add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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[artefacthunt_gamedata]
artefact = mp_af_electra_flash
artefact_spawn_effect = anomaly2\electra2_blast
artefact_disappear_effect = anomaly2\gravity_blast_01
teambase_particle_0 = static\net_base_red
teambase_particle_1 = static\net_base_green
teambase_particle_2 = static\net_base_blue
spawn_cost = -1500;-2500;-10000
[artefacthunt_base_cost]:deathmatch_base_cost
[artefacthunt_team1]
team_idx = 0
pistols = mp_wpn_pm, mp_wpn_fort, mp_wpn_walther, mp_wpn_beretta, mp_wpn_sig220, mp_wpn_usp, mp_wpn_desert_eagle
shotgun = mp_wpn_bm16, mp_wpn_toz34, mp_wpn_wincheaster1300, mp_wpn_spas12, mp_wpn_protecta
assault = mp_wpn_ak74u, mp_wpn_ak74, mp_wpn_abakan, mp_wpn_groza, mp_wpn_val, mp_wpn_pkm, mp_wpn_fn2000;
sniper_rifles = mp_wpn_vintorez, mp_wpn_svd, mp_wpn_gauss
heavy_weapons = mp_wpn_rpg7, mp_wpn_rg-6
granades = mp_grenade_rgd5,mp_grenade_f1, mp_grenade_gd-05, mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b, mp_ammo_9x18_fmj,mp_ammo_9x18_pmm, mp_ammo_9x19_fmj,mp_ammo_9x19_pbp, mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj,mp_ammo_5.45x39_ap,mp_ammo_5.56x45_ss190,mp_ammo_5.56x45_ap,mp_ammo_7.62x54_7h1,mp_ammo_9x39_pab9,mp_ammo_9x39_ap,mp_ammo_11.43x23_fmj,mp_ammo_11.43x23_hydro,mp_ammo_12x70_buck,mp_ammo_12x76_zhekan,mp_ammo_gauss,mp_ammo_pkm_100;
outfits = mp_scientific_outfit, mp_military_stalker_outfit, mp_exo_outfit
equipment = mp_medkit, mp_energy_drink, mp_device_torch, mp_bandage, mp_antirad, mp_drug_coagulant, mp_drug_radioprotector, mp_wpn_addon_silencer, mp_wpn_addon_scope, mp_wpn_addon_scope_susat, mp_wpn_addon_silencer, mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203;
skins = mp_team_green_1, mp_team_green_2, mp_team_green_3, mp_team_green_4, mp_team_green_addon_fr, mp_team_green_addon_uk
default_items = mp_wpn_knife, mp_wpn_pm, mp_device_torch
;//ñîîòâåòñòâèå èêîíîê îáîîðóäîâàíèþ
mp_exo_outfit = mp_team_green_armor_exo
mp_scientific_outfit = mp_team_green_armor_sci
mp_military_stalker_outfit = mp_team_green_armor_military
;//money amounts
money_start = 180
money_min = 0
kill_rival = 300;400
kill_self = -100
kill_team = -250
target_rival = 750
target_team = -500
target_succeed = 1000;850;750;1000
target_succeed_all = 750;500;
target_failed = 300;250;100;
round_win = 200
round_loose = 100
round_draw = 0
round_loose_minor = 100
round_win_minor = 150
clear_run_bonus = 350;200;150
kill_while_invincible = 0.5
mp_wpn_pb_cost = 0
;//---- indicator data --------
indicator_r1 = 0.2
indicator_r2 = 0.2
indicator_x = 0.0
indicator_y = 0.4
indicator_z = 0.0
indicator_shader = friendly_indicator
indicator_texture = ui\ui_greenteam
invincible_shader = friendly_indicator
invincible_texture = ui\ui_skull
[artefacthunt_team2]
team_idx = 1
pistols = mp_wpn_pb, mp_wpn_hpsa, mp_wpn_colt1911, mp_wpn_beretta, mp_wpn_sig220, mp_wpn_usp, mp_wpn_desert_eagle
shotgun = mp_wpn_bm16, mp_wpn_toz34, mp_wpn_wincheaster1300, mp_wpn_spas12, mp_wpn_protecta
assault = mp_wpn_mp5, mp_wpn_l85, mp_wpn_lr300, mp_wpn_sig550, mp_wpn_g36, mp_wpn_pkm, mp_wpn_fn2000;
sniper_rifles = mp_wpn_vintorez, mp_wpn_svu, mp_wpn_gauss
heavy_weapons = mp_wpn_rpg7, mp_wpn_rg-6
granades = mp_grenade_rgd5,mp_grenade_f1, mp_grenade_gd-05, mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b, mp_ammo_9x18_fmj,mp_ammo_9x18_pmm, mp_ammo_9x19_fmj,mp_ammo_9x19_pbp, mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj,mp_ammo_5.45x39_ap,mp_ammo_5.56x45_ss190,mp_ammo_5.56x45_ap,mp_ammo_7.62x54_7h1,mp_ammo_9x39_pab9,mp_ammo_9x39_ap,mp_ammo_11.43x23_fmj,mp_ammo_11.43x23_hydro,mp_ammo_12x70_buck,mp_ammo_12x76_zhekan,mp_ammo_gauss, mp_ammo_pkm_100;
outfits = mp_scientific_outfit, mp_military_stalker_outfit, mp_exo_outfit
equipment = mp_medkit, mp_energy_drink, mp_device_torch, mp_bandage, mp_antirad, mp_drug_coagulant, mp_drug_radioprotector, mp_wpn_addon_silencer, mp_wpn_addon_scope, mp_wpn_addon_scope_susat, mp_wpn_addon_silencer, mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203;
skins = mp_team_blue_1, mp_team_blue_2, mp_team_blue_3, mp_team_blue_4, mp_team_blue_addon_de, mp_team_blue_addon_us
default_items = mp_wpn_knife, mp_wpn_pb, mp_device_torch
;//ñîîòâåòñòâèå èêîíîê îáîîðóäîâàíèþ
mp_exo_outfit = mp_team_blue_armor_exo
mp_military_stalker_outfit = mp_team_blue_armor_military
mp_scientific_outfit = mp_team_blue_armor_sci
;//money amounts
money_start = 180
money_min = 0
kill_rival = 300;400
kill_self = -100
kill_team = -250
target_rival = 750
target_team = -500
target_succeed = 1000;850;750;1000
target_succeed_all = 750;500;
target_failed = 300;250;100;
round_win = 200
round_loose = 100
round_draw = 0
round_loose_minor = 100
round_win_minor = 150
clear_run_bonus = 350;200;150
kill_while_invincible = 0.5
mp_wpn_pm_cost = 0
;//---- indicator data --------
indicator_r1 = 0.2
indicator_r2 = 0.2
indicator_x = 0.0
indicator_y = 0.5
indicator_z = 0.0
indicator_shader = friendly_indicator
indicator_texture = ui\ui_blueteam
invincible_shader = friendly_indicator
invincible_texture = ui\ui_skull
;-------------------------------------------------------------------------------
[ahunt_messages_menu]:tdm_messages_menu
menu_0 = ahunt_menu_0
menu_1 = ahunt_menu_1
[ahunt_menu_0]:tdm_menu_0
phrase_5 = speech_guardartifact, keep_
phrase_6 = speech_takeartifact, take_
[ahunt_menu_1]:tdm_menu_1
phrase_8 = speech_icoverartifact, cover_
phrase_9 = speech_covermeartifact, artefact_

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[capturetheartefact_gamedata]
spawn_cost = -1500;-2500;-10000
not_free_ammo = mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b
[capturetheartefact_base_cost]:deathmatch_base_cost
[capturetheartefact_team1]
artefact = mp_af_cta_green
artefact_spawn_effect = anomaly2\electra2_blast
team_idx = 0
pistols = mp_wpn_pm, mp_wpn_fort, mp_wpn_walther, mp_wpn_beretta, mp_wpn_sig220, mp_wpn_usp, mp_wpn_desert_eagle
shotgun = mp_wpn_bm16, mp_wpn_toz34, mp_wpn_wincheaster1300, mp_wpn_spas12, mp_wpn_protecta
assault = mp_wpn_ak74u, mp_wpn_ak74, mp_wpn_abakan, mp_wpn_groza, mp_wpn_val, mp_wpn_pkm, mp_wpn_fn2000;
sniper_rifles = mp_wpn_vintorez, mp_wpn_svd, mp_wpn_gauss
heavy_weapons = mp_wpn_rpg7, mp_wpn_rg-6
granades = mp_grenade_rgd5,mp_grenade_f1, mp_grenade_gd-05, mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b, mp_ammo_9x18_fmj,mp_ammo_9x18_pmm, mp_ammo_9x19_fmj,mp_ammo_9x19_pbp, mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj,mp_ammo_5.45x39_ap,mp_ammo_5.56x45_ss190,mp_ammo_5.56x45_ap,mp_ammo_7.62x54_7h1,mp_ammo_9x39_pab9,mp_ammo_9x39_ap,mp_ammo_11.43x23_fmj,mp_ammo_11.43x23_hydro,mp_ammo_12x70_buck,mp_ammo_12x76_zhekan,mp_ammo_gauss, mp_ammo_pkm_100;
outfits = mp_scientific_outfit, mp_military_stalker_outfit, mp_exo_outfit
equipment = mp_medkit, mp_energy_drink, mp_device_torch, mp_bandage, mp_antirad, mp_drug_coagulant, mp_drug_radioprotector, mp_wpn_addon_silencer, mp_wpn_addon_scope, mp_wpn_addon_scope_susat, mp_wpn_addon_silencer, mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203;
skins = mp_team_green_1, mp_team_green_2, mp_team_green_3, mp_team_green_4, mp_team_green_addon_fr, mp_team_green_addon_uk
default_items = mp_wpn_knife, mp_wpn_pm, mp_device_torch
;//ñîîòâåòñòâèå èêîíîê îáîîðóäîâàíèþ
mp_exo_outfit = mp_team_green_armor_exo
mp_scientific_outfit = mp_team_green_armor_sci
mp_military_stalker_outfit = mp_team_green_armor_military
;//money amounts
money_start = 450
money_min = 0
kill_rival = 300;400
kill_self = -100
kill_team = -250
target_rival = 750
target_team = -500
target_succeed = 1000;850;750;1000
target_succeed_all = 750;500;
target_failed = 300;250;100;
round_win = 200
round_loose = 100
round_draw = 0
round_loose_minor = 100
round_win_minor = 150
clear_run_bonus = 350;200;150
kill_while_invincible = 0.5
mp_wpn_pb_cost = 0
;//---- indicator data --------
indicator_r1 = 0.2
indicator_r2 = 0.2
indicator_x = 0.0
indicator_y = 0.4
indicator_z = 0.0
indicator_shader = friendly_indicator
indicator_texture = ui\ui_greenteam
invincible_shader = friendly_indicator
invincible_texture = ui\ui_skull
[capturetheartefact_team2]
team_idx = 1
artefact = mp_af_cta_blue
artefact_spawn_effect = anomaly2\electra2_blast
pistols = mp_wpn_pb, mp_wpn_hpsa, mp_wpn_colt1911, mp_wpn_beretta, mp_wpn_sig220, mp_wpn_usp, mp_wpn_desert_eagle
shotgun = mp_wpn_bm16, mp_wpn_toz34, mp_wpn_wincheaster1300, mp_wpn_spas12, mp_wpn_protecta
assault = mp_wpn_mp5, mp_wpn_l85, mp_wpn_lr300, mp_wpn_sig550, mp_wpn_g36, mp_wpn_pkm, mp_wpn_fn2000;
sniper_rifles = mp_wpn_vintorez, mp_wpn_svu, mp_wpn_gauss
heavy_weapons = mp_wpn_rpg7, mp_wpn_rg-6
granades = mp_grenade_rgd5,mp_grenade_f1, mp_grenade_gd-05, mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b, mp_ammo_9x18_fmj,mp_ammo_9x18_pmm, mp_ammo_9x19_fmj,mp_ammo_9x19_pbp, mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj,mp_ammo_5.45x39_ap,mp_ammo_5.56x45_ss190,mp_ammo_5.56x45_ap,mp_ammo_7.62x54_7h1,mp_ammo_9x39_pab9,mp_ammo_9x39_ap,mp_ammo_11.43x23_fmj,mp_ammo_11.43x23_hydro,mp_ammo_12x70_buck,mp_ammo_12x76_zhekan,mp_ammo_gauss, mp_ammo_pkm_100;
outfits = mp_scientific_outfit, mp_military_stalker_outfit, mp_exo_outfit
equipment = mp_medkit, mp_energy_drink, mp_device_torch, mp_bandage, mp_antirad, mp_drug_coagulant, mp_drug_radioprotector, mp_wpn_addon_silencer, mp_wpn_addon_scope, mp_wpn_addon_scope_susat, mp_wpn_addon_silencer, mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203;
skins = mp_team_blue_1, mp_team_blue_2, mp_team_blue_3, mp_team_blue_4, mp_team_blue_addon_de, mp_team_blue_addon_us
default_items = mp_wpn_knife, mp_wpn_pb;, mp_device_torch
;//ñîîòâåòñòâèå èêîíîê îáîîðóäîâàíèþ
mp_exo_outfit = mp_team_blue_armor_exo
mp_military_stalker_outfit = mp_team_blue_armor_military
mp_scientific_outfit = mp_team_blue_armor_sci
;//money amounts
money_start = 450
money_min = 0
kill_rival = 300;400
kill_self = -100
kill_team = -250
target_rival = 750
target_team = -500
target_succeed = 1000;850;750;1000
target_succeed_all = 750;500;
target_failed = 300;250;100;
round_win = 200
round_loose = 100
round_draw = 0
round_loose_minor = 100
round_win_minor = 150
clear_run_bonus = 350;200;150
kill_while_invincible = 0.5
mp_wpn_pm_cost = 0
;//---- indicator data --------
indicator_r1 = 0.2
indicator_r2 = 0.2
indicator_x = 0.0
indicator_y = 0.5
indicator_z = 0.0
indicator_shader = friendly_indicator
indicator_texture = ui\ui_blueteam
invincible_shader = friendly_indicator
invincible_texture = ui\ui_skull
;-------------------------------------------------------------------------------
[capturetheartefact_messages_menu]
sounds_path = characters_voice\multiplayer\
team_prefix = team_
menu_0 = cta_menu_0
menu_1 = cta_menu_1
[cta_menu_0]:ahunt_menu_0
phrase_7 = speech_returntheartefact, return_
[cta_menu_1]:ahunt_menu_1

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#include "mp_ranks.ltx"
#include "mp_bonuses.ltx"
[buy_menu_items_place]
lst_pistol = mp_wpn_pm, mp_wpn_pb, mp_wpn_fort, mp_wpn_walther, mp_wpn_colt1911, mp_wpn_usp, mp_wpn_sig220, mp_wpn_desert_eagle, mp_wpn_hpsa, mp_wpn_beretta
lst_pistol_ammo = mp_ammo_9x18_fmj, mp_ammo_9x18_pmm, mp_ammo_9x19_fmj, mp_ammo_9x19_pbp, mp_ammo_11.43x23_fmj, mp_ammo_11.43x23_hydro
lst_rifle = mp_wpn_bm16, mp_wpn_wincheaster1300, mp_wpn_spas12, mp_wpn_protecta, mp_wpn_ak74u, mp_wpn_ak74, mp_wpn_mp5, mp_wpn_l85, mp_wpn_lr300, mp_wpn_abakan, mp_wpn_sig550, mp_wpn_groza, mp_wpn_g36, mp_wpn_fn2000, mp_wpn_val, mp_wpn_vintorez, mp_wpn_svd, mp_wpn_svu,mp_wpn_gauss, mp_wpn_rpg7, mp_wpn_rg-6, mp_wpn_pkm, mp_wpn_toz34
lst_rifle_ammo = mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b, mp_ammo_gauss, mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj, mp_ammo_5.45x39_ap, mp_ammo_5.56x45_ss190, mp_ammo_5.56x45_ap, mp_ammo_7.62x54_7h1, mp_ammo_9x39_pab9, mp_ammo_9x39_ap, mp_ammo_12x70_buck, mp_ammo_12x76_zhekan, mp_ammo_pkm_100
lst_outfit = mp_exo_outfit, mp_scientific_outfit, mp_military_stalker_outfit
lst_medkit = mp_medkit, mp_medkit_scientic, mp_medkit_army
lst_granade = mp_grenade_f1, mp_grenade_rgd5, mp_grenade_gd-05
lst_others = mp_energy_drink, mp_bandage, mp_antirad, mp_drug_coagulant, mp_drug_radioprotector, mp_detector_advanced, mp_device_torch, mp_wpn_addon_scope, mp_wpn_addon_scope_susat, mp_wpn_addon_silencer, mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203, mp_wpn_binoc
lst_shop =
lst_player_bag = mp_wpn_knife
[deathmatch_gamedata]
;actor spawn effect
;actor_spawn_effect = anomaly2\electra2_blast
not_free_ammo = mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b
[deathmatch_base_cost]
mp_wpn_knife = 0
mp_wpn_pm = 0
mp_wpn_pb = 0
mp_wpn_fort = 350,0,0,0,0
mp_wpn_hpsa = 350,0,0,0,0
mp_wpn_colt1911 = 500,350,0,0,0;
mp_wpn_walther = 500,350,0,0,0;
mp_wpn_beretta = 600,450,350
mp_wpn_sig220 = 650,500,400
mp_wpn_usp = 700,550,450
mp_wpn_desert_eagle = 800,650,550
mp_wpn_bm16 = 250
mp_wpn_toz34 = 500 ;600
mp_wpn_wincheaster1300 = 600 ;700;
mp_wpn_spas12 = 700 ;1000;
mp_wpn_protecta = 1200 ;1500
mp_wpn_ak74u = 480 ;600;
mp_wpn_pkm = 1300 ;1500;
mp_wpn_mp5 = 480 ;600;
mp_wpn_ak74 = 550 ;600 ;650
mp_wpn_l85 = 650 ;620 ;700;
mp_wpn_abakan = 750 ;800
mp_wpn_lr300 = 750 ;850
mp_wpn_groza = 1000 ;1200
mp_wpn_sig550 = 950 ;1100
mp_wpn_val = 1200 ;1300
mp_wpn_g36 = 1300 ;1400
mp_wpn_fn2000 = 1500 ;1600;
mp_wpn_vintorez = 950 ;1100
mp_wpn_svu = 1300 ;1500
mp_wpn_svd = 1300 ;1500
mp_wpn_gauss = 1800 ;2000
mp_wpn_rpg7 = 1200
mp_wpn_rg-6 = 750
mp_grenade_f1 = 250;
mp_grenade_rgd5 = 100;
mp_grenade_gd-05 = 50 ;100
mp_ammo_vog-25 = 450 ;500;
mp_ammo_m209 = 450 ;500;
mp_ammo_og-7b = 1200 ;1500
mp_ammo_9x18_fmj = 0, 0, 0, 0, 0
mp_ammo_9x18_pmm = 0, 0, 0, 0, 0
mp_ammo_9x19_fmj = 25, 0, 0, 0, 0
mp_ammo_9x19_pbp = 50, 0, 0, 0, 0
mp_ammo_9x19_fmj_4mp5 = 35
mp_ammo_9x19_pbp_4mp5 = 60
mp_ammo_11.43x23_fmj = 50, 50, 0, 0, 0
mp_ammo_11.43x23_hydro = 75, 50, 0, 0, 0
;-----
mp_ammo_5.45x39_fmj = 35;75
mp_ammo_5.45x39_ap = 60;100
mp_ammo_5.56x45_ss190 = 60;100
mp_ammo_5.56x45_ap = 85;150
mp_ammo_7.62x54_7h1 = 200;
;mp_ammo_7.62x54_ap = 165;
;mp_ammo_7.62x54_7h14 = 200;
mp_ammo_pkm_100 = 350;
mp_ammo_9x39_pab9 = 100;125
mp_ammo_9x39_ap = 125;175
mp_ammo_12x70_buck = 50;100
mp_ammo_12x76_zhekan = 75
mp_ammo_gauss = 250;500
mp_exo_outfit = 1250 ;1500;1250;1500
mp_scientific_outfit = 250;300;350
mp_military_stalker_outfit = 700 ;750;850
mp_medkit = 250
mp_medkit_scientic = 350
mp_medkit_army = 500
mp_energy_drink = 100
mp_bandage = 25
mp_antirad = 50
mp_drug_coagulant = 100
mp_drug_radioprotector = 100
mp_detector_advanced = 50
mp_device_torch = 0
mp_wpn_addon_scope = 200 ;250;150
mp_wpn_addon_scope_susat = 250;150
mp_wpn_addon_silencer = 250 ;150
mp_wpn_addon_grenade_launcher = 350;300
mp_wpn_addon_grenade_launcher_m203 = 350;300
mp_wpn_binoc = 200
[deathmatch_team0]
team_idx = 1
pistols = mp_wpn_pm, mp_wpn_pb, mp_wpn_fort, mp_wpn_hpsa, mp_wpn_walther, mp_wpn_colt1911, mp_wpn_beretta, mp_wpn_sig220, mp_wpn_usp, mp_wpn_desert_eagle
shotgun = mp_wpn_bm16, mp_wpn_toz34, mp_wpn_wincheaster1300, mp_wpn_spas12, mp_wpn_protecta
assault = mp_wpn_ak74u, mp_wpn_mp5, mp_wpn_l85, mp_wpn_ak74, mp_wpn_abakan, mp_wpn_lr300, mp_wpn_groza, mp_wpn_sig550, mp_wpn_val, mp_wpn_g36, mp_wpn_pkm, mp_wpn_fn2000;
sniper_rifles = mp_wpn_vintorez, mp_wpn_svu, mp_wpn_svd, mp_wpn_gauss
heavy_weapons = mp_wpn_rpg7, mp_wpn_rg-6
granades = mp_grenade_rgd5,mp_grenade_f1, mp_grenade_gd-05, mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b, mp_ammo_9x18_fmj,mp_ammo_9x18_pmm, mp_ammo_9x19_fmj,mp_ammo_9x19_pbp, mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj,mp_ammo_5.45x39_ap,mp_ammo_5.56x45_ss190,mp_ammo_5.56x45_ap,mp_ammo_7.62x54_7h1,mp_ammo_9x39_pab9,mp_ammo_9x39_ap,mp_ammo_11.43x23_fmj,mp_ammo_11.43x23_hydro,mp_ammo_12x70_buck,mp_ammo_12x76_zhekan,mp_ammo_gauss, mp_ammo_pkm_100
outfits = mp_scientific_outfit, mp_military_stalker_outfit, mp_exo_outfit
equipment = mp_medkit, mp_energy_drink, mp_bandage, mp_antirad, mp_device_torch, mp_drug_coagulant, mp_drug_radioprotector, mp_wpn_addon_silencer, mp_wpn_addon_scope, mp_wpn_addon_scope_susat, mp_wpn_addon_silencer, mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203;
;//ãðóïïû àìóíèöèè (èñïîëüçóþòñÿ â íàãðàäàõ)
gid_exo_outfit = mp_exo_outfit
gid_gauss_rifle = mp_wpn_gauss
gid_double_barred = mp_wpn_bm16, mp_wpn_toz34
gid_hand_grenades = mp_grenade_rgd5, mp_grenade_f1
gid_cool_weapons = mp_wpn_fn2000, mp_wpn_g36, mp_wpn_gauss, mp_wpn_groza, mp_wpn_pkm, mp_wpn_rg-6, mp_wpn_rpg7, mp_wpn_sig550, mp_wpn_spas12, mp_wpn_svd, mp_wpn_svu, mp_wpn_val
skins = mp_team_green_1, mp_team_green_2, mp_team_green_3, mp_team_green_4, mp_team_green_addon_fr, mp_team_green_addon_uk
;//ñîîòâåòñòâèå èêîíîê îáîðóäîâàíèþ
mp_exo_outfit = mp_team_green_armor_exo
mp_scientific_outfit = mp_team_green_armor_sci
mp_military_stalker_outfit = mp_team_green_armor_military
;//money amounts
money_start = 300
money_min = 0
kill_rival = 300;400
kill_self = 0
kill_team = 0
target_rival = 0
target_team = 0
target_succeed = 0
target_succeed_all = 0
round_win = 100
round_loose = 50
round_draw = 50
round_loose_minor = 0
round_win_minor = 0
clear_run_bonus = 200
mp_wpn_pm_cost = 0
default_items = mp_wpn_knife, mp_wpn_pm, mp_device_torch
;//---- indicator data --------
indicator_r1 = 0.2
indicator_r2 = 0.2
indicator_x = 0.0
indicator_y = 0.5
indicator_z = 0.0
indicator_shader = friendly_indicator
indicator_texture = ui\ui_blueteam
invincible_shader = friendly_indicator
invincible_texture = ui\ui_skull

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[game_laststanding_options]
actor_entity = mp_actor
spectator_entity = spectator
default_weapons = wpn_knife, wpn_pb, wpn_ak74{Silencer+Scope+GrenadeLauncher}, ammo_vog-25, ammo_vog-25 , ammo_vog-25
;default_weapons = wpn_pb, wpn_ak74

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[weather]
Clear = 9:00
Rain =16:00
Night = 01:00
Cloudy = 13:00

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[mp_skins_path]
skin_path = actors\stalker_mp\
[mp_actor]:common_ph_friction_params_on_npc_death
GroupControlSection = spawn_group
$spawn = "mp_actor"
$ed_icon = ed\ed_actor
$player = on
$prefetch = 16
cform = skeleton
class = O_ACTOR
money = 200;
rank = 3;
jump_speed = 6.1 ;6
crouch_coef = 0.45 ; 0.2
climb_coef = 0.9
air_control_param = 0.05 ;0.03 ;0.1
max_item_mass = 0 ;35.0;40.0
run_coef = 2.7 ;2.6 ;2.5
sprint_koef = 1.8 ;2.15 ; 2.5 1.6 ;1.5 ; áûëî 2.0
run_back_coef = 1.8
walk_back_coef = 0.9
walk_strafe_coef = 0.6 ;0.8 ;0.9
run_strafe_coef = 0.7
visual = actors\stalker_hero\stalker_hero_1.ogf
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
walk_accel = 22 ;19
texture_prefetch = actors\stalker_mp\mp_team_green_1, actors\stalker_mp\mp_team_green_2, actors\stalker_mp\mp_team_green_3, actors\stalker_mp\mp_team_green_4, actors\stalker_mp\mp_team_blue_1, actors\stalker_mp\mp_team_blue_2, actors\stalker_mp\mp_team_blue_3, actors\stalker_mp\mp_team_blue_4, actors\stalker_mp\mp_team_green_addon_fr, actors\stalker_mp\mp_team_green_addon_uk, actors\stalker_mp\mp_team_blue_addon_de, actors\stalker_mp\mp_team_blue_addon_us, actors\stalker_mp\mp_team_green_armor_military, actors\stalker_mp\mp_team_green_armor_sci, actors\stalker_mp\mp_team_green_armor_exo, actors\stalker_mp\mp_team_blue_armor_military, actors\stalker_mp\mp_team_blue_armor_sci, actors\stalker_mp\mp_team_blue_armor_exo
;ðàäèóñ â êîòðîì íàä ïðåäìåòàìè âûâîäÿòñÿ èõ íàçâàíèÿ
pickup_info_radius = 5 ;3
feel_grenade = 30.0 ; ýòî íóæíî óäàëèòü
feel_grenade_radius = 30.0 ;ðàññòîÿíèå (â ìåòðàõ) íà êîòîðîì àêòåð ÷óâñòâóåò ãðàíàòó (ëþáóþ)
feel_grenade_time = 0.6 ;âðåìÿ ãðàíàòû (ñåê) ïîñëå êîòîðîãî àêòåð ÷óâñòâóåò ãðàíàòó
Invincibility_Shield_3rd = anomaly2\burer_shield_01
Invincibility_Shield_1st = anomaly2\burer_shield_01
HeadShotParticle = hit_fx\hit_flesh_headshot
;HeadShotParticle = hit_fx\hit_dust_00
;ðàäèóñ â êîòðîì íàä ïðåäìåòàìè âûâîäÿòñÿ èõ íàçâàíèÿ
pickup_info_radius = 5 ;3
ef_creature_type = 17 ; option for evaluation functions
; attach params
attachable_items = mp_device_torch,attachable_item,hand_radio
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_box2_center = 0.0, 0.3, 0.0
ph_box2_size = 0.40, 0.3, 0.40
restrictor_radius = 0.9;delete
stalker_restrictor_radius = 0.9
medium_monster_restrictor_radius = 0.7
ph_crash_speed_min = 15
ph_crash_speed_max = 23
ph_collision_damage_factor = 1.0
ph_mass = 80
;----------------
feel_grenade = 10.0 ;ðàññòîÿíèå (â ìåòðàõ) íà êîòîðîì àêòåð ÷óâñòâóåò ãðàíàòó (ëþáóþ)
player_hud_section = actor_hud
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 0.5 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 8.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11
damage = mp_actor_damage
hit_sounds = actor_hit_snds
hit_probability_novice = 1.00
hit_probability_stalker = 1.00
hit_probability_veteran = 1.00
hit_probability_master = 1.00
;---------------------------------------------------------------------
;actor condition
immunities_sect = mp_actor_immunities
condition_sect = mp_actor_condition
heavy_breath_snd = actor\breath_1 ;çâóê òÿæåëîãî äûõàíèÿ ïðè óñòàëîñòè
heavy_blood_snd = heart\8
heavy_danger_snd = affects\heartbeat
medkit = 0.3 ;âðåìåííî! âìåñòî àïòå÷êè
medkit_wound = 0.2 ;ñêîëüêî ïðîöåíòîâ êðîâîòå÷åíèÿ îñòàâëèâàåò àïòå÷êà
antirad = 0.3 ;âðåìåííî! âìåñòî àíòèðàäà
material = creatures\human
camera_height_factor = 0.85
;äèñïåðñèÿ ñòðåëüáû ñ ó÷åòîì õîäüáû è áåãà
disp_base = 0.65;0.8 ;óãîë (â ãðàäóñàõ) ðàçëåòà ïóëü, êîãäà àêòåð ñòîèò íà ìåñòå
disp_aim = 0.01;0.04
disp_vel_factor = 2.0;2.5 ;íà ñêîëüêî óâåëè÷èòñÿ äèñïåðñèÿ ïðè ñêðîñòè â 10 ì/ñ (íå îáÿçàòåëüíî ïðè áåãå)
disp_accel_factor = 2.5;3.0; 2.0 ;åùå íà ñêîëüêî óâåëè÷èòñÿ, åñëè àêòåð áåæèò (+ ñêîðîñòü)
disp_crouch_factor = -0.35;-0.5;-0.2 ;óìåíüøåíèå åñëè àêòåð ñèäèò
disp_crouch_no_acc_factor = -0.75;-1.0;-0.4 ;óìåíüøåíèå åñëè àêòåð ñèäèò + no acceleration
disp_jump_factor = 30.0;7.0; 2.0
body_remove_time = 5000 ;âðåìÿ óíè÷òîæåíèÿ òðóïà (ñ ó÷åòîì TimeFactor)
sleep_time_factor = 400 ;âî ñêîëüêî ðàç âðåìÿ èäåò áûñòðåå, êîãäà àêòåð ñïèò
;---STEP MANAGER------------------------------------------------------
LegsCount = 2
step_params = mp_stalker_step_manager
foot_bones = stalker_foot_bones
; visibility parameters
DynamicObjectsCount = 32
min_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.005
decrease_value = 0.1 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5;0 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4 ; 0.25
;species of monster
species = human
;autopickup
AutoPickUp_AABB = 0.2, 0.1, 0.2; AABB áîêñ àâòîïîäáîðà ïðåäìåòîâ
AutoPickUp_AABB_offs = 0.0, 0.1, 0.0; ñìåùåíèå áîêñà àâòîïîäáîðà ïðåäìåòîâ îòíîñèòåëüíî ïîçèöèè èãðîêà
;spawn effect
;spawn_effect = anomaly2\electra2_blast
[mp_actor_damage]
;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>,<bonepassbullet>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
;<bone_pass_bullet> - 0 - ïîñëå ïîïàäàíèÿ ïóëè â ýòó êîñòü, ýòà ïóëÿ áîëüøå íå íàíîñèò àêòåðó ïîâðåæäåíèé
; 1 - ïóëÿ íàíîñèò àêòåðó ïîâðåæäåíèÿ êàê îáû÷íî
;-1 - íåò àíèìàöèé, ÷åòíûé íîìåð - ñïåðåäè, íå÷åòíûé íîìåð - ñçàäè, ÓÊÀÇÛÂÀÅÒÑß ÒÎËÜÊÎ ÏÅÐÅÄÍÈÉ!!! ÇÀÄÍÈÉ ÍÀ ÀÂÒÎÌÀÒÅ
default = 1.0, -1, 0.1
bip01_pelvis = 0.25, 15, 0.8 ;îò ÿäðà äî ïîÿñà
bip01_spine = 0.3, 15, 0.8 ;â îñíîâíîì áåç øåéïà
bip01_spine1 = 0.4, 15, 0.8 ;òîðñ äî øåè
bip01_spine2 = 0.4, 15, 0.8
bip01_neck = 1.25, 5, 0.1 ;â îñíîâíîì áåç øåéïà
bip01_head = 2, 5, 0.1 ;î÷åíü áîëüøîé øåéï
eye_left = 3, 5, 0.1 ;ãëàçà
eye_right = 3, 5, 0.1 ;ãëàçà
jaw_1 = 1.25, 5, 0.1 ;ðîò îò øåè äî íîñà
bip01_l_clavicle = 0.4, 15, 0.8 ;ïëå÷î + bip01_spine1
bip01_l_upperarm = 0.3, 6, 0.6, 1 ;0.2
bip01_l_forearm = 0.3, 6, 0.5, 1 ;
bip01_l_hand = 0.2, 6, 0.2, 1 ;áûëî 0.15
bip01_l_finger0 = 0.2, 6, 0.2, 1
bip01_l_finger1 = 0.2, 6, 0.2, 1
bip01_l_finger2 = 0.2, 6, 0.2, 1
bip01_r_clavicle = 0.4, 15, 0.8 ;ïëå÷î + bip01_spine1
bip01_r_upperarm = 0.3, 4, 0.6, 1
bip01_r_forearm = 0.3, 4, 0.5, 1
bip01_r_hand = 0.2, 4, 0.2, 1
bip01_r_finger0 = 0.2, 4, 0.2, 1
bip01_r_finger1 = 0.2, 4, 0.2, 1
bip01_r_finger2 = 0.2, 4, 0.2, 1
bip01_l_thigh = 0.3, 12, 0.5 ;áåäðî
bip01_l_calf = 0.25, 12, 0.4 ;ãîëåíü
bip01_l_foot = 0.15, 12, 0.3 ;ïÿòêà,1
bip01_l_toe0 = 0.15, 12, 0.2 ;ïàëüöû,1
bip01_r_thigh = 0.3, 9, 0.5 ;áåäðî
bip01_r_calf = 0.25, 9, 0.4 ;ãîëåíü
bip01_r_foot = 0.15, 9, 0.3 ;ïÿòêà,1
bip01_r_toe0 = 0.15, 9, 0.2 ;ïàëüöû,1
[mp_actor_immunities]
burn_immunity = 0.4 ;1.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.98 ;1.0
shock_immunity = 0.4 ;1.0
wound_immunity = 1.0
radiation_immunity = 2.5
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[mp_actor_condition]:actor_condition
satiety_v = 0.0 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.01 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.00055 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.0005 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = 0.0 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.06 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.001 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 0.1;0.01 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
alcohol_v = -0.03
max_walk_weight = 60
;îòêðûòûå ðàíû
bleeding_v = 0.05 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.25 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû çàæèâåò â èãðîâóþ ñåêóíäó)
min_wound_size = 0.03 ;ìèíèìàëüíûé ðàçìåð ðàíû, ïîñëå êîòîðîãî îíà ñ÷èòàåòñÿ çàæèâøåé
sleep_health = 1.0 ;1.5 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
;;;;;;;;
;actor_condition only
jump_power = 0.15 ;0.07 ; ;óìåøüøåíèå ñèëû ñ ïðûæêîì áåç ó÷åòà âåñà íîøè
jump_weight_power = 0.0 ;0.045 ;óìåøüøåíèå ñèëû ñ ïðûæêîì ñ ó÷åòîì âåñà íîøè, äëÿ ìàêñèìàëüíîãî äîïóñòèìîãî âåñà
overweight_jump_k = 0 ;10 ;êîýôôèöèåíò âëèÿíèå ïåðåãðóçêè ïðûæîê ñ âåñîì (óìíîæàåòñÿ íà jump_weight_power)
stand_power = -0.23;
walk_power = -0.14; ;óìåøüøåíèå ñèëû çà ñåêíäó âî âðåìÿ õîäüáû áåç ó÷åòà âåñà íîøè
walk_weight_power = 0.00 ;óìåøüøåíèå ñèëû çà ñåêíäó âî âðåìÿ õîäüáû ñ ó÷åòîì âåñà íîøè, äëÿ ìàêñèìàëüíîãî äîïóñòèìîãî âåñà
overweight_walk_k = 0 ; ;êîýôôèöèåíò âëèÿíèå ïåðåãðóçêè íîøè (óìíîæàåòñÿ íà walk_weight_power)
accel_k = 0.0 ;0 ;êîýôôèöèåíò íà áåã (óìíîæàåòñÿ walk_power, walk_weight_power)
sprint_k = -1.7 ; ; -1.5 êîýôôèöèåíò íà "sprint" áåã (óìíîæàåòñÿ walk_power, walk_weight_power)
; õðîìîòà
limping_health_begin = 0.1;0.2 ;ïîðîã çäîðîâüÿ ìåíüøå êîòîðîãî àêòåð íà÷èíàåò õðîìàòü
limping_health_end = 0.11;0.21 ;ïîðîã çäîðîâüÿ áîëüøå êîòîðîãî àêòåð ïåðåñòàåò õðîìàòü
limping_power_begin = 0.1 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íà÷èíàåò õðîìàòü
limping_power_end = 0.2 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ïåðåñòàåò õðîìàòü
use_limping_state = on
cant_walk_power_begin = 0.00 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íå ìîæåò äâèãàòüñÿ
cant_walk_power_end = 0.10 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ñìîæåò äâèãàòüñÿ
cant_sprint_power_begin = 0.20 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íå ìîæåò áåæàòü â ñïðèíòå
cant_sprint_power_end = 0.30 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ñìîæåò áåæàòü â ñïðèíòå
;--------------------------------------------------------------------------------------------------------------------
;-- ÀÍÈÌÀÖÈÈ ÄËß ÑÌÅÐÒÈ
;--------------------------------------------------------------------------------------------------------------------
;cëó÷àéíûå
;random_death_animations = ragdoll_burst_front_0,ragdoll_burst_front_1,ragdoll_burst_back_0,ragdoll_burst_left_0,ragdoll_burst_right_0 ;norm_2_reg_doll_0,norm_2_reg_doll_1,norm_2_reg_doll_2,norm_2_reg_doll_3,norm_2_reg_doll_4,norm_2_reg_doll_5
;ïî òèïàì îò 0 äî 7
;ïîðÿäîê ïî íàïðàâëåíèÿì - front/back/left/right
; Â ãîëîâó, êîãäà ïåðñîíàæ áåæèò íà íàñ.
kill_enertion = ragdoll_inertion_front_0/ragdoll_inertion_front_3/ragdoll_inertion_front_2/ragdoll_inertion_front_1
; Ñìåðòü îò àâòîìàòíîé î÷åðåäè
;kill_burst = ragdoll_burst_front_0,ragdoll_burst_front_1/ragdoll_burst_back_0/ragdoll_burst_left_0/ragdoll_burst_right_0
; Ñìåðòü îò âûñòðåëà èç äðîáîâèêà
kill_shortgun = ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0
; Ñìåðòü õåäøîòîì
kill_headshot = ragdoll_headshot_front_0,ragdoll_headshot_front_1,ragdoll_headshot_front_2,ragdoll_headshot_front_3,ragdoll_headshot_front_4,ragdoll_headshot_front_5,ragdoll_headshot_front_6,ragdoll_headshot_front_7,ragdoll_headshot_front_8,ragdoll_headshot_front_9,ragdoll_headshot_front_10/ragdoll_headshot_back_0,ragdoll_headshot_back_1,ragdoll_headshot_back_2,ragdoll_headshot_back_3,ragdoll_headshot_back_4,ragdoll_headshot_back_5/ragdoll_headshot_left_0,ragdoll_headshot_left_1,ragdoll_headshot_left_2,ragdoll_headshot_left_3,ragdoll_headshot_left_4,ragdoll_headshot_left_5,ragdoll_headshot_left_6,ragdoll_headshot_left_7/ragdoll_headshot_right_0,ragdoll_headshot_right_1,ragdoll_headshot_right_2,ragdoll_headshot_right_3
; Ñìåðòü õåäøîòîì èç ñíàéïåðêè
kill_sniper_headshot = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2/ragdoll_sniper_headshot_back_0/ragdoll_sniper_headshot_left_0/ragdoll_sniper_headshot_right_0
; Ñìåðòü îò ñíàéïåðêè â òåëî
kill_sniper_body = ragdoll_sniper_body_front_0,ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_2/ragdoll_sniper_body_back_0,ragdoll_sniper_body_back_1,ragdoll_sniper_body_back_2,ragdoll_sniper_body_back_3/ragdoll_sniper_body_left_0/ragdoll_sniper_body_right_0
; Ñìåðòü îò âçðûâíîé âîëíû ãðàíàòû
kill_grenade = ragdoll_grenade_front_0/ragdoll_grenade_back_0/ragdoll_grenade_left_0/ragdoll_grenade_right_0
;front-norm_2_rag_doll_front_0,norm_2_rag_doll_front_1,norm_2_rag_doll_front_2/back-norm_2_rag_doll_back_0,norm_2_rag_doll_back_1,norm_2_rag_doll_back_2/right-norm_2_rag_doll_right_0/left-norm_2_rag_doll_left_0
;--------------------------------------------------------------------------------------------------------------------
[mp_stalker_step_manager]
; order: left, right
;--------------------------------------------------------------------------
; animation Cycles | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
dmg_norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3
dmg_norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_run_fwd_1 = 1, 0.2, 1, 0.65, 1
dmg_norm_walk_fwd_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_back_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_ls_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_rs_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_run_fwd_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_back_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_ls_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_rs_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_escape_0 = 1, 0.2, 1.1, 0.65, 1.1
norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1
norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1
norm_walk_fwd_1 = 1, 0.2, 0.25, 0.65, 0.25
norm_jump_end = 1, 0.2, 1.2, 0.21, 1.2
norm_walk_fwd_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_back_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_ls_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_rs_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_run_fwd_0 = 1, 0.2, 0.9, 0.65, 0.9
norm_run_back_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_ls_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_rs_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_fwd_1 = 1, 0.2, 0.9, 0.65, 0.9
norm_turn_left_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_right_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
cr_walk_fwd_0 = 1, 0.2, 0.01, 0.65, 0.01
cr_walk_back_0 = 1, 0.2, 0.01, 0.65, 0.01
cr_walk_ls_0 = 1, 0.2, 0.01, 0.65, 0.01
cr_walk_rs_0 = 1, 0.2, 0.01, 0.65, 0.01
cr_run_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_back_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_turn_left_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_turn_right_0 = 1, 0.2, 0.1, 0.65, 0.1

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[mp_bonus_money]
headshot = 50, Headshot ;
backstab = 250, BackStab ;
knife_kill = 500, KnifeKill ;
eyeshot = 100, Eyeshot ;
pda_taken = 100, Bag ;
3_kill_in_row = 350, 3rd ;250;500;
5_kill_in_row = 800, 5th ;700;1000;
8_kill_in_row = 1500, 8th ;2500;
;12_kill_in_row = 5000, 12th ;
;20_kill_in_row = 10000,20th ;
new_rank = 0, NewRank ;
[mp_bonus_exp]
headshot = 25 ;
eyeshot = 50
assist_kill = 50 ;
af_first_take_all = 50; 25 ;
knife_kill = 300 ;
backstab = 100 ;
rival_kill = 50 ;
target_succeed = 250 ;
target_succeed_all = 0; 100
target_failed_all_mul = 1; 0.75;0.5 ;
[mp_bonus_icons]
headshot_shader = ui\ui_mp_icon_kill
headshot_x = 62
headshot_y = 202
headshot_w = 26
headshot_h = 30
eyeshot_shader = ui\ui_mp_icon_kill
eyeshot_x = 86
eyeshot_y = 235
eyeshot_w = 29
eyeshot_h = 18
backstab_shader = ui\ui_mp_icon_kill
backstab_x = 88
backstab_y = 202
backstab_w = 30
backstab_h = 30
knife_kill_shader = ui\ui_mp_icon_kill
knife_kill_x = 197
knife_kill_y = 177
knife_kill_w = 53
knife_kill_h = 16
pda_taken_shader = ui\ui_icon_equipment
pda_taken_x = 6
pda_taken_y = 13
pda_taken_w = 2
pda_taken_h = 1
kill_in_row_shader = ui\ui_mp_icon_kill
kill_in_row_x = 32
kill_in_row_y = 202
kill_in_row_w = 30
kill_in_row_h = 30

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@ -0,0 +1,110 @@
[rank_sign]
texture = ui\ui_icon_rank
[mp_item_groups]
mk = mp_medkit
mka = mp_energy_drink, mp_bandage, mp_antirad
drugs = mp_drug_coagulant, mp_drug_radioprotector
expl = mp_grenade_rgd5,mp_grenade_f1
smk = mp_grenade_gd-05
glgr = mp_ammo_vog-25, mp_ammo_m209;, mp_ammo_vog-25,mp_ammo_m209,mp_ammo_og-7b
g_a = mp_ammo_gauss
r_l = mp_ammo_og-7b
standart_ammo_p = mp_ammo_9x18_fmj, mp_ammo_9x19_fmj, mp_ammo_11.43x23_fmj
advanced_ammo_p = mp_ammo_9x18_pmm, mp_ammo_9x19_pbp, mp_ammo_11.43x23_hydro
standart_ammo = mp_ammo_5.45x39_fmj, mp_ammo_9x19_fmj_4mp5, mp_ammo_7.62x54_7h1, mp_ammo_5.56x45_ss190, mp_ammo_9x39_pab9, mp_ammo_12x70_buck, ammo_pkm_100, mp_ammo_pkm_100
advanced_ammo = mp_ammo_5.45x39_ap, mp_ammo_9x19_pbp_4mp5, mp_ammo_7.62x54_ap, mp_ammo_5.56x45_ap, mp_ammo_9x39_ap, mp_ammo_12x76_zhekan
wpn_auto = mp_wpn_bm16, mp_wpn_wincheaster1300, mp_wpn_toz34, mp_wpn_spas12, mp_wpn_protecta, mp_wpn_ak74u, mp_wpn_ak74, mp_wpn_mp5, mp_wpn_l85, mp_wpn_lr300, mp_wpn_abakan, mp_wpn_sig550, mp_wpn_groza, mp_wpn_g36, mp_wpn_fn2000, mp_wpn_val, mp_wpn_vintorez, mp_wpn_svd, mp_wpn_svu, mp_wpn_gauss, mp_wpn_rpg7, mp_wpn_rg-6, mp_wpn_pkm, wpn_pkm; mp_wpn_toz34,
wpn_pist = mp_wpn_pm, mp_wpn_pb, mp_wpn_fort, mp_wpn_walther, mp_wpn_colt1911, mp_wpn_usp, mp_wpn_sig220, mp_wpn_desert_eagle, mp_wpn_beretta, mp_wpn_hpsa
outfit = mp_scientific_outfit, mp_military_stalker_outfit, mp_exo_outfit
scp = mp_wpn_addon_scope_susat, mp_wpn_addon_scope
sil = mp_wpn_addon_silencer
gl = mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203
torch = mp_device_torch
det = mp_detector_advanced
binoc = mp_wpn_binoc
kf = mp_wpn_knife
[rank_base]
amount_restriction = mk:1, mka:1, drugs:1, expl:0, smk:0, advanced_ammo_p:5, standart_ammo_p:5, standart_ammo:8, advanced_ammo:8, best_ammo:0, glgr:1, wpn_auto:1, wpn_pist:1, device:1, outfit:1, scp:1, sil:1, gl:1, torch:1, det:1, binoc:1, g_a:0, kf:1, r_l:1
[rank_0]
rank_name = st_rank_novice ; çâàíèå
rank_exp = 0, 0 ; îïûò, àðòåôàêòû
rank_diff_exp_bonus = 1, 1.5, 2, 3, 4
;----------------- new items -------------------------
available_items = mp_wpn_knife,mp_wpn_pm,mp_wpn_pb,mp_wpn_fort,mp_wpn_hpsa,mp_wpn_ak74,mp_wpn_l85,mp_wpn_colt1911,mp_wpn_walther, mp_wpn_beretta, mp_wpn_sig220, mp_wpn_bm16,mp_wpn_ak74u,mp_wpn_mp5,mp_device_torch, mp_detector_advanced, mp_wpn_binoc,mp_wpn_addon_scope_susat,mp_wpn_addon_scope,mp_grenade_f1,mp_grenade_rgd5,mp_grenade_gd-05,mp_ammo_vog-25,mp_ammo_m209,mp_ammo_og-7b,mp_wpn_addon_silencer,mp_ammo_9x18_fmj,mp_ammo_9x18_pmm,mp_ammo_9x19_fmj,mp_ammo_9x19_pbp,mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj,mp_ammo_5.45x39_ap,mp_ammo_5.56x45_ss190,mp_ammo_5.56x45_ap,mp_ammo_7.62x54_7h1,mp_ammo_7.62x54_ap,mp_ammo_9x39_pab9,mp_ammo_9x39_ap,mp_ammo_11.43x23_fmj,mp_ammo_11.43x23_hydro,mp_ammo_12x70_buck,mp_ammo_12x76_zhekan,mp_ammo_pkm_100,wpn_toz34, wpn_gauss_aes, pri_a17_gauss_rifle, wpn_protecta, wpn_pm_actor, wpn_sig550_luckygun, wpn_pkm_zulus, wpn_desert_eagle_nimble, wpn_groza_nimble, wpn_groza_specops, wpn_mp5_nimble, wpn_sig220_nimble, wpn_spas12_nimble, wpn_svd_nimble, wpn_svu_nimble, wpn_usp_nimble, wpn_vintorez_nimble, wpn_wincheaster1300_trapper, wpn_g36_nimble, wpn_fn2000_nimble, wpn_protecta_nimble, wpn_ak74u_snag, wpn_fort_snag, mp_medkit, mp_energy_drink, mp_bandage, mp_antirad, mp_drug_coagulant, mp_drug_radioprotector
amount_restriction = mk:1, mka: 1, drugs:1, expl:1, smk:1, advanced_ammo_p:5, standart_ammo_p:5, standart_ammo:8, advanced_ammo:8, best_ammo:3, glgr:1, r_l:1
[rank_1]
rank_name = st_rank_experienced
rank_exp = 500,0;
rank_aquire_money = 300
rank_diff_exp_bonus = 0.85, 1, 1.5, 2, 3.5
;----------------- new items -------------------------
available_items = mp_wpn_lr300,mp_wpn_abakan, mp_wpn_usp, mp_wpn_desert_eagle,mp_wpn_toz34,mp_wpn_wincheaster1300,mp_wpn_vintorez,mp_scientific_outfit, wpn_walther_m1, hunters_toz, wpn_beretta_m1, wpn_hpsa
;----------------- new prices ------------------------
mp_wpn_pm_cost = 0
mp_wpn_pb_cost = 0
mp_wpn_fort_cost = 0
mp_wpn_hpsa_cost = 0
mp_ammo_9x18_fmj_cost = 0
mp_ammo_9x19_fmj_cost = 0
;----------------- new def items ---------------------
def_item_repl_mp_wpn_pm = mp_wpn_fort
def_item_repl_mp_wpn_pb = mp_wpn_hpsa
amount_restriction = mk:1, expl:2, smk:1, glgr:1, r_l:1, advanced_ammo_p:5, standart_ammo_p:5, standart_ammo:8, advanced_ammo:8, best_ammo:3 ;standart_ammo:5, advanced_ammo:4, best_ammo:3
[rank_2]
rank_name = st_rank_professional
rank_exp = 1500,0;1500
rank_aquire_money = 850;800
rank_diff_exp_bonus = 0.65, 0.8, 1, 1.5, 2
;----------------- new items -------------------------
available_items = mp_wpn_groza,mp_wpn_sig550,wpn_pkm, mp_wpn_spas12, mp_military_stalker_outfit,mp_wpn_svd,mp_wpn_svu,mp_wpn_addon_grenade_launcher,mp_wpn_addon_grenade_launcher_m203,mp_ammo_vog-25,mp_ammo_m209,ammo_pkm_100
;----------------- new prices ------------------------
mp_wpn_walther_cost = 0
mp_wpn_colt1911_cost = 0
mp_ammo_11.43x23_fmj_cost = 0
;----------------- new def items ---------------------
def_item_repl_mp_wpn_fort = mp_wpn_walther
def_item_repl_mp_wpn_hpsa = mp_wpn_colt1911
amount_restriction = mk:2, expl:3, smk:2, glgr:2, r_l:1, standart_ammo_p:5, advanced_ammo_p:5, standart_ammo:8, advanced_ammo:8, best_ammo:3 ;advanced_ammo_p:4, standart_ammo:5, advanced_ammo:4, best_ammo:3 glgr:1
[rank_3]
rank_name = st_rank_veteran
rank_exp = 3000,0 ; 3000;2500
rank_aquire_money = 1500
rank_diff_exp_bonus = 0.5, 0.7, 0.9, 1, 1.5
;----------------- new items -------------------------
available_items = mp_wpn_g36,mp_wpn_val,mp_wpn_pkm,mp_wpn_rpg7,mp_ammo_og-7b,mp_exo_outfit,mp_wpn_protecta
;----------------- new prices ------------------------
;mp_wpn_sig220_cost = 0
;mp_wpn_colt1911_cost = 0
;mp_ammo_11.43x23_fmj_cost = 0
;mp_wpn_usp_cost = 0
;----------------- new def items ---------------------
;def_item_repl_mp_wpn_colt1911 = mp_wpn_usp
;def_item_repl_mp_wpn_sig220 = mp_wpn_usp
amount_restriction = mk:2, expl:3, smk:3, glgr:6, r_l:3, standart_ammo_p:5, advanced_ammo_p:5, standart_ammo:8, advanced_ammo:8, best_ammo:3 ;standart_ammo:5, advanced_ammo:10, best_ammo:3 glgr:1
[rank_4]
rank_name = st_rank_legend
rank_exp = 6000, 1 ; 6000;4000
rank_aquire_money = 3000
rank_diff_exp_bonus = 0.2, 0.5, 0.7, 0.9, 1
;----------------- new items -------------------------
available_items = mp_wpn_fn2000,mp_wpn_gauss,mp_wpn_rg-6,mp_ammo_gauss, wpn_sig_no_draw_sound, wpn_sig_with_scope
;----------------- new prices ------------------------
;mp_wpn_sig220_cost = 0
;mp_wpn_usp_cost = 0
;mp_wpn_colt1911_cost = 0
;----------------- new def items ---------------------
;def_item_repl_mp_wpn_colt1911 = mp_wpn_usp
;def_item_repl_mp_wpn_sig220 = mp_wpn_usp
amount_restriction = mk:3, expl:3, smk:3, glgr:12, r_l:5, standart_ammo_p:5, advanced_ammo_p:5, standart_ammo:8, advanced_ammo:8, best_ammo:3, g_a:4 ;standart_ammo:5, advanced_ammo:4, best_ammo:3, g_a:4

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[mp_bullet_manager]:bullet_manager
bullet_velocity_time_factor = 3 ;2

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;!!! FORMAT:
;< item<number> > = <name of boject section>, <respawn time in seconds>, [weapon addons], [count of ammo in weapon]
;addons:
;0 - no addons
;1 - scope
;2 - grenade lancher
;3 - scope and grenade lancher
;4 - silenser;
;5 - silenser and scope
;6 - silenser and grenade lancher
;7 - silenser and grenade lancher and scope
[1_medkit_10_sec]
item0 = mp_medkit, 10
[5_grenades_30_sec]
description = 5 grenades f1
item0 = mp_grenade_f1, 30
item1 = mp_grenade_f1, 30
item2 = mp_grenade_f1, 30
item3 = mp_grenade_f1, 30
item4 = mp_grenade_f1, 30
[1_rpg5_10_sec]
description = 1 rpg-5 with 1 rocket
item0 = mp_wpn_rpg7, 10, 1, 1
[1_groza_10_sec]
description = groza with scope
item0 = mp_wpn_groza, 10, 1, 100
[1_abakan_10_sec]
description = abakan with silenser and grenade lancher
item0 = mp_wpn_abakan, 10, 6, 100
[1_buldog_30_sec]
description = buldog with 6 missiles
item0 = mp_wpn_rg-6, 30, 1, 6
[1_military_outfit_40_sec]
description = military outfit 40 sec
item0 = mp_military_stalker_outfit, 40
[1_exosceleton_outfit_60_sec]
description = mp_exo_outfit, 60
item0 = mp_exo_outfit, 60
[1_explosive_fuelcan_60_sec]
item0 = mp_explosive_fuelcan, 60
[1_explosive_tank_60_sec]
item0 = mp_explosive_tank, 60
[1_explosive_barrel_60_sec]
item0 = mp_explosive_barrel, 60
[1_toz34_10_sec]
item0 = mp_wpn_toz34, 10, 0, 2
[3_ammo_vog-25_120_sec]
item0 = mp_ammo_vog-25, 120
item1 = mp_ammo_vog-25, 120
item2 = mp_ammo_vog-25, 120
[3_ammo_m209_120_sec]
item0 = mp_ammo_m209, 120
item1 = mp_ammo_m209, 120
item2 = mp_ammo_m209, 120
[3_ammo_og-7b_120_sec]
item0 = mp_ammo_og-7b, 120
item1 = mp_ammo_og-7b, 120
item2 = mp_ammo_og-7b, 120
[1_ak74_10_sec]
description = ak74 with silenser and scope
item0 = mp_wpn_ak74, 10, 5, 100
[1_wincheaster1300_10_sec]
item0 = mp_wpn_wincheaster1300, 10, 0, 100
[1_spas12_10_sec]
item0 = mp_wpn_spas12, 10, 0, 100
[1_mp5_10_sec]
item0 = mp_wpn_mp5, 10, 0, 100
[1_l85_sec]
description = l85 with silenser and scope
item0 = mp_wpn_l85, 10, 5, 100
[1_lr300_sec]
description = lr300 with silenser and scope
item0 = mp_wpn_lr300, 10, 5, 100
[1_sig550_10_sec]
description = sig550 with silenser and scope
item0 = mp_wpn_sig550, 10, 5, 100
[1_g36_20_sec]
description = g36 with silenser and grenade lancher and scope
item0 = mp_wpn_g36, 20, 7, 100
[1_fn2000_60_sec]
description = fn2000 with silenser and grenade lancher and scope
item0 = mp_wpn_fn2000, 60, 7, 100
[1_val_30_sec]
item0 = mp_wpn_val, 30, 0, 100
[1_vintorez_30_sec]
description = vintorez with silenser and scope
item0 = mp_wpn_vintorez, 30, 5, 100
[1_svd_30_sec]
item0 = mp_wpn_svd, 30, 0, 100
[1_svu_30_sec]
item0 = mp_wpn_svu, 30, 0, 100
[1_gauss_120_sec]
item0 = mp_wpn_gauss, 120, 0, 100

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[common_sound_play]
play_sound = interface\mp_reward.ogg
play_sound_priority = 101
reward_time = 200
[common_color_animation]
color_animation = ui_mp_award_reward
[common_size]
ingame_texture_width = 121
ingame_texture_height = 121
[reward_0]:common_sound_play,common_color_animation,common_size
name = mp_award_massacre
ingame_texture = mp_award_massacre
[reward_1]:common_sound_play,common_color_animation,common_size
name = mp_award_paranoia
ingame_texture = mp_award_paranoia
[reward_2]:common_sound_play,common_color_animation,common_size
name = mp_award_overwhelming_superiority
ingame_texture = mp_award_overwhelming_superiority
[reward_3]:common_sound_play,common_color_animation,common_size
name = mp_award_blitzkrieg
ingame_texture = mp_award_blitzkrieg
[reward_4]:common_sound_play,common_color_animation,common_size
name = mp_award_dry_victory
ingame_texture = mp_award_dry_victory
[reward_5]:common_sound_play,common_color_animation,common_size
name = mp_award_multichampion
ingame_texture = mp_award_multichampion
[reward_6]:common_sound_play,common_color_animation,common_size
name = mp_award_mad
ingame_texture = mp_award_mad
[reward_7]:common_sound_play,common_color_animation,common_size
name = mp_award_achilles_heel
ingame_texture = mp_award_achilles_heel
[reward_8]:common_sound_play,common_color_animation,common_size
name = mp_award_fater_than_bullets
ingame_texture = mp_award_fater_than_bullets
[reward_9]:common_sound_play,common_color_animation,common_size
name = mp_award_harvest_time
ingame_texture = mp_award_harvest_time
[reward_10]:common_sound_play,common_color_animation,common_size
name = mp_award_skewer
ingame_texture = mp_award_skewer
[reward_11]:common_sound_play,common_color_animation,common_size
name = mp_award_double_shot_double_kill
ingame_texture = mp_award_double_shot_double_kill
[reward_12]:common_sound_play,common_color_animation,common_size
name = mp_award_climber
ingame_texture = mp_award_climber
[reward_13]:common_sound_play,common_color_animation,common_size
name = mp_award_opener
ingame_texture = mp_award_opener
[reward_14]:common_sound_play,common_color_animation,common_size
name = mp_award_toughy
ingame_texture = mp_award_toughy
[reward_15]:common_sound_play,common_color_animation,common_size
name = mp_award_invincible_fury
ingame_texture = mp_award_invincible_fury
[reward_16]:common_sound_play,common_color_animation,common_size
name = mp_award_oculist
ingame_texture = mp_award_oculist
[reward_17]:common_sound_play,common_color_animation,common_size
name = mp_award_lightning_reflexes
ingame_texture = mp_award_lightning_reflexes
[reward_18]:common_sound_play,common_color_animation,common_size
name = mp_award_sprinter_stopper
ingame_texture = mp_award_sprinter_stopper
[reward_19]:common_sound_play,common_color_animation,common_size
name = mp_award_marksman
ingame_texture = mp_award_marksman
[reward_20]:common_sound_play,common_color_animation,common_size
name = mp_award_peace_ambassador
ingame_texture = mp_award_peace_ambassador
[reward_21]:common_sound_play,common_color_animation,common_size
name = mp_award_deadly_accuracy
ingame_texture = mp_award_deadly_accuracy
[reward_22]:common_sound_play,common_color_animation,common_size
name = mp_award_remembrance
ingame_texture = mp_award_remembrance
[reward_23]:common_sound_play,common_color_animation,common_size
name = mp_award_avenger
ingame_texture = mp_award_avenger
[reward_24]:common_sound_play,common_color_animation,common_size
name = mp_award_cherub
ingame_texture = mp_award_cherub
[reward_25]:common_sound_play,common_color_animation,common_size
name = mp_award_dignity
ingame_texture = mp_award_dignity
[reward_26]:common_sound_play,common_color_animation,common_size
name = mp_award_stalker_flair
ingame_texture = mp_award_stalker_flair
[reward_27]:common_sound_play,common_color_animation,common_size
name = mp_award_lucky
ingame_texture = mp_award_lucky
[reward_28]:common_sound_play,common_color_animation,common_size
name = mp_award_black_list
ingame_texture = mp_award_black_list
[reward_29]:common_sound_play,common_color_animation,common_size
name = mp_award_silent_death
ingame_texture = mp_award_silent_death

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[ahunt_snd_messages]
artefact_new = characters_voice\multiplayer\automatic\artefact_new, 90
artefact_lost = characters_voice\multiplayer\automatic\artefact_lost, 90
team1_artefact_on_base = characters_voice\multiplayer\team_1\artefact_on_base, 90
team2_artefact_on_base = characters_voice\multiplayer\team_2\artefact_on_base, 90
team1_artefact_on_base_r = characters_voice\multiplayer\team_1\artefact_on_base_radio, 90
team2_artefact_on_base_r = characters_voice\multiplayer\team_2\artefact_on_base_radio, 90
team1_artefact_on_base_enemy = characters_voice\multiplayer\team_1\artefact_on_base_enemy, 90
team2_artefact_on_base_enemy = characters_voice\multiplayer\team_2\artefact_on_base_enemy, 90
team1_artefact_take = characters_voice\multiplayer\team_1\artefact_take, 90
team2_artefact_take = characters_voice\multiplayer\team_2\artefact_take, 90
team1_artefact_take_r = characters_voice\multiplayer\team_1\artefact_take_radio, 90
team2_artefact_take_r = characters_voice\multiplayer\team_2\artefact_take_radio, 90
team1_artefact_take_enemy = characters_voice\multiplayer\team_1\artefact_take_enemy, 90
team2_artefact_take_enemy = characters_voice\multiplayer\team_2\artefact_take_enemy, 90

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[cta_snd_messages]
team1_artefact_on_base = characters_voice\multiplayer\team_1\artefact_on_base, 90
team2_artefact_on_base = characters_voice\multiplayer\team_2\artefact_on_base, 90
team1_artefact_on_base_r = characters_voice\multiplayer\team_1\artefact_on_base_radio, 90
team2_artefact_on_base_r = characters_voice\multiplayer\team_2\artefact_on_base_radio, 90
team1_artefact_on_base_enemy = characters_voice\multiplayer\team_1\artefact_on_base_enemy, 90
team2_artefact_on_base_enemy = characters_voice\multiplayer\team_2\artefact_on_base_enemy, 90
team1_artefact_returned = characters_voice\multiplayer\team_1\artefact_returned, 90
team1_artefact_returned_r = characters_voice\multiplayer\team_1\artefact_returned_radio, 90
team1_artefact_returned_enemy = characters_voice\multiplayer\team_1\artefact_returned_enemy, 90
team2_artefact_returned = characters_voice\multiplayer\team_2\artefact_returned, 90
team2_artefact_returned_r = characters_voice\multiplayer\team_2\artefact_returned_radio, 90
team2_artefact_returned_enemy = characters_voice\multiplayer\team_2\artefact_returned_enemy, 90
team1_artefact_take = characters_voice\multiplayer\team_1\artefact_take, 90
team2_artefact_take = characters_voice\multiplayer\team_2\artefact_take, 90
team1_artefact_take_r = characters_voice\multiplayer\team_1\artefact_take_radio, 90
team2_artefact_take_r = characters_voice\multiplayer\team_2\artefact_take_radio, 90
team1_artefact_take_enemy = characters_voice\multiplayer\team_1\artefact_take_enemy, 90
team2_artefact_take_enemy = characters_voice\multiplayer\team_2\artefact_take_enemy, 90
team1_win = characters_voice\multiplayer\automatic\fs_won, 100
team2_win = characters_voice\multiplayer\automatic\hh_won, 100
teams_equal = characters_voice\multiplayer\automatic\teams_equal, 95
team1_lead = characters_voice\multiplayer\automatic\free_lead, 95
team2_lead = characters_voice\multiplayer\automatic\headhunters_lead, 95
team1_rank1 = characters_voice\multiplayer\automatic\st_rank1, 90
team1_rank2 = characters_voice\multiplayer\automatic\st_rank2, 90
team1_rank3 = characters_voice\multiplayer\automatic\st_rank3, 90
team1_rank4 = characters_voice\multiplayer\automatic\st_rank4, 90
team2_rank1 = characters_voice\multiplayer\automatic\hh_rank1, 90
team2_rank2 = characters_voice\multiplayer\automatic\hh_rank2, 90
team2_rank3 = characters_voice\multiplayer\automatic\hh_rank3, 90
team2_rank4 = characters_voice\multiplayer\automatic\hh_rank4, 90

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[dm_snd_messages]
you_won = characters_voice\multiplayer\automatic\dm_won, 100
dm_rank1 = characters_voice\multiplayer\automatic\hh_rank1, 0
dm_rank2 = characters_voice\multiplayer\automatic\hh_rank2, 0
dm_rank3 = characters_voice\multiplayer\automatic\hh_rank3, 0
dm_rank4 = characters_voice\multiplayer\automatic\hh_rank4, 0
countdown_5 = characters_voice\multiplayer\automatic\five, 50
countdown_4 = characters_voice\multiplayer\automatic\four, 50
countdown_3 = characters_voice\multiplayer\automatic\three, 50
countdown_2 = characters_voice\multiplayer\automatic\two, 50
countdown_1 = characters_voice\multiplayer\automatic\one, 50

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[mp_snd_messages]
headshot = characters_voice\multiplayer\automatic\headshot, 0
assassin = characters_voice\multiplayer\automatic\assassin, 0
butcher = characters_voice\multiplayer\automatic\butcher, 0
ready = characters_voice\multiplayer\automatic\ready, 10
match_started = characters_voice\multiplayer\automatic\match_start, 50
rewarded = characters_voice\multiplayer\automatic\headshot,101

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[tdm_snd_messages]
team1_win = characters_voice\multiplayer\automatic\fs_won, 100
team2_win = characters_voice\multiplayer\automatic\hh_won, 100
teams_equal = characters_voice\multiplayer\automatic\teams_equal, 95
team1_lead = characters_voice\multiplayer\automatic\free_lead, 95
team2_lead = characters_voice\multiplayer\automatic\headhunters_lead, 95
team1_rank1 = characters_voice\multiplayer\automatic\st_rank1, 90
team1_rank2 = characters_voice\multiplayer\automatic\st_rank2, 90
team1_rank3 = characters_voice\multiplayer\automatic\st_rank3, 90
team1_rank4 = characters_voice\multiplayer\automatic\st_rank4, 90
team2_rank1 = characters_voice\multiplayer\automatic\hh_rank1, 90
team2_rank2 = characters_voice\multiplayer\automatic\hh_rank2, 90
team2_rank3 = characters_voice\multiplayer\automatic\hh_rank3, 90
team2_rank4 = characters_voice\multiplayer\automatic\hh_rank4, 90

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[team_logo]
team1 = freedom_big
team2 = merc_big
[team_logo_small]
team1 = freedom_icon
team2 = merc_icon
[team1]
logo = freedom_big
logo_small = freedom_icon
color = 0,255,0
name = mp_team_free_stalkers ; string table id.. "text with space palce in brackets"
[team2]
logo = merc_big
logo_small = merc_icon
color = 0,0,255
name = mp_headhuntrs ; string table id.. "text with space palce in brackets"

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[teamdeathmatch_base_cost]:deathmatch_base_cost
;//Green
[teamdeathmatch_team1]
team_idx = 0
pistols = mp_wpn_pm, mp_wpn_fort, mp_wpn_walther, mp_wpn_beretta, mp_wpn_sig220, mp_wpn_usp, mp_wpn_desert_eagle
shotgun = mp_wpn_bm16, mp_wpn_toz34, mp_wpn_wincheaster1300, mp_wpn_spas12, mp_wpn_protecta
assault = mp_wpn_ak74u, mp_wpn_ak74, mp_wpn_abakan, mp_wpn_groza, mp_wpn_val, mp_wpn_pkm, mp_wpn_fn2000;
sniper_rifles = mp_wpn_vintorez, mp_wpn_svd, mp_wpn_gauss
heavy_weapons = mp_wpn_rpg7, mp_wpn_rg-6
granades = mp_grenade_rgd5,mp_grenade_f1, mp_grenade_gd-05, mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b, mp_ammo_9x18_fmj,mp_ammo_9x18_pmm, mp_ammo_9x19_fmj,mp_ammo_9x19_pbp, mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj,mp_ammo_5.45x39_ap,mp_ammo_5.56x45_ss190,mp_ammo_5.56x45_ap,mp_ammo_7.62x54_7h1,mp_ammo_9x39_pab9,mp_ammo_9x39_ap,mp_ammo_11.43x23_fmj,mp_ammo_11.43x23_hydro,mp_ammo_12x70_buck,mp_ammo_12x76_zhekan,mp_ammo_gauss, mp_ammo_pkm_100;
outfits = mp_scientific_outfit, mp_military_stalker_outfit, mp_exo_outfit
equipment = mp_medkit, mp_energy_drink, mp_device_torch, mp_bandage, mp_antirad, mp_drug_coagulant, mp_drug_radioprotector, mp_wpn_addon_silencer, mp_wpn_addon_scope, mp_wpn_addon_scope_susat, mp_wpn_addon_silencer, mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203;
;//mp_medkit_scientic, mp_medkit_army, mp_energy_drink, mp_bandage, mp_antirad,
skins = mp_team_green_1, mp_team_green_2, mp_team_green_3, mp_team_green_4, mp_team_green_addon_fr, mp_team_green_addon_uk
default_items = mp_wpn_knife, mp_wpn_pm, mp_device_torch
;//ñîîòâåòñòâèå èêîíîê îáîîðóäîâàíèþ
mp_exo_outfit = mp_team_green_armor_exo
mp_scientific_outfit = mp_team_green_armor_sci
mp_military_stalker_outfit = mp_team_green_armor_military
;//money amounts
money_start = 300
money_min = 0
kill_rival = 300;400
kill_self = 0
kill_team = -250
target_rival = 0
target_team = 0
target_succeed = 0
target_succeed_all = 0
round_win = 100
round_loose = 50
round_draw = 50
round_loose_minor = 0
round_win_minor = 0
clear_run_bonus = 200
kill_while_invincible = 0.5
mp_wpn_pb_cost = 0
;//---- indicator data --------
indicator_r1 = 0.2
indicator_r2 = 0.2
indicator_x = 0.0
indicator_y = 0.5
indicator_z = 0.0
indicator_shader = friendly_indicator
indicator_texture = ui\ui_greenteam
invincible_shader = friendly_indicator
invincible_texture = ui\ui_skull
;//Blue
[teamdeathmatch_team2]
team_idx = 1
pistols = mp_wpn_pb, mp_wpn_hpsa, mp_wpn_colt1911, mp_wpn_beretta, mp_wpn_sig220, mp_wpn_usp, mp_wpn_desert_eagle
shotgun = mp_wpn_bm16, mp_wpn_toz34, mp_wpn_wincheaster1300, mp_wpn_spas12, mp_wpn_protecta
assault = mp_wpn_mp5, mp_wpn_l85, mp_wpn_lr300, mp_wpn_sig550, mp_wpn_g36, mp_wpn_pkm, mp_wpn_fn2000;
sniper_rifles = mp_wpn_vintorez, mp_wpn_svu, mp_wpn_gauss
heavy_weapons = mp_wpn_rpg7, mp_wpn_rg-6
granades = mp_grenade_rgd5,mp_grenade_f1, mp_grenade_gd-05, mp_ammo_vog-25, mp_ammo_m209, mp_ammo_og-7b, mp_ammo_9x18_fmj,mp_ammo_9x18_pmm, mp_ammo_9x19_fmj,mp_ammo_9x19_pbp, mp_ammo_9x19_fmj_4mp5, mp_ammo_9x19_pbp_4mp5, mp_ammo_5.45x39_fmj,mp_ammo_5.45x39_ap,mp_ammo_5.56x45_ss190,mp_ammo_5.56x45_ap,mp_ammo_7.62x54_7h1,mp_ammo_9x39_pab9,mp_ammo_9x39_ap,mp_ammo_11.43x23_fmj,mp_ammo_11.43x23_hydro,mp_ammo_12x70_buck,mp_ammo_12x76_zhekan,mp_ammo_gauss, mp_ammo_pkm_100;
outfits = mp_scientific_outfit, mp_military_stalker_outfit, mp_exo_outfit
equipment = mp_medkit, mp_energy_drink, mp_device_torch, mp_bandage, mp_antirad, mp_drug_coagulant, mp_drug_radioprotector, mp_wpn_addon_silencer, mp_wpn_addon_scope, mp_wpn_addon_scope_susat, mp_wpn_addon_silencer, mp_wpn_addon_grenade_launcher, mp_wpn_addon_grenade_launcher_m203;
skins = mp_team_blue_1, mp_team_blue_2, mp_team_blue_3, mp_team_blue_4, mp_team_blue_addon_de, mp_team_blue_addon_us
default_items = mp_wpn_knife, mp_wpn_pb, mp_device_torch
;//ñîîòâåòñòâèå èêîíîê îáîîðóäîâàíèþ
mp_exo_outfit = mp_team_blue_armor_exo
mp_military_stalker_outfit = mp_team_blue_armor_military
mp_scientific_outfit = mp_team_blue_armor_sci
;//money amounts
money_start = 300
money_min = 0
kill_rival = 300;400
kill_self = -100
kill_team = -250
target_rival = 0
target_team = 0
target_succeed = 0
target_succeed_all = 0
round_win = 100
round_loose = 50
round_draw = 50
round_loose_minor = 0
round_win_minor = 0
clear_run_bonus = 200
kill_while_invincible = 0.5
mp_wpn_pm_cost = 0
;//---- indicator data --------
indicator_r1 = 0.2
indicator_r2 = 0.2
indicator_x = 0.0
indicator_y = 0.5
indicator_z = 0.0
indicator_shader = friendly_indicator
indicator_texture = ui\ui_blueteam
invincible_shader = friendly_indicator
invincible_texture = ui\ui_skull
;-------------------------------------------------------------------------------
[tdm_messages_menu]
menu_0 = tdm_menu_0
menu_1 = tdm_menu_1
sounds_path = characters_voice\multiplayer\
team_prefix = team_
[tdm_menu_0]
phrase_0 = speech_attack, attack_
phrase_1 = speech_retreat, retreat_
phrase_2 = speech_holdpos, hold_
phrase_3 = speech_report, report_
phrase_4 = speech_silence, silence_
;Hold Artefact!
;Take Artefact!
[tdm_menu_1]
phrase_0 = speech_roger, roger_
phrase_1 = speech_no, no_
phrase_2 = speech_needhelp, help_
phrase_3 = speech_noenemy, clear_
phrase_4 = speech_holdingpos, camp_
phrase_5 = speech_sticktogether, together_
phrase_6 = speech_followme, follow_
phrase_7 = speech_needmoney, money_
;Cover you, take artefact!
;Taking artefact, cover me!

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[mp_ammo_11.43x23_fmj]:ammo_11.43x23_fmj
$spawn = "network\ammo\mp_ammo_11.43x23_fmj"
class = AMMO
k_ap = 0.5 ;0.3
k_hit = 1
k_air_resistance = 0.6 ;2.4
tracers = off
[mp_ammo_11.43x23_hydro]:ammo_11.43x23_hydro
$spawn = "network\ammo\mp_ammo_11.43x23_hydro"
class = AMMO
k_ap = 0.95 ;0.8
k_hit = 0.85
k_air_resistance = 0.5 ;2.4
tracers = off
[mp_ammo_12x70_buck]:ammo_12x70_buck
$spawn = "network\ammo\mp_ammo_12x70_buck"
class = AMMO
k_ap = 0.3
k_hit = 0.73
k_disp = 8
k_air_resistance = 0.6 ;2.4
tracers = off
[mp_ammo_12x76_zhekan]:ammo_12x76_zhekan
$spawn = "network\ammo\mp_ammo_12x76_zhekan"
class = AMMO
k_ap = 1
k_hit = 8 ;9 ;10.8
k_disp = 2
k_air_resistance = 0.5 ;1.3
tracers = off
[mp_ammo_5.45x39_ap]:ammo_5.45x39_ap
$spawn = "network\ammo\mp_ammo_5.45x39_ap"
class = AMMO
k_ap = 0.8
k_hit = 0.6
k_air_resistance = 0.5 ;1.6
tracers = off
[mp_ammo_5.45x39_fmj]:ammo_5.45x39_fmj
$spawn = "network\ammo\mp_ammo_5.45x39_fmj"
class = AMMO
k_ap = 0.5
k_hit = 0.7
k_air_resistance = 0.6 ;1.5
tracers = on
[mp_ammo_5.56x45_ap]:ammo_5.56x45_ap
$spawn = "network\ammo\mp_ammo_5.56x45_ap"
class = AMMO
k_ap = 0.8
k_hit = 0.6 ;0.504
k_air_resistance = 0.5 ;1.8
tracers = on
[mp_ammo_5.56x45_ss190]:ammo_5.56x45_ss190
$spawn = "network\ammo\mp_ammo_5.56x45_ss190"
class = AMMO
k_ap = 0.5
k_hit = 0.7
k_air_resistance = 0.6 ;1.7
tracers = off
[mp_ammo_7.62x54_7h1]:ammo_7.62x54_7h1
$spawn = "network\ammo\mp_ammo_7.62x54_7h1"
class = AMMO
k_ap = 1 ;0.75
k_hit = 1
k_air_resistance = 0.5 ;1
tracers = off
[mp_ammo_7.62x54_ap]:ammo_7.62x54_7h1 ;îñòàâëåíî äëÿ îáðàòíîé ñîâìåñòèìîñòè è äëÿ áàëàíñåðà
$spawn = "network\ammo\mp_ammo_7.62x54_ap"
class = AMMO
k_ap = 0.9
k_hit = 1.2
k_air_resistance = 0.5 ;0
tracers = off
[mp_ammo_9x18_fmj]:ammo_9x18_fmj
$spawn = "network\ammo\mp_ammo_9x18_fmj"
class = AMMO
k_ap = 0.5 ;0.3
k_hit = 1
k_air_resistance = 0.6 ;2.8
tracers = off ; âèäíî èëè íåò
[mp_ammo_9x18_pmm]:ammo_9x18_pmm
$spawn = "network\ammo\mp_ammo_9x18_pmm"
class = AMMO
k_ap = 0.95 ;0.8
k_hit = 0.85 ;0.72
k_air_resistance = 0.5 ;2.8
tracers = off
[mp_ammo_9x19_fmj]:ammo_9x19_fmj
$spawn = "network\ammo\mp_ammo_9x19_fmj"
class = AMMO
k_ap = 0.5 ;0.3
k_hit = 1
k_air_resistance = 0.6 ;2.8
tracers = off
[mp_ammo_9x19_fmj_4mp5]:mp_ammo_9x19_fmj
$spawn = "network\ammo\mp_ammo_9x19_fmj_4mp5"
class = AMMO
k_hit = 1
k_air_resistance = 0.6 ;1.6
[mp_ammo_9x19_pbp]:ammo_9x19_pbp
$spawn = "network\ammo\mp_ammo_9x19_pbp"
class = AMMO
k_ap = 0.95 ;0.8
k_hit = 0.85 ;0.72
k_air_resistance = 0.5 ;2.8
tracers = off
[mp_ammo_9x19_pbp_4mp5]:mp_ammo_9x19_pbp
$spawn = "network\ammo\mp_ammo_9x19_pbp_4mp5"
class = AMMO
k_hit = 0.76
k_air_resistance = 0.5 ;1.5
[mp_ammo_9x39_ap]:ammo_9x39_ap
$spawn = "network\ammo\mp_ammo_9x39_ap"
class = AMMO
k_ap = 0.8
k_hit = 0.6
k_air_resistance = 0.5 ;1.6
tracer_color_ID = 3
tracers = off
[mp_ammo_9x39_pab9]:ammo_9x39_pab9
$spawn = "network\ammo\mp_ammo_9x39_pab9"
class = AMMO
k_ap = 0.55 ;0.38
k_hit = 0.7
k_air_resistance = 0.6 ;1.5
tracer_color_ID = 0
tracers = off
[mp_ammo_gauss]:ammo_gauss
$spawn = "network\ammo\mp_ammo_gauss"
class = AMMO
k_ap = 0.9
k_hit = 1.8 ;2
k_air_resistance = 0.03
tracers = off
allow_ricochet = false
magnetic_beam_shot = true;
box_size = 15
[mp_ammo_m209]:ammo_m209
$spawn = "network\ammo\mp_ammo_m209"
class = AMMO
k_ap = 1.0
k_hit = 1.0
can_be_unlimited = false
fake_grenade_name = mp_wpn_fake_missile2
[mp_ammo_og-7b]:ammo_og-7b
$spawn = "network\ammo\mp_ammo_og-7b"
class = AMMO
k_ap = 0.3
k_hit = 0.75
can_be_unlimited = false
[mp_ammo_pkm_100]:ammo_pkm_100
$spawn = "network\ammo\mp_ammo_pkm_100"
class = AMMO
k_ap = 0.8
k_hit = 0.9 ;1.0
k_air_resistance = 0.5
tracer_color_ID = 2
tracers = off
box_size = 150
[mp_ammo_vog-25]:ammo_vog-25
$spawn = "network\ammo\mp_ammo_vog-25"
class = AMMO
k_ap = 1.0
k_hit = 1.0
can_be_unlimited = false
fake_grenade_name = mp_wpn_fake_missile
[mp_wpn_fake_missile]:wpn_fake_missile
$spawn = "network\ammo\mp_wpn_fake_missile"
class = G_FAKE
blast = 3 ;1.75
blast_r = 1.8 ;4
blast_impulse = 200 ;250
blast_impulse_factor = 1
frags = 10
frags_r = 5 ;10
frag_hit = 0.7 ;0.5
frag_hit_impulse = 50
[mp_wpn_fake_missile1]:wpn_fake_missile1
$spawn = "network\ammo\mp_wpn_fake_missile1"
class = G_FAKE
blast = 1.75
blast_r = 4
blast_impulse = 250
blast_impulse_factor = 1
frags = 15
frags_r = 10
frag_hit = 0.5
frag_hit_impulse = 50
[mp_wpn_fake_missile2]:wpn_fake_missile2
$spawn = "network\ammo\mp_wpn_fake_missile2"
class = G_FAKE
blast = 3 ;1.75
blast_r = 1.8 ;4
blast_impulse = 250
blast_impulse_factor = 1
frags = 12 ;10
frags_r = 5 ; 10
frag_hit = 0.7 ;0.5
frag_hit_impulse = 50
[mp_wpn_rpg7_missile]:wpn_rpg7_missile
$spawn = "network\ammo\mp_wpn_rpg7_missile2"
class = G_RPG7
blast = 4 ;5.00
blast_r = 5.5 ;10
blast_impulse = 350
blast_impulse_factor = 1
frags = 15 ;8
frags_r = 15 ;25
frag_hit = 1.50
frag_hit_impulse = 275

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[mp_af_electra_flash]:af_electra_flash
$spawn = ""
class = ARTEFACT
slot = 10
af_rank = 0
default_to_ruck = false
[mp_zone_witches_galantine]:zone_witches_galantine
$spawn = "network\anomalies\zone_mine_electric"
class = Z_MBALD
[mp_af_cta_green]:af_base
GroupControlSection = spawn_group
$spawn = "artefacts\CTA green"
slot = 10
default_to_ruck = false
hud = artefact_hud_green
cform = skeleton
class = AF_CTA
af_rank = 0
visual = dynamics\artefacts\artefact_electra_green.ogf
description = st_af_electra_moonlight_descr
inv_name = st_af_electra_moonlight_name
inv_name_short = st_af_electra_moonlight_name
inv_weight = 0.5
inv_grid_x = 14
inv_grid_y = 1
cost = 999999
jump_height = .1
particles = artefact\af_electra_idle
det_show_particles = artefact\af_electra_show
det_hide_particles = artefact\af_electra_hide
lights_enabled = true
trail_light_color = 0.6,0.7,0.9
trail_light_range = 2.0
artefact_activation_seq = af_activation_electra
;瓷<><E793B7>皋 磚カ<E7A39A><EFBFBD> (祠キ跏キ<E8B78F>)
health_restore_speed = 0.0
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.004
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_electra_flash_absorbation
additional_inventory_weight = 0
[mp_af_cta_blue]:af_base
GroupControlSection = spawn_group
$spawn = "artefacts\CTA blue"
slot = 10
default_to_ruck = false
hud = artefact_hud_blue
cform = skeleton
class = AF_CTA
af_rank = 0
visual = dynamics\artefacts\artefact_electra_blue.ogf
description = st_af_electra_moonlight_descr
inv_name = st_af_electra_moonlight_name
inv_name_short = st_af_electra_moonlight_name
inv_weight = 0.5
inv_grid_x = 15
inv_grid_y = 1
cost = 999999
jump_height = .1
particles = artefact\af_electra_idle
det_show_particles = artefact\af_electra_show
det_hide_particles = artefact\af_electra_hide
lights_enabled = true
trail_light_color = 0.6,0.7,0.9
trail_light_range = 2.0
artefact_activation_seq = af_activation_electra
;瓷<><E793B7>皋 磚カ<E7A39A><EFBFBD> (祠キ跏キ<E8B78F>)
health_restore_speed = 0.0
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.004
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_electra_flash_absorbation
additional_inventory_weight = 0
[artefact_hud_green]:artefact_hud
item_visual = dynamics\artefacts\artefact_electra_green_hud
[artefact_hud_blue]:artefact_hud
item_visual = dynamics\artefacts\artefact_electra_blue_hud
;new items
[mp_medkit]:medkit
$spawn = "network\equipment\mp_medkit"
class = II_MEDKI
boost_time = 8 ;10.0
boost_health_restore = 0.15
boost_radiation_restore = 0.0
boost_bleeding_restore = 0.05
[mp_medkit_scientic]:medkit
$spawn = "network\equipment\mp_medkit_scientic"
class = II_MEDKI
[mp_medkit_army]:medkit_army
$spawn = "network\equipment\mp_medkit_army"
class = II_MEDKI
[mp_energy_drink]:energy_drink
$spawn = "network\equipment\mp_energy_drink"
class = II_BOTTL
boost_power_restore = 0.04
boost_time = 60.0
boost_radiation_restore = 0
[mp_bandage]:bandage
$spawn = "network\equipment\mp_bandage"
class = II_BANDG
boost_time = 5.0
boost_bleeding_restore = 0.02
[mp_antirad]:antirad
$spawn = "network\equipment\mp_antirad"
class = II_ANTIR
boost_radiation_restore = 0.19
boost_time = 10.0
[mp_drug_coagulant]:drug_coagulant
$spawn = "network\equipment\mp_drug_coagulant"
class = II_FOOD
[mp_drug_radioprotector]:drug_radioprotector
$spawn = "network\equipment\mp_drug_radioprotector"
class = II_FOOD
;old items
[mp_medkit_old]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "network\equipment\mp_medkit_old"
$prefetch = 8
class = S_MEDKI
cform = skeleton
visual = dynamics\devices\dev_aptechka\dev_aptechka_low.ogf
description = st_medkit_descr
inv_name = st_medkit
inv_name_short = st_medkit
inv_weight = 0.1
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 14
cost = 300
; eatable item
eat_health = 0.5
eat_satiety = 0
eat_power = 0.0
eat_radiation = -0.05
wounds_heal_perc = 0.1
eat_portions_num = 1
eat_max_power = 0.1
apply_time_sec = 5
[mp_antirad_old]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "network\equipment\mp_antirad_old"
$prefetch = 32
class = II_ANTIR
cform = skeleton
visual = dynamics\devices\dev_antirad\dev_antirad.ogf
description = st_antirad_descr
inv_name = st_antirad
inv_name_short = st_antirad
inv_weight = 0.05
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 12
cost = 300
; eatable item
eat_health = 0
eat_satiety = 0
eat_power = 0
eat_radiation = -0.5
wounds_heal_perc = 0
eat_portions_num = 1
apply_time_sec = -1
[mp_detector_advanced]:detector_elite
$spawn = ""
[mp_device_torch]:device_torch
$spawn = ""
[mp_players_rukzak]:identity_immunities
$spawn = ""
GroupControlSection = spawn_group
cform = skeleton
class = MP_PLBAG
visual = dynamics\devices\dev_rukzak\dev_rukzak.ogf
;--------
description = "rukzak"
default_to_ruck = true
sprint_allowed = false;
control_inertion_factor = 0.0
;----------
inv_name = Rukzak
inv_name_short = Rukzak
inv_weight = 0
cost = 0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 18
slot = 5
;///////////////////////////////////////////////
;// explosive items !!!
;///////////////////////////////////////////////
[mp_wood_stolb_fixed]
GroupControlSection = spawn_group
$spawn = "network\fixed_objects\stolb"
class = P_DSTRBL
remove_time = 30 ; after this time unbreaked removable bone will be removed
;script_binding = bind_physic_object.init
visual = dynamics\wood_doski\wood_stolb_fixed.ogf
immunities_sect = mp_wood_stolb_fixed_immunities
[mp_wood_stolb_fixed_immunities]
burn_immunity = 0.6
strike_immunity = 0.005
shock_immunity = 0.002
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0.6
fire_wound_immunity = 0.6
[mp_explosive_fuelcan]:explosive_fuelcan
$spawn = "network\explosive\fuelcan"
class = II_EXPLO
[mp_explosive_tank]:explosive_tank
$spawn = "network\explosive\tank"
class = II_EXPLO
[mp_explosive_barrel]:explosive_barrel
$spawn = "network\explosive\barrel_low"
class = II_EXPLO

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[mp_scientific_outfit]:scientific_outfit
$spawn = "network\outfits\mp_scientific_outfit"
class = EQU_SCIE
inv_name = mp_scientific_outfit_name
inv_name_short = mp_scientific_outfit_name
description = mp_scientific_outfit_description
burn_protection = 10 ;êîýôôèöèåíòû çàùèòû êîñòþìà ïåðñîíàæåì
strike_protection = 0 ;0.05
shock_protection = 10
wound_protection = 0.5
radiation_protection = 1
telepatic_protection = 0.99
chemical_burn_protection = 4
explosion_protection = 0.2
hit_fraction_actor = 0.25
bones_koeff_protection = mp_scien_outfit_bones
immunities_sect = mp_sect_scientific_outfit_immunities
[mp_scien_outfit_bones]
hit_fraction = 0.21
bip01_pelvis = 1.88, 0.35 ;1.8, 0.3
bip01_spine = 1.88, 0.35 ;1.8, 0.3
bip01_spine1 = 1.88, 0.35 ;1.8, 0.3
bip01_spine2 = 1.88, 0.35 ;1.8, 0.3
bip01_neck = 2.8, 0.30 ;2.0, 0.20
bip01_head = 2.8, 0.30 ;2.0, 0.20
eyelid_1 = 2.8, 0.30 ;2.0, 0.20
eye_left = 2.8, 0.02 ;2.0, 0.01
eye_right = 2.8, 0.02 ;2.0, 0.01
jaw_1 = 2.8, 0.30 ;2.0, 0.20
bip01_l_clavicle = 1.88, 0.35, 1.5 ;1.8, 0.3
bip01_l_upperarm = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_l_forearm = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_l_hand = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_r_clavicle = 1.88, 0.35 ;1.8, 0.3
bip01_r_upperarm = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_r_forearm = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_r_hand = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_l_finger0 = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_l_finger1 = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_l_finger2 = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_l_thigh = 1.88, 0.35 ;1.8, 0.3
bip01_l_calf = 1.88, 0.35 ;1.8, 0.3
bip01_l_foot = 1.88, 0.35 ;1.8, 0.3
bip01_r_thigh = 1.88, 0.35 ;1.8, 0.3
bip01_r_calf = 1.88, 0.35 ;1.8, 0.3
bip01_r_foot = 1.88, 0.35 ;1.8, 0.3
bip01_r_finger0 = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_r_finger1 = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
bip01_r_finger2 = 1.88, 0.35, 1.5 ;1.8, 0.3, 1
[mp_sect_scientific_outfit_immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.5 ;0.00
shock_immunity = 0.00
wound_immunity = 1.00
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.05
explosion_immunity = 0.5 ;0.00
fire_wound_immunity = 0.08
[mp_military_stalker_outfit]:military_outfit
$spawn = "network\outfits\mp_military_stalker_outfit"
class = EQU_MLTR
inv_name = mp_military_outfit_name
inv_name_short = mp_military_outfit_name
description = mp_military_outfit_description
burn_protection = 0.5 ;0.6 ;êîýôôèöèåíòû çàùèòû êîñòþìà ïåðñîíàæåì
strike_protection = 0 ;0.2
shock_protection = 0.6
wound_protection = 0.6
radiation_protection = 0.00005 ;0.5
telepatic_protection = 0.6
chemical_burn_protection = 0.5 ;0.6
explosion_protection = 0.3 ;0.6
hit_fraction_actor = 0.12
immunities_sect = mp_military_stalker_outfit_immunities
bones_koeff_protection = mp_military_outfit_bones
power_loss = 0.55 ;0.67
[mp_military_stalker_outfit_immunities]
burn_immunity = 0.4 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.4
shock_immunity = 0.1
wound_immunity = 0.3 ;0.50
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.05 ;1.00
explosion_immunity = 0.3 ;0.50
fire_wound_immunity = 0.04
[mp_military_outfit_bones]
hit_fraction = 0.11
bip01_pelvis = 1.38, 0.35 ;1.3, 0.3
bip01_spine = 1.38, 0.35 ;1.3, 0.3
bip01_spine1 = 1.38, 0.35 ;1.3, 0.3
bip01_spine2 = 1.38, 0.35 ;1.3, 0.3
bip01_neck = 1.58, 0.35 ;1.5, 0.3
bip01_head = 1.58, 0.35 ;1.5, 0.3
eyelid_1 = 1.58, 0.35 ;1.5, 0.3
eye_left = 2.5, 0.02 ;2.0, 0.01
eye_right = 2.5, 0.02 ;2.0, 0.01
jaw_1 = 1.58, 0.35 ;1.5, 0.3
bip01_l_clavicle = 1.38, 0.35 ;1.3, 0.3
bip01_l_upperarm = 1.38, 0.35 ;1.3, 0.3
bip01_l_forearm = 1.38, 0.35 ;1.3, 0.3
bip01_l_hand = 1.38, 0.35 ;1.3, 0.3
bip01_l_finger0 = 1.38, 0.35 ;1.3, 0.3
bip01_l_finger1 = 1.38, 0.35 ;1.3, 0.3
bip01_l_finger2 = 1.38, 0.35 ;1.3, 0.3
bip01_r_clavicle = 1.38, 0.35 ;1.3, 0.3
bip01_r_upperarm = 1.38, 0.35 ;1.3, 0.3
bip01_r_forearm = 1.38, 0.35 ;1.3, 0.3
bip01_r_hand = 1.38, 0.35 ;1.3, 0.3
bip01_r_finger0 = 1.38, 0.35 ;1.3, 0.3
bip01_r_finger1 = 1.38, 0.35 ;1.3, 0.3
bip01_r_finger2 = 1.38, 0.35 ;1.3, 0.3
bip01_l_thigh = 1.38, 0.35 ;1.3, 0.3
bip01_l_calf = 1.38, 0.35 ;1.3, 0.3
bip01_l_foot = 1.38, 0.35 ;1.3, 0.3
bip01_r_thigh = 1.38, 0.35 ;1.3, 0.3
bip01_r_calf = 1.38, 0.35 ;1.3, 0.3
bip01_r_foot = 1.38, 0.35 ;1.3, 0.3
[mp_exo_outfit]:exo_outfit
$spawn = "network\outfits\mp_exo_outfit"
class = EQU_EXO
inv_name = mp_exo_outfit_name
inv_name_short = mp_exo_outfit_name
description = mp_exo_outfit_description
burn_protection = 0.9 ;0.5 ;êîýôôèöèåíòû çàùèòû êîñòþìà ïåðñîíàæåì
strike_protection = 0.7 ;0.4
shock_protection = 0.9
wound_protection = 0.6
radiation_protection = 0.0001
telepatic_protection = 0.6
chemical_burn_protection = 0.9 ;0,5
explosion_protection = 0.5 ;0.3
hit_fraction_actor = 0.2
immunities_sect = mp_exo_outfit_immunities
bones_koeff_protection = mp_exo_outfit_bones
;çàïðåùåíèå ðåæèìà Sprint äëÿ Àêòåðà
sprint_allowed = false
control_inertion_factor = 0.1
[mp_exo_outfit_immunities]:sect_exo_outfit_immunities
burn_immunity = 0.1 ;0.2 ;êîýôôèöèåíòû èììóíèòåòà ñàìîãî êîñòþìà
strike_immunity = 0.6 ;0.7
shock_immunity = 0.1 ;1.00
wound_immunity = 0.10
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.05 ;1.00
explosion_immunity = 0.3
fire_wound_immunity = 0.02
[mp_exo_outfit_bones]
hit_fraction = 0.2
bip01_pelvis = 1.2, 0.5 ;1.1, 0.4
bip01_spine = 1.2, 0.5 ;1.1, 0.4
bip01_spine1 = 1.2, 0.5 ;1.1, 0.4
bip01_spine2 = 1.2, 0.5 ;1.1, 0.4
bip01_neck = 0.8, 0.45 ;0.7, 0.35
bip01_head = 0.8, 0.45 ;0.7, 0.35
eyelid_1 = 0.8, 0.45 ;0.7, 0.35
eye_left = 2.1, 0.02 ;2.0, 0.01
eye_right = 2.1, 0.02 ;2.0, 0.01
jaw_1 = 0.8, 0.5 ;0.7, 0.4
bip01_l_clavicle = 1.2, 0.5 ;1.1, 0.4
bip01_l_upperarm = 1.2, 0.5 ;1.1, 0.4
bip01_l_forearm = 1.2, 0.5 ;1.1, 0.4
bip01_l_hand = 1.2, 0.5 ;1.1, 0.4
bip01_l_finger0 = 1.2, 0.5 ;1.1, 0.4
bip01_l_finger1 = 1.2, 0.5 ;1.1, 0.4
bip01_l_finger2 = 1.2, 0.5 ;1.1, 0.4
bip01_r_clavicle = 1.2, 0.5 ;1.1, 0.4
bip01_r_upperarm = 1.2, 0.5 ;1.1, 0.4
bip01_r_forearm = 1.2, 0.5 ;1.1, 0.4
bip01_r_hand = 1.2, 0.5 ;1.1, 0.4
bip01_r_finger0 = 1.2, 0.5 ;1.1, 0.4
bip01_r_finger1 = 1.2, 0.5 ;1.1, 0.4
bip01_r_finger2 = 1.2, 0.5 ;1.1, 0.4
bip01_l_thigh = 1.2, 0.5 ;1.1, 0.4
bip01_l_calf = 1.2, 0.5 ;1.1, 0.4
bip01_l_foot = 1.2, 0.5 ;1.1, 0.4
bip01_r_thigh = 1.2, 0.5 ;1.1, 0.4
bip01_r_calf = 1.2, 0.5 ;1.1, 0.4
bip01_r_foot = 1.2, 0.5 ;1.1, 0.4

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[wpn_knife_mp]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\knife_mp" ; option for Level Editor
$npc = off
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
ef_weapon_type = 1
class = W_KNIFE
visual = weapons\knife\wpn_knife.ogf
inv_name = Knife
inv_name_short = Knife
inv_weight = 1
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 8
kill_msg_x = 197
kill_msg_y = 177
kill_msg_width = 53
kill_msg_height = 16
;íå ïîêàçûâàòü êîë-âî ïàòðîíîâ äëÿ íîæà
show_ammo = false
immunities_sect = weapon
slot = 0
animation_slot = 5 ; type of the animation that will be used
single_handed = 1
hud = wpn_knife_hud
force_min = 25
force_const = 63
force_max = 100
force_grow_speed = 25
cost = 10
hand_dependence = 1
cam_relax_speed = 5.0
cam_dispersion = 0.9
cam_max_angle = 7
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.5 ;(degree) size of step camera moved in horizontal position while shooting
fire_dispersion = 0.5
fire_dispersion_add = 5.3
fire_dispersion_relax = 0.6
fire_dispersion_base = 0.5
disp_vel_factor = 0.9
disp_crouch_factor = 0.75
disp_jump_factor = 7
fire_dispersion_condition_factor = 0.0
misfire_probability = 0.0
condition_shot_dec = 0.0
direction = 0, 0, 1
shell_point = 0.0, 0.0, 0.0
fire_point = 0.0, 0.1, 0.4
flame_particles =
rpm_empty_click = 200
; ttc
hit_type = wound
hit_power = 35
hit_impulse = 120
hit_type_2 = wound_2
hit_power_2 = 35
hit_impulse_2 = 120
fire_distance = 200.2
bullet_speed = 500 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 600
; end ttc
normal = 0, 1, 0
position = -0.021, -0.078, 0.0
orientation = 0,90,0
startup_ammo = 1000
wm_size = 0.10
tracer_head_speed = 300
tracer_trail_scale = 0.75
tracer_start_length = 1
tracer_width = 0.07
light_color = 0.0,0.0,0.0
light_range = 0
light_var_color = 0.05
light_var_range = 0.1
light_time = 0
ph_mass = 4
ammo_limit = 180
ammo_current = 90
ammo_elapsed = 0
ammo_mag_size = 0
ammo_class = ammo_9x39_pab9
min_radius = 50
max_radius = 50
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = false
weapon_remove_time = 60000 ;âðåìÿ óíè÷òîæåíèÿ îðóæèÿ (ñ ó÷åòîì TimeFactor) äëÿ ìóëüòèïëååðà

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