package AimAssist using RTDB AimAssistMagnetism_Default : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( .80f, .50f ); float maxTimeTillOffTarget = 0.2f; float minTimeTillOffTarget = 0.06f; CName distanceMultiplier = "Default_DistanceMod"; CName stickInputMagMultiplier = "Default_InputMod"; float blendOnTime = 0.0f; float blendOffTime = 0.35f; bool checkWeaponEffectiveRange = false; bool disableWithNoInput = false; float fullStickYawAngleDisable = 10.0f; } AimAssistMagnetism_Exhausted_Default : AimAssistMagnetism_Default { Vector2 maxStrength = ( .40f, .30f ); } AimAssistMagnetism_Exhausted_Heavy : AimAssistMagnetism_Default { Vector2 maxStrength = ( .65f, .40f ); } AimAssistMagnetism_DefaultLight : AimAssistMagnetism_Default { Vector2 maxStrength = ( 0.45f, 0.35f ); } AimAssistMagnetism_DefaultHeavy : AimAssistMagnetism_Default { Vector2 maxStrength = ( 1.00f, .65f ); float blendOnTime = 0.0001f; float fullStickYawAngleDisable = 15.0f; } AimAssistMagnetism_Melee : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( 1.0f, 1.0f ); float maxTimeTillOffTarget = 0.15f; float minTimeTillOffTarget = 0.033f; CName distanceMultiplier = "Melee_DistanceMod"; CName stickInputMagMultiplier = "Melee_InputMod"; float blendOnTime = 0.0001f; float blendOffTime = 0.5f; bool finishingEnabled = false; bool disableWithNoInput = false; } AimAssistMagnetism_MeleeLight : AimAssistMagnetism_Melee { Vector2 maxStrength = ( 0.6f, 0.6f ); float blendOffTime = 0.2f; } AimAssistMagnetism_Aiming : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( .99f, .8f ); float maxTimeTillOffTarget = 0.15f; float minTimeTillOffTarget = 0.06f; CName distanceMultiplier = "Aiming_DistanceMod"; CName stickInputMagMultiplier = "Aiming_InputMod"; float blendOnTime = 0.01f; float blendOffTime = 0.1f; float softLockTimeToReach = 0.45f; float pitchBoundAdditiveForYawMagnetism = .75f; float yawBoundAdditiveForPitchMagnetism = .75f; bool checkWeaponEffectiveRange = false; bool disableWithNoInput = false; } AimAssistMagnetism_AimingLight : AimAssistMagnetism_Aiming { Vector2 maxStrength = ( 0.45f, 0.4f ); float fullStickYawAngleDisable = 32.5f; } AimAssistMagnetism_AimingHeavy : AimAssistMagnetism_Aiming { Vector2 maxStrength = ( 1.0f, 1.0f ); float fullStickYawAngleDisable = 32.5f; } AimAssistMagnetism_VehicleCombat : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( 0.85f, 0.85f ); float maxTimeTillOffTarget = 0.25f; float minTimeTillOffTarget = 0.1f; CName distanceMultiplier = "VehicleCombat_DistanceMod"; CName stickInputMagMultiplier = ""; float blendOnTime = 0.05f; float blendOffTime = 0.2f; bool disableWithNoInput = false; float pitchBoundAdditiveForYawMagnetism = 4.0f; float yawBoundAdditiveForPitchMagnetism = 5.0f; } AimAssistMagnetism_VehicleCombatLight : AimAssistMagnetism_VehicleCombat { Vector2 maxStrength = ( 0.3f, 0.3f ); } AimAssistMagnetism_DriverCombat : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( 1.0f, 1.0f ); float maxTimeTillOffTarget = 9999.0f; float minTimeTillOffTarget = 9999.0f; CName distanceMultiplier = "VehicleDrivingCombat_DistanceMod"; CName stickInputMagMultiplier = ""; float blendOnTime = 0.0f; float blendOffTime = 0.5f; bool disableWithNoInput = false; bool targetLostBlendOut = false; bool checkWeaponEffectiveRange = false; float softLockMinimumMagnetism = -1.f; float softLockTimeToReach = 0.0f; float softLockBlendInTime = 0.0f; bool trackedTargetAutoTargeting = true; } AimAssistMagnetism_DriverCombat_Light : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( 1.0f, 1.0f ); float maxTimeTillOffTarget = 0.1f; float minTimeTillOffTarget = 0.05f; CName distanceMultiplier = "VehicleDrivingCombat_DistanceMod"; CName stickInputMagMultiplier = ""; float blendOnTime = 0.0f; float blendOffTime = 0.5f; bool disableWithNoInput = false; bool targetLostBlendOut = false; bool checkWeaponEffectiveRange = false; float softLockMinimumMagnetism = -1.f; float softLockTimeToReach = 0.0f; float softLockBlendInTime = 0.0f; bool trackedTargetAutoTargeting = true; } AimAssistMagnetism_DriverCombatAiming : AimAssistMagnetism_Aiming { bool targetLostBlendOut = false; } AimAssistMagnetism_DriverCombatAimingLight : AimAssistMagnetism_AimingLight { bool targetLostBlendOut = false; } AimAssistMagnetism_DriverCombatAimingHeavy : AimAssistMagnetism_AimingHeavy { bool targetLostBlendOut = false; } AimAssistMagnetism_DriverCombatMeleeTPP : AimAssistMagnetism { bool isEnabled = false; Vector2 maxStrength = ( 1.0f, 1.0f ); float maxTimeTillOffTarget = -9999.0f; float minTimeTillOffTarget = -9999.0f; CName distanceMultiplier = "VehicleDrivingCombatMelee_DistanceMod"; CName stickInputMagMultiplier = ""; float blendOnTime = 0.0f; float blendOffTime = 0.0f; bool disableWithNoInput = false; bool targetLostBlendOut = false; bool checkWeaponEffectiveRange = false; float softLockMinimumMagnetism = -1.f; float softLockTimeToReach = 0.0f; float softLockBlendInTime = 0.0f; bool trackedTargetAutoTargeting = true; } AimAssistMagnetism_Scanning : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( 0.8f, 0.8f ); float maxTimeTillOffTarget = 0.25f; float minTimeTillOffTarget = 0.15f; CName distanceMultiplier = "Scanning_DistanceMod"; CName stickInputMagMultiplier = "Default_InputMod"; float blendOnTime = 0.005f; float blendOffTime = 0.25f; bool checkWeaponEffectiveRange = false; } AimAssistMagnetism_ScanningLight : AimAssistMagnetism_Scanning { Vector2 maxStrength = ( 0.45f, 0.45f ); } AimAssistMagnetism_ScanningHeavy : AimAssistMagnetism_Scanning { Vector2 maxStrength = ( .85f, .85f ); } AimAssistMagnetism_QuickMelee : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( 1.0f, 0.6f ); float maxTimeTillOffTarget = 0.15f; float minTimeTillOffTarget = 0.033f; CName distanceMultiplier = "Melee_DistanceMod"; CName stickInputMagMultiplier = "Melee_InputMod"; float blendOnTime = 0.01f; float blendOffTime = 0.35f; bool finishingEnabled = false; bool disableWithNoInput = false; } AimAssistMagnetism_QuickMeleeLight : AimAssistMagnetism_QuickMelee { Vector2 maxStrength = ( 0.5f, 0.35f ); } AimAssistMagnetism_LeftHandCyberware : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( 0.65f, 0.6f ); float maxTimeTillOffTarget = 0.15f; float minTimeTillOffTarget = 0.033f; CName distanceMultiplier = "Default_DistanceMod"; CName stickInputMagMultiplier = "Default_InputMod"; float blendOnTime = 0.01f; float blendOffTime = 0.35f; } AimAssistMagnetism_LeftHandCyberwareLight : AimAssistMagnetism_LeftHandCyberware { Vector2 maxStrength = ( 0.35f, 0.3f ); } AimAssistMagnetism_LeftHandCyberwareHeavy : AimAssistMagnetism_LeftHandCyberware { Vector2 maxStrength = ( 0.8f, 0.75f ); } AimAssistMagnetism_LeftHandCyberwareCharge : AimAssistMagnetism { bool isEnabled = true; Vector2 maxStrength = ( 0.8f, 0.7f ); float maxTimeTillOffTarget = 0.15f; float minTimeTillOffTarget = 0.033f; CName distanceMultiplier = "Default_DistanceMod"; CName stickInputMagMultiplier = "Default_InputMod"; float blendOnTime = 0.01f; float blendOffTime = 0.35f; } AimAssistMagnetism_LeftHandCyberwareChargeLight : AimAssistMagnetism_LeftHandCyberwareCharge { Vector2 maxStrength = ( 0.55f, 0.45f ); } AimAssistMagnetism_LeftHandCyberwareChargeHeavy : AimAssistMagnetism_LeftHandCyberwareCharge { Vector2 maxStrength = ( 0.9f, 0.8f ); } AimAssistMagnetism_ZoomLevel1 : AimAssistMagnetism_Aiming { Vector2 maxStrength = ( 1.00f, .65f ); } AimAssistMagnetism_ZoomLevel2 : AimAssistMagnetism_Aiming { Vector2 maxStrength = ( 1.00f, .90f ); CName distanceMultiplier = "ZoomLevel2_DistanceMod"; } AimAssistMagnetism_ZoomLevel1Light : AimAssistMagnetism_ZoomLevel1 { Vector2 maxStrength = ( 0.45f, 0.35f ); } AimAssistMagnetism_ZoomLevel2Light : AimAssistMagnetism_ZoomLevel2 { Vector2 maxStrength = ( 0.75f, 0.55f ); } AimAssistMagnetism_ZoomLevel1Heavy : AimAssistMagnetism_Aiming { Vector2 maxStrength = ( 1.00f, .75f ); } AimAssistMagnetism_ZoomLevel2Heavy : AimAssistMagnetism_Aiming { Vector2 maxStrength = ( 1.00f, .95f ); CName distanceMultiplier = "ZoomLevel2_DistanceMod"; }