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major: - biker rework: - the deck's base cooldowns are considerably longer - cards that lower the cooldown are more impactful, making the deck more dynamic and engaging - (also making the cards 5 and 9 not useless lol) - aimpunch rework: - all of the aimpunch effects are edited to feel less like minecraft nausea effect and more like actual concussing hit - aimpunch is only increased by 33% when your health is exposed instead of being doubled - having kingpin injector active halves all aimpunch - new cool guns for zeals zeal riflers now carry different cool new guns (courtesy of Hitscanner): light - commando 553 heavy - gewehr 3 (ty Hoppip for helping figuring out the lighting) medics will keep on carrying the signature smg - also change zeal damage values slightly: zeal light rifler - 65 -> 75 damage (full auto bursts) zeal heavy rifler - 90 -> 95 damage (single fire) zeal shotgunners - 150 -> 180 damage zeal shield - 70 -> 65 damage (deagle) zeal taser - considerably lower tase aim delay everything else: - replace 15 minute long Full Force Onslaught assaults with true endless assaults - add the higher quality model for npc mosconi from SH - also fix npc mosconi dealing like an actual thousand damage - fix YET ANOTHER u240.3 crash involving female_biker tweaktable - add resdogs d2 to short ffo control heists list - buff jawbreaker (only affect pickup ceiling) - sniper rifles pickup edits
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assets/units/payday2/weapons/wpn_npc_g3/wpn_npc_g3.material_config
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<materials version="3" group="wpn_npc_g3"> | ||
<material name="mtr_g3" version="2" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_3RD_WEAPONS"> | ||
<bump_normal_texture file="units/payday2/weapons/wpn_npc_g3/g3_nm"/> | ||
<diffuse_texture file="units/payday2/weapons/wpn_npc_g3/g3_df"/> | ||
</material> | ||
</materials> |
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<?xml version="1.0"?> | ||
<dynamic_object> | ||
<diesel materials="units/payday2/weapons/wpn_npc_g3/wpn_npc_g3" orientation_object="rp_wpn_npc_scar_murkywater" /> | ||
<sequence_manager file="units/payday2/weapons/wpn_npc_m4/wpn_npc_m4" /> | ||
<bodies> | ||
<body name="body" enabled="false" template="debris" pushed_by_mover="false"> | ||
<object name="rp_wpn_npc_scar_murkywater" /> | ||
<object name="c_box" collision_type="box" mass="3" /> | ||
</body> | ||
</bodies> | ||
<effects> | ||
<effect_spawner name="flashlight" object="a_effect_flashlight" effect="effects/particles/weapons/flashlight/flashlight" enabled="false" assign_parent="true"/> | ||
</effects> | ||
<graphics> | ||
<graphic_group name="lod_group" enabled="true" culling_object="co_weapon"> | ||
<lod_object name="weapon_lod"> | ||
<object name="g_body" enabled="true" max_draw_lod="0" max_distance="1000" /> | ||
<object lod="1" name="g_body_lod1" enabled="true" /> | ||
</lod_object> | ||
</graphic_group> | ||
<object name="s_body" enabled="false" /> | ||
</graphics> | ||
<lights> | ||
<light multiplier="identity" far_range="1000" name="a_effect_flashlight" enabled="false" type="spot|specular" /> | ||
</lights> | ||
</dynamic_object> |
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<?xml version="1.0"?> | ||
<unit type="wpn" slot="13"> | ||
<object file="units/payday2/weapons/wpn_npc_g3/wpn_npc_g3" /> | ||
<dependencies> | ||
<depends_on effect="effects/particles/weapons/rifle/muzzleflash_3dp" /> | ||
<depends_on bnk="soundbanks/weapon_g3"/> | ||
</dependencies> | ||
<extensions> | ||
<extension name="unit_data" class="ScriptUnitData" /> | ||
<extension name="base" class="NPCRaycastWeaponBase" > | ||
<var name="name_id" value="g3_npc" /> | ||
<var name="_multivoice" value="true" /> | ||
</extension> | ||
<extension name="damage" class="UnitDamage" /> | ||
</extensions> | ||
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<sounds> | ||
<soundsource name="root" source="rp_wpn_npc_scar_murkywater" /> | ||
<default_soundsource source="rp_wpn_npc_scar_murkywater" /> | ||
</sounds> | ||
</unit> |
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assets/units/payday2/weapons/wpn_npc_g3/wpn_npc_g3_contour.material_config
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<materials version="3" group="wpn_npc_g3"> | ||
<material name="mtr_g3" version="2" render_template="generic:CONTOUR:DIFFUSE_TEXTURE:NORMALMAP:RL_3RD_WEAPONS"> | ||
<bump_normal_texture file="units/payday2/weapons/wpn_npc_g3/g3_nm"/> | ||
<diffuse_texture file="units/payday2/weapons/wpn_npc_g3/g3_df"/> | ||
<variable value="1 1 1" type="vector3" name="contour_color"/> | ||
<variable value="0.5" type="scalar" name="contour_opacity"/> | ||
</material> | ||
</materials> |
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assets/units/payday2/weapons/wpn_npc_s552/wpn_npc_s552_zeal.material_config
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<materials version="3" group="wpn_npc_s552_zeal"> | ||
<material name="mtr_s552" version="2" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_3RD_WEAPONS"> | ||
<bump_normal_texture file="units/payday2/weapons/wpn_npc_s552/s552_zeal_nm"/> | ||
<diffuse_texture file="units/payday2/weapons/wpn_npc_s552/s552_zeal_df"/> | ||
</material> | ||
</materials> |
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assets/units/payday2/weapons/wpn_npc_s552/wpn_npc_s552_zeal.object
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<?xml version="1.0"?> | ||
<dynamic_object> | ||
<diesel materials="units/payday2/weapons/wpn_npc_s552/wpn_npc_s552_zeal" orientation_object="rp_m4" /> | ||
<sequence_manager file="units/payday2/weapons/wpn_npc_m4/wpn_npc_m4" /> | ||
<bodies> | ||
<body name="body" enabled="false" template="debris" pushed_by_mover="false"> | ||
<object name="rp_m4" /> | ||
<object name="c_convex" collision_type="convex" padding="-2.5" mass="2.5"/> | ||
</body> | ||
</bodies> | ||
<effects> | ||
<effect_spawner name="flashlight" object="a_effect_flashlight" effect="effects/particles/weapons/flashlight/flashlight" enabled="false" assign_parent="true"/> | ||
</effects> | ||
<graphics> | ||
<graphic_group name="lod_group" enabled="true" culling_object="co_weapon"> | ||
<lod_object name="weapon_lod"> | ||
<object name="g_body" enabled="true" max_draw_lod="0" max_distance="1000" /> | ||
<object lod="1" name="g_body_lod1" enabled="true" /> | ||
</lod_object> | ||
</graphic_group> | ||
<object name="s_body" enabled="false" /> | ||
</graphics> | ||
<lights> | ||
<light multiplier="identity" far_range="1000" name="a_effect_flashlight" enabled="false" type="spot|specular" /> | ||
</lights> | ||
</dynamic_object> |
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assets/units/payday2/weapons/wpn_npc_s552/wpn_npc_s552_zeal.unit
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<?xml version="1.0"?> | ||
<unit type="wpn" slot="13"> | ||
<object file="units/payday2/weapons/wpn_npc_s552/wpn_npc_s552_zeal" /> | ||
<dependencies> | ||
<depends_on effect="effects/particles/weapons/rifle/muzzleflash_3dp" /> | ||
<depends_on bnk="soundbanks/weapon_sig552"/> | ||
</dependencies> | ||
<extensions> | ||
<extension name="unit_data" class="ScriptUnitData" /> | ||
<extension name="base" class="NPCRaycastWeaponBase" > | ||
<var name="name_id" value="s552_zeal_npc" /> | ||
<var name="_multivoice" value="true" /> | ||
</extension> | ||
<extension name="damage" class="UnitDamage" /> | ||
</extensions> | ||
|
||
<sounds> | ||
<soundsource name="root" source="rp_m4" /> | ||
<default_soundsource source="rp_m4" /> | ||
</sounds> | ||
</unit> |
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assets/units/payday2/weapons/wpn_npc_s552/wpn_npc_s552_zeal_contour.material_config
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<materials version="3" group="wpn_npc_s552_zeal"> | ||
<material name="mtr_s552" version="2" render_template="generic:CONTOUR:DIFFUSE_TEXTURE:NORMALMAP:RL_3RD_WEAPONS"> | ||
<bump_normal_texture file="units/payday2/weapons/wpn_npc_s552/s552_zeal_nm"/> | ||
<diffuse_texture file="units/payday2/weapons/wpn_npc_s552/s552_zeal_df"/> | ||
<variable value="1 1 1" type="vector3" name="contour_color"/> | ||
<variable value="0.5" type="scalar" name="contour_opacity"/> | ||
</material> | ||
</materials> |
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assets/units/payday2/weapons/wpn_npc_sawnoff_shotgun/sawnoff_df.texture
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assets/units/payday2/weapons/wpn_npc_sawnoff_shotgun/sawnoff_nm.texture
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assets/units/payday2/weapons/wpn_npc_sawnoff_shotgun/wpn_npc_sawnoff_shotgun.model
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assets/units/payday2/weapons/wpn_npc_sawnoff_shotgun/wpn_npc_sawnoff_shotgun.unit
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