Adjusts the position of some HUD models. Anomaly 1.5.0 (Beta 3)
Simple config edits that adjust the position of the following weapons...
AK12
AK74M
AKM
AKMS
AKS74U
ASVAL
AUGA3
Bizon
FAMAS
G36
G36K
HK416
M4
M4A1
MP5/MP5SD
Vityaz
Full Gallery
Note that this disables the updated 3d ACOG models (had trouble porting/aligning). I may fix this in the future.
Changelog
--------------
Update 1.12
- Last update for a while
- Fixed broken AK74M variant animations.
- Temporary fix for under-barrel grenade launchers misalignment (changed offset to 0 so you basically just get a zoom instead)
Update 1.11 Hotfix
- AK74M(alt) and AK74(camo) has broken animations/aligning since it is using a different model from the other variants.
- Reverted broken values back to default.
Update 1.11
- Fixed the M4A1 variants displaying the incorrect skin when an Eotech is attached.
Update 1.10
- Added G36, G36K, M4A1(Carry Handle Ver), ASVAL
- 3D ACOG is working for M4A1.
- Temporary fix for the M4A1 variants using the Barska sight when attaching an Eotech.
Update 1.02
- Fixed crash when one of the AKM variants were loaded due to incorrect filepath set in the item_visual property.
- Added readme.txt
Update 1.01
- Changed archive from .7z to .zip
- Included folder structure for easy drag and drop installation.
To-do list (Likely be done when working HUD adjust in Anomaly is released)
- Fix misaligned UBGL
- Restore 3D ACOGs on all modified weapons
- Include a few shotguns and pistols
Special Thanks to krym for explaining how to port weapons from Anomaly to CoC and Mortan for creating the HUD adjusting tool.
Juanana if you plan on doing L85s viewmodels then I found these to be perfect when it comes to aiming down sight:
aim_hud_offset_pos = -0.096008,0.07235,-0.2
aim_hud_offset_rot = 0.047,0.0265,-0.0145
aim_hud_offset_pos_16x9 = -0.096008,0.07235,-0.2
aim_hud_offset_rot_16x9 = 0.047,0.0265,-0.0145
As I said, I wasn't planning on doing anything with the zoomed out positioning. Just thought it would save you few minutes in case you did plan on doing it.
Thanks again on pointing out which values are which. ^^
Same goes for FNP-45s:
aim_hud_offset_pos = -0.09696,0.0542,-0.025
aim_hud_offset_rot = 0.012,0.013,-0.015
aim_hud_offset_pos_16x9 = -0.09696,0.0542,-0.025
aim_hud_offset_rot_16x9 = 0.012,0.013,-0.015
Unfortunately with this one the rear sight's left "wing" is a bit closer to the front sight than the right "wing", meaning that the pistol is rotated counter clockwise a tiny bit too much - which quite honestly is rage and OCD inducing. Any advices on this one? lol
You'd need to use a working hud adjust for your game since changing rotation is really time consuming without it. Since Anomaly doesn't have one that's compatible, you would have to port the models, textures, and animations into a version that has one. The values translate fairly well so once you bring it back to Anomaly, usually changing the x and y axes of aim_hud_offset is all you'd need to do.
A bit of a long and annoying process since porting models can cause some weird crashes which is why I haven't been able to do every single weapon.
Can you adapt hud_aim_pos for 'iron sight' from STCOP 3.2?
I'm not sure what you mean by this? STCOP 3.2 might be using different animations/skeletons so it's not as simple as transferring the values over to Anomaly.
Just a heads-up, the MP5SD6 w/ ACOG is FUBAR
Completely missed that. Thanks! quick fix is to find this within the mp5sd.ltx.
scope_status = 0
;scope_texture = wpn_crosshair_acog
scope_zoom_factor = 18
zoom_rotate_time = 0.25
;scope_dynamic_zoom = off
Just remove the semi-colons and change scope_status to 1 and it should use the 2d scope.
EDIT: There's multiple instances of this because of the variants available. Just do the same for those and it should solve it.
so from reading the updates any chance do you think this will work with a scope mod?