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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[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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