;the effector should be located at the path: anims\camera_effects\weapon\pkm_reload.anm
anim_shoot_effector = pkm_shoot ;the effector should be located at the path: anims\camera_effects\weapon\pkm_shoot.anm
...etc...
- In the weapon config, you can specify wear and tear when the silencer is on with the
condition_shot_dec_silencer
parameter. - New options for weapon configs:
scope_bone
,silencer_bone
,launcher_bone
: to override bone names when addons are installed. Multiple bones can be specified comma separated inscope_bone
. - Added support for hidden bones for weapon models. To hide the desired bones, you need to add something like:
hidden_bones = d2, d1, s1, s2, s3, s4, s5, m1, m2, m3, muzzle
Bone names can be specified differently for the world and hud sections of the weapon. If not specified in the hud section, the bone names from the hud section will be used.
- Added change of HUD FOV when the player stands close to the wall (from Shoker). New parameters in weapon section:
nearwall_on ; enable
nearwall_target_hud_fov ; HUD FOV when actor is completely against the wall
nearwall_dist_min ; min. distance when you have already reached nearwall_target_hud_fov
nearwall_dist_max ; max. distance from which the current HUD FOV starts to change to the target nearwall_target_hud_fov
nearwall_speed_mod ; speed of change of HUD FOV
- Added console command
hud_crosshair_hard
, setting in gameplay menu. Enables a mode where, when shooting from the hip, bullets will not fly out from the center of the camera, but in the correct direction from the weapon. The HUD cursor will also take this direction into account. Theshoot_point
parameter is introduced to customize the point of bullet departure. You could just usefire_point
, but the problem is that this particle point is strongly shifted forward, and if you use it to shoot bullets, you can shoot through walls, objects, etc. Theshoot_point
is the samefire_point
but with the z-coordinate shifted backwards. By default the engine makes the offset-0.5
, but for some guns this is not enough, that's why it can be adjusted for each weapon individually:
fire_point = 0.0, 0.133, 0.200
shoot_point = 0.0, 0.133, -0.6
The shoot_point
will only work on CoP guns, or on SoC guns that have fire_point
reconfigured with use_cop_fire_point = true
enabled. For regular guns that were made under SoC it is not possible to adequately adjust this, because there fire_point
is not tied to the weapon, it is a separate element in space, you can see this by significantly changing hud_fov - on SoC guns all particles will go. In these conditions shoot_point
is all the more impossible to set up normally.
- Added third-person weapon position customizer. You can customize the weapon position of both the 3rd person actor and the NPS. Customization for behind the back of the NPS also works.
To enable the customization mode, put the cursor on the NPS and type
dbg_adjust_attachable_item weapon_section_name
or (more conveniently)dbg_adjust_attachable_item_in_slot slot number
in the console.LSHIFT
+Z
/X
/C
+PageUP
/PageDown
- position (x,y,z) adjustmentLALT
+Z
/X
/C
+PageUP
/PageDown
- rotation (x,y,z) settingLSHIFT
+ENTER
- saving the results to thelogs/_world/
folder. Steps for adjustment are adjusted by console commandsadjust_delta_pos
,adjust_delta_rot
. - Added functionality to work with meshes from scripts. On/off their visibility, as well as analyze the model (dump of all bones and meshes). The main feature of meshes management (unlike bones) is that you can change the appearance of the model without doing anything with the skeleton.
local item = db.actor:active_item()
if item then
item:dump_visual_to_log() --Print to log information about meshes and bones of the model - world and hud, if hud is available.
log3("--Mesh count of [%s]: [%s]”, item:name(), item:get_mesh_count_hud()) --output the number of meshes in the hud model.
item:set_show_model_mesh_hud(0, false) --Set the visibility of the hud for the hud model, in this case hide the null one.
local shown = item:get_show_model_mesh_hud(0) --Find out if the mesh is shown or not.
--Same for world models, will work for any object, not just weapons.
item:set_show_model_mesh(4, true)
item:get_show_model_mesh(4)
item:get_mesh_count()
end
- Added reading
hud_fov
from hud item config. - Added sounds
snd_aim_start
,snd_aim_end
,snd_close_weapon_empty
. - Wedge behavior when firing has been clarified - now wedge is not after firing, but so that the behavior corresponds to Gunslinger Mod.
- For weapons with three-stage reloading, the first and third stages of reloading will be played when wedging.
- Added
snd_add_cartridge_empty
sound andanm_reload_jammed
,anm_reload_jammed_last
animations for shotguns - Added new parameters for creating contact grenades:
explosion_on_kick = true ;makes the grenade contactable
safe_dist_to_explode = 10 ;minimum distance for contact explosion
explode_by_timer_on_safe_dist = true ;essentially the effect of safe_dist_to_explode on timed explosion. If true - the grenade will explode even within safe_dist_to_explode on timer.
Added support for machine gun belt bone management
bullet_bones = bullet_1, bullet_2, bullet_3, bullet_4, bullet_5, bullet_6, bullet_7, bullet_8, bullet_9, bullet_10, bullet_11, bullet_12
- Added option to the weapons config
dont_interrupt_shot_anm
(off by default) - whether to let the shot animation play out after the shot. It doesn't look good on all weapons, only for Gunslinger barrels it fits perfectly. - So, when adding Gunslinger weapons, in order for the engine to understand how to work with them, each section of such weapons (or a common base section for them) should have these parameters:
dont_interrupt_shot_anm = true ; Don't interrupt the shot animation so that the cartridge case has time to fly out, because in Gunslinger the cartridge cases are part of the shot animation.
is_gunslinger_weapon = true ; Special flag to make the engine understand that this is a gun from Gunslinger Mod and it should be applied to it fix of the creation of a physical shell to avoid errors associated with this.
- Added support for changing bullet textures for weapons. Example settings for Gunslinger-style shotguns:
;Names of bullet textures defined in the model, which will be replaced.
bullet_textures_in_model = wpn\ammo_12x70_blue, wpn\ammo_12x70
;Pairs “ammo section name, bullet texture from that section”.
bullet_textures_for_ammos = ammo_12x76_zhekan, wpn\ammo_12x70_blue, ammo_12x70_buck, wpn\ammo_12x70_red, ammo_12x76_dart, wpn\ammo_12x70_green
- **Fixed the famous weapon bug, when addons consisting of several bags/bones were crookedly/incompletely displayed on guns.
- Fixed failure to mute reload sound when stowing a weapon.
- Added saving fire mode for magazine weapons when save-loading.
- Prohibited loading shotguns with mixed ammo. Server class is not designed for such a class and after loading the save begins miracles, like infinite ammo. And so, no mixed ammo - no problem.
- Fixed the calculation of the weight of weapons
- Fixed confusion with
grenade_normal_
. As far as I understand,grenade_normal_
should only be used if the weapon has an APPLICABLE underbarrel and it is currently APPLICABLE. And it was if the weapon can have a sub-barrel at all, attachable or permanent, it doesn't matter. - Fix frozen animations after weapon transition to the
eMagEmpty
stats. - Fixed issue with flashing missile while reloading RPG7.
- Fixed weapon animations on WP_BM16 class.
- Fixed unloaded RG6 firing immediately after unloading.
- Fixed a problem when a weapon on the SVD or Shotgun class fired a second time if you press eFire during the shot animation.
- Fixed bug when discharging a weapon with PG did not discharge hidden ammo type
- We will reset sprint in kWPN_FIRE processing only if there is an active item in the actor's hands and it is not a bolt.
- It is forbidden to switch grenade type while swinging or throwing - otherwise it will fall and explode under your feet
- Fixes knife attack - now the damage will be correct no matter how eFire or eFire2 is summoned. Previously, you could quickly press the left button and immediately press the right button and a long strike hit would be dealt, but with the short strike animated
- Now a long knife hit will also reset the actor's sprint.
- Fix GH switching - if switching is already in progress - no need to reset the state in eIdle. Otherwise animations will interrupt and switching will be instantaneous
- Fixed BM16 reloading sound if the weapon is already empty, but there is only one charge left in the inventory.
- When reloading shotguns, the aiming mode is turned off
- Changed the way shotgun reloading is interrupted: now when kWPN_FIRE is called, the flag is set and after the current cartridge is finished charging, the weapon goes to eSubstateReloadEnd and charging stops. In this case there are always all animations and also does not appear an extra cartridge in the magazine.
- Added prohibition of firing during reloading animation for pistol class.
- Engine fix for grenade switching.
- Prohibited switching to PG in aiming mode.
- Made saving of the second type of charge for
CWeaponMagazinedWGrenade
. - Gunshot sounds will now play through to the end, we will not stop the current sound from playing when a new one appears.
- Changes/fixes to hiding weapons and recovering them back. If you pull out a PDA and immediately quickly put it away, the active weapon will now recover back, instead of being stuck in a hidden state. If you grab SHIFT-F something while the weapon is active, it will be hidden immediately, with no retraction animation. This looked strange, as the animation usually takes a certain amount of time and, for example, the crate is already in hand and the weapon has just started to hide.
- Grenade can now be hidden back in the inventory, even after swinging. Previously it was thrown in this case.
- Fixed glitches with frames of barrels on binoculars class when using 3d scopes. Now they are not drawn either outside or in the scope (because the 3d scope is framed before the UI rendering starts).
- When
ogse_wpn_zoom_system
option is turned off, theironsight_zoom_factor
value will be used to zoom outside the scope for guns with 3d scopes. I did this in order to be able to 3d scopes turned off by the commandg_3d_scopes off
, and at the same texture worked as before, not broken by reconfiguringscope_zoom_factor
for them (in this situation to do without reconfiguringscope_zoom_factor
was previously impossible, that's the difference). - Fixed a crooked dynamic zoom in 3d scopes if
ogse_wpn_zoom_system
option is turned off. - Effectors will not be applied in frame for 3d scopes.
- Actor_move animations will not be applied when the scope is active.
- Weapon huds will be illuminated by the actor's flashlight, like in CoP.
- Fixed positioning of weapon sounds played in first-person view
- Shotgun reloading sounds were assigned to the type of shot sound for some reason. Fixed.
- Fixed
anim_holster_g
andanim_shoot_g
weapon animations not working - now they work ( #308 ). - Added support for OpenXRay-style animations and sounds of incomplete reloading (
anm_reload_empty
,snd_reload_empty
, etc.), and crouching motion animations (anm_idle_moving_crouch
, etc.) for guns from popular packs like STCoP Weapon Pack. - The
grenade_bone
parameter in the hud section of RPG7 and PG weapons is no longer required. Thegrenade
bone will be used by default. - In CoP particles take into account hud fov, so now they are set to display mode depending on hud type. Just in case, added
forced_particle_hud_mode
parameter for manual control of display mode. - Fix hud shaking ( #193 )
- Fixed weapon draw animation not playing when changing weapons with the same hud section (vanilla CoP hud bug).
- Removed the
omfs.size() < MAX_ANIM_SLOT
assertion. Completely unnecessary limitation. - Running is reset during shooting.
- Fix situation when instead of a weapon in the hands of NPC could be an artifact
- Removed crosshair when reloading and running