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old dumpster
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SOMNUSNOVUS committed Jul 10, 2019
1 parent 8521c86 commit 68d6593
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Showing 36 changed files with 615 additions and 0 deletions.
4 changes: 4 additions & 0 deletions addSC.xml
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<texture path="units/payday2/props/off_prop_office_monitor/display_master_jewelry_il" force="false"/>

<model path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container" force="false"/>
<texture path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container_df" force="false"/>
<texture path="units/payday2/props/str_prop_alley_trash_container/str_prop_alley_trash_container_nm" force="false"/>

<!--Risk Level-->
<texture path="guis/textures/pd2/mission_briefing/assets/assets_risklevel_4_sc" force="false"/>
<texture path="guis/textures/pd2/mission_briefing/assets/assets_risklevel_5_sc" force="false"/>
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10 changes: 10 additions & 0 deletions assets/physic_effects/push_sphere.physic_effect
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<?xml version="1.0" encoding="ISO-8859-1"?>
<physic_effects>

<push name="exp_push" velocity="( dir( target - source ) + ( Z * 0.5 ) ) * clamp( 1 - ( len( target - source ) / param1 ), 0.3, 1) * 500" at="target" mass="param2"/>
<sphere name="sphere" radius="param1" />

<effect>
<world action="exp_push" shape="sphere"/>
</effect>
</physic_effects>
Binary file added assets/soundbanks/regular_sfx.bnk
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<materials version="3">
<material name="ecm" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP" version="2">
<diffuse_texture file="units/payday2/equipment/gen_equipment_jammer/ecm_df"/>
<bump_normal_texture file="units/payday2/equipment/gen_equipment_jammer/ecm_nm"/>
</material>
<material name="mtr_cheeze" render_template="opacity:CUBE_ENVIRONMENT_MAPPING:DIFFUSE_TEXTURE:NORMALMAP" version="2">
<bump_normal_texture file="units/payday2/equipment/gen_equipment_jammer/ecm_nm"/>
<opacity_texture file="units/white_df"/>
<diffuse_texture file="units/gui/gui_color_use_df"/>
<reflection_texture type="cube" global_texture="current_global_texture"/>
</material>
<material name="glow" render_template="generic:DIFFUSE_TEXTURE:SELF_ILLUMINATION:SELF_ILLUMINATION_UVANIM" version="2">
<diffuse_texture file="units/payday2/equipment/gen_equipment_jammer/glow_il"/>
<self_illumination_texture file="units/payday2/equipment/gen_equipment_jammer/glow_il"/>
<variable value="searchlight" type="scalar" name="il_multiplier"/>
<variable value="0 2.4060001373291 0" type="vector3" name="uv_speed"/>
</material>
<material name="glow_red" render_template="generic:DIFFUSE_TEXTURE:SELF_ILLUMINATION" version="2">
<diffuse_texture file="units/payday2/equipment/gen_equipment_jammer/glow_red_il"/>
<self_illumination_texture file="units/payday2/equipment/gen_equipment_jammer/glow_red_il"/>
<variable value="searchlight" type="scalar" name="il_multiplier"/>
</material>
<material name="hud_brackets" render_template="effect:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
<diffuse_texture file="units/gui/gui_brackets_df"/>
<variable value="identity" type="scalar" name="intensity"/>
<variable value="1" type="scalar" name="falloff_exp"/>
</material>
<material name="mtr_ecm" render_template="effect:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
<diffuse_texture file="units/gui/ecm_indicator_df"/>
<variable value="identity" type="scalar" name="intensity"/>
<variable value="1" type="scalar" name="falloff_exp"/>
</material>
<material name="mat_contour" render_template="generic:ALPHA_MASKED:CONTOUR:DIFFUSE_TEXTURE:OPACITY_TEXTURE" unique="true" version="2">
<diffuse_texture file="units/white_df"/>
<variable value="0 1 0" type="vector3" name="contour_color"/>
<variable value="1" type="scalar" name="contour_opacity"/>
<opacity_texture file="units/transparent_op"/>
</material>
</materials>
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<?xml version="1.0"?>
<dynamic_object>
<diesel materials="units/payday2/props/gen_prop_bank_atm_standing/gen_prop_bank_atm_jammer" orientation_object="rp_gen_equipment_jammer"/>
<sequence_manager file="units/payday2/props/gen_prop_bank_atm_standing/gen_prop_bank_atm_jammer" />
<graphics>
<object enabled="false" name="g_ecm" />
<object enabled="false" name="g_glow_func1_green" />
<object enabled="false" name="g_glow_func1_red" />
<object enabled="false" name="g_glow_func2_green" />
<object enabled="false" name="g_glow_func2_red" />
<graphic_group name="ecm_icon" enabled="true" culling_object="g_icon">
<lod_object name="icon_lod">
<object name="g_icon" enabled="true" max_distance="450" max_draw_lod="0" />
<object name="g_icon_lod1" enabled="true" lod="1" />
</lod_object>
</graphic_group>
</graphics>
</dynamic_object>
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<?xml version="1.0"?>
<unit type="item" slot="1" >
<dependencies>
<depends_on bnk="soundbanks/regular_sfx" />
</dependencies>

<object file="units/payday2/props/gen_prop_bank_atm_standing/gen_prop_bank_atm_jammer" />

<extensions>
<extension name="unit_data" class="ScriptUnitData" />
<extension name="damage" class="UnitDamage" />
<extension name="mission_door_device" class="MissionDoorDevice"/>
<extension name="interaction" class="MissionDoorDeviceInteractionExt">
<var name="tweak_data" value="requires_ecm_jammer_atm" />
</extension>
</extensions>

<network sync="spawn" />

<sounds>
<default_soundsource source="rp_gen_equipment_jammer"/>
</sounds>

</unit>
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<materials version="3" group="atm_standing">
<material name="mtr_atm" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP" version="2" >
<diffuse_texture file="units/payday2/props/gen_prop_bank_atm_standing/gen_prop_bank_atm_standing_df"/>
<bump_normal_texture file="units/payday2/props/gen_prop_bank_atm_standing/gen_prop_bank_atm_standing_nm"/>
</material>
<material name="hud_brackets" render_template="effect:DIFFUSE0_TEXTURE:VIEW_ANGLE_FALLOFF_OP" version="2">
<diffuse_texture file="units/gui/gui_brackets_df"/>
<variable value="identity" type="scalar" name="intensity"/>
<variable value="1" type="scalar" name="falloff_exp"/>
</material>
<material name="mtr_saw" render_template="effect:DIFFUSE0_TEXTURE:DIFFUSE0_UVANIM:VIEW_ANGLE_FALLOFF_OP" version="2">
<diffuse_texture file="units/gui/sawblade_indicator_df"/>
<variable value="identity" type="scalar" name="intensity"/>
<variable value="2" type="scalar" name="falloff_exp"/>
<variable value="3 0 0" type="vector3" name="uv0_speed"/>
</material>
</materials>
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<dynamic_object>
<diesel orientation_object="rp_atm_standing" materials="units/payday2/props/gen_prop_bank_atm_standing/gen_prop_bank_atm_standing" />
<sequence_manager file="units/payday2/props/gen_prop_bank_atm_standing/gen_prop_bank_atm_standing"/>
<animations>
<animation_group name="door" enabled="false">
<object name="anim_door"/>
</animation_group>
<animation_group name="upper_door" enabled="false">
<object name="anim_upper_door"/>
</animation_group>
</animations>
<bodies>
<body name="static_body" enabled="true" template="static">
<object name="c_body" collision_type="mesh_mopp" />
</body>

<body enabled="false" template="debris" pushed_by_mover="false" collides_with_mover="false" name="security_door" >
<object name="c_security" collision_type="box" mass="300" />
</body>
<body enabled="true" template="static" name="first_lock" >
<object name="c_lock" collision_type="box" />
</body>


<body name="door" enabled="true" template="animated">
<object name="c_door" collision_type="convex" />
</body>
<body name="upper_door" enabled="true" template="animated">
<object name="c_upper_door" collision_type="convex" />
</body>
<body name="security_br" enabled="false" template="static">
<object name="c_security_br" collision_type="box" />
</body>
<body name="security_bl" enabled="false" template="static">
<object name="c_security_bl" collision_type="box" />
</body>
<body name="security_ur" enabled="false" template="static">
<object name="c_security_ur" collision_type="box" />
</body>
<body name="security_ul" enabled="false" template="static">
<object name="c_security_ul" collision_type="box" />
</body>
</bodies>
<decal_surfaces default_material="metal_chassis">
<decal_mesh name="g_body" enabled="true" material="metal_chassis"/>
<decal_mesh name="g_door" enabled="true" material="metal_chassis"/>
<decal_mesh name="g_upper_door" enabled="true" material="metal_chassis"/>
<decal_mesh name="g_security_door" enabled="true" material="metal"/>
</decal_surfaces>
<graphics>
<graphic_group name="sawicongroup" enabled="true" culling_object="g_icon_saw">
<lod_object name="saw_icon">
<object name="g_icon_saw" enabled="true" max_distance="450" max_draw_lod="0" />
<object name="g_icon_saw_lod1" enabled="true" lod="1" />
</lod_object>
</graphic_group>
<graphic_group name="iconbr" enabled="false" culling_object="g_icon_saw_br">
<lod_object name="saw_icon_br">
<object name="g_icon_saw_br" enabled="true" max_distance="450" max_draw_lod="0" />
<object name="g_icon_saw_br_lod1" enabled="true" lod="1" />
</lod_object>
</graphic_group>
<graphic_group name="iconbl" enabled="false" culling_object="g_icon_saw_bl">
<lod_object name="saw_icon_bl">
<object name="g_icon_saw_bl" enabled="true" max_distance="450" max_draw_lod="0" />
<object name="g_icon_saw_bl_lod1" enabled="true" lod="1" />
</lod_object>
</graphic_group>
<graphic_group name="iconur" enabled="false" culling_object="g_icon_saw_ur">
<lod_object name="saw_icon_ur">
<object name="g_icon_saw_ur" enabled="true" max_distance="450" max_draw_lod="0" />
<object name="g_icon_saw_ur_lod1" enabled="true" lod="1" />
</lod_object>
</graphic_group>
<graphic_group name="iconul" enabled="false" culling_object="g_icon_saw_ul">
<lod_object name="saw_icon_ul">
<object name="g_icon_saw_ul" enabled="true" max_distance="450" max_draw_lod="0" />
<object name="g_icon_saw_ul_lod1" enabled="true" lod="1" />
</lod_object>
</graphic_group>
<object name="g_door" enabled="true" />
<object name="g_upper_door" enabled="true" />
<object name="g_security_door" enabled="true" />
<object name="g_security_ul" enabled="true" />
<object name="g_security_ul_broken" enabled="false" />
<object name="g_security_bl" enabled="true" />
<object name="g_security_bl_broken" enabled="false" />
<object name="g_security_ur" enabled="true" />
<object name="g_security_ur_broken" enabled="false" />
<object name="g_security_br" enabled="true" />
<object name="g_security_br_broken" enabled="false" />
<object name="g_body" enabled="true" />
<object enabled="false" name="g_money_box_1" />
<object enabled="false" name="g_money_box_2" />
<object enabled="false" name="g_money_box_3" />
<object enabled="false" name="g_money_box_4" />
</graphics>
</dynamic_object>
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