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ME5_globals.lua
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ME5_globals.lua
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--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Tuning values for the game, broken off into a lua script so that
-- people can muck with them easily w/o editing the game exe directly.
-- Note: items in here are just shoved in lua globals. Items added
-- will require the exe to be modified to do something with them.
-- TwoPI = 6.28318 5307179586476925286766559
--Current anim times: (goes by the lockinput time
--Land = .5
--ProneToStand = 1.33
--Dive (needs adjusting, its too fast right now) = .5f
--crouchToProne = 1.33
local __SCRIPT_NAME = "ME5_globals";
local debug = true
local function PrintLog(...)
if debug == true then
print("["..__SCRIPT_NAME.."]", unpack(arg));
end
end
PrintLog("Entered")
RollLeft = {
Size = 3, --number of points interpolated between current math.max is 6, each point MUST have a vec,slop,ore,rslope and time associated with it
Vec = {
{-0.1,-0.2,0.0}, -- x y z, offset from the camera's position (keep in mind the camera's position moves on its own as well)
{0.0,-0.3,0.0},
{0.1,0.0,0.0},
},
Slope = {
{0.4, 0.3, 0.0}, --x y z the slope of the points, adjusts the curve
{0.2, -0.3, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{0.0, 0.0, 0.0}, --euler angles, x y z
{0.0, 0.0, 0.0}, --two pi
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.0}, -- slope of the rotation, adjusts the rotation interpolation
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
Time = {
.15, .25, .15 -- .3, .5, .3 -- times, in magical floating point frontline time.
},
}
RollRight = {
Size = 3,
Vec = {
{0.1,-0.2,0.0},
{0.0,-0.3,0.0},
{-0.1,0.0,0.0},
},
Slope = {
{0.4, 0.3, 0.0},
{0.2, -0.3, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{0.0, 0.0, 0.0},
{0.0, 0.0, -0.0},
{0.0, 0.0, -0.0},
},
RSlope = {
{0.0, 0.0, 0.0}, -- slope of the rotation, adjusts the rotation interpolation
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
Time = {
.15, .25, .15
},
}
Crouch = {
Size = 3,
Vec = {
{0.0, -1.0, 0.0},
{0.0, -0.0, 0.0},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.2, 0.0},
{0.0, -0.2, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.5},
{0.0, 0.0, 0.3},
{0.0, 0.0, 0.4},
},
Time = {
.2, .1, .2
},
}
CrouchToProne = {
Size = 3,
Vec = {
{0.0,-0.0,0.4},
{0.0, 0.0, 0.2},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.0, 0.0},
{0.0, -0.0, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{-0.4, 0.0, 0.0},
{-0.2, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.3},
{0.0, 0.0, -0.3},
{0.0, 0.0, 0.0},
},
Time = {
.6, .5, .5
},
}
Land = {
Size = 3, -- number of points interpolated between current math.max is 6, each point MUST have a vec,slop,ore,rslope and time associated with it
Vec = {
{0.0,-1.0,0.0}, -- x y z, offset from the camera's position (keep in mind the camera's position moves on its own as well)
{0.0, 0.2, 0.0},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.2, 0.0}, -- 0.0, 0.2, 0.0 --x y z the slope of the points, adjusts the curve
{0.0, -0.4, 0.0}, -- 0.0, -0.2, 0.0
{0.0, 0.0, 0.0}, -- 0.0, 0.0, 0.0
},
Ore = {
{0.0, 0.0, 0.0}, --euler angles, x y z
{0.0, 0.0, 0.0}, --two pi
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.0}, -- slope of the rotation, adjusts the rotation interpolation
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
Time = {
.10, .10, .10 -- .17, .17, .17 -- times, in magical floating point frontline time.
},
}
StandToProne = { -- Note this never actually gets called, game logic currently has the person jump to the crouch state b4 going prone
Size = 3,
Vec = {
{0.0,-0.0,0.4},
{0.0, 0.0, 0.2},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.0, 0.0},
{0.0, -0.0, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{-0.4, 0.0, 0.0},
{-0.2, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.3},
{0.0, 0.0, -0.3},
{0.0, 0.0, 0.0},
},
Time = {
.6, .5, .5
},
}
ProneToStand = {
Size = 3,
Vec = {
{0.0,-0.2,0.4},
{0.0, 0.0, 0.2},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.0, 0.0},
{0.0, -0.2, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{-0.6, 0.0, 0.0},
{-0.2, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.3},
{0.0, 0.0, -0.3},
{0.0, 0.0, 0.0},
},
Time = {
.6, .5, .4
},
}
CrouchToStand = {
Size = 3,
Vec = {
{0.0,0.2,0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, -0.1, 0.0},
{0.0, 0.1, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, -0.5},
{0.0, 0.0, -0.3},
{0.0, 0.0, -0.4},
},
Time = {
.12, .12, .12
},
}
--Rumble Region Junk
RumbleSmall = {
--In A math.min/math.max string.format
Interval = { 4.0 , 15.0 }, --how often the rumble gets set off
Light = {1.0, 1.0},
Heavy = {0.0,.2},
HeavyDecay = { .5,.5 },
LightDecay = {.5, .5 },
DelayLight = {0.0, 0.0 },
DelayHeavy = { 0.0, 0.0 },
TimeLeftHeavy = {1.0, 1.0}, --how long each rumble lasts
TimeLeftLight = {0.5, 1.0},
ShakeAmt = { 0.5 , 1.0 },
ShakeLen = { 0.5, 1.5 }, --Camera shake length
FXName = "Doesn'tWorkYet", --the particle effect that gets triggered, is read in, but not used yet.
}
RumbleMedium = {
--In A math.min/math.max string.format
Interval = { 4.0 , 15.0 }, --how often the rumble gets set off
Light = {1.0, 1.0},
Heavy = {.2,.4},
HeavyDecay = { .5,.5 },
LightDecay = {.5, .5 },
DelayLight = {0.0, 0.0 },
DelayHeavy = { 0.0, 0.0 },
TimeLeftHeavy = {1.0, 1.0}, --how long each rumble lasts
TimeLeftLight = {1.0, 1.0},
ShakeAmt = { 1.5 , 2.5 },
ShakeLen = { 0.5, 1.5 }, --Camera shake length
FXName = "Doesn'tWorkYet", --the particle effect that gets triggered, is read in, but not used yet.
}
RumbleLarge = {
--In A math.min/math.max string.format
Interval = { 4.0 , 15.0 }, --how often the rumble gets set off
Light = {1.0, 1.0},
Heavy = {.6,.8},
HeavyDecay = { .5,.5 },
LightDecay = {.5, .5 },
DelayLight = {0.0, 0.0 },
DelayHeavy = { 0.0, 0.0 },
TimeLeftHeavy = {1.0, 1.0}, --how long each rumble lasts
TimeLeftLight = {1.0, 1.0},
ShakeAmt = { 3.0 , 4.0 },
ShakeLen = { 0.5, 1.5 }, --Camera shake length
FXName = "Doesn'tWorkYet", --the particle effect that gets triggered, is read in, but not used yet.
}
PrintLog("Exited")