css_enhanced_game_files/css_enhanced/game/hl2/scripts/gamehaptics.txt
2024-09-07 15:58:38 +02:00

1420 lines
22 KiB
Text
Executable file

"Haptics"
{
"Movement"
{
"BasePlayer"
{
"isEffect" "1"
"group" "movement"
"Threshold" "Player"
"effecttype" "Avatar"
"msSampleRate" "14"
"storedSamples" "3"
"gameMeterScale" "1"
"msSmoothing" "15"
"VelocityScale" "-0.00075"
}
"BaseVehicle"
{
"isEffect" "1"
"group" "movement"
"Threshold" "Jeep"
"effecttype" "Avatar"
"msSampleRate" "10"
"storedSamples" "3"
"gameMeterScale" "1"
"msSmoothing" "10"
"VelocityScale" "-0.042"
}
"Airboat"
{
"isEffect" "1"
"group" "movement"
"Threshold" "Airboat"
"effecttype" "Avatar"
"msSampleRate" "10"
"storedSamples" "3"
"gameMeterScale" "1"
"msSmoothing" "20"
"VelocityScale" "-0.0005"
}
"ChoreoVehicle"
{
"isEffect" "1"
"group" "movement"
"Threshold" "Choreo"
"effecttype" "Avatar"
"msSampleRate" "8"
"storedSamples" "3"
"gameMeterScale" "1"
"msSmoothing" "10"
"VelocityScale" "-0.35"
}
}
"Thresholds"
{
"Airboat"
{
"ScaleLow" "5"
"LimitMid" ".2"
"ScaleMid" "10"
"LimitHigh" "200"
"ScaleHigh" "10"
"ScaleX" "1"
"ScaleY" "2"
"ScaleZ" "2"
}
"Jeep"
{
"ScaleLow" "24"
"LimitMid" "100"
"ScaleMid" "10"
"LimitHigh" "600"
"ScaleHigh" "10"
"ScaleX" "0.045"
"ScaleY" "0.045"
"ScaleZ" "0.02"
}
"Choreo"
{
"ScaleLow" "7"
"LimitMid" "1"
"ScaleMid" "3"
"LimitHigh" "2"
"ScaleHigh" "2"
"ScaleX" "0.38"
"ScaleY" "0.38"
"ScaleZ" "0.38"
}
}
"Weapons"
{
"weapon_smg1"
{
"Activities"
{
"ACT_VM_SECONDARYATTACK" //Secondary attack
{
"isEffect" "1"
"group" "recoil"
"msRamp" "5"
"msSustain" "5"
"msDecay" "10"
"special" "NOISEENVELOPE2X"
"force"
{
"x" "0"
"y" "-10"
"z" "20"
}
}
"ACT_VM_RELOAD" //reload
{
"isEffect" "1"
"group" "movement"
"msRamp" "200"
"msRamp" "5"
"msDecay" "120"
"force"
{
"x" "0.5"
"y" "1"
"z" "0"
}
"chain" // clip remove
{
"msDelay" "270"
"msRamp" "2"
"msSustain" "10"
"msDecay" "30"
"special" "NOISEENVELOPE2X"
"force"
{
"x" "-0.6"
"y" "-0.9"
"z" "0"
}
"chain" // clip insert
{
"msDelay" "700"
"msRamp" "100"
"msSustain" "2"
"msDecay" "5"
"special" "NOISEENVELOPE2X"
"force"
{
"x" "0.7"
"y" "1.1"
"z" "0"
}
"chain" // clip slap
{
"msDelay" "900"
"msRamp" "0"
"msSustain" "20"
"msDecay" "5"
"force"
{
"x" "-0.4"
"y" "-2"
"z" "0"
}
"chain" // gun mass
{
"msDelay" "1000"
"msRamp" "80"
"msSustain" "40"
"msDecay" "60"
"force"
{
"x" "0"
"y" "2"
"z" "0"
}
"chain" // move left hand
{
"msDelay" "1100"
"msRamp" "250"
"msSustain" "200"
"msDecay" "20"
"force"
{
"x" "0.6"
"y" "-0.1"
"z" "0"
}
"chain" // regrab
{
"msDelay" "1350"
"msRamp" "50"
"msSustain" "0"
"msDecay" "20"
"special" "NOISEENVELOPE"
"force"
{
"x" "1.1"
"y" "-0.5"
"z" "0"
}
}
}
}
}
}
}
}
}
"AnimationEvents"
{
"6001" //Muzzle flash
{
"isEffect" "1"
"group" "recoil"
"msRamp" "1"
"msSustain" "16"
"msDecay" "1"
"force"
{
"x" "0"
"y" "1"
"z" "12"
}
}
}
}
"weapon_ar2"
{
"Activities"
{
"ACT_VM_SECONDARYATTACK" //Secondary attack
{
"isEffect" "1"
"group" "recoil"
"special" "NOISEENVELOPE2X"
"msRamp" "0"
"msSustain" "80"
"msDecay" "200"
"force"
{
"x" "0"
"y" "-2"
"z" "4"
}
}
"ACT_VM_FIDGET" //Charge
{
"isEffect" "1"
"group" "movement"
"msRamp" "40"
"msSustain" "20"
"msDecay" "10"
"force"
{
"x" "1"
"y" "1"
"z" "0"
}
"chain"
{
"isEffect" "1"
"group" "movement"
"msDelay" "50"
"msRamp" "40"
"msSustain" "20"
"msDecay" "10"
"force"
{
"x" "-1"
"y" "-1"
"z" "0"
}
"chain"
{
"isEffect" "1"
"group" "movement"
"msDelay" "100"
"msRamp" "40"
"msSustain" "20"
"msDecay" "10"
"force"
{
"x" "1.1"
"y" "1.1"
"z" "0"
}
"chain"
{
"isEffect" "1"
"group" "movement"
"msDelay" "150"
"msRamp" "40"
"msSustain" "20"
"msDecay" "10"
"force"
{
"x" "-1.1"
"y" "-1.1"
"z" "0"
}
"chain"
{
"isEffect" "1"
"group" "movement"
"msDelay" "200"
"msRamp" "40"
"msSustain" "20"
"msDecay" "10"
"force"
{
"x" "1.2"
"y" "1.2"
"z" "0"
}
"chain"
{
"isEffect" "1"
"group" "movement"
"msDelay" "250"
"msRamp" "40"
"msSustain" "20"
"msDecay" "10"
"force"
{
"x" "-1.30"
"y" "-1.30"
"z" "0"
}
"chain"
{
"isEffect" "1"
"group" "movement"
"msDelay" "300"
"msRamp" "40"
"msSustain" "20"
"msDecay" "10"
"force"
{
"x" "1.30"
"y" "1.30"
"z" "0"
}
}
}
}
}
}
}
}
"ACT_VM_RELOAD"//reload
{
"isEffect" "1"
"group" "movement"
// closer and left movement
"msRamp" "50"
"msSustain" "10"
"msDecay" "10"
"force"
{
"x" "-1"
"y" "-0.5"
"z" "1.5"
}
"chain" // arms opening
{
"msDelay" "75"
"msRamp" "1"
"msSustain" "2"
"msDecay" "1"
"force"
{
"x" "-0.75"
"y" "0.75"
"z" "-0.25"
}
"chain" // clip rise
{
"msDelay" "270"
"msRamp" "2"
"msSustain" "10"
"msDecay" "30"
"force"
{
"x" "0.1"
"y" "1.5"
"z" "0"
}
"chain" // old clip fall
{
"msDelay" "290"
"msRamp" "10"
"msSustain" "10"
"msDecay" "10"
"force"
{
"x" "0.2"
"y" "-0.75"
"z" "0"
}
"chain" // clip slap
{
"msDelay" "700"
"msRamp" "0"
"msSustain" "20"
"msDecay" "5"
"force"
{
"x" "0"
"y" "0"
"z" "-1.75"
}
"chain" // clip clicking in
{
"msDelay" "750"
"msRamp" "2"
"msSustain" "2"
"msDecay" "2"
"force"
{
"x" "0"
"y" "0"
"z" "-2.25"
}
"chain" // arms grabbing clip
{
"msDelay" "875"
"msRamp" "1"
"msSustain" "2"
"msDecay" "1"
"force"
{
"x" "0.35"
"y" "-0.35"
"z" "-0.25"
}
"chain" // spare round
{
"msDelay" "1050"
"msRamp" "15"
"msSustain" "90"
"msDecay" "15"
"force"
{
"x" "0.2"
"y" "1."
"z" "0"
}
"chain" // spare round click
{
"msDelay" "1350"
"msRamp" "1"
"msSustain" "1"
"msDecay" "1"
"force"
{
"x" "0.4"
"y" "0.85"
"z" "0"
}
"chain" // slide closing
{
"msDelay" "1625"
"msRamp" "6"
"msSustain" "6"
"msDecay" "6"
"force"
{
"x" "0.7"
"y" "0"
"z" "0"
}
}
}
}
}
}
}
}
}
}
}
}
"AnimationEvents"
{
"21" //ar2 muzzle
{
"force"
{
"isEffect" "1"
"group" "recoil"
"special" "NOISEENVELOPE8X"
"msRamp" "0"
"msDecay" "40"
"x" "0"
"y" "0"
"z" "10"
}
}
}
}
"weapon_shotgun"
{
"Activities"
{
"ACT_VM_RELOAD"//reload
{
"isEffect" "1"
"group" "movement"
"msRamp" "30"
"msSustain" "0"
"msDecay" "0"
"msDelay" "100"
"special" "NOISEENVELOPE8X"
"force"
{
"x" "0"
"y" "2"
"z" "-1"
}
}
"ACT_VM_PRIMARYATTACK" //Primary attack
{
"isEffect" "1"
"group" "recoil"
"msRamp" "6"
"msSustain" "50"
"msDecay" "5"
"special" "NOISEENVELOPE4X"
"force"
{
"x" "0"
"y" "0.25"
"z" "17"
}
}
"ACT_VM_SECONDARYATTACK" //Secondary attack
{
"isEffect" "1"
"group" "recoil"
"msRamp" "6"
"msSustain" "60"
"msDecay" "10"
"special" "NOISEENVELOPE8X"
"force"
{
"x" "0"
"y" "0.25"
"z" "20"
}
}
"ACT_SHOTGUN_PUMP" //pump
{
"isEffect" "1"
"group" "movement"
"msRamp" "200"
"msSustain" "0"
"msDelay" "65"
"msDecay" "20"
"special" "NOISEENVELOPE8X"
"force"
{
"x" "0"
"y" "0"
"z" "4"
}
}
}
}
"weapon_crossbow"
{
"Activities"
{
"ACT_VM_PRIMARYATTACK"
{
"isEffect" "1"
"group" "recoil"
"msRamp" "20"
"msSustain" "10"
"msDecay" "10"
"force"
{
"x" "0"
"y" "0"
"z" "22"
}
}
"ACT_VM_RELOAD"
{
//Crossbow string flinging forward
"msDelay" "50"
"msRamp" "80"
"msSustain" "10"
"msDecay" "2"
"force"
{
"x" "0"
"y" "0"
"z" "-2"
}
"chain"//Crossbow being pulled backwards
{
"msDelay" "150"
"msRamp" "100"
"msSustain" "80"
"msDecay" "50"
"force"
{
"x" "0"
"y" "0"
"z" "2.5"
}
"chain"//back of crossbow hit
{
"msDelay" "325"
"msRamp" "10"
"msSustain" "10"
"msDecay" "10"
"force"
{
"x" "0"
"y" "0"
"z" "1.5"
}
"chain"//Move hand right
{
"msDelay" "600"
"msRamp" "80"
"msSustain" "60"
"msDecay" "40"
"isEffect" "1"
"group" "movement"
"force"
{
"x" "1.75"
"y" "-0.1"
"z" "0"
}
"chain"//bolt hitting crossbow
{
"msDelay" "890"
"msRamp" "8"
"msSustain" "8"
"msDecay" "8"
"force"
{
"x" "0"
"y" "-2"
"z" "0"
}
"chain"//bolt hitting crossbow click
{
"msDelay" "890"
"msRamp" "1"
"msSustain" "3"
"msDecay" "1"
"force"
{
"x" "0"
"y" "-2"
"z" "0"
}
}
}
}
}
}
}
}
"AnimationEvents"
{
}
}
"weapon_pistol"
{
"Activities"
{
"ACT_VM_RELOAD"//reload
{
"isEffect" "1"
"group" "movement"
// closer and left movement
"msRamp" "50"
"msSustain" "10"
"msDecay" "10"
"force"
{
"x" "-1"
"y" "-0.5"
"z" "0.5"
}
"chain" // clip click
{
"msDelay" "270"
"msRamp" "2"
"msSustain" "2"
"msDecay" "2"
"force"
{
"x" "-0.8"
"y" "-2"
"z" "0"
}
"chain" // clip fall
{
"msDelay" "270"
"msRamp" "2"
"msSustain" "10"
"msDecay" "30"
"force"
"special" "NOISEENVELOPE4X"
{
"x" "-0.3"
"y" "-0.5"
"z" "0"
}
"chain" // clip insert
{
"msDelay" "500"
"msRamp" "100"
"msSustain" "2"
"msDecay" "5"
"special" "NOISEENVELOPE4X"
"force"
{
"x" "0.3"
"y" "1"
"z" "0"
}
"chain" // clip slap
{
"msDelay" "900"
"msRamp" "0"
"msSustain" "20"
"msDecay" "5"
"force"
{
"x" "-0.4"
"y" "-2"
"z" "0"
}
"chain" // clip click
{
"msDelay" "925"
"msRamp" "2"
"msSustain" "2"
"msDecay" "2"
"force"
{
"x" "0.8"
"y" "0.8"
"z" "0"
}
"chain" // slide click
{
"special" "NOISEENVELOPE2X"
"msDelay" "970"
"msRamp" "0"
"msSustain" "20"
"msDecay" "5"
"force"
{
"x" "0"
"y" "0"
"z" "-2"
}
}
}
}
}
}
}
}
}
"AnimationEvents"
{
"21" //pistol muzzle
{
"isEffect" "1"
"group" "recoil"
"msRamp" "0"
"msSustain" "10"
"msDecay" "0"
"special" "NOISEENVELOPE2X"
"force"
{
"x" "0"
"y" "-1"
"z" "16"
}
}
}
}
"weapon_357"
{
"Activities"
{
"ACT_VM_PRIMARYATTACK"//Primary attack
{
"isEffect" "1"
"group" "recoil"
"msRamp" "10"
"msSustain" "30"
"msDecay" "10"
"force"
{
"x" "0"
"y" "2"
"z" "18"
}
}
"ACT_VM_RELOAD"//reload
{
"isEffect" "1"
"group" "movement"
"msRamp" "80"
"msSustain" "50"
"msDecay" "30"
"force"
{
"x" "-1.5"
"y" "-0.8"
"z" "-0.8"
}
"chain" // press revolver release
{
"msDelay" "420"
"msRamp" "50"
"msSustain" "10"
"msDecay" "0"
"force"
{
"x" "0"
"y" "0"
"z" "-2"
}
"chain" // small sway right
{
"msDelay" "820"
"msRamp" "20"
"msSustain" "5"
"msDecay" "50"
"force"
{
"x" "2"
"y" "1"
"z" "1"
}
"chain" // large sway left
{
"msDelay" "890"
"msRamp" "80"
"msSustain" "10"
"msDecay" "80"
"force"
{
"x" "-3"
"y" "-2"
"z" "1"
}
"chain" // push bullets out
{
"msDelay" "1240"
"msRamp" "5"
"msSustain" "50"
"msDecay" "1"
"special" "NOISEENVELOPE2X"
"force"
{
"x" "0.65"
"y" "0.5"
"z" "1"
}
"chain" // push bullets in
{
"msDelay" "2100"
"msRamp" "30"
"msSustain" "60"
"msDecay" "30"
"special" "NOISEENVELOPE2X"
"force"
{
"x" "-1"
"y" "-0.5"
"z" "-2.5"
}
"chain" // large sway right
{
"msDelay" "2400"
"msRamp" "80"
"msSustain" "0"
"msDecay" "80"
"force"
{
"x" "3"
"y" "2"
"z" "-1"
}
"chain" // click
{
"msDelay" "2500"
"msRamp" "1"
"msSustain" "1"
"msDecay" "1"
"force"
{
"x" "1.5"
"y" "1"
"z" "-0.5"
}
"chain" // revolver spin
{
"special" "NOISEENVELOPE4X"
"msDelay" "2800"
"msRamp" "80"
"msSustain" "0"
"msDecay" "300"
"force"
{
"x" "2"
"y" "-4"
"z" "-2"
}
}
}
}
}
}
}
}
}
}
}
"AnimationEvents"
{
}
}
"weapon_rpg"
{
"Activities"
{
"ACT_VM_PRIMARYATTACK"//Primary attack
{
"isEffect" "1"
"group" "recoil"
"msRamp" "10"
"msSustain" "00"
"msDecay" "40"
"force"
{
"x" "0"
"y" "0"
"z" "5"
}
}
"ACT_VM_RELOAD"//reload
{
"isEffect" "1"
"group" "movement"
// closer and left movement
"msRamp" "50"
"msSustain" "10"
"msDecay" "10"
"force"
{
"x" "-1"
"y" "-0.5"
"z" "0.5"
}
"chain" // lower
{
"msDelay" "170"
"msRamp" "20"
"msSustain" "190"
"msDecay" "30"
"force"
{
"x" "-0.3"
"y" "1.0"
"z" "0"
}
"chain" // clip insert
{
"special" "NOISEENVELOPE8X"
"msDelay" "800"
"msRamp" "100"
"msSustain" "50"
"msDecay" "50"
"force"
{
"x" "0.3"
"y" "1.0"
"z" "2"
}
"chain" // clip slap
{
"msDelay" "1000"
"msRamp" "30"
"msSustain" "10"
"msDecay" "20"
"force"
{
"x" "0.1"
"y" "0.4"
"z" "1"
}
"chain" // raise
{
"msDelay" "1150"
"msRamp" "80"
"msSustain" "170"
"msDecay" "20"
"force"
{
"x" "0"
"y" "-0.7"
"z" "0.1"
}
}
}
}
}
}
}
"AnimationEvents"
{
"5001" //rocket muzzle
{
"isEffect" "1"
"group" "recoil"
"msRamp" "100"
"msSustain" "0"
"msDecay" "80"
"force"
{
"x" "0"
"y" "1"
"z" "8"
}
"chain"//Gun Moving Down
{
"isEffect" "1"
"group" "recoil"
"msDelay" "275"
"msRamp" "100"
"msSustain" "40"
"msDecay" "80"
"force"
{
"x" "0"
"y" "-1.35"
"z" "0"
}
"chain"//Gun Moving up
{
"isEffect" "1"
"group" "recoil"
"msDelay" "435"
"msRamp" "100"
"msSustain" "20"
"msDecay" "80"
"force"
{
"x" "0"
"y" "1.2"
"z" "0"
}
"chain"//Gun Moving down
{
"isEffect" "1"
"group" "recoil"
"msDelay" "575"
"msRamp" "100"
"msSustain" "20"
"msDecay" "80"
"force"
{
"x" "0"
"y" "-1.2"
"z" "0"
}
}
}
}
}
}
}
"weapon_crowbar"
{
"Activities"
{
"ACT_VM_MISSCENTER"//Primary attack
{
"isEffect" "1"
"group" "movement"
"msRamp" "5"
"msSustain" "20"
"msDecay" "200"
"special" "NOISEENVELOPE"
"force"
{
"x" "-1"
"y" "-1"
"z" "1"
}
}
"ACT_VM_HITCENTER"//Primary attack HIT
{
"isEffect" "1"
"group" "recoil"
"msRamp" "2"
"msSustain" "60"
"msDecay" "10"
"force"
{
"x" "0"
"y" "0"
"z" "12"
}
}
}
"AnimationEvents"
{
}
}
"weapon_frag"
{
"Activities"
{
"ACT_VM_SECONDARYATTACK"//squeeze
{
"isEffect" "1"
"group" "movement"
"msRamp" "280"
"msDecay" "180"
"force"
{
"x" "0"
"y" "-0.5"
"z" "3"
}
}
"ACT_VM_THROW"//throw
{
"isEffect" "1"
"group" "movement"
"msRamp" "150"
"msDecay" "30"
"force"
{
"x" "0"
"y" "0.75"
"z" "6"
}
}
"ACT_VM_DRAW"//pull pin and place in hand
{
"isEffect" "1"
"group" "movement"
"msRamp" "150"
"msDecay" "30"
"force"
{
"x" "0"
"y" "-0.85"
"z" "2"
}
"chain"
{
"msDelay" "580"
"msRamp" "20"
"msDecay" "30"
"special" "NOISEENVELOPE8X"
"force"
{
"x" "-1"
"y" "0.85"
"z" "1"
}
"chain"
{
"msDelay" "600"
"msRamp" "80"
"msDecay" "30"
"special" "NOISEENVELOPE2X"
"force"
{
"x" "2"
"y" "0.85"
"z" "1"
}
}
}
}
"ACT_VM_PULLBACK_HIGH"//pull back for throw
{
"isEffect" "1"
"group" "movement"
"msRamp" "130"
"msDecay" "30"
"force"
{
"x" "-1"
"y" "-2"
"z" "-0.7"
}
}
"ACT_VM_HAULBACK"//toss
{
"isEffect" "1"
"group" "movement"
"msRamp" "150"
"msDecay" "30"
"force"
{
"x" "0"
"y" "1.75"
"z" "2"
}
}
"ACT_VM_PULLBACK_LOW"//start toss
{
"isEffect" "1"
"group" "movement"
"msRamp" "130"
"msDecay" "30"
"force"
{
"x" "0"
"y" "-1"
"z" "-0.7"
}
}
}
"AnimationEvents"
{
}
}
"weapon_physcannon"
{
"Activities"
{
"ACT_VM_PRIMARYATTACK"//Primary attack
{
"isEffect" "1"
"group" "recoil"
"msRamp" "5"
"msSustain" "20"
"msDecay" "200"
"force"
{
"x" "0"
"y" "0"
"z" "2"
}
}
"ACT_VM_SECONDARYATTACK"//Primary attack HIT
{
"isEffect" "1"
"group" "recoil"
"msRamp" "100"
"msSustain" "20"
"msDecay" "200"
"force"
{
"x" "0"
"y" "0"
"z" "15"
}
}
}
"AnimationEvents"
{
}
}
"weapon_bugbait"
{
"Activities"
{
"ACT_VM_SECONDARYATTACK"//squeeze
{
"isEffect" "1"
"group" "movement"
"msRamp" "280"
"msDecay" "180"
"special" "NOISEENVELOPE8X"
"force"
{
"x" "0"
"y" "-0.5"
"z" "3"
}
}
"ACT_VM_THROW"//throw
{
"isEffect" "1"
"group" "movement"
"msRamp" "180"
"msDecay" "80"
"force"
{
"x" "0"
"y" "-1.5"
"z" "4"
}
}
"ACT_VM_HAULBACK"//pull back for throw
{
"isEffect" "1"
"group" "movement"
"msRamp" "180"
"msDecay" "30"
"force"
{
"x" "0"
"y" "2"
"z" "-0.7"
}
}
}
"AnimationEvents"
{
}
}
}
}