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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[delayed_action_fuse]
condition_to_explode =0.f
time_to_explode =1.f
set_timer_particles =vehiclefx\exhaust_1

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[up_sect_firsta_abakan]
;Îòäà÷à(1)-10%
;------------
cost = 700
value = -10
cam_dispersion = -0.07 ;0.5
cam_dispersion_inc = -0.03 ;0.5
cam_step_angle_horz = -0.07 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.09 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.045 ;0.5
zoom_cam_step_angle_horz = -0.09 ;1.0 [0.505 â îñòàòêå]
[up_sect_firstc_abakan]
;Íàäåæíîñòü(2)15%
;---------------
cost = 1050
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_firste_abakan]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1300
value = +25
rpm = +125 ;650
[up_sect_firstf_abakan]
;Îòäà÷à(3)-30%
;------------
cost = 1300
value = -30
cam_dispersion = -0.3 ;0.1
cam_dispersion_inc = -0.1 ;0.6
cam_step_angle_horz = -0.15 ;0.6
zoom_cam_dispersion = -0.27 ;0.1
zoom_cam_dispersion_inc = -0.11 ;0.5
zoom_cam_step_angle_horz = -0.16 ;0.5
[up_sect_secona_abakan]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 700
value = +10
bullet_speed = +50 ;550
fire_dispersion_base = -0.01
[up_sect_seconc_abakan]
;Òî÷íîñòü(2)20%
;---------------
cost = 1050
value = +20
fire_dispersion_base = -0.06 ;0.07
fire_dispersion_condition_factor = -1 ;15
[up_sect_second_abakan]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 1050
value = +15
rpm = +90 ;650
[up_sect_secone_abakan]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1300
value = +30
bullet_speed = +90 ;550
fire_dispersion_base = -0.03
[up_sect_thirda_abakan]
;Íàäåæíîñòü(1)10%
;---------------
cost = 700
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_thirdc_abakan]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 1050
value = +20
bullet_speed = +70 ;550
fire_dispersion_base = -0.02
[up_sect_thirdd_abakan]
;Îòäà÷à(2)-20%
;------------
cost = 1050
value = -20
cam_dispersion = -0.16 ;0.1
cam_dispersion_inc = -0.07 ;0.6
cam_step_angle_horz = -0.11 ;0.6
zoom_cam_dispersion = -0.18 ;0.1
zoom_cam_dispersion_inc = -0.08 ;0.5
zoom_cam_step_angle_horz = -0.13 ;0.5
[up_sect_thirde_abakan]
;Òî÷íîñòü(3)30%
cost = 1300
value = +30
fire_dispersion_base = -0.09 ;0.07
fire_dispersion_condition_factor = -1 ;15
[up_sect_fourta_abakan]
;Âåñ
;------------------
cost = 700
value = -1
inv_weight = -1 ;3.6
crosshair_inertion = -0.5
PDM_disp_base = -0.05 ;0.5
PDM_disp_vel_factor = -0.1 ;1.5
PDM_disp_accel_factor = -0.1 ;1.5
[up_sect_fourtc_abakan]
;Óäîáñòâî(2)15%
;--------------
cost = 1050
value = +15
crosshair_inertion = -0.5
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.33 ;1.5
PDM_disp_accel_factor = -0.33 ;1.5
[up_sect_fourte_abakan]
;Óäîáñòâî(3)25%
;--------------
cost = 1300
value = +25
crosshair_inertion = -0.7
PDM_disp_base = -0.12 ;0.5
PDM_disp_vel_factor = -0.42 ;1.5
PDM_disp_accel_factor = -0.42 ;1.5
[up_sect_fourtf_abakan]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1300
value = +30
bullet_speed = +90 ;550
fire_dispersion_base = -0.03
[up_sect_fiftha_abakan]
;Êðåïëåíèå ïîäñòâîëüíèêà
;------------------
cost = 2700
;value = +30
grenade_launcher_status = 2
grenade_launcher_name = wpn_addon_grenade_launcher
grenade_launcher_x = 126
grenade_launcher_y = 24
[up_firsta_abakan]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_abakan
section = up_sect_firsta_abakan
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = {+tets_info_1}
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a1_name
description = st_up_auto_a1_descr
icon = ui_inGame2_upgrade_AS96_2_1
[up_firstc_abakan]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_abakan
section = up_sect_firstc_abakan
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b1_name
description = st_up_auto_b1_descr
icon = ui_inGame2_upgrade_AS96_2_2
[up_firste_abakan]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_abakan
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c3_name
description = st_up_auto_c3_descr
icon = ui_inGame2_upgrade_AS96_2_3
[up_firstf_abakan]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_abakan
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c2_name
description = st_up_auto_c2_descr
icon = ui_inGame2_upgrade_AS96_2_4
[up_secona_abakan]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_abakan
section = up_sect_secona_abakan
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a1_name
description = st_up_ret_a1_descr
icon = ui_inGame2_upgrade_AS96_2_5
[up_seconc_abakan]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_abakan
section = up_sect_seconc_abakan
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b3_name
description = st_up_ret_b3_descr
icon = ui_inGame2_upgrade_AS96_2_6
[up_second_abakan]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_abakan
section = up_sect_second_abakan
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b2_name
description = st_up_ret_b2_descr
icon = ui_inGame2_upgrade_AS96_2_7
[up_secone_abakan]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_abakan
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c1_name
description = st_up_ret_c1_descr
icon = ui_inGame2_upgrade_AS96_2_8
[up_thirda_abakan]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_abakan
section = up_sect_thirda_abakan
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a1_name
description = st_up_zat_a1_descr
icon = ui_inGame2_upgrade_AS96_2_9
[up_thirdc_abakan]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_abakan
section = up_sect_thirdc_abakan
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b5_name
description = st_up_zat_b5_descr
icon = ui_inGame2_upgrade_AS96_2_10
[up_thirdd_abakan]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_abakan
section = up_sect_thirdd_abakan
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b2_name
description = st_up_zat_b2_descr
icon = ui_inGame2_upgrade_AS96_2_11
[up_thirde_abakan]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_abakan
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c5_name
description = st_up_zat_c5_descr
icon = ui_inGame2_upgrade_AS96_2_12
[up_fourta_abakan]
scheme_index = 0, 3
effects = up_gr_fourtcd_abakan
section = up_sect_fourta_abakan
property = prop_weight
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_a1_name
description = st_up_stk_a1_descr
icon = ui_inGame2_upgrade_AS96_2_13
[up_fourtc_abakan]
scheme_index = 1, 5
effects = up_gr_fourtef_abakan
section = up_sect_fourtc_abakan
property = prop_inertion
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_b2_name
description = st_up_stk_b2_descr
icon = ui_inGame2_upgrade_AS96_2_14
[up_fourte_abakan]
scheme_index = 2, 4
effects =
section = up_sect_fourte_abakan
property = prop_inertion
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c3_name
description = st_up_stk_c3_descr
icon = ui_inGame2_upgrade_AS96_2_15
[up_fourtf_abakan]
scheme_index = 2, 5
effects =
section = up_sect_fourtf_abakan
property = prop_bullet_speed
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c2_name
description = st_up_stk_c2_descr
icon = ui_inGame2_upgrade_AS96_2_16
[up_fiftha_abakan]
scheme_index = 0, 4
effects =
section = up_sect_fiftha_abakan
property = prop_underbarrel_slot
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a3_name
description = st_up_add_a3_descr
icon = ui_inGame2_upgrade_AS96_2_17
[up_gr_firstab_abakan]
elements = up_firsta_abakan
[up_gr_firstcd_abakan]
elements = up_firstc_abakan
[up_gr_firstef_abakan]
elements = up_firste_abakan, up_firstf_abakan
[up_gr_seconab_abakan]
elements = up_secona_abakan
[up_gr_seconcd_abakan]
elements = up_seconc_abakan, up_second_abakan
[up_gr_seconef_abakan]
elements = up_secone_abakan
[up_gr_thirdab_abakan]
elements = up_thirda_abakan
[up_gr_thirdcd_abakan]
elements = up_thirdc_abakan, up_thirdd_abakan
[up_gr_thirdef_abakan]
elements = up_thirde_abakan
[up_gr_fourtab_abakan]
elements = up_fourta_abakan
[up_gr_fourtcd_abakan]
elements = up_fourtc_abakan
[up_gr_fourtef_abakan]
elements = up_fourte_abakan, up_fourtf_abakan
[up_gr_fifthab_abakan]
elements = up_fiftha_abakan

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[up_sect_firsta_ak74]
;Îòäà÷à(1)-10%
;------------
cost = 550
value = -10
cam_dispersion = -0.16 ;0.5
cam_dispersion_inc = -0.06 ;0.5
cam_step_angle_horz = -0.02 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.12 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.07 ;0.5
zoom_cam_step_angle_horz = -0.02 ;1.0 [0.505 â îñòàòêå]
[up_sect_firstc_ak74]
;Íàäåæíîñòü(2)15%
;---------------
cost = 850
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_firste_ak74]
;Òî÷íîñòü(3)30%
;---------------
cost = 1150
value = +30
fire_dispersion_base = -0.09 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_firstf_ak74]
;Îòäà÷à(3)-30%
;------------
cost = 1150
value = -30
cam_dispersion = -0.3 ;0.5
cam_dispersion_inc = -0.16 ;0.5
cam_step_angle_horz = -0.11 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.31 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.17 ;0.5
zoom_cam_step_angle_horz = -0.11 ;1.0 [0.505 â îñòàòêå]
[up_sect_secona_ak74]
;Óäîáñòâî(1)10%
;--------------
cost = 550
value = +10
crosshair_inertion = -0.5
PDM_disp_base = -0.05 ;0.5
PDM_disp_vel_factor = -0.25 ;1.5
PDM_disp_accel_factor = -0.25 ;1.5
[up_sect_seconc_ak74]
;Òî÷íîñòü(2)20%
;---------------
cost = 850
value = +20
fire_dispersion_base = -0.07 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_second_ak74]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 850
value = +15
rpm = +75
[up_sect_secone_ak74]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1150
value = +30
bullet_speed = +110
fire_dispersion_base = -0.03 ;0.7
[up_sect_thirda_ak74]
;Íàäåæíîñòü(1)10%
;---------------
cost = 550
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_thirdc_ak74]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 850
value = +20
bullet_speed = +75
fire_dispersion_base = -0.02 ;0.7
[up_sect_thirdd_ak74]
;Îòäà÷à(2)-20%
;------------
cost = 850
value = -20
cam_dispersion = -0.21 ;0.5
cam_dispersion_inc = -0.1 ;0.5
cam_step_angle_horz = -0.06 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.21 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.12 ;0.5
zoom_cam_step_angle_horz = -0.04 ;1.0 [0.505 â îñòàòêå]
[up_sect_thirde_ak74]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1150
value = +25
rpm = +125
[up_sect_fourta_ak74]
;Âåñ
;------------------
cost = 550
value = -1.3
inv_weight = -1.3
[up_sect_fourtc_ak74]
;Óäîáñòâî(2)15%
;--------------
cost = 850
value = +15
crosshair_inertion = -0.75
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.35 ;1.5
PDM_disp_accel_factor = -0.35 ;1.5
[up_sect_fourte_ak74]
;Óäîáñòâî(3)25%
;--------------
cost = 1150
value = +25
crosshair_inertion = -1.25
PDM_disp_base = -0.15 ;0.5
PDM_disp_vel_factor = -0.4 ;1.5
PDM_disp_accel_factor = -0.4 ;1.5
[up_sect_fiftha_ak74]
;Êðåïëåíèå äëÿ îïòèêè
;--------------
cost = 1200
scope_status = 2
scopes_sect = scope_ak74, scope_x2.7_ak74, scope_live_detector_ak74, scope_night_ak74
[up_sect_fifthc_ak74]
;Ñìåíà Êàëëèáðà
;--------------
cost = 2500
value = "5.56x45"
ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.005 ;0.03
[up_firsta_ak74]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_ak74
section = up_sect_firsta_ak74
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a1_name
description = st_up_auto_a1_descr
icon = ui_inGame2_upgrade_AKM_74_2_1
;;...
[up_firstc_ak74]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_ak74
section = up_sect_firstc_ak74
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b1_name
description = st_up_auto_b1_descr
icon = ui_inGame2_upgrade_AKM_74_2_2
[up_firste_ak74]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_ak74
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c4_name
description = st_up_auto_c4_descr
icon = ui_inGame2_upgrade_AKM_74_2_3
[up_firstf_ak74]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_ak74
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c1_name
description = st_up_auto_c1_descr
icon = ui_inGame2_upgrade_AKM_74_2_4
[up_secona_ak74]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_ak74
section = up_sect_secona_ak74
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a2_name
description = st_up_ret_a2_descr
icon = ui_inGame2_upgrade_AKM_74_2_5
[up_seconc_ak74]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_ak74
section = up_sect_seconc_ak74
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b3_name
description = st_up_ret_b3_descr
icon = ui_inGame2_upgrade_AKM_74_2_6
[up_second_ak74]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_ak74
section = up_sect_second_ak74
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b2_name
description = st_up_ret_b2_descr
icon = ui_inGame2_upgrade_AKM_74_2_7
[up_secone_ak74]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_ak74
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c1_name
description = st_up_ret_c1_descr
icon = ui_inGame2_upgrade_AKM_74_2_8
[up_thirda_ak74]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_ak74
section = up_sect_thirda_ak74
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a1_name
description = st_up_zat_a1_descr
icon = ui_inGame2_upgrade_AKM_74_2_9
[up_thirdc_ak74]
scheme_index = 1, 3
effects = up_gr_thirdef_ak74
section = up_sect_thirdc_ak74
property = prop_bullet_speed
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b5_name
description = st_up_zat_b5_descr
icon = ui_inGame2_upgrade_AKM_74_2_10
[up_thirdd_ak74]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_ak74
section = up_sect_thirdd_ak74
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b2_name
description = st_up_zat_b2_descr
icon = ui_inGame2_upgrade_AKM_74_2_11
[up_thirde_ak74]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_ak74
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c3_name
description = st_up_zat_c3_descr
icon = ui_inGame2_upgrade_AKM_74_2_12
[up_fourta_ak74]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_ak74
section = up_sect_fourta_ak74
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_a1_name
description = st_up_stk_a1_descr
icon = ui_inGame2_upgrade_AKM_74_2_13
[up_fourtc_ak74]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_ak74
section = up_sect_fourtc_ak74
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_b2_name
description = st_up_stk_b2_descr
icon = ui_inGame2_upgrade_AKM_74_2_14
[up_fourte_ak74]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourte_ak74
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c3_name
description = st_up_stk_c3_descr
icon = ui_inGame2_upgrade_AKM_74_2_15
[up_fiftha_ak74]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_ak74
property = prop_scope_attach
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a2_name
description = st_up_add_a2_descr
icon = ui_inGame2_upgrade_AKM_74_2_16
[up_fifthc_ak74]
scheme_index = 1, 6
known = 1
effects =
section = up_sect_fifthc_ak74
property = prop_calibre
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_b2_name
description = st_up_add_b2_descr
icon = ui_inGame2_upgrade_AKM_74_2_17
[up_gr_firstab_ak74]
elements = up_firsta_ak74
[up_gr_firstcd_ak74]
elements = up_firstc_ak74
[up_gr_firstef_ak74]
elements = up_firste_ak74, up_firstf_ak74
[up_gr_seconab_ak74]
elements = up_secona_ak74
[up_gr_seconcd_ak74]
elements = up_seconc_ak74, up_second_ak74
[up_gr_seconef_ak74]
elements = up_secone_ak74
[up_gr_thirdab_ak74]
elements = up_thirda_ak74
[up_gr_thirdcd_ak74]
elements = up_thirdc_ak74, up_thirdd_ak74
[up_gr_thirdef_ak74]
elements = up_thirde_ak74
[up_gr_fourtab_ak74]
elements = up_fourta_ak74
[up_gr_fourtcd_ak74]
elements = up_fourtc_ak74
[up_gr_fourtef_ak74]
elements = up_fourte_ak74
[up_gr_fifthab_ak74]
elements = up_fiftha_ak74
[up_gr_fifthcd_ak74]
elements = up_fifthc_ak74

View file

@ -0,0 +1,576 @@
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
[up_sect_firsta_ak74u]
cost = 400
value = +10
rpm = +65 ;600
;Íàäåæíîñòü(2)15%
;---------------
[up_sect_firstc_ak74u]
cost = 650
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.011 ;0.03
;Îòäà÷à(2)-20%
;------------
[up_sect_firstd_ak74u]
cost = 650
value = -20
cam_dispersion = -0.18 ;1.2
cam_dispersion_inc = -0.09 ;0.6
cam_step_angle_horz = -0.22 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.05 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.075 ;0.5
zoom_cam_step_angle_horz = -0.2 ;1.0 [0.505 â îñòàòêå]
;Îòäà÷à(3)-30%
;------------
[up_sect_firste_ak74u]
cost = 900
value = -30
cam_dispersion = -0.27 ;0.5
cam_dispersion_inc = -0.12 ;0.5
cam_step_angle_horz = -0.32 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.25 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.125 ;0.5
zoom_cam_step_angle_horz = -0.25 ;1.0 [0.505 â îñòàòêå]
;Îòäà÷à(1)-10%
;------------
[up_sect_secona_ak74u]
cost = 400
value = -10
cam_dispersion = -0.08 ;0.5
cam_dispersion_inc = -0.03 ;0.5
cam_step_angle_horz = -0.12 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.05 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.035 ;0.5
zoom_cam_step_angle_horz = -0.05 ;1.0 [0.505 â îñòàòêå]
;Íàäåæíîñòü(2)15%
;---------------
[up_sect_seconc_ak74u]
cost = 650
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.011 ;0.03
;Îòäà÷à(3)-30%
;------------
[up_sect_secone_ak74u]
cost = 900
value = -30
cam_dispersion = -0.27 ;0.5
cam_dispersion_inc = -0.12 ;0.5
cam_step_angle_horz = -0.32 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.25 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.125 ;0.5
zoom_cam_step_angle_horz = -0.25 ;1.0 [0.505 â îñòàòêå]
;Óäîáñòâî(3)25%
;--------------
[up_sect_seconf_ak74u]
cost = 900
value = +25
crosshair_inertion = -0.5
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.3 ;1.5
PDM_disp_accel_factor = -0.3 ;1.5
;Îòäà÷à(1)-10%
;------------
[up_sect_thirda_ak74u]
cost = 400
value = -10
cam_dispersion = -0.08 ;0.5
cam_dispersion_inc = -0.03 ;0.5
cam_step_angle_horz = -0.12 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.05 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.035 ;0.5
zoom_cam_step_angle_horz = -0.05 ;1.0 [0.505 â îñòàòêå]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
[up_sect_thirdc_ak74u]
cost = 650
value = +15
rpm = +90 ;600
;Íàäåæíîñòü(2)15%
;---------------
[up_sect_thirdd_ak74u]
cost = 650
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.011 ;0.03
;Óäîáñòâî(3)25%
;--------------
[up_sect_thirde_ak74u]
cost = 900
value = +25
crosshair_inertion = -0.5
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.3 ;1.5
PDM_disp_accel_factor = -0.3 ;1.5
;Îòäà÷à(1)10%
;------------
[up_sect_fourta_ak74u]
cost = 400
value = -10
cam_dispersion = -0.08 ;0.5
cam_dispersion_inc = -0.03 ;0.5
cam_step_angle_horz = -0.12 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.05 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.035 ;0.5
zoom_cam_step_angle_horz = -0.05 ;1.0 [0.505 â îñòàòêå]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
[up_sect_fourtc_ak74u]
cost = 650
value = +15
rpm = +90 ;600
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
[up_sect_fourte_ak74u]
cost = 900
value = +25
rpm = +125 ;600
;Îáúåì ìàãàçèíà +10
;--------------------
[up_sect_fiftha_ak74u]
cost = 800
value = +10
ammo_mag_size = 10
;--------END----------
[up_firsta_ak74u]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_ak74u
section = up_sect_firsta_ak74u
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a3_name
description = st_up_zat_a3_descr
icon = ui_inGame2_upgrade_AKM_74_2U_1
;;...
[up_firstc_ak74u]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_ak74u
section = up_sect_firstc_ak74u
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b4_name
description = st_up_zat_b4_descr
icon = ui_inGame2_upgrade_AKM_74_2U_2
[up_firstd_ak74u]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_ak74u
section = up_sect_firstd_ak74u
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b1_name
description = st_up_zat_b1_descr
icon = ui_inGame2_upgrade_AKM_74_2U_3
[up_firste_ak74u]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_ak74u
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c1_name
description = st_up_zat_c1_descr
icon = ui_inGame2_upgrade_AKM_74_2U_4
[up_secona_ak74u]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_ak74u
section = up_sect_secona_ak74u
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a1_name
description = st_up_auto_a1_descr
icon = ui_inGame2_upgrade_AKM_74_2U_5
[up_seconc_ak74u]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_ak74u
section = up_sect_seconc_ak74u
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b1_name
description = st_up_auto_b1_descr
icon = ui_inGame2_upgrade_AKM_74_2U_6
[up_secone_ak74u]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_ak74u
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c1_name
description = st_up_auto_c1_descr
icon = ui_inGame2_upgrade_AKM_74_2U_7
[up_seconf_ak74u]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_ak74u
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c6_name
description = st_up_auto_c6_descr
icon = ui_inGame2_upgrade_AKM_74_2U_8
[up_thirda_ak74u]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_ak74u
section = up_sect_thirda_ak74u
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_a1_name
description = st_up_usm_a1_descr
icon = ui_inGame2_upgrade_AKM_74_2U_9
[up_thirdc_ak74u]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_ak74u
section = up_sect_thirdc_ak74u
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_b2_name
description = st_up_usm_b2_descr
icon = ui_inGame2_upgrade_AKM_74_2U_10
[up_thirdd_ak74u]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_ak74u
section = up_sect_thirdd_ak74u
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_b1_name
description = st_up_usm_b1_descr
icon = ui_inGame2_upgrade_AKM_74_2U_11
[up_thirde_ak74u]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_ak74u
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_c3_name
description = st_up_usm_c3_descr
icon = ui_inGame2_upgrade_AKM_74_2U_12
[up_fourta_ak74u]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_ak74u
section = up_sect_fourta_ak74u
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a3_name
description = st_up_ret_a3_descr
icon = ui_inGame2_upgrade_AKM_74_2U_13
[up_fourtc_ak74u]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_ak74u
section = up_sect_fourtc_ak74u
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b2_name
description = st_up_ret_b2_descr
icon = ui_inGame2_upgrade_AKM_74_2U_14
[up_fourte_ak74u]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourte_ak74u
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c2_name
description = st_up_ret_c2_descr
icon = ui_inGame2_upgrade_AKM_74_2U_15
[up_fiftha_ak74u]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_ak74u
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_add_a4_descr
icon = ui_inGame2_upgrade_AKM_74_2U_16
[up_gr_firstab_ak74u]
elements = up_firsta_ak74u
[up_gr_firstcd_ak74u]
elements = up_firstc_ak74u, up_firstd_ak74u
[up_gr_firstef_ak74u]
elements = up_firste_ak74u
[up_gr_seconab_ak74u]
elements = up_secona_ak74u
[up_gr_seconcd_ak74u]
elements = up_seconc_ak74u
[up_gr_seconef_ak74u]
elements = up_secone_ak74u, up_seconf_ak74u
[up_gr_thirdab_ak74u]
elements = up_thirda_ak74u
[up_gr_thirdcd_ak74u]
elements = up_thirdc_ak74u, up_thirdd_ak74u
[up_gr_thirdef_ak74u]
elements = up_thirde_ak74u
[up_gr_fourtab_ak74u]
elements = up_fourta_ak74u
[up_gr_fourtcd_ak74u]
elements = up_fourtc_ak74u
[up_gr_fourtef_ak74u]
elements = up_fourte_ak74u
[up_gr_fifthab_ak74u]
elements = up_fiftha_ak74u

View file

@ -0,0 +1,551 @@
[up_sect_firsta_beretta]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 300
value = +10
rpm = 35
[up_sect_firstc_beretta]
;Íàäåæíîñòü(2)15%
;---------------
cost = 600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0008 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0008 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0013
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.013 ;0.03
[up_sect_firstd_beretta]
;Îòäà÷à(2)-20%
;------------
cost = 600
value = -20
cam_dispersion = -0.2 ;0.5
cam_dispersion_inc = -0.2 ;0.5
cam_step_angle_horz = -0.15; ;1.0
zoom_cam_dispersion = -0.05
zoom_cam_dispersion_inc = -0.2
zoom_cam_step_angle_horz = -0.3
[up_sect_firste_beretta]
;Ðåæèì ïîëíîñòüþ àâòîìàòè÷åñêîãî îãíÿ
;---------------
cost = 1900
;value = +20
fire_modes = 1, -1
rpm = 300
cam_dispersion = -0.3 ;0.5
cam_dispersion_inc = -0.3 ;0.5
cam_step_angle_horz = -0.1; ;1.0
zoom_cam_dispersion = -0.05
zoom_cam_dispersion_inc = -0.15
zoom_cam_step_angle_horz = -0.5
[up_sect_secona_beretta]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 300
value = +10
rpm = 35
[up_sect_seconc_beretta]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 600
value = +20
bullet_speed = +50
fire_dispersion_base = -0.01
[up_sect_second_beretta]
;Íàäåæíîñòü(2)15%
;---------------
cost = 600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0008 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0008 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0013
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.013 ;0.03
[up_sect_secone_beretta]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 900
value = +25
rpm = 65
[up_sect_thirda_beretta]
;Íàäåæíîñòü(1)10%
;---------------
cost = 300
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0006
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.006 ;0.03
[up_sect_thirdc_beretta]
;Óäîáñòâî(2)15%
;--------------
cost = 600
value = +15
crosshair_inertion = -1
PDM_disp_base = -0.2
PDM_disp_vel_factor = -0.35
PDM_disp_accel_factor = -0.35
[up_sect_thirdd_beretta]
;Îòäà÷à(2)-20%
;------------
cost = 600
value = -20
cam_dispersion = -0.2 ;0.5
cam_dispersion_inc = -0.2 ;0.5
cam_step_angle_horz = -0.15; ;1.0
zoom_cam_dispersion = -0.05
zoom_cam_dispersion_inc = -0.2
zoom_cam_step_angle_horz = -0.3
[up_sect_fourta_beretta]
;Òî÷íîñòü(1)10%
;---------------
cost = 300
value = +10
fire_dispersion_base = -0.04
fire_dispersion_condition_factor = -1
[up_sect_fourtc_beretta]
;Íàäåæíîñòü(2)15%
;---------------
cost = 600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0008 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0008 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0013
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.013 ;0.03
[up_sect_fiftha_beretta]
;Íàíåñåíèå íàðóæíîé ðåçüáû íà ñòâîë
;---------------
cost = 700
;value = +20
snd_silncer_shot = weapons\n_pb_shot
silencer_status = 2
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 56 ; offset in inventory icon
silencer_y = -15
[up_sect_fifthc_beretta]
;Ñìåíà êàëèáðà íà 9õ18
;---------------
cost = 1500
value = "9x18"
ammo_class = ammo_9x18_fmj, ammo_9x18_pmm
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0008
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.008 ;0.03
[up_firsta_beretta]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_beretta
section = up_sect_firsta_beretta
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_Marta_1
;;...
[up_firstc_beretta]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_beretta
section = up_sect_firstc_beretta
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b5_name
description = st_up_zatp_b5_descr
icon = ui_inGame2_upgrade_Marta_2
[up_firstd_beretta]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_beretta
section = up_sect_firstd_beretta
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b7_name
description = st_up_zatp_b7_descr
icon = ui_inGame2_upgrade_Marta_3
[up_firste_beretta]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_beretta
property = prop_autofire
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c6_name
description = st_up_zatp_c6_descr
icon = ui_inGame2_upgrade_Marta_4
[up_secona_beretta]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_beretta
section = up_sect_secona_beretta
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a3_name
description = st_up_barp_a3_descr
icon = ui_inGame2_upgrade_Marta_5
[up_seconc_beretta]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_beretta
section = up_sect_seconc_beretta
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b4_name
description = st_up_barp_b4_descr
icon = ui_inGame2_upgrade_Marta_6
[up_second_beretta]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_beretta
section = up_sect_second_beretta
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_Marta_7
[up_secone_beretta]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_beretta
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c1_name
description = st_up_barp_c1_descr
icon = ui_inGame2_upgrade_Marta_8
[up_thirda_beretta]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_beretta
section = up_sect_thirda_beretta
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_a2_name
description = st_up_stvp_a2_descr
icon = ui_inGame2_upgrade_Marta_9
[up_thirdc_beretta]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_thirdc_beretta
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b5_name
description = st_up_stvp_b5_descr
icon = ui_inGame2_upgrade_Marta_10
[up_thirdd_beretta]
scheme_index = 1, 5
known = 1
effects =
section = up_sect_thirdd_beretta
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b3_name
description = st_up_stvp_b3_descr
icon = ui_inGame2_upgrade_Marta_11
[up_fourta_beretta]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_beretta
section = up_sect_fourta_beretta
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b1_name
description = st_up_usmp_b1_descr
icon = ui_inGame2_upgrade_Marta_12
[up_fourtc_beretta]
scheme_index = 1, 6
known = 1
effects =
section = up_sect_fourtc_beretta
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b4_name
description = st_up_usmp_b4_descr
icon = ui_inGame2_upgrade_Marta_13
[up_fiftha_beretta]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_beretta
property = prop_silencer
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a1_name
description = st_up_add_a1_descr
icon = ui_inGame2_upgrade_Marta_14
[up_fifthc_beretta]
scheme_index = 1, 7
known = 1
effects =
section = up_sect_fifthc_beretta
property = prop_calibre
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_b3_name
description = st_up_add_b3_descr
icon = ui_inGame2_upgrade_Marta_15
[up_gr_firstab_beretta]
elements = up_firsta_beretta
[up_gr_firstcd_beretta]
elements = up_firstc_beretta, up_firstd_beretta
[up_gr_firstef_beretta]
elements = up_firste_beretta
[up_gr_seconab_beretta]
elements = up_secona_beretta
[up_gr_seconcd_beretta]
elements = up_seconc_beretta, up_second_beretta
[up_gr_seconef_beretta]
elements = up_secone_beretta
[up_gr_thirdab_beretta]
elements = up_thirda_beretta
[up_gr_thirdcd_beretta]
elements = up_thirdc_beretta, up_thirdd_beretta
[up_gr_fourtab_beretta]
elements = up_fourta_beretta
[up_gr_fourtcd_beretta]
elements = up_fourtc_beretta
[up_gr_fifthab_beretta]
elements = up_fiftha_beretta
[up_gr_fifthcd_beretta]
elements = up_fifthc_beretta

View file

@ -0,0 +1,253 @@
[up_sect_firsta_bm16]
;Íàäåæíîñòü(1)10%
;---------------
cost = 100
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
[up_sect_firstc_bm16]
;Òî÷íîñòü(2)20%
;---------------
cost = 250
value = +20
fire_dispersion_base = -0.1 ;0.7
fire_dispersion_condition_factor = -0.5 ;15
[up_sect_secona_bm16]
;Óìåíüøåíèå âåñà
;---------------
cost = 100
value = -0.9
inv_weight = -0.9
crosshair_inertion = -0.25
PDM_disp_vel_factor = -0.05
PDM_disp_accel_factor = -0.05
[up_sect_seconc_bm16]
;Óäîáñòâî(2)15%
;--------------
cost = 250
value = +15
crosshair_inertion = -0.5
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.2
PDM_disp_accel_factor = -0.2
[up_sect_second_bm16]
;Îòäà÷à(2)-20%
;------------
cost = 250
value = -20
cam_dispersion = -1 ;0.7
cam_dispersion_inc = -1 ;0.7
cam_step_angle_horz = -1 ;0.7
zoom_cam_dispersion = -0.75 ;0.6
zoom_cam_dispersion_inc = -0.75 ;0.6
zoom_cam_step_angle_horz = -0.75 ;0.6
[up_sect_thirda_bm16]
;Íàäåæíîñòü(1)10%
;---------------
cost = 100
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
[up_sect_thirdc_bm16]
;Îòäà÷à(2)-20%
;------------
cost = 250
value = -20
cam_dispersion = -1 ;0.7
cam_dispersion_inc = -1 ;0.7
cam_step_angle_horz = -1 ;0.7
zoom_cam_dispersion = -0.75 ;0.6
zoom_cam_dispersion_inc = -0.75 ;0.6
zoom_cam_step_angle_horz = -0.75 ;0.6
[up_firsta_bm16]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_bm16
section = up_sect_firsta_bm16
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b1_name
description = st_up_bard_b1_descr
icon = ui_inGame2_upgrade_Obrez_1
[up_firstc_bm16]
scheme_index = 1, 0
known = 1
effects =
section = up_sect_firstc_bm16
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b2_name
description = st_up_bard_b2_descr
icon = ui_inGame2_upgrade_Obrez_2
[up_secona_bm16]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_bm16
section = up_sect_secona_bm16
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_a1_name
description = st_up_stvd_a1_descr
icon = ui_inGame2_upgrade_Obrez_3
[up_seconc_bm16]
scheme_index = 1, 1
known = 1
effects =
section = up_sect_seconc_bm16
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b2_name
description = st_up_stvd_b2_descr
icon = ui_inGame2_upgrade_Obrez_4
[up_second_bm16]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_second_bm16
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b3_name
description = st_up_stvd_b3_descr
icon = ui_inGame2_upgrade_Obrez_5
[up_thirda_bm16]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_bm16
section = up_sect_thirda_bm16
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_a1_name
description = st_up_autd_a1_descr
icon = ui_inGame2_upgrade_Obrez_6
[up_thirdc_bm16]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_thirdc_bm16
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_b1_name
description = st_up_autd_b1_descr
icon = ui_inGame2_upgrade_Obrez_7
[up_gr_firstab_bm16]
elements = up_firsta_bm16
[up_gr_firstcd_bm16]
elements = up_firstc_bm16
[up_gr_seconab_bm16]
elements = up_secona_bm16
[up_gr_seconcd_bm16]
elements = up_seconc_bm16, up_second_bm16
[up_gr_thirdab_bm16]
elements = up_thirda_bm16
[up_gr_thirdcd_bm16]
elements = up_thirdc_bm16

View file

@ -0,0 +1,483 @@
[up_sect_firsta_colt1911]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 300
value = +10
rpm = 30
[up_sect_firstc_colt1911]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 600
value = +20
bullet_speed = 50
fire_dispersion_base = -0.02
[up_sect_firstd_colt1911]
;Îòäà÷à(2)-20%
;------------
cost = 600
value = -20
cam_dispersion = -0.45 ;1.2
cam_dispersion_inc = -0.45 ;1.2
cam_step_angle_horz = -0.3 ;1.2
[up_sect_firste_colt1911]
;Òî÷íîñòü(3)30%
;---------------
cost = 900
value = +30
fire_dispersion_base = -0.07
fire_dispersion_condition_factor = -1
[up_sect_secona_colt1911]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 300
value = +10
rpm = 60
[up_sect_seconc_colt1911]
;Îòäà÷à(2)-20%
;------------
cost = 600
value = -20
cam_dispersion = -0.45 ;1.2
cam_dispersion_inc = -0.45 ;1.2
cam_step_angle_horz = -0.3 ;1.2
[up_sect_second_colt1911]
;Íàäåæíîñòü(2)15%
;---------------
cost = 600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_secone_colt1911]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 900
value = +25
rpm = 60
[up_sect_thirda_colt1911]
;Âåñ
;------------------
cost = 300
value = -0.4
inv_weight = -0.4
crosshair_inertion = -0.3
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.15
PDM_disp_accel_factor = -0.15
[up_sect_thirdc_colt1911]
;Óäîáñòâî(2)15%
;--------------
cost = 600
value = +15
crosshair_inertion = -0.7
PDM_disp_base = -0.15
PDM_disp_vel_factor = -0.35
PDM_disp_accel_factor = -0.35
[up_sect_thirdd_colt1911]
;Îòäà÷à(2)-20%
;------------
cost = 600
value = -20
cam_dispersion = -0.45 ;1.2
cam_dispersion_inc = -0.45 ;1.2
cam_step_angle_horz = -0.3 ;1.2
[up_sect_fourta_colt1911]
;Òî÷íîñòü(1)10%
;---------------
cost = 300
value = +10
fire_dispersion_base = -0.03
fire_dispersion_condition_factor = -1
[up_sect_fourtc_colt1911]
;Íàäåæíîñòü(2)15%
;---------------
cost = 600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_fiftha_colt1911]
;Óâåëè÷åííûé îáúåì ìàãàçèíà
;---------------
cost = 1200
value = +4
ammo_mag_size = +4
[up_firsta_colt1911]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_colt1911
section = up_sect_firsta_colt1911
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_Kora_919_1
;;...
[up_firstc_colt1911]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_colt1911
section = up_sect_firstc_colt1911
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b1_name
description = st_up_zatp_b1_descr
icon = ui_inGame2_upgrade_Kora_919_2
[up_firstd_colt1911]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_colt1911
section = up_sect_firstd_colt1911
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b2_name
description = st_up_zatp_b2_descr
icon = ui_inGame2_upgrade_Kora_919_3
[up_firste_colt1911]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_colt1911
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c3_name
description = st_up_zatp_c3_descr
icon = ui_inGame2_upgrade_Kora_919_4
[up_secona_colt1911]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_colt1911
section = up_sect_secona_colt1911
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a3_name
description = st_up_barp_a3_descr
icon = ui_inGame2_upgrade_Kora_919_5
[up_seconc_colt1911]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_colt1911
section = up_sect_seconc_colt1911
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b5_name
description = st_up_barp_b5_descr
icon = ui_inGame2_upgrade_Kora_919_6
[up_second_colt1911]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_colt1911
section = up_sect_second_colt1911
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_Kora_919_7
[up_secone_colt1911]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_colt1911
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c1_name
description = st_up_barp_c1_descr
icon = ui_inGame2_upgrade_Kora_919_8
[up_thirda_colt1911]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_colt1911
section = up_sect_thirda_colt1911
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b1_name
description = st_up_stvp_b1_descr
icon = ui_inGame2_upgrade_Kora_919_9
[up_thirdc_colt1911]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_thirdc_colt1911
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b2_name
description = st_up_stvp_b2_descr
icon = ui_inGame2_upgrade_Kora_919_10
[up_thirdd_colt1911]
scheme_index = 1, 5
known = 1
effects =
section = up_sect_thirdd_colt1911
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b3_name
description = st_up_stvp_b3_descr
icon = ui_inGame2_upgrade_Kora_919_11
[up_fourta_colt1911]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_colt1911
section = up_sect_fourta_colt1911
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_a1_name
description = st_up_usmp_a1_descr
icon = ui_inGame2_upgrade_Kora_919_12
[up_fourtc_colt1911]
scheme_index = 1, 6
known = 1
effects =
section = up_sect_fourtc_colt1911
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b5_name
description = st_up_usmp_b5_descr
icon = ui_inGame2_upgrade_Kora_919_13
[up_fiftha_colt1911]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_colt1911
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_Kora_919_14
[up_gr_firstab_colt1911]
elements = up_firsta_colt1911
[up_gr_firstcd_colt1911]
elements = up_firstc_colt1911, up_firstd_colt1911
[up_gr_firstef_colt1911]
elements = up_firste_colt1911
[up_gr_seconab_colt1911]
elements = up_secona_colt1911
[up_gr_seconcd_colt1911]
elements = up_seconc_colt1911, up_second_colt1911
[up_gr_seconef_colt1911]
elements = up_secone_colt1911
[up_gr_thirdab_colt1911]
elements = up_thirda_colt1911
[up_gr_thirdcd_colt1911]
elements = up_thirdc_colt1911, up_thirdd_colt1911
[up_gr_fourtab_colt1911]
elements = up_fourta_colt1911
[up_gr_fourtcd_colt1911]
elements = up_fourtc_colt1911
[up_gr_fifthab_colt1911]
elements = up_fiftha_colt1911

View file

@ -0,0 +1,508 @@
[up_sect_firsta_desert_eagle]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 600
value = +10
rpm = +30
[up_sect_firstc_desert_eagle]
;Îòäà÷à(2)-20%
;------------
cost = 1200
value = -20
cam_dispersion = -0.3 ;1.2
cam_dispersion_inc = -0.3 ;1.2
cam_step_angle_horz = -0.15 ;1.0
[up_sect_firste_desert_eagle]
;Òî÷íîñòü(3)30%
;---------------
cost = 1800
value = +30
fire_dispersion_base = -0.05
fire_dispersion_condition_factor = -1
[up_sect_firstf_desert_eagle]
;Îòäà÷à(3)-30%
;------------
cost = 1800
value = -30
cam_dispersion = -0.5 ;1.2
cam_dispersion_inc = -0.5 ;1.2
cam_step_angle_horz = -0.25 ;1.0
[up_sect_secona_desert_eagle]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 600
value = +10
bullet_speed = +40
[up_sect_seconc_desert_eagle]
;Íàäåæíîñòü(2)15%
;---------------
cost = 1200
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -2 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.00125 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.00125 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0025
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.025 ;0.03
[up_sect_secone_desert_eagle]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1800
value = +25
rpm = +70
[up_sect_seconf_desert_eagle]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1800
value = +30
bullet_speed = +80
fire_dispersion_base = -0.03
[up_sect_thirda_desert_eagle]
;Âåñ
;------------------
cost = 600
value = -0.7
inv_weight = -0.7
crosshair_inertion = -0.3
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.15
PDM_disp_accel_factor = -0.15
[up_sect_thirdc_desert_eagle]
;Óäîáñòâî(2)15%
;--------------
cost = 1200
value = +15
crosshair_inertion = -0.7
PDM_disp_base = -0.15
PDM_disp_vel_factor = -0.35
PDM_disp_accel_factor = -0.35
[up_sect_thirdd_desert_eagle]
;Îòäà÷à(2)-20%
;------------
cost = 1200
value = -20
cam_dispersion = -0.3 ;1.2
cam_dispersion_inc = -0.3 ;1.2
cam_step_angle_horz = -0.15 ;1.0
[up_sect_thirde_desert_eagle]
;Îòäà÷à(3)-30%
;------------
cost = 1800
value = -30
cam_dispersion = -0.5 ;1.2
cam_dispersion_inc = -0.5 ;1.2
cam_step_angle_horz = -0.25 ;1.0
[up_sect_fourta_desert_eagle]
;Òî÷íîñòü(1)10%
;---------------
cost = 600
value = +10
fire_dispersion_base = -0.02
[up_sect_fourtc_desert_eagle]
;Íàäåæíîñòü(2)15%
;---------------
cost = 1200
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -2 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.00125 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.00125 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0025
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.025 ;0.03
[up_sect_fiftha_desert_eagle]
;Óâåëè÷åííûé îáúåì ìàãàçèíà
;---------------
cost = 1800
value = +4
ammo_mag_size = +4
[up_firsta_desert_eagle]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_desert_eagle
section = up_sect_firsta_desert_eagle
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_Black_hawk_1
;;...
[up_firstc_desert_eagle]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_desert_eagle
section = up_sect_firstc_desert_eagle
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b6_name
description = st_up_zatp_b6_descr
icon = ui_inGame2_upgrade_Black_hawk_2
[up_firste_desert_eagle]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_desert_eagle
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c4_name
description = st_up_zatp_c4_descr
icon = ui_inGame2_upgrade_Black_hawk_3
[up_firstf_desert_eagle]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_desert_eagle
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c5_name
description = st_up_zatp_c5_descr
icon = ui_inGame2_upgrade_Black_hawk_4
[up_secona_desert_eagle]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_desert_eagle
section = up_sect_secona_desert_eagle
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a1_name
description = st_up_barp_a1_descr
icon = ui_inGame2_upgrade_Black_hawk_5
[up_seconc_desert_eagle]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_desert_eagle
section = up_sect_seconc_desert_eagle
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_Black_hawk_6
[up_secone_desert_eagle]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_desert_eagle
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c1_name
description = st_up_barp_c1_descr
icon = ui_inGame2_upgrade_Black_hawk_7
[up_seconf_desert_eagle]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_desert_eagle
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c3_name
description = st_up_barp_c3_descr
icon = ui_inGame2_upgrade_Black_hawk_8
[up_thirda_desert_eagle]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_desert_eagle
section = up_sect_thirda_desert_eagle
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b1_name
description = st_up_stvp_b1_descr
icon = ui_inGame2_upgrade_Black_hawk_9
[up_thirdc_desert_eagle]
scheme_index = 1, 2
known = 1
effects = up_gr_thirdef_desert_eagle
section = up_sect_thirdc_desert_eagle
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b5_name
description = st_up_stvp_b5_descr
icon = ui_inGame2_upgrade_Black_hawk_10
[up_thirdd_desert_eagle]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_desert_eagle
section = up_sect_thirdd_desert_eagle
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b3_name
description = st_up_stvp_b3_descr
icon = ui_inGame2_upgrade_Black_hawk_11
[up_thirde_desert_eagle]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_desert_eagle
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_c2_name
description = st_up_stvp_c2_descr
icon = ui_inGame2_upgrade_Black_hawk_12
[up_fourta_desert_eagle]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_desert_eagle
section = up_sect_fourta_desert_eagle
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_a1_name
description = st_up_usmp_a1_descr
icon = ui_inGame2_upgrade_Black_hawk_13
[up_fourtc_desert_eagle]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_fourtc_desert_eagle
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b5_name
description = st_up_usmp_b5_descr
icon = ui_inGame2_upgrade_Black_hawk_14
[up_fiftha_desert_eagle]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_desert_eagle
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_Black_hawk_15
[up_gr_firstab_desert_eagle]
elements = up_firsta_desert_eagle
[up_gr_firstcd_desert_eagle]
elements = up_firstc_desert_eagle
[up_gr_firstef_desert_eagle]
elements = up_firste_desert_eagle, up_firstf_desert_eagle
[up_gr_seconab_desert_eagle]
elements = up_secona_desert_eagle
[up_gr_seconcd_desert_eagle]
elements = up_seconc_desert_eagle
[up_gr_seconef_desert_eagle]
elements = up_secone_desert_eagle, up_seconf_desert_eagle
[up_gr_thirdab_desert_eagle]
elements = up_thirda_desert_eagle
[up_gr_thirdcd_desert_eagle]
elements = up_thirdc_desert_eagle, up_thirdd_desert_eagle
[up_gr_thirdef_desert_eagle]
elements = up_thirde_desert_eagle
[up_gr_fourtab_desert_eagle]
elements = up_fourta_desert_eagle
[up_gr_fourtcd_desert_eagle]
elements = up_fourtc_desert_eagle
[up_gr_fifthab_desert_eagle]
elements = up_fiftha_desert_eagle

View file

@ -0,0 +1,650 @@
[up_sect_firsta_fn2000]
;Íàäåæíîñòü(1)10%
;---------------
cost = 1500
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.016 ;0.03
[up_sect_firstc_fn2000]
;Íàäåæíîñòü(2)15%
;---------------
cost = 2000
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.016 ;0.03
[up_sect_firstd_fn2000]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 2000
value = +20
bullet_speed = +75
fire_dispersion_base = -0.01
[up_sect_firste_fn2000]
;Óäîáñòâî(3)25%
;--------------
cost = 2500
value = +25
crosshair_inertion = -2
PDM_disp_base = -0.2 ;0.5
PDM_disp_vel_factor = -0.75 ;1.5
PDM_disp_accel_factor = -0.75 ;1.5
[up_sect_firstf_fn2000]
;Òî÷íîñòü(3)30%
;---------------
cost = 2500
value = +30
fire_dispersion_base = -0.04 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_secona_fn2000]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 1500
value = +10
bullet_speed = +50
[up_sect_seconc_fn2000]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 2000
value = +20
bullet_speed = +75
fire_dispersion_base = -0.01
[up_sect_second_fn2000]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 2000
value = +15
rpm = +85
[up_sect_secone_fn2000]
;Òî÷íîñòü(3)30%
;---------------
cost = 2500
value = +30
fire_dispersion_base = -0.04 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_seconf_fn2000]
;Îòäà÷à(3)-30%
;------------
cost = 2500
value = -30
cam_dispersion = -0.14 ;0.5
cam_dispersion_inc = -0.07 ;0.5
cam_step_angle_horz = -0.65 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.14 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.08 ;0.5
zoom_cam_step_angle_horz = -0.55 ;1.0 [0.505 â îñòàòêå]
[up_sect_thirda_fn2000]
;Îòäà÷à(1)-10%
;------------
cost = 1500
value = -10
cam_dispersion = -0.09 ;0.5
cam_dispersion_inc = -0.04 ;0.5
cam_step_angle_horz = -0.35 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.09 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.05 ;0.5
zoom_cam_step_angle_horz = -0.28 ;1.0 [0.505 â îñòàòêå]
[up_sect_thirdc_fn2000]
;Íàäåæíîñòü(2)15%
;---------------
cost = 2000
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.016 ;0.03
[up_sect_thirdd_fn2000]
;Òî÷íîñòü(2)20%
;---------------
cost = 2000
value = +20
fire_dispersion_base = -0.02 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_thirde_fn2000]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 2500
value = +30
rpm = +135
[up_sect_thirdf_fn2000]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 2500
value = +30
bullet_speed = +100
fire_dispersion_base = -0.01
[up_sect_fourta_fn2000]
cost = 1800
scope_zoom_factor = -35
[up_sect_fourtc_fn2000]
cost = 3000
scope_nightvision = scope_contrast
[up_sect_fourte_fn2000]
cost = 12500
scope_alive_detector = scope_detector
[up_sect_fourtf_fn2000]
cost = 5500
scope_dynamic_zoom = on
[up_firsta_fn2000]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_fn2000
section = up_sect_firsta_fn2000
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a2_name
description = st_up_auto_a2_descr
icon = ui_inGame2_upgrade_FT200M_1
;;...
[up_firstc_fn2000]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_fn2000
section = up_sect_firstc_fn2000
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b1_name
description = st_up_auto_b1_descr
icon = ui_inGame2_upgrade_FT200M_2
[up_firstd_fn2000]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_fn2000
section = up_sect_firstd_fn2000
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b2_name
description = st_up_auto_b2_descr
icon = ui_inGame2_upgrade_FT200M_3
[up_firste_fn2000]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_fn2000
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c6_name
description = st_up_auto_c6_descr
icon = ui_inGame2_upgrade_FT200M_4
[up_firstf_fn2000]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_fn2000
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c5_name
description = st_up_auto_c5_descr
icon = ui_inGame2_upgrade_FT200M_5
[up_secona_fn2000]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_fn2000
section = up_sect_secona_fn2000
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a2_name
description = st_up_zat_a2_descr
icon = ui_inGame2_upgrade_FT200M_6
[up_seconc_fn2000]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_fn2000
section = up_sect_seconc_fn2000
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b5_name
description = st_up_zat_b5_descr
icon = ui_inGame2_upgrade_FT200M_7
[up_second_fn2000]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_fn2000
section = up_sect_second_fn2000
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b6_name
description = st_up_zat_b6_descr
icon = ui_inGame2_upgrade_FT200M_8
[up_secone_fn2000]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_fn2000
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c5_name
description = st_up_zat_c5_descr
icon = ui_inGame2_upgrade_FT200M_9
[up_seconf_fn2000]
scheme_index = 2, 3
effects =
section = up_sect_seconf_fn2000
property = prop_recoil
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c1_name
description = st_up_zat_c1_descr
icon = ui_inGame2_upgrade_FT200M_10
[up_thirda_fn2000]
scheme_index = 0, 2
effects = up_gr_thirdcd_fn2000
section = up_sect_thirda_fn2000
property = prop_recoil
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a3_name
description = st_up_ret_a3_descr
icon = ui_inGame2_upgrade_FT200M_11
[up_thirdc_fn2000]
scheme_index = 1, 4
effects = up_gr_thirdef_fn2000
section = up_sect_thirdc_fn2000
property = prop_reliability
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b1_name
description = st_up_ret_b1_descr
icon = ui_inGame2_upgrade_FT200M_12
[up_thirdd_fn2000]
scheme_index = 1, 5
effects = up_gr_thirdef_fn2000
section = up_sect_thirdd_fn2000
property = prop_dispersion
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b3_name
description = st_up_ret_b3_descr
icon = ui_inGame2_upgrade_FT200M_13
[up_thirde_fn2000]
scheme_index = 2, 4
effects =
section = up_sect_thirde_fn2000
property = prop_rpm
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c3_name
description = st_up_ret_c3_descr
icon = ui_inGame2_upgrade_FT200M_14
[up_thirdf_fn2000]
scheme_index = 2, 5
effects =
section = up_sect_thirdf_fn2000
property = prop_bullet_speed
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c1_name
description = st_up_ret_c1_descr
icon = ui_inGame2_upgrade_FT200M_15
[up_fourta_fn2000]
scheme_index = 0, 3
effects =
section = up_sect_fourta_fn2000
property = prop_scope_4x
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_a2_name
description = st_up_opt_a2_descr
icon = ui_inGame2_upgrade_FT200M_16
[up_fourtc_fn2000]
scheme_index = 1, 6
effects =
section = up_sect_fourtc_fn2000
property = prop_contrast
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_b1_name
description = st_up_opt_b1_descr
icon = ui_inGame2_upgrade_FT200M_17
[up_fourte_fn2000]
scheme_index = 2, 6
effects =
section = up_sect_fourte_fn2000
property = prop_autolockscope
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c1_name
description = st_up_opt_c1_descr
icon = ui_inGame2_upgrade_FT200M_18
[up_fourtf_fn2000]
scheme_index = 2, 7
effects =
section = up_sect_fourtf_fn2000
property = prop_scope
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c3_name
description = st_up_opt_c3_descr
icon = ui_inGame2_upgrade_FT200M_19
;[up_fiftha_fn2000]
;scheme_index = 0, 4
;effects =
;section = up_sect_fiftha_fn2000
;property = prop_dispersion
;
;known = 1
;
;precondition_functor = inventory_upgrades.precondition_functor_a
;precondition_parameter = a & b
;
;effect_functor = inventory_upgrades.effect_functor_a
;effect_parameter = something_here
;
;prereq_functor = inventory_upgrades.prereq_functor_a
;prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
;prereq_params = up_fiftha_fn2000
;name = st_upg_electro_accur
;description = st_upg_electro_accur_descr
;icon = ui_wp_upgrade_33
[up_gr_firstab_fn2000]
elements = up_firsta_fn2000
[up_gr_firstcd_fn2000]
elements = up_firstc_fn2000, up_firstd_fn2000
[up_gr_firstef_fn2000]
elements = up_firste_fn2000, up_firstf_fn2000
[up_gr_seconab_fn2000]
elements = up_secona_fn2000
[up_gr_seconcd_fn2000]
elements = up_seconc_fn2000, up_second_fn2000
[up_gr_seconef_fn2000]
elements = up_secone_fn2000, up_seconf_fn2000
[up_gr_thirdab_fn2000]
elements = up_thirda_fn2000
[up_gr_thirdcd_fn2000]
elements = up_thirdc_fn2000, up_thirdd_fn2000
[up_gr_thirdef_fn2000]
elements = up_thirde_fn2000, up_thirdf_fn2000
[up_gr_fourtab_fn2000]
elements = up_fourta_fn2000
[up_gr_fourtcd_fn2000]
elements = up_fourtc_fn2000
[up_gr_fourtef_fn2000]
elements = up_fourte_fn2000, up_fourtf_fn2000
;[up_gr_fifthab_fn2000]
;elements = up_fiftha_fn2000

View file

@ -0,0 +1,482 @@
[up_sect_firsta_fort]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 250
value = +10
rpm = +30
[up_sect_firstc_fort]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 500
value = +20
bullet_speed = +50
fire_dispersion_base = -0.01
[up_sect_firstd_fort]
;Îòäà÷à(2)-20%
;------------
cost = 500
value = -20
cam_dispersion = -0.3 ;0.6
cam_dispersion_inc = -0.3 ;0.6
cam_step_angle_horz = -0.35 ;1.0
[up_sect_firste_fort]
;Òî÷íîñòü(3)30%
;---------------
cost = 750
value = +30
fire_dispersion_base = -0.05
[up_sect_secona_fort]
;Íàñòèëüíîñòü(1)10%
;---------------
cost = 250
value = +10
bullet_speed = +30
[up_sect_seconc_fort]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 250
value = +15
rpm = +50
[up_sect_second_fort]
;Íàäåæíîñòü(2)15%
;---------------
cost = 500
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_thirda_fort]
;Âåñ
;------------------
cost = 250
value = -0.33
inv_weight = -0.33
crosshair_inertion = -0.3
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.15
PDM_disp_accel_factor = -0.15
[up_sect_thirdc_fort]
;Óäîáñòâî(2)15%
;--------------
cost = 500
value = +15
crosshair_inertion = -0.7
PDM_disp_base = -0.15
PDM_disp_vel_factor = -0.35
PDM_disp_accel_factor = -0.35
[up_sect_thirdd_fort]
;Íàäåæíîñòü(2)15%
;---------------
cost = 500
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_fourta_fort]
;Òî÷íîñòü(1)10%
;---------------
cost = 250
value = +10
fire_dispersion_base = -0.02
[up_sect_fourtc_fort]
;Òî÷íîñòü(2)20%
;---------------
cost = 500
value = +20
fire_dispersion_base = -0.04
[up_sect_fiftha_fort]
;Óâåëè÷åííûé îáúåì ìàãàçèíà
;---------------
cost = 650
value = +4
ammo_mag_size = +4
[up_sect_fifthc_fort]
;Ñìåíà êàëèáðà íà 9õ19
;---------------
cost = 1250
value = "9x19"
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0008
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.008 ;0.03
[up_firsta_fort]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_fort
section = up_sect_firsta_fort
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_Fora_12_1
;;...
[up_firstc_fort]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_fort
section = up_sect_firstc_fort
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b1_name
description = st_up_zatp_b1_descr
icon = ui_inGame2_upgrade_Fora_12_2
[up_firstd_fort]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_fort
section = up_sect_firstd_fort
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b2_name
description = st_up_zatp_b2_descr
icon = ui_inGame2_upgrade_Fora_12_3
[up_firste_fort]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_fort
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c3_name
description = st_up_zatp_c3_descr
icon = ui_inGame2_upgrade_Fora_12_4
[up_secona_fort]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_fort
section = up_sect_secona_fort
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a1_name
description = st_up_barp_a1_descr
icon = ui_inGame2_upgrade_Fora_12_5
[up_seconc_fort]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_seconc_fort
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b3_name
description = st_up_barp_b3_descr
icon = ui_inGame2_upgrade_Fora_12_6
[up_second_fort]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_second_fort
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_Fora_12_7
[up_thirda_fort]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_fort
section = up_sect_thirda_fort
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b1_name
description = st_up_stvp_b1_descr
icon = ui_inGame2_upgrade_Fora_12_8
[up_thirdc_fort]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_thirdc_fort
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b2_name
description = st_up_stvp_b2_descr
icon = ui_inGame2_upgrade_Fora_12_9
[up_thirdd_fort]
scheme_index = 1, 5
known = 1
effects =
section = up_sect_thirdd_fort
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b4_name
description = st_up_stvp_b4_descr
icon = ui_inGame2_upgrade_Fora_12_10
[up_fourta_fort]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_fort
section = up_sect_fourta_fort
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b1_name
description = st_up_usmp_b1_descr
icon = ui_inGame2_upgrade_Fora_12_11
[up_fourtc_fort]
scheme_index = 1, 6
known = 1
effects =
section = up_sect_fourtc_fort
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b3_name
description = st_up_usmp_b3_descr
icon = ui_inGame2_upgrade_Fora_12_12
[up_fiftha_fort]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_fort
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_Fora_12_13
[up_fifthc_fort]
scheme_index = 1, 7
known = 1
effects =
section = up_sect_fifthc_fort
property = prop_calibre
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_b4_name
description = st_up_add_b4_descr
icon = ui_inGame2_upgrade_Fora_12_14
[up_gr_firstab_fort]
elements = up_firsta_fort
[up_gr_firstcd_fort]
elements = up_firstc_fort, up_firstd_fort
[up_gr_firstef_fort]
elements = up_firste_fort
[up_gr_seconab_fort]
elements = up_secona_fort
[up_gr_seconcd_fort]
elements = up_seconc_fort, up_second_fort
[up_gr_thirdab_fort]
elements = up_thirda_fort
[up_gr_thirdcd_fort]
elements = up_thirdc_fort, up_thirdd_fort
[up_gr_fourtab_fort]
elements = up_fourta_fort
[up_gr_fourtcd_fort]
elements = up_fourtc_fort
[up_gr_fifthab_fort]
elements = up_fiftha_fort
[up_gr_fifthcd_fort]
elements = up_fifthc_fort

View file

@ -0,0 +1,558 @@
[up_sect_firsta_g36]
;Íàäåæíîñòü(1)10%
;--------------
cost = 900
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0002 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0002 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.025 ;0.03
[up_sect_firstc_g36]
;Òî÷íîñòü(2)20%
;--------------
cost = 1400
value = +20
fire_dispersion_base = -0.04 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_firste_g36]
;Óäîáñòâî(3)25%
;--------------
cost = 1900
value = +25
crosshair_inertion = -1.5
PDM_disp_base = -0.12
PDM_disp_vel_factor = -0.5
PDM_disp_accel_factor = -0.5
[up_sect_firstf_g36]
;Òî÷íîñòü(3)30%
;--------------
cost = 1900
value = +30
fire_dispersion_base = -0.05 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_secona_g36]
;Îòäà÷à(1)-10%
;------------
cost = 900
value = -10
cam_dispersion = -0.027 ;0.1
cam_dispersion_inc = -0.017 ;0.6
cam_step_angle_horz = -0.32 ;0.6
zoom_cam_dispersion = -0.028 ;0.1
zoom_cam_dispersion_inc = -0.008 ;0.5
zoom_cam_step_angle_horz = -0.28 ;0.5
[up_sect_seconc_g36]
;Óäîáñòâî(2)15%
;--------------
cost = 1400
value = +15
crosshair_inertion = -1
PDM_disp_base = -0.1
PDM_disp_vel_factor = -0.3
PDM_disp_accel_factor = -0.3
[up_sect_second_g36]
;Îòäà÷à(2)-15%
cost = 1400
value = -15
cam_dispersion = -0.065 ;0.1
cam_dispersion_inc = -0.026 ;0.6
cam_step_angle_horz = -0.52 ;0.6
zoom_cam_dispersion = -0.057 ;0.1
zoom_cam_dispersion_inc = -0.018 ;0.5
zoom_cam_step_angle_horz = -0.48 ;0.5
[up_sect_secone_g36]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1900
value = +20
bullet_speed = +135
fire_dispersion_base = -0.03
[up_sect_thirda_g36]
;Òî÷íîñòü(1)10%
;--------------
cost = 900
value = +10
fire_dispersion_base = -0.03 ;0.7
[up_sect_thirdc_g36]
;Îòäà÷à(2)-15%
cost = 1400
value = -10
cam_dispersion = -0.065 ;0.1
cam_dispersion_inc = -0.026 ;0.6
cam_step_angle_horz = -0.52 ;0.6
zoom_cam_dispersion = -0.057 ;0.1
zoom_cam_dispersion_inc = -0.018 ;0.5
zoom_cam_step_angle_horz = -0.48 ;0.5
[up_sect_thirde_g36]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1900
value = +20
bullet_speed = +135
fire_dispersion_base = -0.03
[up_sect_thirdf_g36]
;Òî÷íîñòü(3)30%
;--------------
cost = 1900
value = +30
fire_dispersion_base = -0.05 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_fourta_g36]
;Îïòèêà 1.5èêñ
;------------------
cost = 1200
scope_zoom_factor = -15
[up_sect_fourtc_g36]
;Êîíòðàñòíûé ïðèöåë
;------------------
cost = 2000
scope_nightvision = scope_contrast
[up_sect_fourte_g36]
;ÏÍÂ
;------------------
cost = 4000
scope_nightvision = scope_nightvision
[up_sect_fourtf_g36]
;Äèíàìè÷åñêèé ïðèöåë
;------------------
cost = 3500
scope_dynamic_zoom = on
;[up_sect_fiftha_g36]
;cost = 1
;value = +40
;fire_dispersion_base = -0.2 ;1.0
[up_firsta_g36]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_g36
section = up_sect_firsta_g36
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a2_name
description = st_up_auto_a2_descr
icon = ui_inGame2_upgrade_GP37_1
;;...
[up_firstc_g36]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_g36
section = up_sect_firstc_g36
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b4_name
description = st_up_auto_b4_descr
icon = ui_inGame2_upgrade_GP37_2
[up_firste_g36]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_g36
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c6_name
description = st_up_auto_c6_descr
icon = ui_inGame2_upgrade_GP37_3
[up_firstf_g36]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_g36
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c5_name
description = st_up_auto_c5_descr
icon = ui_inGame2_upgrade_GP37_4
[up_secona_g36]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_g36
section = up_sect_secona_g36
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_a1_name
description = st_up_pri_a1_descr
icon = ui_inGame2_upgrade_GP37_5
[up_seconc_g36]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_g36
section = up_sect_seconc_g36
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_b2_name
description = st_up_pri_b2_descr
icon = ui_inGame2_upgrade_GP37_6
[up_second_g36]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_g36
section = up_sect_second_g36
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_b1_name
description = st_up_pri_b1_descr
icon = ui_inGame2_upgrade_GP37_7
[up_secone_g36]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_g36
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_c2_name
description = st_up_pri_c2_descr
icon = ui_inGame2_upgrade_GP37_8
[up_thirda_g36]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_g36
section = up_sect_thirda_g36
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_a2_name
description = st_up_bar_a2_descr
icon = ui_inGame2_upgrade_GP37_9
[up_thirdc_g36]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_g36
section = up_sect_thirdc_g36
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_b1_name
description = st_up_bar_b1_descr
icon = ui_inGame2_upgrade_GP37_10
[up_thirde_g36]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_g36
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_c1_name
description = st_up_bar_c1_descr
icon = ui_inGame2_upgrade_GP37_11
[up_thirdf_g36]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirdf_g36
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_c3_name
description = st_up_bar_c3_descr
icon = ui_inGame2_upgrade_GP37_12
[up_fourta_g36]
scheme_index = 0, 3
known = 1
effects =
section = up_sect_fourta_g36
property = prop_scope_1.6x
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_a1_name
description = st_up_opt_a1_descr
icon = ui_inGame2_upgrade_GP37_13
[up_fourtc_g36]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_fourtc_g36
property = prop_contrast
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_b1_name
description = st_up_opt_b1_descr
icon = ui_inGame2_upgrade_GP37_14
[up_fourte_g36]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourte_g36
property = prop_nightvision
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c2_name
description = st_up_opt_c2_descr
icon = ui_inGame2_upgrade_GP37_15
[up_fourtf_g36]
scheme_index = 2, 6
known = 1
effects =
section = up_sect_fourtf_g36
property = prop_scope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c3_name
description = st_up_opt_c3_descr
icon = ui_inGame2_upgrade_GP37_16
;[up_fiftha_g36]
;scheme_index = 0, 4
;known = 1
;effects =
;section = up_sect_fourta_g36
;property = prop_dispersion
;
;precondition_functor = inventory_upgrades.precondition_functor_a
;precondition_parameter = a & b
;
;effect_functor = inventory_upgrades.effect_functor_a
;effect_parameter = something_here
;
;prereq_functor = inventory_upgrades.prereq_functor_a
;prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
;prereq_params = up_fourta_g36
;name = st_upg_electro_accur
;description = st_upg_electro_accur_descr
;icon = ui_inGame2_upgrade_GP37_17
[up_gr_firstab_g36]
elements = up_firsta_g36
[up_gr_firstcd_g36]
elements = up_firstc_g36
[up_gr_firstef_g36]
elements = up_firste_g36, up_firstf_g36
[up_gr_seconab_g36]
elements = up_secona_g36
[up_gr_seconcd_g36]
elements = up_seconc_g36, up_second_g36
[up_gr_seconef_g36]
elements = up_secone_g36
[up_gr_thirdab_g36]
elements = up_thirda_g36
[up_gr_thirdcd_g36]
elements = up_thirdc_g36
[up_gr_thirdef_g36]
elements = up_thirde_g36, up_thirdf_g36
[up_gr_fourtab_g36]
elements = up_fourta_g36
[up_gr_fourtcd_g36]
elements = up_fourtc_g36
[up_gr_fourtef_g36]
elements = up_fourte_g36, up_fourtf_g36
;[up_gr_fifthab_g36]
;elements = up_fiftha_g36

View file

@ -0,0 +1,660 @@
[up_sect_firsta_groza]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 1000
value = +10
rpm = +75 ;650
[up_sect_firstc_groza]
;Îòäà÷à(2)-20%
;_------------
cost = 1600
value = -20
cam_dispersion = -0.068 ;0.4
cam_dispersion_inc = -0.028 ;0.4
cam_step_angle_horz = -0.22 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.073 ;0.3
zoom_cam_dispersion_inc = -0.033 ;0.3
zoom_cam_step_angle_horz = -0.23 ;0.7 [0.17 â îñòàòêå]
[up_sect_firstd_groza]
;Íàäåæíîñòü(2)15%
;_---------------
cost = 1600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_firste_groza]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 2200
value = +25
rpm = +135 ;650
[up_sect_firstf_groza]
;Òî÷íîñòü(3)30%
cost = 2200
value = +30
fire_dispersion_base = -0.05 ;0.09;0.048
fire_dispersion_condition_factor = -1 ;15
[up_sect_secona_groza]
;Îòäà÷à(1)-10%
;_------------
cost = 1000
value = -10
cam_dispersion = -0.042 ;0.4
cam_dispersion_inc = -0.022 ;0.4
cam_step_angle_horz = -0.12 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.048 ;0.3
zoom_cam_dispersion_inc = -0.023 ;0.3
zoom_cam_step_angle_horz = -0.11 ;0.7 [0.17 â îñòàòêå]
[up_sect_seconc_groza]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 1600
value = +20
bullet_speed = +60 ;300
fire_dispersion_base = -0.01
hit_impulse = +20
[up_sect_secone_groza]
;Îòäà÷à(3)-30%
;_------------
cost = 2200
value = -30
cam_dispersion = -0.075 ;0.4
cam_dispersion_inc = -0.045 ;0.4
cam_step_angle_horz = -0.3 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.09 ;0.3
zoom_cam_dispersion_inc = -0.05 ;0.3
zoom_cam_step_angle_horz = -0.32 ;0.7 [0.17 â îñòàòêå]
[up_sect_seconf_groza]
;Òî÷íîñòü(3)30%
cost = 2200
value = +30
fire_dispersion_base = -0.05 ;0.09;0.048
fire_dispersion_condition_factor = -1 ;15
[up_sect_thirda_groza]
;Îòäà÷à(1)-10%
;_------------
cost = 1000
value = -10
cam_dispersion = -0.042 ;0.4
cam_dispersion_inc = -0.022 ;0.4
cam_step_angle_horz = -0.12 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.048 ;0.3
zoom_cam_dispersion_inc = -0.023 ;0.3
zoom_cam_step_angle_horz = -0.11 ;0.7 [0.17 â îñòàòêå]
[up_sect_thirdc_groza]
;Òî÷íîñòü(2)20%
cost = 1600
value = +20
fire_dispersion_base = -0.03 ;0.09;0.048
fire_dispersion_condition_factor = -1 ;15
[up_sect_thirdd_groza]
;Íàäåæíîñòü(2)15%
;_---------------
cost = 1600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_thirde_groza]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 2200
value = +25
rpm = +135 ;650
[up_sect_thirdf_groza]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 2200
value = +30
bullet_speed = +80 ;270
fire_dispersion_base = -0.02
hit_impulse = +30
[up_sect_fourta_groza]
;Îòäà÷à(1)-10%
;_-----------
cost = 1000
value = -10
cam_dispersion = -0.042 ;0.4
cam_dispersion_inc = -0.022 ;0.4
cam_step_angle_horz = -0.12 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.048 ;0.3
zoom_cam_dispersion_inc = -0.023 ;0.3
zoom_cam_step_angle_horz = -0.11 ;0.7 [0.17 â îñòàòêå]
[up_sect_fourtc_groza]
;Óäîáñòâî(2)15%
;_-------------
cost = 1600
value = +15
crosshair_inertion = -2.5
PDM_disp_base = -0.15 ;0.5
PDM_disp_vel_factor = -0.4 ;1.5
PDM_disp_accel_factor = -0.4 ;1.5
[up_sect_fourte_groza]
;Íàäåæíîñòü(3)25%
;_--------------
cost = 2200
value = +25
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0002 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0002 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_fourtf_groza]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 2200
value = +30
bullet_speed = +80 ;300
fire_dispersion_base = -0.02
hit_impulse = +30
[up_sect_fiftha_groza]
;Îáúåì ìàãàçèíà +10
;--------------------
cost = 1800
value = +10
ammo_mag_size = 10
[up_firsta_groza]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_groza
section = up_sect_firsta_groza
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a3_name
description = st_up_zat_a3_descr
icon = ui_inGame2_upgrade_GromS14_1
[up_firstc_groza]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_groza
section = up_sect_firstc_groza
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b2_name
description = st_up_zat_b2_descr
icon = ui_inGame2_upgrade_GromS14_2
[up_firstd_groza]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_groza
section = up_sect_firstd_groza
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b3_name
description = st_up_zat_b3_descr
icon = ui_inGame2_upgrade_GromS14_3
[up_firste_groza]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_groza
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c4_name
description = st_up_zat_c4_descr
icon = ui_inGame2_upgrade_GromS14_4
[up_firstf_groza]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_groza
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c5_name
description = st_up_zat_c5_descr
icon = ui_inGame2_upgrade_GromS14_5
[up_secona_groza]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_groza
section = up_sect_secona_groza
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a1_name
description = st_up_auto_a1_descr
icon = ui_inGame2_upgrade_GromS14_6
[up_seconc_groza]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_groza
section = up_sect_seconc_groza
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b2_name
description = st_up_auto_b2_descr
icon = ui_inGame2_upgrade_GromS14_7
[up_secone_groza]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_groza
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c1_name
description = st_up_auto_c1_descr
icon = ui_inGame2_upgrade_GromS14_8
[up_seconf_groza]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_groza
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c5_name
description = st_up_auto_c5_descr
icon = ui_inGame2_upgrade_GromS14_9
[up_thirda_groza]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_groza
section = up_sect_thirda_groza
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a3_name
description = st_up_ret_a3_descr
icon = ui_inGame2_upgrade_GromS14_10
[up_thirdc_groza]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_groza
section = up_sect_thirdc_groza
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b3_name
description = st_up_ret_b3_descr
icon = ui_inGame2_upgrade_GromS14_11
[up_thirdd_groza]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_groza
section = up_sect_thirdd_groza
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b1_name
description = st_up_ret_b1_descr
icon = ui_inGame2_upgrade_GromS14_12
[up_thirde_groza]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_groza
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c2_name
description = st_up_ret_c2_descr
icon = ui_inGame2_upgrade_GromS14_13
[up_thirdf_groza]
scheme_index = 2, 5
effects =
section = up_sect_thirdf_groza
property = prop_bullet_speed
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c1_name
description = st_up_ret_c1_descr
icon = ui_inGame2_upgrade_GromS14_14
[up_fourta_groza]
scheme_index = 0, 3
effects = up_gr_fourtcd_groza
section = up_sect_fourta_groza
property = prop_recoil
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_a3_name
description = st_up_stk_a3_descr
icon = ui_inGame2_upgrade_GromS14_15
[up_fourtc_groza]
scheme_index = 1, 5
effects = up_gr_fourtef_groza
section = up_sect_fourtc_groza
property = prop_inertion
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_b2_name
description = st_up_stk_b2_descr
icon = ui_inGame2_upgrade_GromS14_16
[up_fourte_groza]
scheme_index = 2, 6
effects =
section = up_sect_fourte_groza
property = prop_reliability
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c1_name
description = st_up_stk_c1_descr
icon = ui_inGame2_upgrade_GromS14_17
[up_fourtf_groza]
scheme_index = 2, 7
effects =
section = up_sect_fourtf_groza
property = prop_bullet_speed
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c2_name
description = st_up_stk_c2_descr
icon = ui_inGame2_upgrade_GromS14_18
[up_fiftha_groza]
scheme_index = 0, 4
effects =
section = up_sect_fiftha_groza
property = prop_ammo_size
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_add_a4_descr
icon = ui_inGame2_upgrade_GromS14_19
[up_gr_firstab_groza]
elements = up_firsta_groza
[up_gr_firstcd_groza]
elements = up_firstc_groza, up_firstd_groza
[up_gr_firstef_groza]
elements = up_firste_groza, up_firstf_groza
[up_gr_seconab_groza]
elements = up_secona_groza
[up_gr_seconcd_groza]
elements = up_seconc_groza
[up_gr_seconef_groza]
elements = up_secone_groza, up_seconf_groza
[up_gr_thirdab_groza]
elements = up_thirda_groza
[up_gr_thirdcd_groza]
elements = up_thirdc_groza, up_thirdd_groza
[up_gr_thirdef_groza]
elements = up_thirde_groza, up_thirdf_groza
[up_gr_fourtab_groza]
elements = up_fourta_groza
[up_gr_fourtcd_groza]
elements = up_fourtc_groza
[up_gr_fourtef_groza]
elements = up_fourte_groza, up_fourtf_groza
[up_gr_fifthab_groza]
elements = up_fiftha_groza

View file

@ -0,0 +1,553 @@
[up_sect_firsta_hpsa]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 300
value = +10
rpm = +35
[up_sect_firstc_hpsa]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 600
value = +20
bullet_speed = +50
fire_dispersion_base = -0.01
[up_sect_firstd_hpsa]
;Îòäà÷à(2)-20%
;------------
cost = 600
value = -20
cam_dispersion = -0.2 ;0.6
cam_dispersion_inc = -0.2 ;0.6
cam_step_angle_horz = -0.2 ;1.0
[up_sect_firste_hpsa]
;Îòäà÷à(3)-30%
;------------
cost = 900
value = -30
cam_dispersion = -0.25 ;0.6
cam_dispersion_inc = -0.25 ;0.6
cam_step_angle_horz = -0.25 ;1.0
[up_sect_secona_hpsa]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 300
value = +10
bullet_speed = +30
[up_sect_seconc_hpsa]
;Íàäåæíîñòü(2)15%
;---------------
cost = 600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_secone_hpsa]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 900
value = +25
rpm = +75
[up_sect_seconf_hpsa]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 900
value = +30
bullet_speed = +30
[up_sect_thirda_hpsa]
;Âåñ
;------------------
cost = 300
value = -0.35
inv_weight = -0.35
crosshair_inertion = -0.3
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.1
PDM_disp_accel_factor = -0.1
[up_sect_thirdc_hpsa]
;Óäîáñòâî(2)15%
;--------------
cost = 600
value = +15
crosshair_inertion = -0.7
PDM_disp_base = -0.1
PDM_disp_vel_factor = -0.3
PDM_disp_accel_factor = -0.3
[up_sect_thirdd_hpsa]
;Îòäà÷à(2)-20%
;------------
cost = 600
value = -20
cam_dispersion = -0.2 ;0.6
cam_dispersion_inc = -0.2 ;0.6
cam_step_angle_horz = -0.2 ;1.0
[up_sect_fourta_hpsa]
;Òî÷íîñòü(1)10%
;---------------
cost = 300
value = +10
fire_dispersion_base = -0.02
fire_dispersion_condition_factor = -1
[up_sect_fourtc_hpsa]
;Íàäåæíîñòü(2)15%
;---------------
cost = 600
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_fourte_hpsa]
;Óäîáñòâî(3)25%
;--------------
cost = 1000
value = +25
crosshair_inertion = -1
PDM_disp_base = -0.2
PDM_disp_vel_factor = -0.4
PDM_disp_accel_factor = -0.4
[up_sect_fiftha_hpsa]
;Óâåëè÷åííûé îáúåì ìàãàçèíà
;---------------
cost = 800
value = +4
ammo_mag_size = +4
[up_sect_fifthc_hpsa]
;Ñìåíà êàëèáðà íà 9õ18
;---------------
cost = 1500
value = "9x18"
ammo_class = ammo_9x18_fmj, ammo_9x18_pmm
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0008
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.008 ;0.03
[up_firsta_hpsa]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_hpsa
section = up_sect_firsta_hpsa
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_HPSS_1m_1
;;...
[up_firstc_hpsa]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_hpsa
section = up_sect_firstc_hpsa
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b4_name
description = st_up_zatp_b4_descr
icon = ui_inGame2_upgrade_HPSS_1m_2
[up_firstd_hpsa]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_hpsa
section = up_sect_firstd_hpsa
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b2_name
description = st_up_zatp_b2_descr
icon = ui_inGame2_upgrade_HPSS_1m_3
[up_firste_hpsa]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_hpsa
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c5_name
description = st_up_zatp_c5_descr
icon = ui_inGame2_upgrade_HPSS_1m_4
[up_secona_hpsa]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_hpsa
section = up_sect_secona_hpsa
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a1_name
description = st_up_barp_a1_descr
icon = ui_inGame2_upgrade_HPSS_1m_5
[up_seconc_hpsa]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_hpsa
section = up_sect_seconc_hpsa
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_HPSS_1m_6
[up_secone_hpsa]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_hpsa
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c1_name
description = st_up_barp_c1_descr
icon = ui_inGame2_upgrade_HPSS_1m_7
[up_seconf_hpsa]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_hpsa
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c2_name
description = st_up_barp_c2_descr
icon = ui_inGame2_upgrade_HPSS_1m_8
[up_thirda_hpsa]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_hpsa
section = up_sect_thirda_hpsa
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b1_name
description = st_up_stvp_b1_descr
icon = ui_inGame2_upgrade_HPSS_1m_9
[up_thirdc_hpsa]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_thirdc_hpsa
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b2_name
description = st_up_stvp_b2_descr
icon = ui_inGame2_upgrade_HPSS_1m_10
[up_thirdd_hpsa]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_thirdd_hpsa
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b3_name
description = st_up_stvp_b3_descr
icon = ui_inGame2_upgrade_HPSS_1m_11
[up_fourta_hpsa]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_hpsa
section = up_sect_fourta_hpsa
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_a1_name
description = st_up_usmp_a1_descr
icon = ui_inGame2_upgrade_HPSS_1m_12
[up_fourtc_hpsa]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_hpsa
section = up_sect_fourtc_hpsa
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b5_name
description = st_up_usmp_b5_descr
icon = ui_inGame2_upgrade_HPSS_1m_13
[up_fourte_hpsa]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_fourte_hpsa
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_c2_name
description = st_up_usmp_c2_descr
icon = ui_inGame2_upgrade_HPSS_1m_14
[up_fiftha_hpsa]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_hpsa
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_HPSS_1m_15
[up_fifthc_hpsa]
scheme_index = 1, 6
known = 1
effects =
section = up_sect_fifthc_hpsa
property = prop_calibre
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_b3_name
description = st_up_add_b3_descr
icon = ui_inGame2_upgrade_HPSS_1m_16
[up_gr_firstab_hpsa]
elements = up_firsta_hpsa
[up_gr_firstcd_hpsa]
elements = up_firstc_hpsa, up_firstd_hpsa
[up_gr_firstef_hpsa]
elements = up_firste_hpsa
[up_gr_seconab_hpsa]
elements = up_secona_hpsa
[up_gr_seconcd_hpsa]
elements = up_seconc_hpsa
[up_gr_seconef_hpsa]
elements = up_secone_hpsa, up_seconf_hpsa
[up_gr_thirdab_hpsa]
elements = up_thirda_hpsa
[up_gr_thirdcd_hpsa]
elements = up_thirdc_hpsa, up_thirdd_hpsa
[up_gr_fourtab_hpsa]
elements = up_fourta_hpsa
[up_gr_fourtcd_hpsa]
elements = up_fourtc_hpsa
[up_gr_fourtef_hpsa]
elements = up_fourte_hpsa
[up_gr_fifthab_hpsa]
elements = up_fiftha_hpsa
[up_gr_fifthcd_hpsa]
elements = up_fifthc_hpsa

View file

@ -0,0 +1,581 @@
[up_sect_firsta_l85]
;Íàäåæíîñòü(1)10%
;---------------
cost = 600
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0004
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.007 ;0.03
[up_sect_firstc_l85]
;Óäîáñòâî(2)15%
;--------------
cost = 900
value = +15
crosshair_inertion = -0.5
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.4 ;1.5
PDM_disp_accel_factor = -0.4 ;1.5
[up_sect_firste_l85]
;Íàäåæíîñòü(3)25%
;---------------
cost = 1200
value = +25
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.00015 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.00015 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0018
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_firstf_l85]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1200
value = +30
bullet_speed = +100 ;580
fire_dispersion_base = -0.03
[up_sect_secona_l85]
;Òî÷íîñòü(1)10%
cost = 600
value = +10
fire_dispersion_base = -0.06 ;0.07
fire_dispersion_condition_factor = -1 ;15
[up_sect_seconc_l85]
;Óäîáñòâî(2)15%
;--------------
cost = 900
value = +15
crosshair_inertion = -0.5
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.4 ;1.5
PDM_disp_accel_factor = -0.4 ;1.5
[up_sect_second_l85]
;Íàäåæíîñòü(2)15%
;---------------
cost = 900
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.013 ;0.03
[up_sect_secone_l85]
;Íàäåæíîñòü(3)25%
;---------------
cost = 1200
value = +25
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.00015 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.00015 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0018
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_thirda_l85]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 600
value = +10
bullet_speed = +60 ;580
fire_dispersion_base = -0.01
[up_sect_thirdc_l85]
;Îòäà÷à(2)-20%
;------------
cost = 900
value = -20
cam_dispersion = -0.22 ;0.5
cam_dispersion_inc = -0.12 ;0.5
cam_step_angle_horz = -0.6 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.23 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.14 ;0.5
zoom_cam_step_angle_horz = -0.75 ;1.0 [0.505 â îñòàòêå]
cam_relax_speed = -1
[up_sect_thirde_l85]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1200
value = +30
bullet_speed = +100 ;580
fire_dispersion_base = -0.03
[up_sect_thirdf_l85]
;Òî÷íîñòü(3)30%
cost = 1200
value = +30
fire_dispersion_base = -0.08 ;0.07
fire_dispersion_condition_factor = -1 ;15
[up_sect_fourta_l85]
cost = 1000
scope_zoom_factor = -15
[up_sect_fourtc_l85]
cost = 1500
scope_nightvision = scope_contrast
[up_sect_fourte_l85]
cost = 3000
scope_dynamic_zoom = on
[up_sect_fiftha_l85]
;Ãëóøèòåëü
;----------
cost = 800
;value = +30
silencer_status = 2
silencer_name = wpn_addon_silencer
silencer_x = 196
silencer_y = 11
snd_silncer_shot = weapons\w_ak74_shot1
[up_sect_fifthc_l85]
;Ñìåíà êàëèáðà
;-------------
cost = 2500
value = "5.45x39"
ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_ap
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.005 ;0.03
[up_firsta_l85]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_l85
section = up_sect_firsta_l85
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_a2_name
description = st_up_stk_a2_descr
icon = ui_inGame2_upgrade_IL86_1
;;...
[up_firstc_l85]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_l85
section = up_sect_firstc_l85
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_b2_name
description = st_up_stk_b2_descr
icon = ui_inGame2_upgrade_IL86_2
[up_firste_l85]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_l85
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c1_name
description = st_up_stk_c1_descr
icon = ui_inGame2_upgrade_IL86_3
[up_firstf_l85]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_l85
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c2_name
description = st_up_stk_c2_descr
icon = ui_inGame2_upgrade_IL86_4
[up_secona_l85]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_l85
section = up_sect_secona_l85
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_a2_name
description = st_up_usm_a2_descr
icon = ui_inGame2_upgrade_IL86_5
[up_seconc_l85]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_l85
section = up_sect_seconc_l85
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_b3_name
description = st_up_usm_b3_descr
icon = ui_inGame2_upgrade_IL86_6
[up_second_l85]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_l85
section = up_sect_second_l85
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_b1_name
description = st_up_usm_b1_descr
icon = ui_inGame2_upgrade_IL86_7
[up_secone_l85]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_l85
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_c1_name
description = st_up_usm_c1_descr
icon = ui_inGame2_upgrade_IL86_8
[up_thirda_l85]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_l85
section = up_sect_thirda_l85
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_a1_name
description = st_up_bar_a1_descr
icon = ui_inGame2_upgrade_IL86_9
[up_thirdc_l85]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_l85
section = up_sect_thirdc_l85
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_b1_name
description = st_up_bar_b1_descr
icon = ui_inGame2_upgrade_IL86_10
[up_thirde_l85]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_l85
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_c1_name
description = st_up_bar_c1_descr
icon = ui_inGame2_upgrade_IL86_11
[up_thirdf_l85]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirdf_l85
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_c3_name
description = st_up_bar_c3_descr
icon = ui_inGame2_upgrade_IL86_12
[up_fourta_l85]
scheme_index = 0, 3
known = 1
effects =
section = up_sect_fourta_l85
property = prop_scope_4x
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_a2_name
description = st_up_opt_a2_descr
icon = ui_inGame2_upgrade_IL86_13
[up_fourtc_l85]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_fourtc_l85
property = prop_contrast
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_b1_name
description = st_up_opt_b1_descr
icon = ui_inGame2_upgrade_IL86_14
[up_fourte_l85]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourte_l85
property = prop_scope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c3_name
description = st_up_opt_c3_descr
icon = ui_inGame2_upgrade_IL86_15
[up_fiftha_l85]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_l85
property = prop_silencer
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a1_name
description = st_up_add_a1_descr
icon = ui_inGame2_upgrade_IL86_16
[up_fifthc_l85]
scheme_index = 1, 5
known = 1
effects =
section = up_sect_fifthc_l85
property = prop_calibre
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_b1_name
description = st_up_add_b1_descr
icon = ui_inGame2_upgrade_IL86_17
[up_gr_firstab_l85]
elements = up_firsta_l85
[up_gr_firstcd_l85]
elements = up_firstc_l85
[up_gr_firstef_l85]
elements = up_firste_l85, up_firstf_l85
[up_gr_seconab_l85]
elements = up_secona_l85
[up_gr_seconcd_l85]
elements = up_seconc_l85, up_second_l85
[up_gr_seconef_l85]
elements = up_secone_l85
[up_gr_thirdab_l85]
elements = up_thirda_l85
[up_gr_thirdcd_l85]
elements = up_thirdc_l85
[up_gr_thirdef_l85]
elements = up_thirde_l85, up_thirdf_l85
[up_gr_fourtab_l85]
elements = up_fourta_l85
[up_gr_fourtcd_l85]
elements = up_fourtc_l85
[up_gr_fourtef_l85]
elements = up_fourte_l85
[up_gr_fifthab_l85]
elements = up_fiftha_l85
[up_gr_fifthcd_l85]
elements = up_fifthc_l85

View file

@ -0,0 +1,576 @@
[up_sect_firsta_lr300]
;Íàäåæíîñòü(1)10%
;---------------
cost = 700
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.012 ;0.03.03
[up_sect_firstc_lr300]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 1050
value = +20
bullet_speed = +85
fire_dispersion_base = -0.02
[up_sect_firstd_lr300]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 1050
value = +15
rpm = 100
[up_sect_firste_lr300]
;Íàäåæíîñòü(3)30%
;---------------
cost = 1300
value = +30
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0003 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0003 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0025
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.025 ;0.03
[up_sect_secona_lr300]
;Îòäà÷à(1)-10%
;------------
cost = 700
value = -10
cam_dispersion = -0.07 ;0.5
cam_dispersion_inc = -0.05 ;0.5
cam_step_angle_horz = -0.8 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.05 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.03 ;0.5
zoom_cam_step_angle_horz = -0.5 ;1.0 [0.505 â îñòàòêå]
[up_sect_seconc_lr300]
;Íàäåæíîñòü(2)15%
;---------------
cost = 1050
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0002 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0002 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.018 ;0.03
[up_sect_secone_lr300]
;Îòäà÷à(3)-30%
;------------
cost = 1300
value = -30
cam_dispersion = -0.12 ;0.5
cam_dispersion_inc = -0.06 ;0.5
cam_step_angle_horz = -1.3 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.14 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.05 ;0.5
zoom_cam_step_angle_horz = -0.9 ;1.0 [0.505 â îñòàòêå]
[up_sect_seconf_lr300]
;Òî÷íîñòü(3)30%
;---------------
cost = 1300
value = +30
fire_dispersion_base = -0.07 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_thirda_lr300]
;Óäîáñòâî(1)10%
;--------------
cost = 700
value = +10
crosshair_inertion = -0.5
PDM_disp_base = -0.05 ;0.5
PDM_disp_vel_factor = -0.25 ;1.5
PDM_disp_accel_factor = -0.25 ;1.5
[up_sect_thirdc_lr300]
;Òî÷íîñòü(2)20%
;---------------
cost = 1050
value = +20
fire_dispersion_base = -0.05 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_thirdd_lr300]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 1050
value = +15
rpm = +100
[up_sect_thirde_lr300]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1300
value = +25
rpm = +150
[up_sect_fourta_lr300]
;Âåñ
;------------------
cost = 700
value = -0.7
inv_weight = -0.7
[up_sect_fourtc_lr300]
;Óäîáñòâî(2)15%
;--------------
cost = 1050
value = +15
crosshair_inertion = -0.75
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.35 ;1.5
PDM_disp_accel_factor = -0.35 ;1.5
[up_sect_fourte_lr300]
;Óäîáñòâî(3)25%
;--------------
cost = 1050
value = +25
crosshair_inertion = -1.25
PDM_disp_base = -0.15 ;0.5
PDM_disp_vel_factor = -0.4 ;1.5
PDM_disp_accel_factor = -0.4 ;1.5
[up_sect_fourtf_lr300]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1300
value = +30
bullet_speed = +135
fire_dispersion_base = -0.03
[up_sect_fiftha_lr300]
;Óâåëè÷åííûé îáüåì ìàãàçèíà
;------------------
cost = 1200
value = +10
ammo_mag_size = +10
[up_firsta_lr300]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_lr300
section = up_sect_firsta_lr300
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a1_name
description = st_up_zat_a1_descr
icon = ui_inGame2_upgrade_TRs_301_1
;;...
[up_firstc_lr300]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_lr300
section = up_sect_firstc_lr300
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b5_name
description = st_up_zat_b5_descr
icon = ui_inGame2_upgrade_TRs_301_2
[up_firstd_lr300]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_lr300
section = up_sect_firstd_lr300
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b6_name
description = st_up_zat_b6_descr
icon = ui_inGame2_upgrade_TRs_301_3
[up_firste_lr300]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_lr300
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c2_name
description = st_up_zat_c2_descr
icon = ui_inGame2_upgrade_TRs_301_4
[up_secona_lr300]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_lr300
section = up_sect_secona_lr300
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a1_name
description = st_up_auto_a1_descr
icon = ui_inGame2_upgrade_TRs_301_5
[up_seconc_lr300]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_lr300
section = up_sect_seconc_lr300
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b1_name
description = st_up_auto_b1_descr
icon = ui_inGame2_upgrade_TRs_301_6
[up_secone_lr300]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_lr300
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c1_name
description = st_up_auto_c1_descr
icon = ui_inGame2_upgrade_TRs_301_7
[up_seconf_lr300]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_lr300
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c5_name
description = st_up_auto_c5_descr
icon = ui_inGame2_upgrade_TRs_301_8
[up_thirda_lr300]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_lr300
section = up_sect_thirda_lr300
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a2_name
description = st_up_ret_a2_descr
icon = ui_inGame2_upgrade_TRs_301_9
[up_thirdc_lr300]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_lr300
section = up_sect_thirdc_lr300
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b3_name
description = st_up_ret_b3_descr
icon = ui_inGame2_upgrade_TRs_301_10
[up_thirdd_lr300]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_lr300
section = up_sect_thirdd_lr300
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b2_name
description = st_up_ret_b2_descr
icon = ui_inGame2_upgrade_TRs_301_11
[up_thirde_lr300]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_lr300
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c3_name
description = st_up_ret_c3_descr
icon = ui_inGame2_upgrade_TRs_301_12
[up_fourta_lr300]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_lr300
section = up_sect_fourta_lr300
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_a1_name
description = st_up_stk_a1_descr
icon = ui_inGame2_upgrade_TRs_301_13
[up_fourtc_lr300]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_lr300
section = up_sect_fourtc_lr300
property = prop_inertion
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_b2_name
description = st_up_stk_b2_descr
icon = ui_inGame2_upgrade_TRs_301_14
[up_fourte_lr300]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourte_lr300
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c3_name
description = st_up_stk_c3_descr
icon = ui_inGame2_upgrade_TRs_301_15
[up_fourtf_lr300]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourtf_lr300
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c2_name
description = st_up_stk_c2_descr
icon = ui_inGame2_upgrade_TRs_301_16
[up_fiftha_lr300]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_lr300
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_add_a4_descr
icon = ui_inGame2_upgrade_TRs_301_17
[up_gr_firstab_lr300]
elements = up_firsta_lr300
[up_gr_firstcd_lr300]
elements = up_firstc_lr300, up_firstd_lr300
[up_gr_firstef_lr300]
elements = up_firste_lr300
[up_gr_seconab_lr300]
elements = up_secona_lr300
[up_gr_seconcd_lr300]
elements = up_seconc_lr300
[up_gr_seconef_lr300]
elements = up_secone_lr300, up_seconf_lr300,
[up_gr_thirdab_lr300]
elements = up_thirda_lr300
[up_gr_thirdcd_lr300]
elements = up_thirdc_lr300, up_thirdd_lr300
[up_gr_thirdef_lr300]
elements = up_thirde_lr300
[up_gr_fourtab_lr300]
elements = up_fourta_lr300
[up_gr_fourtcd_lr300]
elements = up_fourtc_lr300
[up_gr_fourtef_lr300]
elements = up_fourte_lr300, up_fourtf_lr300
[up_gr_fifthab_lr300]
elements = up_fiftha_lr300

View file

@ -0,0 +1,612 @@
;Îòäà÷à(1)-10%
;------------
[up_sect_firsta_mp5]
cost = 500
value = -10
cam_dispersion = -0.08 ;0.5
cam_dispersion_inc = -0.04 ;0.5
cam_step_angle_horz = -0.2 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.1 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.05 ;0.5
zoom_cam_step_angle_horz = -0.3 ;1.0 [0.505 â îñòàòêå]
;Òî÷íîñòü(2)20%
[up_sect_firstc_mp5]
cost = 800
value = +20
fire_dispersion_base = -0.05 ;0.09
fire_dispersion_condition_factor = -1 ;15
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
[up_sect_firstd_mp5]
cost = 800
value = +15
rpm = +80 ;700
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
[up_sect_firste_mp5]
cost = 1100
value = +25
rpm = +120 ;700
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
[up_sect_secona_mp5]
cost = 500
value = +10
rpm = +50 ;700
;Íàäåæíîñòü(2)15%
;---------------
[up_sect_seconc_mp5]
cost = 800
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.016 ;0.03
;Òî÷íîñòü(3)30%
[up_sect_secone_mp5]
cost = 1100
value = +30
fire_dispersion_base = -0.08 ;0.09
fire_dispersion_condition_factor = -2 ;15
;Îòäà÷à(3)-30%
;------------
[up_sect_seconf_mp5]
cost = 1100
value = -30
cam_dispersion = -0.18 ;0.5
cam_dispersion_inc = -0.08 ;0.5
cam_step_angle_horz = -0.4 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.2 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.1 ;0.5
zoom_cam_step_angle_horz = -0.5 ;1.0 [0.505 â îñòàòêå]
;Îòäà÷à(1)-10%
;------------
[up_sect_thirda_mp5]
cost = 500
value = -10
cam_dispersion = -0.08 ;0.5
cam_dispersion_inc = -0.04 ;0.5
cam_step_angle_horz = -0.2 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.1 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.05 ;0.5
zoom_cam_step_angle_horz = -0.3 ;1.0 [0.505 â îñòàòêå]
;Óäîáñòâî(2)15%
;--------------
[up_sect_thirdc_mp5]
cost = 800
value = +15
crosshair_inertion = -0.35
PDM_disp_base = -0.07 ;0.5
PDM_disp_vel_factor = -0.25 ;1.5
PDM_disp_accel_factor = -0.25 ;1.5
;Íàäåæíîñòü(2)15%
;---------------
[up_sect_thirdd_mp5]
cost = 800
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.016 ;0.03
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
[up_sect_thirde_mp5]
cost = 1100
value = +25
rpm = +120 ;700
;Íàäåæíîñòü(1)10%
;---------------
[up_sect_fourta_mp5]
cost = 500
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0008
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.008 ;0.03
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
[up_sect_fourtc_mp5]
cost = 800
value = +15
rpm = +80 ;700
;Óäîáñòâî(3)25%
;--------------
[up_sect_fourte_mp5]
cost = 1100
value = +25
crosshair_inertion = -0.5
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.3 ;1.5
PDM_disp_accel_factor = -0.3 ;1.5
;Íàñòèëüíîñòü(3)30%
;------------------
[up_sect_fourtf_mp5]
cost = 1100
value = +30
bullet_speed = +90 ;270
fire_dispersion_base = -0.03
;Îáúåì ìàãàçèíà +10
;--------------------
[up_sect_fiftha_mp5]
cost = 1000
value = +10
ammo_mag_size = 10
;Ñìåíà êàëèáðà 9x18
;-------------
[up_sect_fifthc_mp5]
cost = 2500
value = "9x18"
ammo_class = ammo_9x18_fmj, ammo_9x18_pmm
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.005 ;0.03
;---END----
[up_firsta_mp5]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_mp5
section = up_sect_firsta_mp5
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a3_name
description = st_up_ret_a3_descr
icon = ui_inGame2_upgrade_Gadyuka_5_1
;;...
[up_firstc_mp5]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_mp5
section = up_sect_firstc_mp5
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b3_name
description = st_up_ret_b3_descr
icon = ui_inGame2_upgrade_Gadyuka_5_2
[up_firstd_mp5]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_mp5
section = up_sect_firstd_mp5
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b2_name
description = st_up_ret_b2_descr
icon = ui_inGame2_upgrade_Gadyuka_5_3
[up_firste_mp5]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_mp5
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c2_name
description = st_up_ret_c2_descr
icon = ui_inGame2_upgrade_Gadyuka_5_4
[up_secona_mp5]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_mp5
section = up_sect_secona_mp5
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a3_name
description = st_up_zat_a3_descr
icon = ui_inGame2_upgrade_Gadyuka_5_5
[up_seconc_mp5]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_mp5
section = up_sect_seconc_mp5
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b4_name
description = st_up_zat_b4_descr
icon = ui_inGame2_upgrade_Gadyuka_5_6
[up_secone_mp5]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_mp5
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c5_name
description = st_up_zat_c5_descr
icon = ui_inGame2_upgrade_Gadyuka_5_7
[up_seconf_mp5]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_mp5
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c1_name
description = st_up_zat_c1_descr
icon = ui_inGame2_upgrade_Gadyuka_5_8
[up_thirda_mp5]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_mp5
section = up_sect_thirda_mp5
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_a1_name
description = st_up_usm_a1_descr
icon = ui_inGame2_upgrade_Gadyuka_5_9
[up_thirdc_mp5]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_mp5
section = up_sect_thirdc_mp5
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_b3_name
description = st_up_usm_b3_descr
icon = ui_inGame2_upgrade_Gadyuka_5_10
[up_thirdd_mp5]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_mp5
section = up_sect_thirdd_mp5
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_b1_name
description = st_up_usm_b1_descr
icon = ui_inGame2_upgrade_Gadyuka_5_11
[up_thirde_mp5]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_mp5
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usm_c2_name
description = st_up_usm_c2_descr
icon = ui_inGame2_upgrade_Gadyuka_5_12
[up_fourta_mp5]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_mp5
section = up_sect_fourta_mp5
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_a2_name
description = st_up_stk_a2_descr
icon = ui_inGame2_upgrade_Gadyuka_5_13
[up_fourtc_mp5]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_mp5
section = up_sect_fourtc_mp5
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_b1_name
description = st_up_stk_b1_descr
icon = ui_inGame2_upgrade_Gadyuka_5_14
[up_fourte_mp5]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourte_mp5
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c3_name
description = st_up_stk_c3_descr
icon = ui_inGame2_upgrade_Gadyuka_5_15
[up_fourtf_mp5]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourtf_mp5
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c2_name
description = st_up_stk_c2_descr
icon = ui_inGame2_upgrade_Gadyuka_5_16
[up_fiftha_mp5]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_mp5
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_add_a4_descr
icon = ui_inGame2_upgrade_Gadyuka_5_17
[up_fifthc_mp5]
scheme_index = 1, 6
known = 1
effects =
section = up_sect_fifthc_mp5
property = prop_calibre
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_b3_name
description = st_up_add_b3_descr
icon = ui_inGame2_upgrade_Gadyuka_5_18
[up_gr_firstab_mp5]
elements = up_firsta_mp5
[up_gr_firstcd_mp5]
elements = up_firstc_mp5, up_firstd_mp5
[up_gr_firstef_mp5]
elements = up_firste_mp5
[up_gr_seconab_mp5]
elements = up_secona_mp5
[up_gr_seconcd_mp5]
elements = up_seconc_mp5
[up_gr_seconef_mp5]
elements = up_secone_mp5, up_seconf_mp5
[up_gr_thirdab_mp5]
elements = up_thirda_mp5
[up_gr_thirdcd_mp5]
elements = up_thirdc_mp5, up_thirdd_mp5
[up_gr_thirdef_mp5]
elements = up_thirde_mp5
[up_gr_fourtab_mp5]
elements = up_fourta_mp5
[up_gr_fourtcd_mp5]
elements = up_fourtc_mp5
[up_gr_fourtef_mp5]
elements = up_fourte_mp5, up_fourtf_mp5
[up_gr_fifthab_mp5]
elements = up_fiftha_mp5
[up_gr_fifthcd_mp5]
elements = up_fifthc_mp5

View file

@ -0,0 +1,410 @@
[up_sect_firsta_pb]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 250
value = +10
rpm = +30
[up_sect_firstc_pb]
;Íàäåæíîñòü(2)15%
;---------------
cost = 500
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -2 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0015 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0015 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0025
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.025 ;0.03
[up_sect_firstd_pb]
;Îòäà÷à(2)-20%
;------------
cost = 500
value = -20
cam_dispersion = -0.125 ;0.3
cam_dispersion_inc = -0.125 ;0.3
cam_step_angle_horz = -0.25 ;1.0
[up_sect_firste_pb]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 750
value = +30
bullet_speed = +60
fire_dispersion_base = -0.02
[up_sect_secona_pb]
;Îòäà÷à(1)-10%
;------------
cost = 250
value = -10
cam_dispersion = -0.05 ;0.3
cam_dispersion_inc = -0.05 ;0.3
cam_step_angle_horz = -0.15 ;1.0
[up_sect_seconc_pb]
;Îòäà÷à(2)-20%
;------------
cost = 500
value = -20
cam_dispersion = -0.125 ;0.3
cam_dispersion_inc = -0.125 ;0.3
cam_step_angle_horz = -0.25 ;1.0
[up_sect_thirda_pb]
;Âåñ
;------------------
cost = 250
value = -0.2
inv_weight = -0.2
crosshair_inertion = -0.3
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.15
PDM_disp_accel_factor = -0.15
[up_sect_thirdc_pb]
;Óäîáñòâî(2)15%
;--------------
cost = 500
value = +15
crosshair_inertion = -0.7
PDM_disp_base = -0.15
PDM_disp_vel_factor = -0.35
PDM_disp_accel_factor = -0.35
[up_sect_thirde_pb]
;Òî÷íîñòü(3)30%
;---------------
cost = 750
value = +30
fire_dispersion_base = -0.05
[up_sect_fourta_pb]
;Òî÷íîñòü(1)10%
;---------------
cost = 250
value = +10
fire_dispersion_base = -0.02
[up_sect_fourtc_pb]
;Òî÷íîñòü(2)20%
;---------------
cost = 500
value = +20
fire_dispersion_base = -0.03
[up_sect_fiftha_pb]
;Óâåëè÷åííûé îáúåì ìàãàçèíà
;---------------
cost = 650
value = +4
ammo_mag_size = +4
[up_firsta_pb]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_pb
section = up_sect_firsta_pb
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_PB_1S_1
;;...
[up_firstc_pb]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_pb
section = up_sect_firstc_pb
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b3_name
description = st_up_zatp_b3_descr
icon = ui_inGame2_upgrade_PB_1S_2
[up_firstd_pb]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_pb
section = up_sect_firstd_pb
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b2_name
description = st_up_zatp_b2_descr
icon = ui_inGame2_upgrade_PB_1S_3
[up_firste_pb]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_pb
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c2_name
description = st_up_zatp_c2_descr
icon = ui_inGame2_upgrade_PB_1S_4
[up_secona_pb]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_pb
section = up_sect_secona_pb
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a2_name
description = st_up_barp_a2_descr
icon = ui_inGame2_upgrade_PB_1S_5
[up_seconc_pb]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_seconc_pb
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b2_name
description = st_up_barp_b2_descr
icon = ui_inGame2_upgrade_PB_1S_6
[up_thirda_pb]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_pb
section = up_sect_thirda_pb
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b1_name
description = st_up_stvp_b1_descr
icon = ui_inGame2_upgrade_PB_1S_7
[up_thirdc_pb]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_pb
section = up_sect_thirdc_pb
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b2_name
description = st_up_stvp_b2_descr
icon = ui_inGame2_upgrade_PB_1S_8
[up_thirde_pb]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_thirde_pb
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_c1_name
description = st_up_stvp_c1_descr
icon = ui_inGame2_upgrade_PB_1S_9
[up_fourta_pb]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_pb
section = up_sect_fourta_pb
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b1_name
description = st_up_usmp_b1_descr
icon = ui_inGame2_upgrade_PB_1S_10
[up_fourtc_pb]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_fourtc_pb
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b2_name
description = st_up_usmp_b2_descr
icon = ui_inGame2_upgrade_PB_1S_11
[up_fiftha_pb]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_pb
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_PB_1S_12
[up_gr_firstab_pb]
elements = up_firsta_pb
[up_gr_firstcd_pb]
elements = up_firstc_pb, up_firstd_pb
[up_gr_firstef_pb]
elements = up_firste_pb
[up_gr_seconab_pb]
elements = up_secona_pb
[up_gr_seconcd_pb]
elements = up_seconc_pb
[up_gr_thirdab_pb]
elements = up_thirda_pb
[up_gr_thirdcd_pb]
elements = up_thirdc_pb
[up_gr_thirdef_pb]
elements = up_thirde_pb
[up_gr_fourtab_pb]
elements = up_fourta_pb
[up_gr_fourtcd_pb]
elements = up_fourtc_pb
[up_gr_fifthab_pb]
elements = up_fiftha_pb

View file

@ -0,0 +1,549 @@
[up_sect_firsta_pkm]
;Íàäåæíîñòü(1)10%
;---------------
cost = 2000
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0004
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.005 ;0.03
[up_sect_firstc_pkm]
;Îòäà÷à(2)-20%
;------------
cost = 2500
value = -20
cam_dispersion = -0.04 ;0.7
cam_dispersion_inc = -0.03 ;0.7
cam_step_angle_horz = -0.2 ;0.7
cam_max_angle = -1.0
[up_sect_firstd_pkm]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 2500
value = +20
bullet_speed = +100
fire_dispersion_base = -0.02 ;0.7
hit_impulse = +30
[up_sect_firste_pkm]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 3000
value = +25
rpm = +150
[up_sect_secona_pkm]
;Îòäà÷à(1)-10%
;------------
cost = 2000
value = -10
cam_dispersion = -0.02 ;0.7
cam_dispersion_inc = -0.01 ;0.7
cam_step_angle_horz = -0.1 ;0.7
[up_sect_seconc_pkm]
;Îòäà÷à(2)-20%
;------------
cost = 2500
value = -20
cam_dispersion = -0.04 ;0.7
cam_dispersion_inc = -0.03 ;0.7
cam_step_angle_horz = -0.2 ;0.7
cam_max_angle = -1.0
[up_sect_secone_pkm]
;Óäîáñòâî(2)15%
;--------------
cost = 3000
value = +25
crosshair_inertion = -0.5
PDM_disp_base = -0.15 ;0.5
PDM_disp_vel_factor = -0.5 ;1.5
PDM_disp_accel_factor = -0.5 ;1.5
[up_sect_seconf_pkm]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 3000
value = +25
rpm = +150
[up_sect_thirda_pkm]
;Íàäåæíîñòü(1)10%
;---------------
cost = 2000
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0004
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.005 ;0.03
[up_sect_thirdc_pkm]
;Íàäåæíîñòü(2)15%
;---------------
cost = 2500
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0002 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0002 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_thirdd_pkm]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 2500
value = +15
rpm = +100
[up_sect_thirde_pkm]
;Òî÷íîñòü(3)30%
;---------------
cost = 3000
value = +30
fire_dispersion_base = -0.09 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_fourta_pkm]
;Òî÷íîñòü(1)10%
;---------------
cost = 2000
value = +10
fire_dispersion_base = -0.05 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_fourtc_pkm]
;Óäîáñòâî(2)15%
;--------------
cost = 2500
value = +15
crosshair_inertion = -0.5
PDM_disp_base = -0.15 ;0.5
PDM_disp_vel_factor = -0.5 ;1.5
PDM_disp_accel_factor = -0.5 ;1.5
[up_sect_fourte_pkm]
;Îòäà÷à(3)30%
;---------------
cost = 3000
value = -30
cam_dispersion = -0.07 ;0.7
cam_dispersion_inc = -0.05 ;0.7
cam_step_angle_horz = -0.4 ;0.7
cam_max_angle = -2.0
[up_sect_fiftha_pkm]
;Óâåëè÷åííûé îáúåì ëåíòî÷íîé êîðîáêè
;---------------
cost = 5000
value = +100
ammo_mag_size = 100
[up_firsta_pkm]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_pkm
section = up_sect_firsta_pkm
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zath_a1_name
description = st_up_zath_a1_descr
icon = ui_inGame2_upgrade_RP74_1
;;...
[up_firstc_pkm]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_pkm
section = up_sect_firstc_pkm
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zath_b2_name
description = st_up_zath_b2_descr
icon = ui_inGame2_upgrade_RP74_2
[up_firstd_pkm]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_pkm
section = up_sect_firstd_pkm
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zath_b1_name
description = st_up_zath_b1_descr
icon = ui_inGame2_upgrade_RP74_3
[up_firste_pkm]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_pkm
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zath_c1_name
description = st_up_zath_c1_descr
icon = ui_inGame2_upgrade_RP74_4
[up_secona_pkm]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_pkm
section = up_sect_secona_pkm
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auth_a1_name
description = st_up_auth_a1_descr
icon = ui_inGame2_upgrade_RP74_5
[up_seconc_pkm]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_pkm
section = up_sect_seconc_pkm
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auth_b1_name
description = st_up_auth_b1_descr
icon = ui_inGame2_upgrade_RP74_6
[up_secone_pkm]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_pkm
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auth_c2_name
description = st_up_auth_c2_descr
icon = ui_inGame2_upgrade_RP74_7
[up_seconf_pkm]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_pkm
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auth_c1_name
description = st_up_auth_c1_descr
icon = ui_inGame2_upgrade_RP74_8
[up_thirda_pkm]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_pkm
section = up_sect_thirda_pkm
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvh_b1_name
description = st_up_stvh_b1_descr
icon = ui_inGame2_upgrade_RP74_1
[up_thirdc_pkm]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_pkm
section = up_sect_thirdc_pkm
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvh_b2_name
description = st_up_stvh_b2_descr
icon = ui_inGame2_upgrade_RP74_10
[up_thirdd_pkm]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_pkm
section = up_sect_thirdd_pkm
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvh_a1_name
description = st_up_stvh_a1_descr
icon = ui_inGame2_upgrade_RP74_11
[up_thirde_pkm]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_pkm
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvh_c1_name
description = st_up_stvh_c1_descr
icon = ui_inGame2_upgrade_RP74_12
[up_fourta_pkm]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_pkm
section = up_sect_fourta_pkm
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_prih_a1_name
description = st_up_prih_a1_descr
icon = ui_inGame2_upgrade_RP74_13
[up_fourtc_pkm]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_pkm
section = up_sect_fourtc_pkm
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_prih_b1_name
description = st_up_prih_b1_descr
icon = ui_inGame2_upgrade_RP74_14
[up_fourte_pkm]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourte_pkm
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_prih_c1_name
description = st_up_prih_c1_descr
icon = ui_inGame2_upgrade_RP74_15
[up_fiftha_pkm]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_pkm
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = true
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_addh_a1_name
description = st_up_addh_a1_descr
icon = ui_inGame2_upgrade_RP74_16
[up_gr_firstab_pkm]
elements = up_firsta_pkm
[up_gr_firstcd_pkm]
elements = up_firstc_pkm, up_firstd_pkm
[up_gr_firstef_pkm]
elements = up_firste_pkm
[up_gr_seconab_pkm]
elements = up_secona_pkm
[up_gr_seconcd_pkm]
elements = up_seconc_pkm
[up_gr_seconef_pkm]
elements = up_secone_pkm, up_seconf_pkm
[up_gr_thirdab_pkm]
elements = up_thirda_pkm
[up_gr_thirdcd_pkm]
elements = up_thirdc_pkm, up_thirdd_pkm
[up_gr_thirdef_pkm]
elements = up_thirde_pkm
[up_gr_fourtab_pkm]
elements = up_fourta_pkm
[up_gr_fourtcd_pkm]
elements = up_fourtc_pkm
[up_gr_fourtef_pkm]
elements = up_fourte_pkm
[up_gr_fifthab_pkm]
elements = up_fiftha_pkm

View file

@ -0,0 +1,447 @@
[up_sect_firsta_pm]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 200
value = +10
rpm = +20
[up_sect_firstc_pm]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 400
value = +20
bullet_speed = +45
fire_dispersion_base = -0.01
[up_sect_firstd_pm]
;Îòäà÷à(2)-20%
;------------
cost = 400
value = -20
cam_dispersion = -0.2 ;0.5
cam_dispersion_inc = -0.2 ;0.5
cam_step_angle_horz = -0.25; ;1.0
[up_sect_firste_pm]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 600
value = +25
rpm = +60
[up_sect_secona_pm]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 200
value = +10
bullet_speed = +25
[up_sect_seconc_pm]
;Íàäåæíîñòü(2)15%
;---------------
cost = 400
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -2 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
[up_sect_thirda_pm]
;Âåñ
;------------------
cost = 200
value = -0.35
inv_weight = -0.35
crosshair_inertion = -0.3
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.15
PDM_disp_accel_factor = -0.15
[up_sect_thirdc_pm]
;Óäîáñòâî(2)15%
;--------------
cost = 400
value = +15
crosshair_inertion = -0.7
PDM_disp_base = -0.15
PDM_disp_vel_factor = -0.35
PDM_disp_accel_factor = -0.35
[up_sect_thirdd_pm]
;Îòäà÷à(2)-20%
;------------
cost = 400
value = -20
cam_dispersion = -0.2 ;0.5
cam_dispersion_inc = -0.2 ;0.5
cam_step_angle_horz = -0.25; ;1.0
[up_sect_fourta_pm]
;Òî÷íîñòü(1)10%
;---------------
cost = 200
value = +10
fire_dispersion_base = -0.03
fire_dispersion_condition_factor = -1
[up_sect_fourtc_pm]
;Òî÷íîñòü(2)20%
;---------------
cost = 400
value = +20
fire_dispersion_base = -0.05
fire_dispersion_condition_factor = -1
[up_sect_fiftha_pm]
;Óâåëè÷åííûé îáúåì ìàãàçèíà
;---------------
cost = 350
value = +4
ammo_mag_size = +4
[up_sect_fifthc_pm]
;Ñìåíà êàëèáðà íà 9õ19
;---------------
cost = 550
value = "9x19"
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0002 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0002 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0008
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.008 ;0.03
[up_firsta_pm]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_pm
section = up_sect_firsta_pm
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_PMm_1
;;...
[up_firstc_pm]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_pm
section = up_sect_firstc_pm
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b1_name
description = st_up_zatp_b1_descr
icon = ui_inGame2_upgrade_PMm_2
[up_firstd_pm]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_pm
section = up_sect_firstd_pm
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b2_name
description = st_up_zatp_b2_descr
icon = ui_inGame2_upgrade_PMm_3
[up_firste_pm]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_pm
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c1_name
description = st_up_zatp_c1_descr
icon = ui_inGame2_upgrade_PMm_4
[up_secona_pm]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_pm
section = up_sect_secona_pm
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a1_name
description = st_up_barp_a1_descr
icon = ui_inGame2_upgrade_PMm_5
[up_seconc_pm]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_seconc_pm
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_PMm_6
[up_thirda_pm]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_pm
section = up_sect_thirda_pm
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b1_name
description = st_up_stvp_b1_descr
icon = ui_inGame2_upgrade_PMm_7
[up_thirdc_pm]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_thirdc_pm
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b2_name
description = st_up_stvp_b2_descr
icon = ui_inGame2_upgrade_PMm_8
[up_thirdd_pm]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_thirdd_pm
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b3_name
description = st_up_stvp_b3_descr
icon = ui_inGame2_upgrade_PMm_9
[up_fourta_pm]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_pm
section = up_sect_fourta_pm
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b1_name
description = st_up_usmp_b1_descr
icon = ui_inGame2_upgrade_PMm_10
[up_fourtc_pm]
scheme_index = 1, 5
known = 1
effects =
section = up_sect_fourtc_pm
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b2_name
description = st_up_usmp_b2_descr
icon = ui_inGame2_upgrade_PMm_11
[up_fiftha_pm]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_pm
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_PMm_12
[up_fifthc_pm]
scheme_index = 1, 6
known = 1
effects =
section = up_sect_fifthc_pm
property = prop_calibre
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_b4_name
description = st_up_add_b4_descr
icon = ui_inGame2_upgrade_PMm_13
[up_gr_firstab_pm]
elements = up_firsta_pm
[up_gr_firstcd_pm]
elements = up_firstc_pm, up_firstd_pm
[up_gr_firstef_pm]
elements = up_firste_pm
[up_gr_seconab_pm]
elements = up_secona_pm
[up_gr_seconcd_pm]
elements = up_seconc_pm
[up_gr_thirdab_pm]
elements = up_thirda_pm
[up_gr_thirdcd_pm]
elements = up_thirdc_pm, up_thirdd_pm
[up_gr_fourtab_pm]
elements = up_fourta_pm
[up_gr_fourtcd_pm]
elements = up_fourtc_pm
[up_gr_fifthab_pm]
elements = up_fiftha_pm
[up_gr_fifthcd_pm]
elements = up_fifthc_pm

View file

@ -0,0 +1,493 @@
[up_sect_firsta_protecta]
;Íàäåæíîñòü(1)10%
;---------------
cost = 800
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.00045 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.00045 ;0.0011
[up_sect_firstc_protecta]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 1250
value = +20
bullet_speed = +80
hit_impulse = +20
fire_dispersion_base = -0.02
[up_sect_firstd_protecta]
;Íàäåæíîñòü(2)15%
;---------------
cost = 1250
value = +15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0006 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0006 ;0.0011
[up_sect_firste_protecta]
;Îòäà÷à(3)-30%
;------------
cost = 1700
value = -30
cam_dispersion = -0.7 ;0.7
cam_dispersion_inc = -0.7 ;0.7
cam_step_angle_horz = -0.7 ;0.7
zoom_cam_dispersion = -0.7 ;0.6
zoom_cam_dispersion_inc = -0.7 ;0.6
zoom_cam_step_angle_horz = -0.7 ;0.6
[up_sect_firstf_protecta]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1700
value = +25
rpm = +35
[up_sect_secona_protecta]
;Îòäà÷à(1)-10%
;------------
cost = 800
value = -10
cam_dispersion = -0.25 ;3.0
cam_dispersion_inc = -0.25 ;3.0
cam_step_angle_horz = -0.25 ;3.0
zoom_cam_dispersion = -0.25 ;3.0
zoom_cam_dispersion_inc = -0.25 ;3.0
zoom_cam_step_angle_horz = -0.25 ;3.0
[up_sect_seconc_protecta]
;Óäîáñòâî(2)15%
;--------------
cost = 1250
value = +15
crosshair_inertion = -1.5
PDM_disp_base = -0.1
PDM_disp_vel_factor = -0.5
PDM_disp_accel_factor = -0.5
[up_sect_second_protecta]
;Îòäà÷à(2)-20%
;------------
cost = 1250
value = -20
cam_dispersion = -0.4 ;3.0
cam_dispersion_inc = -0.4 ;3.0
cam_step_angle_horz = -0.4 ;3.0
zoom_cam_dispersion = -0.4 ;3.0
zoom_cam_dispersion_inc = -0.4 ;3.0
zoom_cam_step_angle_horz = -0.4 ;3.0
[up_sect_thirda_protecta]
;Íàäåæíîñòü(1)10%
;---------------
cost = 800
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.00045 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.00045 ;0.0011
[up_sect_thirdc_protecta]
;Îòäà÷à(2)-20%
;------------
cost = 1250
value = -20
cam_dispersion = -0.4 ;3.0
cam_dispersion_inc = -0.4 ;3.0
cam_step_angle_horz = -0.4 ;3.0
zoom_cam_dispersion = -0.4 ;3.0
zoom_cam_dispersion_inc = -0.4 ;3.0
zoom_cam_step_angle_horz = -0.4 ;3.0
[up_sect_thirdd_protecta]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 2250
value = +15
;value2 = st_new_fire_mode
rpm = +25
fire_modes = 1, -1
[up_sect_thirde_protecta]
;Òî÷íîñòü(3)30%
;---------------
cost = 1700
value = +30
fire_dispersion_base = -0.1
fire_dispersion_condition_factor = -0.05
[up_sect_fourta_protecta]
;Îòäà÷à(1)-10%
;------------
cost = 800
value = -10
cam_dispersion = -0.25 ;3.0
cam_dispersion_inc = -0.25 ;3.0
cam_step_angle_horz = -0.25 ;3.0
zoom_cam_dispersion = -0.25 ;3.0
zoom_cam_dispersion_inc = -0.25 ;3.0
zoom_cam_step_angle_horz = -0.25 ;3.0
[up_sect_fourtc_protecta]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 1250
value = +15
rpm = +25
[up_firsta_protecta]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_protecta
section = up_sect_firsta_protecta
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_a1_name
description = st_up_bard_a1_descr
icon = ui_inGame2_upgrade_Protecta_1
[up_firstc_protecta]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_protecta
section = up_sect_firstc_protecta
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b5_name
description = st_up_bard_b5_descr
icon = ui_inGame2_upgrade_Protecta_2
[up_firstd_protecta]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_protecta
section = up_sect_firstd_protecta
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b6_name
description = st_up_bard_b6_descr
icon = ui_inGame2_upgrade_Protecta_4
[up_firste_protecta]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_protecta
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_c5_name
description = st_up_bard_c5_descr
icon = ui_inGame2_upgrade_Protecta_3
[up_firstf_protecta]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_protecta
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_c4_name
description = st_up_bard_c4_descr
icon = ui_inGame2_upgrade_Protecta_5
[up_secona_protecta]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_protecta
section = up_sect_secona_protecta
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b1_name
description = st_up_stvd_b1_descr
icon = ui_inGame2_upgrade_Protecta_6
[up_seconc_protecta]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_seconc_protecta
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b2_name
description = st_up_stvd_b2_descr
icon = ui_inGame2_upgrade_Protecta_7
[up_second_protecta]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_second_protecta
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b3_name
description = st_up_stvd_b3_descr
icon = ui_inGame2_upgrade_Protecta_8
[up_thirda_protecta]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_protecta
section = up_sect_thirda_protecta
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_a2_name
description = st_up_autd_a2_descr
icon = ui_inGame2_upgrade_Protecta_9
[up_thirdc_protecta]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_protecta
section = up_sect_thirdc_protecta
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_b1_name
description = st_up_autd_b1_descr
icon = ui_inGame2_upgrade_Protecta_10
[up_thirdd_protecta]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_protecta
section = up_sect_thirdd_protecta
property = prop_rpm, prop_autofire
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_b5_name
description = st_up_autd_b5_descr
icon = ui_inGame2_upgrade_Protecta_12
[up_thirde_protecta]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_thirde_protecta
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_c5_name
description = st_up_autd_c5_descr
icon = ui_inGame2_upgrade_Protecta_11
[up_fourta_protecta]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_protecta
section = up_sect_fourta_protecta
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_roun_a1_name
description = st_up_roun_a1_descr
icon = ui_inGame2_upgrade_Protecta_13
[up_fourtc_protecta]
scheme_index = 1, 6
known = 1
effects =
section = up_sect_fourtc_protecta
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_roun_a2_name
description = st_up_roun_a2_descr
icon = ui_inGame2_upgrade_Protecta_14
[up_gr_firstab_protecta]
elements = up_firsta_protecta
[up_gr_firstcd_protecta]
elements = up_firstc_protecta, up_firstd_protecta
[up_gr_firstef_protecta]
elements = up_firste_protecta, up_firstf_protecta
[up_gr_seconab_protecta]
elements = up_secona_protecta
[up_gr_seconcd_protecta]
elements = up_seconc_protecta, up_second_protecta
[up_gr_thirdab_protecta]
elements = up_thirda_protecta
[up_gr_thirdcd_protecta]
elements = up_thirdc_protecta, up_thirdd_protecta
[up_gr_thirdef_protecta]
elements = up_thirde_protecta
[up_gr_fourtab_protecta]
elements = up_fourta_protecta
[up_gr_fourtcd_protecta]
elements = up_fourtc_protecta

View file

@ -0,0 +1,518 @@
[up_sect_firsta_sig220]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 500
value = +10
rpm = +40
[up_sect_firstc_sig220]
;Íàäåæíîñòü(2)15%
;---------------
cost = 900
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_firstd_sig220]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 900
value = +20
bullet_speed = +60
fire_dispersion_base = -0.02
[up_sect_firste_sig220]
;Ðåæèì àâòîìàòè÷åñêîé ñòðåëüáû ïî òðè âûñòðåëà
;------------------
cost = 3000
;value = +20
fire_modes = 1, 3
rpm = +250
cam_dispersion = -0.45 ;1.2
cam_dispersion_inc = -0.45 ;1.2
cam_step_angle_horz = -0.45 ;1.2
[up_sect_secona_sig220]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 500
value = +10
bullet_speed = +40
fire_dispersion_base = -0.01
[up_sect_seconc_sig220]
;Íàäåæíîñòü(2)15%
;---------------
cost = 900
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_secone_sig220]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1300
value = +25
rpm = +65
[up_sect_seconf_sig220]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1300
value = +30
bullet_speed = +80
fire_dispersion_base = -0.03
[up_sect_thirda_sig220]
;Âåñ
;------------------
cost = 500
value = -0.22
inv_weight = -0.22
crosshair_inertion = -0.3
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.15
PDM_disp_accel_factor = -0.15
[up_sect_thirdc_sig220]
;Óäîáñòâî(2)15%
;--------------
cost = 900
value = +15
crosshair_inertion = -0.7
PDM_disp_base = -0.15
PDM_disp_vel_factor = -0.35
PDM_disp_accel_factor = -0.35
[up_sect_thirdd_sig220]
;Îòäà÷à(2)-20%
;------------
cost = 900
value = -20
cam_dispersion = -0.45 ;1.2
cam_dispersion_inc = -0.45 ;1.2
cam_step_angle_horz = -0.45 ;1.2
[up_sect_fourta_sig220]
;Òî÷íîñòü(1)10%
;---------------
cost = 500
value = +10
fire_dispersion_base = -0.03
fire_dispersion_condition_factor = -1
[up_sect_fourtc_sig220]
;Íàäåæíîñòü(2)15%
;---------------
cost = 900
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_fourte_sig220]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1300
value = +25
rpm = +65
[up_sect_fiftha_sig220]
;Óâåëè÷åííûé îáúåì ìàãàçèíà
;---------------
cost = 1500
value = +4
ammo_mag_size = +4
[up_firsta_sig220]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_sig220
section = up_sect_firsta_sig220
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_SIP_t_M200_1
;;...
[up_firstc_sig220]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_sig220
section = up_sect_firstc_sig220
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b3_name
description = st_up_zatp_b3_descr
icon = ui_inGame2_upgrade_SIP_t_M200_2
[up_firstd_sig220]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_sig220
section = up_sect_firstd_sig220
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b8_name
description = st_up_zatp_b8_descr
icon = ui_inGame2_upgrade_SIP_t_M200_3
[up_firste_sig220]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_sig220
property = prop_3xfire
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c7_name
description = st_up_zatp_c7_descr
icon = ui_inGame2_upgrade_SIP_t_M200_4
[up_secona_sig220]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_sig220
section = up_sect_secona_sig220
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a1_name
description = st_up_barp_a1_descr
icon = ui_inGame2_upgrade_SIP_t_M200_5
[up_seconc_sig220]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_sig220
section = up_sect_seconc_sig220
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_SIP_t_M200_6
[up_secone_sig220]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_sig220
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c1_name
description = st_up_barp_c1_descr
icon = ui_inGame2_upgrade_SIP_t_M200_7
[up_seconf_sig220]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_sig220
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c2_name
description = st_up_barp_c2_descr
icon = ui_inGame2_upgrade_SIP_t_M200_8
[up_thirda_sig220]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_sig220
section = up_sect_thirda_sig220
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b1_name
description = st_up_stvp_b1_descr
icon = ui_inGame2_upgrade_SIP_t_M200_9
[up_thirdc_sig220]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_thirdc_sig220
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b2_name
description = st_up_stvp_b2_descr
icon = ui_inGame2_upgrade_SIP_t_M200_10
[up_thirdd_sig220]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_thirdd_sig220
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b3_name
description = st_up_stvp_b3_descr
icon = ui_inGame2_upgrade_SIP_t_M200_11
[up_fourta_sig220]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_sig220
section = up_sect_fourta_sig220
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b1_name
description = st_up_usmp_b1_descr
icon = ui_inGame2_upgrade_SIP_t_M200_12
[up_fourtc_sig220]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_sig220
section = up_sect_fourtc_sig220
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b5_name
description = st_up_usmp_b5_descr
icon = ui_inGame2_upgrade_SIP_t_M200_13
[up_fourte_sig220]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_fourte_sig220
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_c3_name
description = st_up_usmp_c3_descr
icon = ui_inGame2_upgrade_SIP_t_M200_14
[up_fiftha_sig220]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_sig220
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_SIP_t_M200_15
[up_gr_firstab_sig220]
elements = up_firsta_sig220
[up_gr_firstcd_sig220]
elements = up_firstc_sig220, up_firstd_sig220
[up_gr_firstef_sig220]
elements = up_firste_sig220
[up_gr_seconab_sig220]
elements = up_secona_sig220
[up_gr_seconcd_sig220]
elements = up_seconc_sig220
[up_gr_seconef_sig220]
elements = up_secone_sig220, up_seconf_sig220
[up_gr_thirdab_sig220]
elements = up_thirda_sig220
[up_gr_thirdcd_sig220]
elements = up_thirdc_sig220, up_thirdd_sig220
[up_gr_fourtab_sig220]
elements = up_fourta_sig220
[up_gr_fourtcd_sig220]
elements = up_fourtc_sig220
[up_gr_fourtef_sig220]
elements = up_fourte_sig220
[up_gr_fifthab_sig220]
elements = up_fiftha_sig220

View file

@ -0,0 +1,578 @@
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
[up_sect_firsta_sig550]
cost = 800
value = +10
rpm = +75 ;750
;Îòäà÷à(2)-20%
;_------------
[up_sect_firstc_sig550]
cost = 1200
value = -20
cam_dispersion = -0.045 ;0.4
cam_dispersion_inc = -0.018 ;0.4
cam_step_angle_horz = -0.14 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.05 ;0.3
zoom_cam_dispersion_inc = -0.02 ;0.3
zoom_cam_step_angle_horz = -0.1 ;0.7 [0.17 â îñòàòêå]
;Íàäåæíîñòü(3)25%
;_---------------
[up_sect_firstd_sig550]
cost = 1200
value = +25
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.02 ;0.03
;Îòäà÷à(3)-30%
;_------------
[up_sect_firste_sig550]
cost = 1600
value = -30
cam_dispersion = -0.085 ;0.4
cam_dispersion_inc = -0.045 ;0.4
cam_step_angle_horz = -0.42 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.09 ;0.3
zoom_cam_dispersion_inc = -0.048 ;0.3
zoom_cam_step_angle_horz = -0.28 ;0.7 [0.17 â îñòàòêå]
;Îòäà÷à(1)-10%
;_------------
[up_sect_secona_sig550]
cost = 800
value = -10
cam_dispersion = -0.07 ;0.4 [0.085 â îñòàòêå]
cam_dispersion_inc = -0.03 ;0.4
cam_step_angle_horz = -0.23 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.068 ;0.3
zoom_cam_dispersion_inc = -0.029 ;0.3
zoom_cam_step_angle_horz = -0.19 ;0.7 [0.17 â îñòàòêå]
;Òî÷íîñòü(2)20%
[up_sect_seconc_sig550]
cost = 1200
value = +20
fire_dispersion_base = -0.04 ;0.06
fire_dispersion_condition_factor = -1 ;15
;Îòäà÷à(3)-30%
;_------------
[up_sect_secone_sig550]
cost = 1600
value = -30
cam_dispersion = -0.085 ;0.4
cam_dispersion_inc = -0.048 ;0.4
cam_step_angle_horz = -0.42 ;1.0 [0.46 â îñòàòêå]
zoom_cam_dispersion = -0.09 ;0.3
zoom_cam_dispersion_inc = -0.047 ;0.3
zoom_cam_step_angle_horz = -0.28 ;0.7 [0.17 â îñòàòêå]
;Òî÷íîñòü(3)30%
[up_sect_seconf_sig550]
cost = 1600
value = +30
fire_dispersion_base = -0.07 ;0.06
fire_dispersion_condition_factor = -1 ;15
;Íàäåæíîñòü(1)10%
;_---------------
[up_sect_thirda_sig550]
cost = 800
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
[up_sect_thirdc_sig550]
cost = 1200
value = +15
rpm = +120 ;750
;Íàñòèëüíîñòü(2)20%
;------------------
[up_sect_thirdd_sig550]
cost = 1200
value = +20
bullet_speed = +100 ;570
fire_dispersion_base = -0.02
hit_impulse = +15
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
[up_sect_thirde_sig550]
cost = 1600
value = +25
rpm = +150 ;750
;Âåñ
;------------------
[up_sect_fourta_sig550]
cost = 800
value = -1.3
inv_weight = -1.3 ;3.6
crosshair_inertion = -0.5
PDM_disp_base = -0.01 ;0.5
PDM_disp_vel_factor = -0.1 ;1.5
PDM_disp_accel_factor = -0.1 ;1.5
;Óäîáñòâî(2)15%
;_--------------
[up_sect_fourtc_sig550]
cost = 1200
value = +15
crosshair_inertion = -1.5
PDM_disp_base = -0.07 ;0.5
PDM_disp_vel_factor = -0.25 ;1.5
PDM_disp_accel_factor = -0.25 ;1.5
;Óäîáñòâî(3)25%
;_--------------
[up_sect_fourte_sig550]
cost = 1600
value = +25
crosshair_inertion = -2.5
PDM_disp_base = -0.13 ;0.5
PDM_disp_vel_factor = -0.5 ;1.5
PDM_disp_accel_factor = -0.5 ;1.5
;Íàñòèëüíîñòü(3)30%
;------------------
[up_sect_fourtf_sig550]
cost = 1600
value = +30
bullet_speed = +150 ;570
fire_dispersion_base = -0.03
hit_impulse = +25
Îáúåì ìàãàçèíà +10
;--------------------
[up_sect_fiftha_sig550]
cost = 1500
value = +10
ammo_mag_size = 10
[up_firsta_sig550]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_sig550
section = up_sect_firsta_sig550
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a3_name
description = st_up_zat_a3_descr
icon = ui_inGame2_upgrade_SGI_5K_1
;;...
[up_firstc_sig550]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_sig550
section = up_sect_firstc_sig550
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b2_name
description = st_up_zat_b2_descr
icon = ui_inGame2_upgrade_SGI_5K_2
[up_firstd_sig550]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_sig550
section = up_sect_firstd_sig550
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b3_name
description = st_up_zat_b3_descr
icon = ui_inGame2_upgrade_SGI_5K_3
[up_firste_sig550]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_sig550
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c1_name
description = st_up_zat_c1_descr
icon = ui_inGame2_upgrade_SGI_5K_4
[up_secona_sig550]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_sig550
section = up_sect_secona_sig550
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a1_name
description = st_up_auto_a1_descr
icon = ui_inGame2_upgrade_SGI_5K_5
[up_seconc_sig550]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_sig550
section = up_sect_seconc_sig550
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b4_name
description = st_up_auto_b4_descr
icon = ui_inGame2_upgrade_SGI_5K_6
[up_secone_sig550]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_sig550
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c1_name
description = st_up_auto_c1_descr
icon = ui_inGame2_upgrade_SGI_5K_7
[up_seconf_sig550]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_sig550
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c5_name
description = st_up_auto_c5_descr
icon = ui_inGame2_upgrade_SGI_5K_8
[up_thirda_sig550]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_sig550
section = up_sect_thirda_sig550
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_a3_name
description = st_up_bar_a3_descr
icon = ui_inGame2_upgrade_SGI_5K_9
[up_thirdc_sig550]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_sig550
section = up_sect_thirdc_sig550
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_b3_name
description = st_up_bar_b3_descr
icon = ui_inGame2_upgrade_SGI_5K_10
[up_thirdd_sig550]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_sig550
section = up_sect_thirdd_sig550
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_b2_name
description = st_up_bar_b2_descr
icon = ui_inGame2_upgrade_SGI_5K_11
[up_thirde_sig550]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_sig550
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bar_c2_name
description = st_up_bar_c2_descr
icon = ui_inGame2_upgrade_SGI_5K_12
[up_fourta_sig550]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_sig550
section = up_sect_fourta_sig550
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_a1_name
description = st_up_stk_a1_descr
icon = ui_inGame2_upgrade_SGI_5K_13
[up_fourtc_sig550]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_sig550
section = up_sect_fourtc_sig550
property = prop_inertion
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_b2_name
description = st_up_stk_b2_descr
icon = ui_inGame2_upgrade_SGI_5K_14
[up_fourte_sig550]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourte_sig550
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c3_name
description = st_up_stk_c3_descr
icon = ui_inGame2_upgrade_SGI_5K_15
[up_fourtf_sig550]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourtf_sig550
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stk_c2_name
description = st_up_stk_c2_descr
icon = ui_inGame2_upgrade_SGI_5K_16
[up_fiftha_sig550]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_sig550
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_add_a4_descr
icon = ui_inGame2_upgrade_SGI_5K_17
[up_gr_firstab_sig550]
elements = up_firsta_sig550
[up_gr_firstcd_sig550]
elements = up_firstc_sig550, up_firstd_sig550
[up_gr_firstef_sig550]
elements = up_firste_sig550
[up_gr_seconab_sig550]
elements = up_secona_sig550
[up_gr_seconcd_sig550]
elements = up_seconc_sig550
[up_gr_seconef_sig550]
elements = up_secone_sig550, up_seconf_sig550,
[up_gr_thirdab_sig550]
elements = up_thirda_sig550
[up_gr_thirdcd_sig550]
elements = up_thirdc_sig550, up_thirdd_sig550
[up_gr_thirdef_sig550]
elements = up_thirde_sig550
[up_gr_fourtab_sig550]
elements = up_fourta_sig550
[up_gr_fourtcd_sig550]
elements = up_fourtc_sig550
[up_gr_fourtef_sig550]
elements = up_fourte_sig550, up_fourtf_sig550
[up_gr_fifthab_sig550]
elements = up_fiftha_sig550

View file

@ -0,0 +1,479 @@
[up_sect_firsta_spas12]
;Íàäåæíîñòü(1)10%
;---------------
cost = 650
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0003 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0003 ;0.0011
[up_sect_firstc_spas12]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 900
value = +20
bullet_speed = +80
hit_impulse = +20
fire_dispersion_base = -0.02
[up_sect_firstd_spas12]
;Íàäåæíîñòü(2)15%
;---------------
cost = 900
value = +15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
[up_sect_firste_spas12]
;Òî÷íîñòü(3)30%
;---------------
cost = 1150
value = +30
fire_dispersion_base = -0.07
fire_dispersion_condition_factor = -0.02
[up_sect_firstf_spas12]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1150
value = +25
rpm = +35
[up_sect_secona_spas12]
;Óìåíüøåíèå âåñà
;---------------
cost = 650
value = -1.4
inv_weight = -1.4
crosshair_inertion = -0.5
PDM_disp_vel_factor = -0.2
PDM_disp_accel_factor = -0.2
[up_sect_seconc_spas12]
;Óäîáñòâî(2)15%
;--------------
cost = 900
value = +15
crosshair_inertion = -1.5
PDM_disp_base = -0.1
PDM_disp_vel_factor = -0.5
PDM_disp_accel_factor = -0.5
[up_sect_second_spas12]
;Îòäà÷à(2)-20%
;------------
cost = 900
value = -20
cam_dispersion = -1.25 ;0.7
cam_dispersion_inc = -0.5 ;0.7
cam_step_angle_horz = -1.25 ;0.7
zoom_cam_dispersion = -1.25 ;0.6
zoom_cam_dispersion_inc = -0.5 ;0.6
zoom_cam_step_angle_horz = -1.25 ;0.6
[up_sect_thirda_spas12]
;Íàäåæíîñòü(1)10%
;---------------
cost = 650
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0003 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0003 ;0.0011
[up_sect_thirdc_spas12]
;Òî÷íîñòü(2)20%
;---------------
cost = 900
value = +20
fire_dispersion_base = -0.05
fire_dispersion_base = -0.01
[up_sect_thirdd_spas12]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 900
value = +25
rpm = +25
[up_sect_thirde_spas12]
;Íàäåæíîñòü(3)30%
;---------------
cost = 1150
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0007 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0007 ;0.0011
[up_sect_thirdf_spas12]
;Îòäà÷à(3)-30%
;------------
cost = 1150
value = -20
cam_dispersion = -1.75 ;0.7
cam_dispersion_inc = -0.75 ;0.7
cam_step_angle_horz = -1.75 ;0.7
zoom_cam_dispersion = -2.25 ;0.6
zoom_cam_dispersion_inc = -0.75 ;0.6
zoom_cam_step_angle_horz = -2.25 ;0.6
[up_sect_fourta_spas12]
;Ðàñøèðåííûé îáúåì ìàãàçèíà
;----------------------
cost = 1500
value = +2
ammo_mag_size = 2
[up_firsta_spas12]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_spas12
section = up_sect_firsta_spas12
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_a1_name
description = st_up_bard_a1_descr
icon = ui_inGame2_upgrade_SPSA14_1
[up_firstc_spas12]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_spas12
section = up_sect_firstc_spas12
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b5_name
description = st_up_bard_b5_descr
icon = ui_inGame2_upgrade_SPSA14_2
[up_firstd_spas12]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_spas12
section = up_sect_firstd_spas12
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b6_name
description = st_up_bard_b6_descr
icon = ui_inGame2_upgrade_SPSA14_3
[up_firste_spas12]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_spas12
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_c3_name
description = st_up_bard_c3_descr
icon = ui_inGame2_upgrade_SPSA14_4
[up_firstf_spas12]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firste_spas12
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_c4_name
description = st_up_bard_c4_descr
icon = ui_inGame2_upgrade_SPSA14_5
[up_secona_spas12]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_spas12
section = up_sect_secona_spas12
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_a3_name
description = st_up_stvd_a3_descr
icon = ui_inGame2_upgrade_SPSA14_6
[up_seconc_spas12]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_seconc_spas12
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b2_name
description = st_up_stvd_b2_descr
icon = ui_inGame2_upgrade_SPSA14_7
[up_second_spas12]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_second_spas12
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b3_name
description = st_up_stvd_b3_descr
icon = ui_inGame2_upgrade_SPSA14_8
[up_thirda_spas12]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_spas12
section = up_sect_thirda_spas12
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_a2_name
description = st_up_autd_a2_descr
icon = ui_inGame2_upgrade_SPSA14_9
[up_thirdc_spas12]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_spas12
section = up_sect_thirdc_spas12
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_b2_name
description = st_up_autd_b2_descr
icon = ui_inGame2_upgrade_SPSA14_10
[up_thirdd_spas12]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_spas12
section = up_sect_thirdd_spas12
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_b3_name
description = st_up_autd_b3_descr
icon = ui_inGame2_upgrade_SPSA14_11
[up_thirde_spas12]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_thirde_spas12
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_c1_name
description = st_up_autd_c1_descr
icon = ui_inGame2_upgrade_SPSA14_12
[up_thirdf_spas12]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirdf_spas12
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_c4_name
description = st_up_autd_c4_descr
icon = ui_inGame2_upgrade_SPSA14_13
[up_fourta_spas12]
scheme_index = 0, 3
known = 1
effects =
section = up_sect_fourta_spas12
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_addd_a1_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_SPSA14_14
[up_gr_firstab_spas12]
elements = up_firsta_spas12
[up_gr_firstcd_spas12]
elements = up_firstc_spas12, up_firstd_spas12
[up_gr_firstef_spas12]
elements = up_firste_spas12, up_firstf_spas12
[up_gr_seconab_spas12]
elements = up_secona_spas12
[up_gr_seconcd_spas12]
elements = up_seconc_spas12, up_second_spas12
[up_gr_thirdab_spas12]
elements = up_thirda_spas12
[up_gr_thirdcd_spas12]
elements = up_thirdc_spas12, up_thirdd_spas12
[up_gr_thirdef_spas12]
elements = up_thirde_spas12, up_thirdf_spas12
[up_gr_fourtab_spas12]
elements = up_fourta_spas12

View file

@ -0,0 +1,500 @@
[up_sect_firsta_svd]
;Óäîáñòâî(1)10%
;--------------
cost = 1400
value = +10
crosshair_inertion = -1
PDM_disp_base = -0.2
PDM_disp_vel_factor = -0.5
PDM_disp_accel_factor = -0.5
[up_sect_firstc_svd]
;Òî÷íîñòü(2)20%
;---------------
cost = 1800
value = +20
fire_dispersion_base = -0.02 ;0.15
fire_dispersion_condition_factor = -1
[up_sect_firstd_svd]
;Óäîáñòâî(2)15%
;--------------
cost = 1800
value = +20
crosshair_inertion = -1
PDM_disp_base = -0.5
PDM_disp_vel_factor = -1.2
PDM_disp_accel_factor = -1.2
[up_sect_firste_svd]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 2200
value = +30
bullet_speed = +200
fire_dispersion_base = -0.01 ;0.15
[up_sect_firstf_svd]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 2200
value = +25
rpm = +35
[up_sect_secona_svd]
;Íàäåæíîñòü(1)10%
;---------------
cost = 1400
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0007 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0007 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.007 ;0.03
[up_sect_seconc_svd]
;Îòäà÷à(2)-20%
;------------
cost = 1800
value = -20
zoom_cam_dispersion = -0.18 ;1.8
zoom_cam_dispersion_inc = -0.18 ;1.8
zoom_cam_step_angle_horz = -0.05 ;0.25
zoom_cam_relax_speed = +0.035
[up_sect_second_svd]
;Òî÷íîñòü(2)20%
;---------------
cost = 1800
value = +20
fire_dispersion_base = -0.02 ;0.15
fire_dispersion_condition_factor = -1
[up_sect_thirda_svd]
;Îòäà÷à(1)-10%
;------------
cost = 1400
value = -10
zoom_cam_dispersion = -0.12 ;1.8
zoom_cam_dispersion_inc = -0.12 ;1.8
zoom_cam_step_angle_horz = -0.03 ;0.25
zoom_cam_relax_speed = +0.02
[up_sect_thirdc_svd]
;Óäîáñòâî(2)15%
;--------------
cost = 1800
value = +15
crosshair_inertion = -1
PDM_disp_base = -0.5
PDM_disp_vel_factor = -1.2
PDM_disp_accel_factor = -1.2
[up_sect_thirde_svd]
;Îòäà÷à(3)-30%
;------------
cost = 2200
value = -30
zoom_cam_dispersion = -0.25 ;1.8
zoom_cam_dispersion_inc = -0.25 ;1.8
zoom_cam_step_angle_horz = -0.1 ;0.25
zoom_cam_relax_speed = +0.05
[up_sect_fourta_svd]
;6èêñ ïðèöåë.
;------------
cost = 2100
scope_zoom_factor = -10
[up_sect_fourtc_svd]
;Êîíòðàñòíûé ïðèöåë
;------------
cost = 3200
scope_nightvision = scope_contrast
[up_sect_fourte_svd]
;ÏÍÂ
;------------
cost = 5000
scope_nightvision = scope_nightvision
[up_sect_fourtf_svd]
;Òåïëîâèçîð
;------------
cost = 14000
scope_alive_detector = scope_detector
[up_firsta_svd]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_svd
section = up_sect_firsta_svd
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_a1_name
description = st_up_auts_a1_descr
icon = ui_inGame2_upgrade_SVDm2_1
[up_firstc_svd]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_svd
section = up_sect_firstc_svd
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_b1_name
description = st_up_auts_b1_descr
icon = ui_inGame2_upgrade_SVDm2_2
[up_firstd_svd]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_svd
section = up_sect_firstd_svd
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_b2_name
description = st_up_auts_b2_descr
icon = ui_inGame2_upgrade_SVDm2_3
[up_firste_svd]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_svd
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_c1_name
description = st_up_auts_c1_descr
icon = ui_inGame2_upgrade_SVDm2_4
[up_firstf_svd]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_svd
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_c2_name
description = st_up_auts_c2_descr
icon = ui_inGame2_upgrade_SVDm2_5
[up_secona_svd]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_svd
section = up_sect_secona_svd
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_a1_name
description = st_up_stvs_a1_descr
icon = ui_inGame2_upgrade_SVDm2_6
[up_seconc_svd]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_seconc_svd
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_b1_name
description = st_up_stvs_b1_descr
icon = ui_inGame2_upgrade_SVDm2_7
[up_second_svd]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_second_svd
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_b2_name
description = st_up_stvs_b2_descr
icon = ui_inGame2_upgrade_SVDm2_8
[up_thirda_svd]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_svd
section = up_sect_thirda_svd
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pris_a1_name
description = st_up_pris_a1_descr
icon = ui_inGame2_upgrade_SVDm2_10
[up_thirdc_svd]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_svd
section = up_sect_thirdc_svd
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pris_b1_name
description = st_up_pris_b1_descr
icon = ui_inGame2_upgrade_SVDm2_11
[up_thirde_svd]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_thirde_svd
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pris_c1_name
description = st_up_pris_c1_descr
icon = ui_inGame2_upgrade_SVDm2_12
[up_fourta_svd]
scheme_index = 0, 3
known = 1
effects =
section = up_sect_fourta_svd
property = prop_scope_6x
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_a4_name
description = st_up_opt_a4_descr
icon = ui_inGame2_upgrade_SVDm2_13
[up_fourtc_svd]
scheme_index = 1, 5
known = 1
effects =
section = up_sect_fourtc_svd
property = prop_contrast
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_b1_name
description = st_up_opt_b1_descr
icon = ui_inGame2_upgrade_SVDm2_14
[up_fourte_svd]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_fourte_svd
property = prop_nightvision
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c2_name
description = st_up_opt_c2_descr
icon = ui_inGame2_upgrade_SVDm2_15
[up_fourtf_svd]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourtf_svd
property = prop_autolockscope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c1_name
description = st_up_opt_c1_descr
icon = ui_inGame2_upgrade_SVDm2_16
[up_gr_firstab_svd]
elements = up_firsta_svd
[up_gr_firstcd_svd]
elements = up_firstc_svd, up_firstd_svd
[up_gr_firstef_svd]
elements = up_firste_svd, up_firstf_svd
[up_gr_seconab_svd]
elements = up_secona_svd
[up_gr_seconcd_svd]
elements = up_seconc_svd, up_second_svd
[up_gr_thirdab_svd]
elements = up_thirda_svd
[up_gr_thirdcd_svd]
elements = up_thirdc_svd
[up_gr_thirdef_svd]
elements = up_thirde_svd
[up_gr_fourtab_svd]
elements = up_fourta_svd
[up_gr_fourtcd_svd]
elements = up_fourtc_svd
[up_gr_fourtef_svd]
elements = up_fourte_svd, up_fourtf_svd

View file

@ -0,0 +1,536 @@
[up_sect_firsta_svu]
;Òî÷íîñòü(1)10%
;---------------
cost = 1500
value = +10
fire_dispersion_base = -0.02 ;0.15
[up_sect_firstc_svu]
;Íàäåæíîñòü(2)15%
;---------------
cost = 2100
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_firste_svu]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 2700
value = +30
bullet_speed = +200
fire_dispersion_base = -0.03
[up_sect_firstf_svu]
;Òî÷íîñòü(3)30%
;---------------
cost = 2700
value = +30
fire_dispersion_base = -0.06 ;0.15
fire_dispersion_condition_factor = -1.5
[up_sect_secona_svu]
;Íàäåæíîñòü(1)10%
;---------------
cost = 1500
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.005 ;0.03
[up_sect_seconc_svu]
;Îòäà÷à(2)20%
;---------------
cost = 2100
value = -20
zoom_cam_dispersion = -0.2 ;1.8
zoom_cam_dispersion_inc = -0.2 ;1.8
zoom_cam_step_angle_horz = -0.2 ;0.25
zoom_cam_relax_speed = +0.05
[up_sect_second_svu]
;Íàäåæíîñòü(2)15%
;---------------
cost = 2100
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1.5 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_secone_svu]
;Èíòåãðèðîâàííûé ãëóøèòåëü
;---------------
cost = 2700
value = +1
silencer_status = 1
silencer_name = wpn_addon_silencer
silencer_x = 224
silencer_y = 13
snd_silncer_shot = weapons\w_ak74_shot1
silencer_smoke_particles = weapons\generic_shoot_00
[up_sect_seconf_svu]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 2700
value = +25
rpm = +45
[up_sect_thirda_svu]
;Îòäà÷à(1)-10%
;------------
cost = 1500
value = -10
zoom_cam_dispersion = -0.1 ;1.8
zoom_cam_dispersion_inc = -0.1 ;1.8
zoom_cam_step_angle_horz = -0.1 ;0.25
zoom_cam_relax_speed = +0.05
[up_sect_thirdc_svu]
;Óäîáñòâî(2)20%
;--------------
cost = 2100
value = +20
crosshair_inertion = -1.5
PDM_disp_base = -0.5
PDM_disp_vel_factor = -1.5
PDM_disp_accel_factor = -1.5
[up_sect_fourta_svu]
;5x ïðèöåë.
;------------
cost = 2000
scope_zoom_factor = -10
[up_sect_fourtc_svu]
;Êîíòðàñòíûé ïðèöåë
;------------
cost = 3000
scope_nightvision = scope_contrast
[up_sect_fourte_svu]
;ÏÍÂ
;------------
cost = 4500
scope_nightvision = scope_nightvision
[up_sect_fourtf_svu]
;Ðåãóëèðóåìûé ïðèöåë
;------------
cost = 7000
scope_dynamic_zoom = on
[up_sect_fiftha_svu]
cost = 1500
value = +5
ammo_mag_size = +5
[up_firsta_svu]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_svu
section = up_sect_firsta_svu
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_a2_name
description = st_up_auts_a2_descr
icon = ui_inGame2_upgrade_SVUmk2_1
[up_firstc_svu]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_svu
section = up_sect_firstc_svu
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_b3_name
description = st_up_auts_b3_descr
icon = ui_inGame2_upgrade_SVUmk2_2
[up_firste_svu]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_svu
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_c1_name
description = st_up_auts_c1_descr
icon = ui_inGame2_upgrade_SVUmk2_3
[up_firstf_svu]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_svu
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_c3_name
description = st_up_auts_c3_descr
icon = ui_inGame2_upgrade_SVUmk2_4
[up_secona_svu]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_svu
section = up_sect_secona_svu
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_a1_name
description = st_up_stvs_a1_descr
icon = ui_inGame2_upgrade_SVUmk2_5
[up_seconc_svu]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_svu
section = up_sect_seconc_svu
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_b1_name
description = st_up_stvs_b1_descr
icon = ui_inGame2_upgrade_SVUmk2_6
[up_second_svu]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_svu
section = up_sect_second_svu
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_b3_name
description = st_up_stvs_b3_descr
icon = ui_inGame2_upgrade_SVUmk2_7
[up_secone_svu]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_svu
property = prop_silencer
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_c1_name
description = st_up_stvs_c1_descr
icon = ui_inGame2_upgrade_SVUmk2_8
[up_seconf_svu]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_svu
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_c2_name
description = st_up_stvs_c2_descr
icon = ui_inGame2_upgrade_SVUmk2_9
[up_thirda_svu]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_svu
section = up_sect_thirda_svu
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pris_a1_name
description = st_up_pris_a1_descr
icon = ui_inGame2_upgrade_SVUmk2_10
[up_thirdc_svu]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_thirdc_svu
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pris_b1_name
description = st_up_pris_b1_descr
icon = ui_inGame2_upgrade_SVUmk2_11
[up_fourta_svu]
scheme_index = 0, 3
known = 1
effects =
section = up_sect_fourta_svu
property = prop_scope_5x
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_a3_name
description = st_up_opt_a3_descr
icon = ui_inGame2_upgrade_SVUmk2_12
[up_fourtc_svu]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_fourtc_svu
property = prop_contrast
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_b1_name
description = st_up_opt_b1_descr
icon = ui_inGame2_upgrade_SVUmk2_13
[up_fourte_svu]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourte_svu
property = prop_nightvision
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c2_name
description = st_up_opt_c2_descr
icon = ui_inGame2_upgrade_SVUmk2_14
[up_fourtf_svu]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourtf_svu
property = prop_scope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c3_name
description = st_up_opt_c3_descr
icon = ui_inGame2_upgrade_SVUmk2_15
[up_fiftha_svu]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_svu
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_add_a4_descr
icon = ui_inGame2_upgrade_SVUmk2_16
[up_gr_firstab_svu]
elements = up_firsta_svu
[up_gr_firstcd_svu]
elements = up_firstc_svu
[up_gr_firstef_svu]
elements = up_firste_svu, up_firstf_svu
[up_gr_seconab_svu]
elements = up_secona_svu
[up_gr_seconcd_svu]
elements = up_seconc_svu, up_second_svu
[up_gr_seconef_svu]
elements = up_secone_svu, up_seconf_svu
[up_gr_thirdab_svu]
elements = up_thirda_svu
[up_gr_thirdcd_svu]
elements = up_thirdc_svu
[up_gr_fourtab_svu]
elements = up_fourta_svu
[up_gr_fourtcd_svu]
elements = up_fourtc_svu
[up_gr_fourtef_svu]
elements = up_fourte_svu, up_fourtf_svu
[up_gr_fifthab_svu]
elements = up_fiftha_svu

View file

@ -0,0 +1,428 @@
[up_sect_firsta_toz34]
;Íàäåæíîñòü(1)10%
;---------------
cost = 200
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
[up_sect_firstc_toz34]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 400
value = +20
bullet_speed = +80
hit_impulse = +20
[up_sect_firstd_toz34]
;Îòäà÷à(2)-20%
;------------
cost = 400
value = -20
cam_dispersion = -1 ;0.7
cam_dispersion_inc = -1 ;0.7
cam_step_angle_horz = -0.2 ;0.7
zoom_cam_dispersion = -0.7 ;0.6
zoom_cam_dispersion_inc = -0.7 ;0.6
zoom_cam_step_angle_horz = -0.2 ;0.6
[up_sect_firste_toz34]
;Óäîáñòâî(3)25%
;--------------
cost = 600
value = +25
crosshair_inertion = -0.5
PDM_disp_base = -0.1
PDM_disp_vel_factor = -0.5
PDM_disp_accel_factor = -0.5
[up_sect_firstf_toz34]
;Òî÷íîñòü(3)30%
;---------------
cost = 1000
value = +30
fire_dispersion_base = -0.11
fire_dispersion_condition_factor = -0.5 ;15
ammo_class = ammo_12x76_zhekan
bullet_speed = +100
hit_impulse = +25
[up_sect_secona_toz34]
;Óìåíüøåíèå âåñà
;---------------
cost = 200
value = -1.1
inv_weight = -1.1
crosshair_inertion = -0.25
PDM_disp_vel_factor = -0.05
PDM_disp_accel_factor = -0.05
[up_sect_seconc_toz34]
;Óäîáñòâî(2)15%
;--------------
cost = 400
value = +15
crosshair_inertion = -0.5
PDM_disp_base = -0.05
PDM_disp_vel_factor = -0.2
PDM_disp_accel_factor = -0.2
[up_sect_second_toz34]
;Îòäà÷à(2)-20%
;------------
cost = 400
value = -20
cam_dispersion = -1 ;0.7
cam_dispersion_inc = -1 ;0.7
cam_step_angle_horz = -0.2 ;0.7
zoom_cam_dispersion = -0.7 ;0.6
zoom_cam_dispersion_inc = -0.7 ;0.6
zoom_cam_step_angle_horz = -0.2 ;0.6
[up_sect_thirda_toz34]
;Íàäåæíîñòü(1)10%
;---------------
cost = 200
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
[up_sect_thirdc_toz34]
;Îòäà÷à(2)-20%
;------------
cost = 400
value = -20
cam_dispersion = -1 ;0.7
cam_dispersion_inc = -1 ;0.7
cam_step_angle_horz = -0.2 ;0.7
zoom_cam_dispersion = -0.7 ;0.6
zoom_cam_dispersion_inc = -0.7 ;0.6
zoom_cam_step_angle_horz = -0.2 ;0.6
[up_sect_thirde_toz34]
;Íàäåæíîñòü(3)25%
;---------------
cost = 600
value = +25
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
[up_sect_thirdf_toz34]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 600
value = +30
bullet_speed = +120
hit_impulse = +25
[up_firsta_toz34]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_toz34
section = up_sect_firsta_toz34
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_a1_name
description = st_up_bard_a1_descr
icon = ui_inGame2_upgrade_Hunting_rifle_1
[up_firstc_toz34]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_toz34
section = up_sect_firstc_toz34
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b3_name
description = st_up_bard_b3_descr
icon = ui_inGame2_upgrade_Hunting_rifle_2
[up_firstd_toz34]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_toz34
section = up_sect_firstd_toz34
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b4_name
description = st_up_bard_b4_descr
icon = ui_inGame2_upgrade_Hunting_rifle_3
[up_firste_toz34]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_toz34
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_c1_name
description = st_up_bard_c1_descr
icon = ui_inGame2_upgrade_Hunting_rifle_4
[up_firstf_toz34]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_toz34
property = prop_dispersion, prop_no_buck
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_c2_name
description = st_up_bard_c2_descr
icon = ui_inGame2_upgrade_Hunting_rifle_5
[up_secona_toz34]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_toz34
section = up_sect_secona_toz34
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_a2_name
description = st_up_stvd_a2_descr
icon = ui_inGame2_upgrade_Hunting_rifle_6
[up_seconc_toz34]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_seconc_toz34
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b4_name
description = st_up_stvd_b4_descr
icon = ui_inGame2_upgrade_Hunting_rifle_7
[up_second_toz34]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_second_toz34
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_c1_name
description = st_up_stvd_c1_descr
icon = ui_inGame2_upgrade_Hunting_rifle_8
[up_thirda_toz34]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_toz34
section = up_sect_thirda_toz34
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_a2_name
description = st_up_autd_a2_descr
icon = ui_inGame2_upgrade_Hunting_rifle_9
[up_thirdc_toz34]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_toz34
section = up_sect_thirdc_toz34
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_b1_name
description = st_up_autd_b1_descr
icon = ui_inGame2_upgrade_Hunting_rifle_10
[up_thirde_toz34]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_thirde_toz34
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_c1_name
description = st_up_autd_c1_descr
icon = ui_inGame2_upgrade_Hunting_rifle_11
[up_thirdf_toz34]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirdf_toz34
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_c2_name
description = st_up_autd_c2_descr
icon = ui_inGame2_upgrade_Hunting_rifle_12
[up_gr_firstab_toz34]
elements = up_firsta_toz34
[up_gr_firstcd_toz34]
elements = up_firstc_toz34, up_firstd_toz34
[up_gr_firstef_toz34]
elements = up_firste_toz34, up_firstf_toz34
[up_gr_seconab_toz34]
elements = up_secona_toz34
[up_gr_seconcd_toz34]
elements = up_seconc_toz34, up_second_toz34
[up_gr_thirdab_toz34]
elements = up_thirda_toz34
[up_gr_thirdcd_toz34]
elements = up_thirdc_toz34
[up_gr_thirdef_toz34]
elements = up_thirde_toz34, up_thirdf_toz34

View file

@ -0,0 +1,553 @@
[up_sect_firsta_usp]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 600
value = +10
rpm = +30
[up_sect_firstc_usp]
;Îòäà÷à(2)-20%
;------------
cost = 1000
value = -20
cam_dispersion = -0.25 ;1.2
cam_dispersion_inc = -0.25 ;1.2
cam_step_angle_horz = -0.2 ;1.2
[up_sect_firstd_usp]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 1000
value = +20
bullet_speed = +60
fire_dispersion_base = -0.01
[up_sect_firste_usp]
;Ðåæèì ïîëíîñòüþ àâòîìàòè÷åñêîãî îãíÿ
;------------------
cost = 3000
;value = +20
fire_modes = 1, -1
rpm = +250
cam_dispersion = -0.35 ;1.2
cam_dispersion_inc = -0.35 ;1.2
cam_step_angle_horz = -0.15 ;1.2
[up_sect_secona_usp]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 600
value = +10
bullet_speed = +40
[up_sect_seconc_usp]
;Ñêîðîñòðåëüíîñòü(2)15%
;----------------------
cost = 1000
value = +15
rpm = +45
[up_sect_second_usp]
;Íàäåæíîñòü(2)15%
;---------------
cost = 1000
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0006 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0006 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_secone_usp]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1400
value = +25
rpm = +60
[up_sect_thirda_usp]
;Íàäåæíîñòü(1)10%
;---------------
cost = 600
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0003 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0003 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_thirdc_usp]
;Óäîáñòâî(2)15%
;--------------
cost = 1000
value = +15
crosshair_inertion = -1
PDM_disp_base = -0.25
PDM_disp_vel_factor = -0.55
PDM_disp_accel_factor = -0.55
[up_sect_thirdd_usp]
;Îòäà÷à(2)-20%
;------------
cost = 1000
value = -20
cam_dispersion = -0.25 ;1.2
cam_dispersion_inc = -0.25 ;1.2
cam_step_angle_horz = -0.2 ;1.2
[up_sect_thirde_usp]
;Îòäà÷à(3)-30%
;------------
cost = 1400
value = -30
cam_dispersion = -0.45 ;1.2
cam_dispersion_inc = -0.45 ;1.2
cam_step_angle_horz = -0.3 ;1.2
[up_sect_fourta_usp]
;Òî÷íîñòü(1)10%
;---------------
cost = 600
value = +10
fire_dispersion_base = -0.02
fire_dispersion_condition_factor = -1
[up_sect_fourtc_usp]
;Íàäåæíîñòü(2)15%
;---------------
cost = 1000
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0006 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0006 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_fourte_usp]
;Òî÷íîñòü(3)30%
;---------------
cost = 1400
value = +30
fire_dispersion_base = -0.02
fire_dispersion_condition_factor = -1
[up_sect_fiftha_usp]
;Óâåëè÷åííûé îáúåì ìàãàçèíà
;---------------
cost = 1500
value = +4
ammo_mag_size = +4
[up_firsta_usp]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_usp
section = up_sect_firsta_usp
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_UDP_compact_1
;;...
[up_firstc_usp]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_usp
section = up_sect_firstc_usp
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b6_name
description = st_up_zatp_b6_descr
icon = ui_inGame2_upgrade_UDP_compact_2
[up_firstd_usp]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_usp
section = up_sect_firstd_usp
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b8_name
description = st_up_zatp_b8_descr
icon = ui_inGame2_upgrade_UDP_compact_3
[up_firste_usp]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_usp
property = prop_autofire
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c6_name
description = st_up_zatp_c6_descr
icon = ui_inGame2_upgrade_UDP_compact_4
[up_secona_usp]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_usp
section = up_sect_secona_usp
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a1_name
description = st_up_barp_a1_descr
icon = ui_inGame2_upgrade_UDP_compact_5
[up_seconc_usp]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_usp
section = up_sect_seconc_usp
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b3_name
description = st_up_barp_b3_descr
icon = ui_inGame2_upgrade_UDP_compact_6
[up_second_usp]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_usp
section = up_sect_second_usp
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_UDP_compact_7
[up_secone_usp]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_usp
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c1_name
description = st_up_barp_c1_descr
icon = ui_inGame2_upgrade_UDP_compact_8
[up_thirda_usp]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_usp
section = up_sect_thirda_usp
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_a1_name
description = st_up_stvp_a1_descr
icon = ui_inGame2_upgrade_UDP_compact_9
[up_thirdc_usp]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_usp
section = up_sect_thirdc_usp
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b5_name
description = st_up_stvp_b5_descr
icon = ui_inGame2_upgrade_UDP_compact_10
[up_thirdd_usp]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_usp
section = up_sect_thirdd_usp
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b3_name
description = st_up_stvp_b3_descr
icon = ui_inGame2_upgrade_UDP_compact_11
[up_thirde_usp]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_thirde_usp
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_c2_name
description = st_up_stvp_c2_descr
icon = ui_inGame2_upgrade_UDP_compact_12
[up_fourta_usp]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_usp
section = up_sect_fourta_usp
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_a1_name
description = st_up_usmp_a1_descr
icon = ui_inGame2_upgrade_UDP_compact_13
[up_fourtc_usp]
scheme_index = 1, 6
known = 1
effects = up_gr_fourtef_usp
section = up_sect_fourtc_usp
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b5_name
description = st_up_usmp_b5_descr
icon = ui_inGame2_upgrade_UDP_compact_14
[up_fourte_usp]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_fourte_usp
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_c1_name
description = st_up_usmp_c1_descr
icon = ui_inGame2_upgrade_UDP_compact_15
[up_fiftha_usp]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_usp
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_UDP_compact_16
[up_gr_firstab_usp]
elements = up_firsta_usp
[up_gr_firstcd_usp]
elements = up_firstc_usp, up_firstd_usp
[up_gr_firstef_usp]
elements = up_firste_usp
[up_gr_seconab_usp]
elements = up_secona_usp
[up_gr_seconcd_usp]
elements = up_seconc_usp, up_second_usp
[up_gr_seconef_usp]
elements = up_secone_usp
[up_gr_thirdab_usp]
elements = up_thirda_usp
[up_gr_thirdcd_usp]
elements = up_thirdc_usp, up_thirdd_usp
[up_gr_thirdef_usp]
elements = up_thirde_usp
[up_gr_fourtab_usp]
elements = up_fourta_usp
[up_gr_fourtcd_usp]
elements = up_fourtc_usp
[up_gr_fourtef_usp]
elements = up_fourte_usp
[up_gr_fifthab_usp]
elements = up_fiftha_usp

View file

@ -0,0 +1,654 @@
[up_sect_firsta_val]
;Íàäåæíîñòü(1)10%
;---------------
cost = 1000
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0008
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.008 ;0.03.03
[up_sect_firstc_val]
;Îòäà÷à(2)-20%
;------------
cost = 1400
value = -20
cam_dispersion = -0.06 ;0.5
cam_dispersion_inc = -0.04 ;0.5
cam_step_angle_horz = -0.14 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.07 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.04 ;0.5
zoom_cam_step_angle_horz = -0.6 ;1.0 [0.505 â îñòàòêå]
[up_sect_firstd_val]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 1400
value = +20
bullet_speed = +80
fire_dispersion_base = -0.01 ;0.7
[up_sect_firste_val]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1800
value = +30
rpm = +95
[up_sect_firstf_val]
;Òî÷íîñòü(3)30%
;---------------
cost = 1800
value = +30
fire_dispersion_base = -0.05 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_secona_val]
;Îòäà÷à(1)-10%
;------------
cost = 1000
value = -10
cam_dispersion = -0.05 ;0.5
cam_dispersion_inc = -0.02 ;0.5
cam_step_angle_horz = -0.09 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.05 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.02 ;0.5
zoom_cam_step_angle_horz = -0.05 ;1.0 [0.505 â îñòàòêå]
[up_sect_seconc_val]
;Óäîáñòâî(2)15%
;--------------
cost = 1400
value = +15
crosshair_inertion = -0.75
PDM_disp_base = -0.1 ;0.5
PDM_disp_vel_factor = -0.35 ;1.5
PDM_disp_accel_factor = -0.35 ;1.5
[up_sect_secone_val]
;Óäîáñòâî(3)25%
;--------------
cost = 1800
value = +25
crosshair_inertion = -1.25
PDM_disp_base = -0.15 ;0.5
PDM_disp_vel_factor = -0.4 ;1.5
PDM_disp_accel_factor = -0.4 ;1.5
[up_sect_seconf_val]
;Îòäà÷à(3)-30%
;------------
cost = 1800
value = -30
cam_dispersion = -0.16 ;0.5
cam_dispersion_inc = -0.06 ;0.5
cam_step_angle_horz = -0.18 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.11 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.055 ;0.5
zoom_cam_step_angle_horz = -0.16 ;1.0 [0.505 â îñòàòêå]
[up_sect_thirda_val]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 1000
value = +10
bullet_speed = +65
[up_sect_thirdc_val]
;Íàäåæíîñòü(2)20%
;---------------
cost = 1400
value = +20
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0018
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.014 ;0.03
[up_sect_thirdd_val]
;Òî÷íîñòü(2)20%
;---------------
cost = 1400
value = +20
fire_dispersion_base = -0.03 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_thirde_val]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1800
value = +25
rpm = +95
[up_sect_thirdf_val]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 1800
value = +30
bullet_speed = +95
fire_dispersion_base = -0.02
[up_sect_fourta_val]
;Ñêîðîñòðåëüíîñòü(1)10%
;------------------
cost = 1000
value = +10
rpm = +60
[up_sect_fourtc_val]
;Íàäåæíîñòü(2)20%
;---------------
cost = 1400
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0018
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.014 ;0.03
[up_sect_fourte_val]
;Òî÷íîñòü(3)30%
;---------------
cost = 1800
value = +30
fire_dispersion_base = -0.05 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_fourtf_val]
;Îòäà÷à(3)-30%
;------------
cost = 1800
value = -30
cam_dispersion = -0.16 ;0.5
cam_dispersion_inc = -0.06 ;0.5
cam_step_angle_horz = -0.18 ;1.5 [0.73 â îñòàòêå]
zoom_cam_dispersion = -0.11 ;0.5 [0.093 â îñòàòêå]
zoom_cam_dispersion_inc = -0.055 ;0.5
zoom_cam_step_angle_horz = -0.16 ;1.0 [0.505 â îñòàòêå]
[up_sect_fiftha_val]
;Óâåëè÷åí ïàòðîíòàæ
;------------
cost = 1500
value = +10
ammo_mag_size = +10
[up_firsta_val]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_val
section = up_sect_firsta_val
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a2_name
description = st_up_auto_a2_descr
icon = ui_inGame2_upgrade_SA_Lavina_1
[up_firstc_val]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_val
section = up_sect_firstc_val
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c1_name
description = st_up_auto_c1_descr
icon = ui_inGame2_upgrade_SA_Lavina_2
[up_firstd_val]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_val
section = up_sect_firstd_val
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b2_name
description = st_up_auto_b2_descr
icon = ui_inGame2_upgrade_SA_Lavina_3
[up_firste_val]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_val
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c3_name
description = st_up_auto_c3_descr
icon = ui_inGame2_upgrade_SA_Lavina_4
[up_firstf_val]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_val
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c5_name
description = st_up_auto_c5_descr
icon = ui_inGame2_upgrade_SA_Lavina_5
[up_secona_val]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_val
section = up_sect_secona_val
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_a1_name
description = st_up_pri_a1_descr
icon = ui_inGame2_upgrade_SA_Lavina_6
[up_seconc_val]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_val
section = up_sect_seconc_val
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_b2_name
description = st_up_pri_b2_descr
icon = ui_inGame2_upgrade_SA_Lavina_7
[up_secone_val]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_val
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_c3_name
description = st_up_pri_c3_descr
icon = ui_inGame2_upgrade_SA_Lavina_8
[up_seconf_val]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_val
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_c1_name
description = st_up_pri_c1_descr
icon = ui_inGame2_upgrade_SA_Lavina_9
[up_thirda_val]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_val
section = up_sect_thirda_val
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a1_name
description = st_up_ret_a1_descr
icon = ui_inGame2_upgrade_SA_Lavina_10
[up_thirdc_val]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_val
section = up_sect_thirdc_val
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b1_name
description = st_up_ret_b1_descr
icon = ui_inGame2_upgrade_SA_Lavina_11
[up_thirdd_val]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_val
section = up_sect_thirdd_val
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b3_name
description = st_up_ret_b3_descr
icon = ui_inGame2_upgrade_SA_Lavina_12
[up_thirde_val]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_val
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c2_name
description = st_up_ret_c2_descr
icon = ui_inGame2_upgrade_SA_Lavina_13
[up_thirdf_val]
scheme_index = 2, 5
effects =
section = up_sect_thirdf_val
property = prop_bullet_speed
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c1_name
description = st_up_ret_c1_descr
icon = ui_inGame2_upgrade_SA_Lavina_14
[up_fourta_val]
scheme_index = 0, 3
effects = up_gr_fourtcd_val
section = up_sect_fourta_val
property = prop_rpm
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_a3_name
description = st_up_zat_a3_descr
icon = ui_inGame2_upgrade_SA_Lavina_15
[up_fourtc_val]
scheme_index = 1, 5
effects = up_gr_fourtef_val
section = up_sect_fourtc_val
property = prop_reliability
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_b3_name
description = st_up_zat_b3_descr
icon = ui_inGame2_upgrade_SA_Lavina_16
[up_fourte_val]
scheme_index = 2, 6
effects =
section = up_sect_fourte_val
property = prop_dispersion
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c5_name
description = st_up_zat_c5_descr
icon = ui_inGame2_upgrade_SA_Lavina_17
[up_fourtf_val]
scheme_index = 2, 7
effects =
section = up_sect_fourtf_val
property = prop_recoil
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zat_c1_name
description = st_up_zat_c1_descr
icon = ui_inGame2_upgrade_SA_Lavina_18
[up_fiftha_val]
scheme_index = 0, 4
effects =
section = up_sect_fiftha_val
property = prop_ammo_size
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a4_name
description = st_up_add_a4_descr
icon = ui_inGame2_upgrade_SA_Lavina_19
[up_gr_firstab_val]
elements = up_firsta_val
[up_gr_firstcd_val]
elements = up_firstc_val, up_firstd_val
[up_gr_firstef_val]
elements = up_firste_val, up_firstf_val
[up_gr_seconab_val]
elements = up_secona_val
[up_gr_seconcd_val]
elements = up_seconc_val
[up_gr_seconef_val]
elements = up_secone_val, up_seconf_val
[up_gr_thirdab_val]
elements = up_thirda_val
[up_gr_thirdcd_val]
elements = up_thirdc_val, up_thirdd_val
[up_gr_thirdef_val]
elements = up_thirde_val, up_thirdf_val
[up_gr_fourtab_val]
elements = up_fourta_val
[up_gr_fourtcd_val]
elements = up_fourtc_val
[up_gr_fourtef_val]
elements = up_fourte_val, up_fourtf_val
[up_gr_fifthab_val]
elements = up_fiftha_val

View file

@ -0,0 +1,578 @@
[up_sect_firsta_vintorez]
;Íàäåæíîñòü(1)10%
;--------------
cost = 1000
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.013 ;0.03
[up_sect_firstc_vintorez]
;Îòäà÷à(2)-15%
cost = 1500
value = -20
cam_dispersion = -0.1 ;0.1
cam_dispersion_inc = -0.04 ;0.6
cam_step_angle_horz = -0.15 ;0.6
zoom_cam_dispersion = -0.04 ;0.1
zoom_cam_dispersion_inc = -0.02 ;0.5
zoom_cam_step_angle_horz = -0.06 ;0.5
[up_sect_firstd_vintorez]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 1500
value = +20
bullet_speed = +85
fire_dispersion_base = -0.01
[up_sect_firste_vintorez]
;Óäîáñòâî(3)25%
;--------------
cost = 2000
value = +25
crosshair_inertion = -1.5
PDM_disp_base = -0.2
PDM_disp_vel_factor = -0.4
PDM_disp_accel_factor = -0.4
[up_sect_firstf_vintorez]
;Òî÷íîñòü(3)30%
;--------------
cost = 2000
value = +30
fire_dispersion_base = -0.03 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_secona_vintorez]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 1000
value = +10
bullet_speed = +55
[up_sect_seconc_vintorez]
;Íàäåæíîñòü(2)15%
;---------------
cost = 1500
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0001 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0001 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.023 ;0.03
[up_sect_second_vintorez]
;Òî÷íîñòü(2)20%
;--------------
cost = 1500
value = +20
fire_dispersion_base = -0.02 ;0.7
fire_dispersion_condition_factor = -1 ;15
[up_sect_secone_vintorez]
;Íàñòèëüíîñòü(3)30%
;------------------
cost = 2000
value = +30
bullet_speed = +125
fire_dispersion_base = -0.02
'
[up_sect_thirda_vintorez]
;Îòäà÷à(1)-10%
;------------
cost = 1000
value = -10
cam_dispersion = -0.05 ;0.1
cam_dispersion_inc = -0.03 ;0.6
cam_step_angle_horz = -0.1 ;0.6
zoom_cam_dispersion = -0.03 ;0.1
zoom_cam_dispersion_inc = -0.01 ;0.5
zoom_cam_step_angle_horz = -0.04 ;0.5
[up_sect_thirdc_vintorez]
;Óäîáñòâî(2)15%
;--------------
cost = 1500
value = +15
crosshair_inertion = -1.5
PDM_disp_base = -0.08
PDM_disp_vel_factor = -0.2
PDM_disp_accel_factor = -0.2
[up_sect_thirde_vintorez]
;Óäîáñòâî(3)25%
;--------------
cost = 2000
value = +25
crosshair_inertion = -1.5
PDM_disp_base = -0.1
PDM_disp_vel_factor = -0.4
PDM_disp_accel_factor = -0.4
[up_sect_thirdf_vintorez]
;Îòäà÷à(3)-30%
;------------
cost = 2000
value = -30
cam_dispersion = -0.15 ;0.1
cam_dispersion_inc = -0.08 ;0.6
cam_step_angle_horz = -0.2 ;0.6
zoom_cam_dispersion = -0.08 ;0.1
zoom_cam_dispersion_inc = -0.03 ;0.5
zoom_cam_step_angle_horz = -0.1 ;0.5
[up_sect_fourta_vintorez]
;Îïòèêà 4.0èêñ
;------------------
cost = 1500
scope_zoom_factor = -5
[up_sect_fourtc_vintorez]
;Êîíòðàñòíûé ïðèöåë
;------------------
cost = 3000
scope_nightvision = scope_contrast
[up_sect_fourte_vintorez]
;ÏÍÂ
;------------------
cost = 4500
scope_nightvision = scope_nightvision
[up_sect_fourtf_vintorez]
;Òåïëîâèçîð
;------------------
cost = 10000
scope_alive_detector = scope_detector
[up_firsta_vintorez]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_vintorez
section = up_sect_firsta_vintorez
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_a2_name
description = st_up_auto_a2_descr
icon = ui_inGame2_upgrade_Vintar_VS_1
[up_firstc_vintorez]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_vintorez
section = up_sect_firstc_vintorez
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c1_name
description = st_up_auto_c1_descr
icon = ui_inGame2_upgrade_Vintar_VS_2
[up_firstd_vintorez]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_vintorez
section = up_sect_firstd_vintorez
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_b3_name
description = st_up_auto_b3_descr
icon = ui_inGame2_upgrade_Vintar_VS_3
[up_firste_vintorez]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_vintorez
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c6_name
description = st_up_auto_c6_descr
icon = ui_inGame2_upgrade_Vintar_VS_4
[up_firstf_vintorez]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_vintorez
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auto_c5_name
description = st_up_auto_c5_descr
icon = ui_inGame2_upgrade_Vintar_VS_5
[up_secona_vintorez]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_vintorez
section = up_sect_secona_vintorez
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_a1_name
description = st_up_ret_a1_descr
icon = ui_inGame2_upgrade_Vintar_VS_6
[up_seconc_vintorez]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_vintorez
section = up_sect_seconc_vintorez
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b1_name
description = st_up_ret_b1_descr
icon = ui_inGame2_upgrade_Vintar_VS_7
[up_second_vintorez]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_vintorez
section = up_sect_second_vintorez
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_b3_name
description = st_up_ret_b3_descr
icon = ui_inGame2_upgrade_Vintar_VS_8
[up_secone_vintorez]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_vintorez
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_ret_c1_name
description = st_up_ret_c1_descr
icon = ui_inGame2_upgrade_Vintar_VS_9
[up_thirda_vintorez]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_vintorez
section = up_sect_thirda_vintorez
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_a1_name
description = st_up_pri_a1_descr
icon = ui_inGame2_upgrade_Vintar_VS_10
[up_thirdc_vintorez]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_vintorez
section = up_sect_thirdc_vintorez
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_b2_name
description = st_up_pri_b2_descr
icon = ui_inGame2_upgrade_Vintar_VS_11
[up_thirde_vintorez]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_vintorez
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_c3_name
description = st_up_pri_c3_descr
icon = ui_inGame2_upgrade_Vintar_VS_12
[up_thirdf_vintorez]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirdf_vintorez
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_pri_c1_name
description = st_up_pri_c1_descr
icon = ui_inGame2_upgrade_Vintar_VS_13
[up_fourta_vintorez]
scheme_index = 0, 3
known = 1
effects =
section = up_sect_fourta_vintorez
property = prop_scope_5x
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_a3_name
description = st_up_opt_a3_descr
icon = ui_inGame2_upgrade_Vintar_VS_14
[up_fourtc_vintorez]
scheme_index = 1, 5
known = 1
effects =
section = up_sect_fourtc_vintorez
property = prop_contrast
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_b1_name
description = st_up_opt_b1_descr
icon = ui_inGame2_upgrade_Vintar_VS_15
[up_fourte_vintorez]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourte_vintorez
property = prop_nightvision
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c2_name
description = st_up_opt_c2_descr
icon = ui_inGame2_upgrade_Vintar_VS_16
[up_fourtf_vintorez]
scheme_index = 2, 6
known = 1
effects =
section = up_sect_fourtf_vintorez
property = prop_autolockscope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c1_name
description = st_up_opt_c1_descr
icon = ui_inGame2_upgrade_Vintar_VS_17
[up_gr_firstab_vintorez]
elements = up_firsta_vintorez
[up_gr_firstcd_vintorez]
elements = up_firstc_vintorez, up_firstd_vintorez
[up_gr_firstef_vintorez]
elements = up_firste_vintorez, up_firstf_vintorez
[up_gr_seconab_vintorez]
elements = up_secona_vintorez
[up_gr_seconcd_vintorez]
elements = up_seconc_vintorez, up_second_vintorez
[up_gr_seconef_vintorez]
elements = up_secone_vintorez
[up_gr_thirdab_vintorez]
elements = up_thirda_vintorez
[up_gr_thirdcd_vintorez]
elements = up_thirdc_vintorez
[up_gr_thirdef_vintorez]
elements = up_thirde_vintorez, up_thirdf_vintorez
[up_gr_fourtab_vintorez]
elements = up_fourta_vintorez
[up_gr_fourtcd_vintorez]
elements = up_fourtc_vintorez
[up_gr_fourtef_vintorez]
elements = up_fourte_vintorez, up_fourtf_vintorez

View file

@ -0,0 +1,491 @@
[up_sect_firsta_walther]
;Ñêîðîñòðåëüíîñòü(1)10%
;----------------------
cost = 400
value = +10
rpm = 40
[up_sect_firstc_walther]
;Îòäà÷à(2)-20%
;------------
cost = 800
value = -20
cam_dispersion = -0.15 ;0.5
cam_dispersion_inc = -0.15 ;0.5
cam_step_angle_horz = -0.1 ;0.5
[up_sect_firstd_walther]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 800
value = +20
bullet_speed = 60
fire_dispersion_base = -0.02
[up_sect_firste_walther]
;Ðåæèì àâòîìàòè÷åñêîé ñòðåëüáû ïî òðè âûñòðåëà
;------------------
cost = 2500
;value = +20
fire_modes = 1, 3
rpm = 300
cam_dispersion = -0.3 ;0.5
cam_dispersion_inc = -0.3 ;0.5
cam_step_angle_horz = -0.2 ;0.5
[up_sect_secona_walther]
;Íàñòèëüíîñòü(1)10%
;------------------
cost = 400
value = +10
bullet_speed = 30
[up_sect_seconc_walther]
;Íàäåæíîñòü(2)15%
;---------------
cost = 800
value = 15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0004 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0004 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_secone_walther]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1200
value = +25
rpm = 80
[up_sect_seconf_walther]
;Ñêîðîñòðåëüíîñòü(3)30%
;----------------------
cost = 1200
value = +30
bullet_speed = 80
[up_sect_thirda_walther]
;Íàäåæíîñòü(1)10%
;---------------
cost = 400
value = +10
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0002 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0002 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.01 ;0.03
[up_sect_thirdc_walther]
;Óäîáñòâî(2)15%
;--------------
cost = 800
value = +15
crosshair_inertion = -1
PDM_disp_base = -0.2
PDM_disp_vel_factor = -0.35
PDM_disp_accel_factor = -0.35
[up_sect_thirdd_walther]
;Îòäà÷à(2)-20%
;------------
cost = 800
value = -20
cam_dispersion = -0.15 ;0.5
cam_dispersion_inc = -0.15 ;0.5
cam_step_angle_horz = -0.1 ;0.5
[up_sect_fourta_walther]
;Òî÷íîñòü(1)10%
;---------------
cost = 400
value = +10
fire_dispersion_base = -0.04
fire_dispersion_condition_factor = -1
[up_sect_fourtc_walther]
;Íàäåæíîñòü(2)15%
;---------------
cost = 800
value = +15
;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
fire_dispersion_condition_factor = -1 ;15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0004 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0004 ;0.0011
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = -0.0015
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = -0.015 ;0.03
[up_sect_fiftha_walther]
;Íàíåñåíèå íàðóæíîé ðåçüáû íà ñòâîë
;--------------------------
cost = 700
value = 0
snd_silncer_shot = weapons\n_pb_shot
silencer_status = 2
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 48 ; offset in inventory icon
silencer_y = -14
[up_firsta_walther]
scheme_index = 0, 0
known = 1
;;invented = 1 ; 0
effects = up_gr_firstcd_walther
section = up_sect_firsta_walther
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_a1_name
description = st_up_zatp_a1_descr
icon = ui_inGame2_upgrade_Volker_P9M_1
;;...
[up_firstc_walther]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_walther
section = up_sect_firstc_walther
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b6_name
description = st_up_zatp_b6_descr
icon = ui_inGame2_upgrade_Volker_P9M_2
[up_firstd_walther]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_walther
section = up_sect_firstd_walther
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_b8_name
description = st_up_zatp_b8_descr
icon = ui_inGame2_upgrade_Volker_P9M_3
[up_firste_walther]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_walther
property = prop_3xfire
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_zatp_c7_name
description = st_up_zatp_c7_descr
icon = ui_inGame2_upgrade_Volker_P9M_4
[up_secona_walther]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_walther
section = up_sect_secona_walther
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_a1_name
description = st_up_barp_a1_descr
icon = ui_inGame2_upgrade_Volker_P9M_5
[up_seconc_walther]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_walther
section = up_sect_seconc_walther
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_b1_name
description = st_up_barp_b1_descr
icon = ui_inGame2_upgrade_Volker_P9M_6
[up_secone_walther]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_walther
property = prop_rpm
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c1_name
description = st_up_barp_c1_descr
icon = ui_inGame2_upgrade_Volker_P9M_7
[up_seconf_walther]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_walther
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_barp_c3_name
description = st_up_barp_c3_descr
icon = ui_inGame2_upgrade_Volker_P9M_8
[up_thirda_walther]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_walther
section = up_sect_thirda_walther
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_a1_name
description = st_up_stvp_a1_descr
icon = ui_inGame2_upgrade_Volker_P9M_9
[up_thirdc_walther]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_thirdc_walther
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b5_name
description = st_up_stvp_b5_descr
icon = ui_inGame2_upgrade_Volker_P9M_10
[up_thirdd_walther]
scheme_index = 1, 4
known = 1
effects =
section = up_sect_thirdd_walther
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvp_b3_name
description = st_up_stvp_b3_descr
icon = ui_inGame2_upgrade_Volker_P9M_11
[up_fourta_walther]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_walther
section = up_sect_fourta_walther
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_a1_name
description = st_up_usmp_a1_descr
icon = ui_inGame2_upgrade_Volker_P9M_12
[up_fourtc_walther]
scheme_index = 1, 5
known = 1
effects =
section = up_sect_fourtc_walther
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_usmp_b5_name
description = st_up_usmp_b5_descr
icon = ui_inGame2_upgrade_Volker_P9M_13
[up_fiftha_walther]
scheme_index = 0, 4
known = 1
effects =
section = up_sect_fiftha_walther
property = prop_silencer
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_add_a1_name
description = st_up_add_a1_descr
icon = ui_inGame2_upgrade_Volker_P9M_14
[up_gr_firstab_walther]
elements = up_firsta_walther
[up_gr_firstcd_walther]
elements = up_firstc_walther, up_firstd_walther
[up_gr_firstef_walther]
elements = up_firste_walther
[up_gr_seconab_walther]
elements = up_secona_walther
[up_gr_seconcd_walther]
elements = up_seconc_walther
[up_gr_seconef_walther]
elements = up_secone_walther, up_seconf_walther
[up_gr_thirdab_walther]
elements = up_thirda_walther
[up_gr_thirdcd_walther]
elements = up_thirdc_walther, up_thirdd_walther
[up_gr_fourtab_walther]
elements = up_fourta_walther
[up_gr_fourtcd_walther]
elements = up_fourtc_walther
[up_gr_fifthab_walther]
elements = up_fiftha_walther

View file

@ -0,0 +1,490 @@
[up_sect_firsta_wincheaster1300]
;Íàäåæíîñòü(1)10%
;---------------
cost = 500
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0003 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0003 ;0.0011
[up_sect_firstc_wincheaster1300]
;Íàñòèëüíîñòü(2)20%
;------------------
cost = 700
value = +20
bullet_speed = +80
hit_impulse = +20
fire_dispersion_base = -0.02
[up_sect_firstd_wincheaster1300]
;Îòäà÷à(2)-20%
;------------
cost = 700
value = -20
cam_dispersion = -0.3 ;0.7
cam_dispersion_inc = -0.3 ;0.7
cam_step_angle_horz = -0.3 ;0.7
zoom_cam_dispersion = -0.3 ;0.6
zoom_cam_dispersion_inc = -0.3 ;0.6
zoom_cam_step_angle_horz = -0.3 ;0.6
[up_sect_firste_wincheaster1300]
;Òî÷íîñòü(3)30%
;---------------
cost = 900
value = +30
fire_dispersion_base = -0.07
fire_dispersion_condition_factor = -0.2
[up_sect_secona_wincheaster1300]
;Óìåíüøåíèå âåñà
;---------------
cost = 500
value = -1
inv_weight = -1
crosshair_inertion = -0.5
PDM_disp_vel_factor = -0.2
PDM_disp_accel_factor = -0.2
[up_sect_seconc_wincheaster1300]
;Óäîáñòâî(2)15%
;--------------
cost = 700
value = +15
crosshair_inertion = -1.5
PDM_disp_base = -0.1
PDM_disp_vel_factor = -0.5
PDM_disp_accel_factor = -0.5
[up_sect_second_wincheaster1300]
;Íàäåæíîñòü(2)15%
;---------------
cost = 700
value = +15
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0005 ;0.0011
[up_sect_secone_wincheaster1300]
;Îòäà÷à(3)-30%
;------------
cost = 900
value = -30
cam_dispersion = -0.5 ;0.7
cam_dispersion_inc = -0.5 ;0.7
cam_step_angle_horz = -0.5 ;0.7
zoom_cam_dispersion = -0.6 ;0.6
zoom_cam_dispersion_inc = -0.6 ;0.6
zoom_cam_step_angle_horz = -0.6 ;0.6
[up_sect_thirda_wincheaster1300]
;Íàäåæíîñòü(1)10%
;---------------
cost = 500
value = +10
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0003 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0003 ;0.0011
[up_sect_thirdc_wincheaster1300]
;Òî÷íîñòü(2)20%
;---------------
cost = 700
value = +20
fire_dispersion_base = -0.04
fire_dispersion_condition_factor = -0.2
[up_sect_thirdd_wincheaster1300]
;Îòäà÷à(2)-20%
;------------
cost = 700
value = -20
cam_dispersion = -0.3 ;0.7
cam_dispersion_inc = -0.3 ;0.7
cam_step_angle_horz = -0.3 ;0.7
zoom_cam_dispersion = -0.3 ;0.6
zoom_cam_dispersion_inc = -0.3 ;0.6
zoom_cam_step_angle_horz = -0.3 ;0.6
[up_sect_thirde_wincheaster1300]
;Íàäåæíîñòü(3)30%
;---------------
cost = 900
value = +30
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = -0.0007 ;0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = -0.0007 ;0.0011
[up_sect_thirdf_wincheaster1300]
;Ñêîðîñòðåëüíîñòü(3)25%
;----------------------
cost = 1500
value = +25
rpm = +35
fire_modes = 1, -1
[up_sect_fourta_wincheaster1300]
;Ðàñøèðåííûé îáúåì ìàãàçèíà
;----------------------
cost = 1200
value = +2
ammo_mag_size = 2
[up_firsta_wincheaster1300]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_wincheaster1300
section = up_sect_firsta_wincheaster1300
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_a1_name
description = st_up_bard_a1_descr
icon = ui_inGame2_upgrade_Cheyser_13_1
[up_firstc_wincheaster1300]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_wincheaster1300
section = up_sect_firstc_wincheaster1300
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b5_name
description = st_up_bard_b5_descr
icon = ui_inGame2_upgrade_Cheyser_13_2
[up_firstd_wincheaster1300]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_wincheaster1300
section = up_sect_firstd_wincheaster1300
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_b4_name
description = st_up_bard_b4_descr
icon = ui_inGame2_upgrade_Cheyser_13_3
[up_firste_wincheaster1300]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_wincheaster1300
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_bard_c3_name
description = st_up_bard_c3_descr
icon = ui_inGame2_upgrade_Cheyser_13_4
[up_secona_wincheaster1300]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_wincheaster1300
section = up_sect_secona_wincheaster1300
property = prop_weight
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_a3_name
description = st_up_stvd_a3_descr
icon = ui_inGame2_upgrade_Cheyser_13_5
[up_seconc_wincheaster1300]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_wincheaster1300
section = up_sect_seconc_wincheaster1300
property = prop_inertion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b2_name
description = st_up_stvd_b2_descr
icon = ui_inGame2_upgrade_Cheyser_13_6
[up_second_wincheaster1300]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_wincheaster1300
section = up_sect_second_wincheaster1300
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_b5_name
description = st_up_stvd_b5_descr
icon = ui_inGame2_upgrade_Cheyser_13_7
[up_secone_wincheaster1300]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_wincheaster1300
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvd_c2_name
description = st_up_stvd_c2_descr
icon = ui_inGame2_upgrade_Cheyser_13_8
[up_thirda_wincheaster1300]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_wincheaster1300
section = up_sect_thirda_wincheaster1300
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_a2_name
description = st_up_autd_a2_descr
icon = ui_inGame2_upgrade_Cheyser_13_9
[up_thirdc_wincheaster1300]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_wincheaster1300
section = up_sect_thirdc_wincheaster1300
property = prop_dispersion
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_b2_name
description = st_up_autd_b2_descr
icon = ui_inGame2_upgrade_Cheyser_13_10
[up_thirdd_wincheaster1300]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_wincheaster1300
section = up_sect_thirdd_wincheaster1300
property = prop_recoil
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_b1_name
description = st_up_autd_b1_descr
icon = ui_inGame2_upgrade_Cheyser_13_11
[up_thirde_wincheaster1300]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_thirde_wincheaster1300
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_c1_name
description = st_up_autd_c1_descr
icon = ui_inGame2_upgrade_Cheyser_13_12
[up_thirdf_wincheaster1300]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirdf_wincheaster1300
property = prop_rpm, prop_autofire
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_autd_c3_name
description = st_up_autd_c3_descr
icon = ui_inGame2_upgrade_Cheyser_13_13
[up_fourta_wincheaster1300]
scheme_index = 0, 3
known = 1
effects =
section = up_sect_fourta_wincheaster1300
property = prop_ammo_size
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_addd_a1_name
description = st_up_addd_a1_descr
icon = ui_inGame2_upgrade_Cheyser_13_14
[up_gr_firstab_wincheaster1300]
elements = up_firsta_wincheaster1300
[up_gr_firstcd_wincheaster1300]
elements = up_firstc_wincheaster1300, up_firstd_wincheaster1300
[up_gr_firstef_wincheaster1300]
elements = up_firste_wincheaster1300
[up_gr_seconab_wincheaster1300]
elements = up_secona_wincheaster1300
[up_gr_seconcd_wincheaster1300]
elements = up_seconc_wincheaster1300, up_second_wincheaster1300
[up_gr_seconef_wincheaster1300]
elements = up_secone_wincheaster1300
[up_gr_thirdab_wincheaster1300]
elements = up_thirda_wincheaster1300
[up_gr_thirdcd_wincheaster1300]
elements = up_thirdc_wincheaster1300, up_thirdd_wincheaster1300
[up_gr_thirdef_wincheaster1300]
elements = up_thirde_wincheaster1300, up_thirdf_wincheaster1300
[up_gr_fourtab_wincheaster1300]
elements = up_fourta_wincheaster1300

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@ -0,0 +1,327 @@
[upgrades_properties]
prop_weight ;; Âåñ
prop_silencer ;; Ãëóøèòåëü
prop_underbarrel_slot ;; Êðåïëåíèå ïîäñòâîëüíèêà
prop_reliability ;; Íàäåæíîñòü
prop_bullet_speed ;; Íàñòèëüíîñòü
prop_recoil ;; Îòäà÷à
prop_ammo_size ;; Ïàòðîíû
prop_grenade_launcher ;; Ïîäñòâîëüíèê
prop_scope_4x ;; Ïðèöåë 4
prop_scope_1.6x ;; Ïðèöåë 1.6
prop_rpm ;; Ñêîðîñòðåëüíîñòü
prop_calibre ;; êàëèáð (9x18, 5x45)
prop_dispersion ;; Òî÷íîñòü
prop_inertion ;; Óäîáñòâî
prop_autolockscope ;; Àâòîçàõâàò öåëè â îïòèêå
prop_scope_1.5x ;; Êîëëèìàòîðíûé ïðèöåë 1.5x
prop_scope_5x ;; Ïðèöåë 5õ
prop_scope_6x ;; Ïðèöåë 6õ
prop_scope_attach ;; Êðåïëåíèå äëÿ îïòèêè
prop_scope ;; Ðåãóëèðóåìûé äàëüíîìåðíûé ïðèöåë
prop_contrast ;; Ïîâûøåíèå êîíòðàñòíîñòè ïðèöåëà
prop_autofire ;; Ðåæèì ïîëíîñòüþ àâòîìàòè÷åñêîãî îãíÿ
prop_3xfire ;; Ðåæèì àâòîìàòè÷åñêîé ñòðåëüáû ïî òðè âûñòðåëà
prop_nightvision ;; Óñòàíîâêà ÏÍÂ
prop_no_buck ;; Íå ñòðåëÿåò äðîáüþ
prop_armor ;;Áðîíÿ
prop_damage ;;Ïîâðåæäåíèå
prop_durability ;;Èçíîñîñòîéêîñòü (ïðî÷íîñòü)
prop_restore_bleeding ;;Óìåíüøåíèå êðîâîòå÷åíèÿ
prop_restore_health ;;Âîññòàíàâëåíèå çäîðîâüÿ
prop_night_vision ;;ÏÍÂ 1-ãî ïîêîëåíèÿ
;prop_night_vision_2 ;;ÏÍÂ 2-ãî ïîêîëåíèÿ DELETED!!! now use prop_night_vision section and value = +2
;prop_night_vision_3 ;;ÏÍÂ 3-ãî ïîêîëåíèÿ DELETED!!! now use prop_night_vision section and value = +3
prop_power ;;Âîñò. ñòàìèíû
prop_tonnage ;;Ïåðåíîèìûé âåñ
prop_chem ;;Õèì çàùèòà
prop_radio ;;Ðàäèî çàùèòà
prop_thermo ;;Òåðìî çàùèòà
prop_electro ;;Ýëåêòðî çàùèòà
prop_psy ;;Ïñè çàùèòà
prop_artefact ;;Ñëîò äëÿ àðòåôàêòîâ
prop_weightoutfit ;;Âåñ áðîíèæèëåòà
prop_autolock ;;Àâòîçàõâàò öåëè
prop_sprint ;;Áåã â ýêçîñêåëåòå
prop_scanner ;;Èíôðàêðàñíûé ñêàíåð
[prop_weight]
name = st_prop_weight
icon = ui_wp_prop_weight
functor = inventory_upgrades.property_functor_a
params = hit_power, rpm, cost
[prop_silencer]
name = st_prop_silencer
icon = ui_wp_propery_02
functor = inventory_upgrades.property_functor_c
params = hit_power, rpm, cost
[prop_underbarrel_slot]
name = st_prop_underbarrel_slot
icon = ui_wp_propery_03
functor = inventory_upgrades.property_functor_c
params = hit_power, rpm, cost
[prop_reliability]
name = st_prop_reliability
icon = ui_wp_prop_nadezhnost
functor = inventory_upgrades.property_functor_a
params = hit_power, rpm, cost
[prop_bullet_speed]
name = st_prop_bullet_speed
icon = ui_wp_prop_nastilnost
functor = inventory_upgrades.property_functor_a
params = hit_power, rpm, cost
[prop_recoil]
name = st_prop_recoil
icon = ui_wp_prop_otdacha
functor = inventory_upgrades.property_functor_a
params = prop_rpm
[prop_ammo_size]
name = ui_ammo_count
icon = ui_wp_propery_07
functor = inventory_upgrades.property_functor_a
params = hit_power, rpm, cost
[prop_grenade_launcher]
name = st_prop_grenade_launcher
icon = ui_wp_propery_08
functor = inventory_upgrades.property_functor_c
params = hit_power, rpm, cost
[prop_scope_4x]
name = st_prop_scope_4x
icon = ui_wp_propery_09
functor = inventory_upgrades.property_functor_b
params = rpm, hit_impulse
[prop_scope_1.6x]
name = st_prop_scope_1.6x
icon = ui_wp_propery_10
functor = inventory_upgrades.property_functor_b
params = cost, rpm
[prop_rpm]
name = ui_inv_rate_of_fire
icon = ui_wp_prop_skorostrelnost
functor = inventory_upgrades.property_functor_a
params = prop_recoil
[prop_calibre]
name = st_prop_calibre
icon = ui_wp_propery_12
functor = inventory_upgrades.property_functor_b
params = cost, rpm
[prop_autofire]
name = st_auto_fire
icon = ui_wp_prop_autofire
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_3xfire]
name = st_semi_auto_fire
icon = ui_wp_prop_3xfire
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_dispersion]
name = ui_inv_accuracy
icon = ui_wp_prop_tochnost
functor = inventory_upgrades.property_functor_a
params = cost, rpm
[prop_inertion]
name = ui_inv_handling
icon = ui_wp_prop_ergonomics
functor = inventory_upgrades.property_functor_a
params = cost, rpm
[prop_autolockscope]
name = st_prop_autolockscope
icon = ui_wp_prop_autolockscope
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_scope_1.5x]
name = st_prop_scope_1.5x
icon = ui_wp_prop_scope_1.5x
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_scope_5x]
name = st_prop_scope_5x
icon = ui_wp_prop_scope_5x
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_scope_6x]
name = st_prop_scope_6x
icon = ui_wp_prop_scope_6x
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_scope_attach]
name = st_prop_scope_attach
icon = ui_wp_prop_scope_attach
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_nightvision]
name = st_prop_night_vision_2
icon = ui_wp_prop_nightvision
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_scope]
name = st_prop_scope
icon = ui_wp_prop_optics
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_contrast]
name = st_prop_contrast
icon = ui_wp_prop_contrast
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_no_buck]
name = st_no_buck
icon = ui_wp_propery_07
functor = inventory_upgrades.property_functor_a
params = hit_power, rpm, cost
;**************************
; OUTFIT PROP
;**************************
[prop_armor]
name = ui_inv_outfit_fire_wound_protection
icon = ui_am_propery_01
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_damage]
name = ui_inv_outfit_wound_protection
icon = ui_am_prop_damage
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_durability]
name = st_prop_durability
icon = ui_am_propery_03
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_restore_bleeding]
name = st_prop_restore_bleeding
icon = ui_am_prop_restore_bleeding
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_restore_health]
name = st_prop_restore_health
icon = ui_am_propery_05
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_night_vision]
name = st_prop_night_vision
icon = ui_am_prop_night_vision
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
;[prop_night_vision_2]
;name = st_prop_night_vision_2
;icon = ui_am_prop_night_vision_2
;functor = inventory_upgrades.property_functor_a
;params = fire_wound_immunity, cost
;[prop_night_vision_3]
;name = st_prop_night_vision_3
;icon = ui_am_prop_night_vision_3
;functor = inventory_upgrades.property_functor_a
;params = fire_wound_immunity, cost
[prop_power]
name = ui_inv_outfit_power_restore
icon = ui_am_propery_07
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_tonnage]
name = ui_inv_outfit_additional_weight
icon = ui_am_propery_08
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_electro]
name = ui_inv_outfit_shock_protection
icon = ui_am_prop_electro
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cos
[prop_thermo]
name = ui_inv_outfit_burn_protection
icon = ui_am_prop_thermo
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_radio]
name = ui_inv_outfit_radiation_protection
icon = ui_am_propery_09
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_chem]
name = ui_inv_outfit_chemical_burn_protection
icon = ui_am_prop_chem
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_psy]
name = ui_inv_outfit_telepatic_protection
icon = ui_am_propery_11
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_artefact]
name = st_prop_artefact
icon = ui_am_prop_artefact
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_weightoutfit]
name = st_prop_weightoutfit
icon = ui_am_prop_weightoutfit
functor = inventory_upgrades.property_functor_a
params = fire_wound_immunity, cost
[prop_autolock]
name = st_prop_autolock
icon = ui_am_prop_autolock
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_sprint]
name = st_prop_sprint
icon = ui_am_prop_sprint
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost
[prop_scanner]
name = st_prop_scanner
icon = ui_am_prop_scanner
functor = inventory_upgrades.property_functor_b
params = fire_wound_immunity, cost

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[wpn_abakan]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\abakan" ; name and section in level editor
$npc = on
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74 ; class of the weapon that corresponding to CPP class
description = st_wpn_abakan_descr
ef_main_weapon_type = 2
ef_weapon_type = 7
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 6000 ; the price of the item
weapon_class = assault_rifle ; the type of the box that will be used in buy-menu in multiplayer mode
inv_weight = 4.0
upgrades = up_gr_firstab_abakan, up_gr_seconab_abakan, up_gr_thirdab_abakan, up_gr_fourtab_abakan, up_gr_fifthab_abakan
installed_upgrades =
upgrade_scheme = upgrade_scheme_abakan
;-ÒÒÕ---------------------------------------------------------------------------
hit_power = 0.31, 0.31, 0.31, 0.31
hit_impulse = 100 ; size of physic impulse by bullet
hit_type = fire_wound ; [] type of the wound
fire_distance = 200 ;1000 ; maximum fire distance that bullet can fly
bullet_speed = 550 ; starting bullet speed
rpm = 570 ; max round per minute
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 0
base_dispersioned_bullets_count = 2 ;êîëè÷åñòâî ïóëü, âûñòðåëåííûõ ñ áàçîâîé äèñïåðñèåé áåç îòäà÷è
base_dispersioned_bullets_speed = 600 ;íà÷àëüíàÿ ñêîðîñòü ïóëü, âûñòðåëåííûõ ñ áàçîâîé äèñïåðñèåé áåç îòäà÷è
hud = wpn_abakan_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0037
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.05
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0012
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0013
ammo_elapsed = 30 ; obsolete
ammo_mag_size = 30 ; clip (magazine) size
fire_modes = 1, 2, -1
ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_ap ; name of the ltx-section of used ammo
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
launch_speed = 0
hand_dependence = 1
single_handed = 0
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 150
reload_dof = 0.0, 0.5, 5, 2
;-Äèñïåðñèÿ--------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.29 ;0.15 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.4f
crosshair_inertion = 6.85
;îòäà÷à
cam_return = 0
cam_relax_speed = 10 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.8 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ ïåðâûì âûñòðåëîì
cam_dispersion_inc = 0.4 ;óâåëè÷åíèe cam_dispersion ñ êàæävì âvñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîävìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüívé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.5 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.7
zoom_cam_dispersion_inc = 0.35
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 0.5
fire_dispersion_condition_factor = 9 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 30 ; [] for AI
max_radius = 100 ; [] for AI
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_abakan ; name in inventory
inv_name_short = st_wpn_abakan
inv_grid_width = 5 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height = 2 ; all icons are on the texture ui_icon_equipment.dds,
inv_grid_x = 6 ; position and size are in terms of 64x64 squares
inv_grid_y = 2
upgr_icon_x = 591
upgr_icon_y = 748
upgr_icon_width = 291
upgr_icon_height = 115
kill_msg_x = 119
kill_msg_y = 199
kill_msg_width = 93
kill_msg_height = 32
;-------------------------------------------------------------------------------
position = -0.026, -0.178, 0.0
orientation = 0, 0, 0
fire_point = -0.0,0.228,0.713
fire_point2 = -0.0,0,153.608
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.120000,0.000000,0.070000
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_abakan\wpn_abakan.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 4
;addons
scope_status = 2 ; 0 - no addon
silencer_status = 0 ; 1 - permanent
grenade_launcher_status = 0 ; 2 - attachable
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
scope_texture = wpn_crosshair
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 228 ; offset in inventory icon
silencer_y = 9
grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x = 126 ; offset in inventory icon
grenade_launcher_y = 24
scopes_sect = scope_abakan, scope_x2.7_abakan, scope_live_detector_abakan, scope_night_abakan
;çâóêè
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_abakan_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\groza_reload, 0.7
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\abakan_bore, 0.7
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_abakan_hud]
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_abakan\wpn_abakan_hud.ogf
hands_position = -0.073500,-0.146000,0.192000
hands_orientation = -2.799999,0.600000,3.099998
hands_position_16x9 = -0.079500,-0.149500,0.131500
hands_orientation_16x9 = -1.450001,2.199999,2.849998
item_position = 0.002869,0.003757,-0.006812
item_orientation = -16.124039,-3.597800,1.014648
shell_point = 0.019,0.073,0.234
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.049,0.716
fire_bone = wpn_body
fire_point2 = 0.0,-0.027,0.603
fire_bone2 = wpn_body
anm_show = abakan_draw
anm_hide = abakan_holster
anm_idle = abakan_idle
anm_idle_sprint = abakan_idle_sprint
anm_idle_moving = abakan_idle_moving
anm_shots = abakan_shoot
anm_reload = abakan_reload
anm_idle_aim = abakan_idle_aim
anm_switch = abakan_switch_off ;abakan_switch_off
anm_switch_g = abakan_switch_on ;abakan_switch_on
anm_bore = abakan_idle_bore
anm_hide_w_gl = abakan_holster_w_gl
anm_show_w_gl = abakan_draw_w_gl
anm_idle_w_gl = abakan_idle_w_gl
anm_shots_w_gl = abakan_shoot_w_gl
anm_reload_w_gl = abakan_reload_w_gl
anm_idle_w_gl_aim = abakan_idle_aim_w_gl
anm_idle_sprint_w_gl = abakan_idle_sprint_w_gl
anm_idle_moving_w_gl = abakan_idle_moving_w_gl
anm_bore_w_gl = abakan_idle_bore_w_gl
anm_show_g = abakan_draw_w_gl ;abakan_draw_grenade
anm_hide_g = abakan_holster_w_gl ;abakan_holster_grenade
anm_idle_g = abakan_idle_w_gl ;abakan_idle_grenade
anm_reload_g = abakan_reload_grenade
anm_idle_g_aim = abakan_idle_aim_w_gl ;abakan_idle_grenade
anm_shots_g = abakan_shoot_grenade
anm_idle_sprint_g = abakan_idle_sprint_w_gl ;abakan_idle_sprint_grenade
anm_idle_moving_g = abakan_idle_moving_w_gl ;abakan_idle_moving_grenade
anm_bore_g = abakan_idle_bore_w_gl ;abakan_idle_bore_grenade
aim_hud_offset_pos = -0.083500,0.039000,-0.066000
aim_hud_offset_rot = -0.005000,-0.045000,0.002500
aim_hud_offset_pos_16x9 = -0.083000,0.045000,0.029000
aim_hud_offset_rot_16x9 = 0.025000,-0.020000,0.005000
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
[scope_abakan]
scope_name = wpn_addon_scope
scope_x = 47 ; offset in inventory icon
scope_y = 0
[scope_x2.7_abakan]
scope_name = wpn_addon_scope_x2.7
scope_x = 47 ; offset in inventory icon
scope_y = 0
[scope_live_detector_abakan]
scope_name = wpn_addon_scope_detector
scope_x = 47 ; offset in inventory icon
scope_y = 0
[scope_night_abakan]
scope_name = wpn_addon_scope_night
scope_x = 47 ; offset in inventory icon
scope_y = 0
;-----------------------------------------------------------------------------
; Óíèêàëüívå
;-----------------------------------------------------------------------------

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[wpn_ak74]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\ak-74" ; name and section in level editor
$npc = on
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74 ; class of the weapon that corresponding to CPP class
description = st_wpn_ak74_descr
ef_main_weapon_type = 2
ef_weapon_type = 8
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 4000 ; the price of the item
weapon_class = assault_rifle ; the type of the box that will be used in buy-menu in multiplayer mode
inv_weight = 3.3 ; weight in inventory
upgrades = up_gr_firstab_ak74, up_gr_seconab_ak74, up_gr_thirdab_ak74, up_gr_fourtab_ak74, up_gr_fifthab_ak74, up_gr_fifthcd_ak74
installed_upgrades =
upgrade_scheme = upgrade_scheme_ak74
;-ÒÒÕ---------------------------------------------------------------------------
hit_power = 0.31, 0.31, 0.31, 0.31
hit_impulse = 100 ; size of physic impulse by bullet
hit_type = fire_wound ; [] type of the wound
fire_distance = 200 ;1000 ; maximum fire distance that bullet can fly
bullet_speed = 550 ; starting bullet speed
rpm = 570 ; max round per minute
rpm_empty_click = 200
;íàñòðîéêè äëÿ ãëóøèòåëÿ
silencer_hit_power = 0.3, 0.3, 0.3, 0.3
silencer_hit_impulse = 100
silencer_fire_distance = 200
silencer_bullet_speed = 500
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 3.0
hud = wpn_ak74_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.003
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.043
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0012
ammo_elapsed = 30 ; obsolete
ammo_mag_size = 30 ; clip (magazine) size
fire_modes = 1, -1
ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_ap ; name of the ltx-section of used ammo
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
launch_speed = 0
hand_dependence = 1
single_handed = 0
;-Äîô----------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2;1.7
;-Äèñïåðñèÿ----------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base = 0.33 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 6
;îòäà÷à
cam_return = 0
cam_relax_speed = 10 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 1.0 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ ïåðâûì âûñòðåëîì
cam_dispersion_inc = 0.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.35 ;(degree) size of step camera moved in horizontal position while shooting
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.9
zoom_cam_dispersion_inc = 0.45
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 0.3
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
fire_dispersion_condition_factor = 15 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 30 ; [] for AI
max_radius = 100 ; [] for AI
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
position = -0.026, -0.175, 0.0
orientation = 0, 0, 0
fire_point = 0,0.218,0.656 ; position (3rd person view) for particles of fire
fire_point2 = 0,0.161,0.583 ; position (3rd person view) for particles of fire (when shooting with secondary fire)
flame_particles = weapons\generic_weapon05 ; particles for shooting effects
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0,0.216,0.174 ; position (3rd person view) for shell to throw out
shell_particles = weapons\generic_shells ; name of the particles for shells
shell_particles = weapons\generic_shells
;-------------------------------------------------------------------------------
inv_name = st_wpn_ak74 ; name in inventory
inv_name_short = st_wpn_ak74
inv_grid_width = 5 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height = 2 ; all icons are on the texture ui_icon_equipment.dds,
inv_grid_x = 5 ; position and size are in terms of 64x64 squares
inv_grid_y = 5
upgr_icon_x = 304
upgr_icon_y = 627
upgr_icon_width = 295
upgr_icon_height = 110
kill_msg_x = 0
kill_msg_y = 28
kill_msg_width = 84
kill_msg_height = 28
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_ak74\wpn_ak74.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 4
;addons
scope_status = 0 ; 0 - no addon
silencer_status = 0 ; 1 - permanent
grenade_launcher_status = 2 ; 2 - attachable
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 224 ; offset in inventory icon
silencer_y = 13
grenade_launcher_name = wpn_addon_grenade_launcher
grenade_launcher_x = 126
grenade_launcher_y = 24
scopes_sect = scope_ak74, scope_x2.7_ak74, scope_live_detector_ak74, scope_night_ak74
;çâóêè
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_ak74_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\groza_reload, 0.7
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\ak74_bore, 0.7
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_ak74_hud]
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_ak74\wpn_ak74_hud.ogf
hands_position = -0.120500,-0.180999,0.132501
hands_orientation = -2.599998,0.000000,-2.549999
hands_position_16x9 = -0.119500,-0.199000,0.091000
hands_orientation_16x9 = -0.750000,1.700000,-4.199999
item_position = 0.004111,0.008527,-0.005906
item_orientation = -15.488927,-3.320898,367.220154
shell_point = 0.017,0.054,0.17
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.042,0.684
fire_bone = wpn_body
fire_point2 = 0.0,-0.011,0.553
fire_bone2 = wpn_body
anm_show = ak74_draw
anm_hide = ak74_holster
anm_idle = ak74_idle
anm_idle_sprint = ak74_idle_sprint
anm_idle_moving = ak74_idle_moving
anm_shots = ak74_shoot
anm_reload = ak74_reload
anm_idle_aim = ak74_idle_aim
anm_switch = ak74_switch_off ;abakan_switch_off
anm_switch_g = ak74_switch_on ;abakan_switch_on
anm_bore = ak74_idle_bore
anm_hide_w_gl = ak74_holster_w_gl
anm_show_w_gl = ak74_draw_w_gl
anm_idle_w_gl = ak74_idle_w_gl
anm_shots_w_gl = ak74_shoot_w_gl
anm_reload_w_gl = ak74_reload_w_gl
anm_idle_w_gl_aim = ak74_idle_aim_w_gl
anm_idle_sprint_w_gl = ak74_idle_sprint_w_gl
anm_idle_moving_w_gl = ak74_idle_moving_w_gl
anm_bore_w_gl = ak74_idle_bore_w_gl
anm_show_g = ak74_draw_w_gl ;abakan_draw_grenade
anm_hide_g = ak74_holster_w_gl ;abakan_holster_grenade
anm_idle_g = ak74_idle_w_gl ;abakan_idle_grenade
anm_reload_g = ak74_reload_grenade
anm_idle_g_aim = ak74_idle_aim_w_gl ;abakan_idle_grenade
anm_shots_g = ak74_shoot_grenade
anm_idle_sprint_g = ak74_idle_sprint_w_gl ;abakan_idle_sprint_grenade
anm_idle_moving_g = ak74_idle_moving_w_gl ;abakan_idle_moving_grenade
anm_bore_g = ak74_idle_bore_w_gl
aim_hud_offset_pos = -0.101500,0.012500,-0.018000
aim_hud_offset_rot = -0.032500,-0.032500,0.020000
aim_hud_offset_pos_16x9 = -0.100000,0.033500,0.029000
aim_hud_offset_rot_16x9 = 0.002500,-0.002500,-0.007500
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
[scope_ak74]
scope_name = wpn_addon_scope
scope_x = 47 ; offset in inventory icon
scope_y = 0
[scope_x2.7_ak74]
scope_name = wpn_addon_scope_x2.7
scope_x = 47 ; offset in inventory icon
scope_y = 0
[scope_live_detector_ak74]
scope_name = wpn_addon_scope_detector
scope_x = 47 ; offset in inventory icon
scope_y = 0
[scope_night_ak74]
scope_name = wpn_addon_scope_night
scope_x = 47 ; offset in inventory icon
scope_y = 0
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_ak74u]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\ak-74u" ; name and section in level editor
$npc = on
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74 ; class of the weapon that corresponding to CPP class
description = st_wpn_ak74u_descr
ef_main_weapon_type = 2
ef_weapon_type = 6
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 3000 ; the price of the item
weapon_class = assault_rifle ; the type of the box that will be used in buy-menu in multiplayer mode
inv_weight = 2.7 ; weight in inventory
upgrades = up_gr_firstab_ak74u, up_gr_seconab_ak74u, up_gr_thirdab_ak74u, up_gr_fourtab_ak74u, up_gr_fifthab_ak74u
installed_upgrades =
upgrade_scheme = upgrade_scheme_ak74u
;-ÒÒÕ---------------------------------------------------------------------------
hit_power = 0.3, 0.3, 0.3, 0.3
hit_impulse = 100 ; size of physic impulse by bullet
hit_type = fire_wound ; [] type of the wound
fire_distance = 200 ; maximum fire distance that bullet can fly
bullet_speed = 410 ; starting bullet speed
rpm = 575 ; max round per minute
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_ak74u_hud ; name of the section of the hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.003
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.047
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0014
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0015
ammo_elapsed = 30 ; obsolete
ammo_mag_size = 30 ; clip (magazine) size
fire_modes = 1, -1
ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_ap ; name of the ltx-section of used ammo
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
launch_speed = 0
hand_dependence = 1
single_handed = 0
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;----Äèñïåðñèÿ---------------------------------------------------------------------------
fire_dispersion_base = 0.35 ;0.19 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.1
crosshair_inertion = 5.50
;params of weapon recoil
cam_return = 0
cam_relax_speed = 10 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 120.75
cam_dispersion = 1.2 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ ïåðâûì âûñòðåëîì
cam_dispersion_inc = 0.6 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.5 ;(degree) size of step camera moved in horizontal position while shooting
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 1.0
zoom_cam_dispersion_inc = 0.5
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 1.0
fire_dispersion_condition_factor = 10 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.5
PDM_disp_accel_factor = 1.5
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
;------- for AI ------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 30 ; [] for AI
max_radius = 100 ; [] for AI
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 8 ; type of the animation that will be used
inv_name = st_wpn_ak74u ; name in inventory
inv_name_short = st_wpn_ak74u
inv_grid_width = 4 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height = 2 ; all icons are on the texture ui_icon_equipment.dds,
inv_grid_x = 0 ; position and size are in terms of 64x64 squares
inv_grid_y = 16
upgr_icon_x = 300
upgr_icon_y = 129
upgr_icon_width = 258
upgr_icon_height = 138
kill_msg_x = 0
kill_msg_y = 123
kill_msg_width = 69
kill_msg_height = 30
position = -0.026,-0.215,0 ; position (offset) and orientation of the weapon in the hands of character
orientation = 0,0,0 ; (3rd person view)
fire_point = 0.0, 0.262, 0.447 ; position (3rd person view) for particles of fire
fire_point2 = 0.0, 0.262, 0.547 ; position (3rd person view) for particles of fire (when shooting with secondary fire)
flame_particles = weapons\generic_weapon05 ; particles for shooting effects
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.00, 0.262, 0.189 ; position (3rd person view) for shell to throw out
shell_particles = weapons\generic_shells ; name of the particles for shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.18,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -10,-5,10 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_ak74u\wpn_ak74u.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 4
;addons
scope_status = 0 ; 0 - no addon
silencer_status = 0 ; 1 - permanent
grenade_launcher_status = 0 ; 2 - attachable
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 178 ; offset in inventory icon
silencer_y = -2
;çâóêè
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_ak74u_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\groza_reload, 0.7
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\ak74_bore, 0.7
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_ak74u_hud]
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_ak74u\wpn_ak74u_hud.ogf
hands_position = -0.115000,-0.195999,0.145000
hands_orientation = -2.649998,0.400000,-4.099998
hands_position_16x9 = -0.106500,-0.196000,0.092500
hands_orientation_16x9 = -0.400000,2.299999,-2.550000
item_position = 0.004111,0.008527,-0.005906
item_orientation = -15.488927,-3.320898,367.220154
shell_point = 0.018,0.06,0.188
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.048,0.466
fire_bone = wpn_body
fire_point2 = 0.0,-0.011,0.553
fire_bone2 = wpn_body
anm_show = ak74u_draw
anm_hide = ak74u_holster
anm_idle = ak74u_idle
anm_idle_sprint = ak74u_idle_sprint
anm_idle_moving = ak74u_idle_moving
anm_shots = ak74u_shoot
anm_reload = ak74u_reload
anm_idle_aim = ak74u_idle_aim
;anm_switch = ak74u_switch_off
;anm_switch_g = ak74u_switch_on
anm_bore = ak74u_idle_bore
;anm_hide_w_gl = ak74_holster_w_gl
;anm_show_w_gl = ak74_draw_w_gl
;anm_idle_w_gl = ak74_idle_w_gl
;anm_shots_w_gl = ak74_shoot_w_gl
;anm_reload_w_gl = ak74_reload_w_gl
;anm_idle_w_gl_aim = ak74_idle_aim_w_gl
;anm_idle_sprint_w_gl = ak74_idle_sprint_w_gl
;anm_idle_moving_w_gl = ak74_idle_moving_w_gl
;anm_bore_w_gl = ak74_idle_bore_w_gl
;anm_show_g = ak74_draw_w_gl ;abakan_draw_grenade
;anm_hide_g = ak74_holster_w_gl ;abakan_holster_grenade
;anm_idle_g = ak74_idle_w_gl ;abakan_idle_grenade
;anm_reload_g = ak74_reload_grenade
;anm_idle_g_aim = ak74_idle_aim_w_gl ;abakan_idle_grenade
;anm_shots_g = ak74_shoot_grenade
;anm_idle_sprint_g = ak74_idle_sprint_w_gl ;abakan_idle_sprint_grenade
;anm_idle_moving_g = ak74_idle_moving_w_gl ;abakan_idle_moving_grenade
;anm_bore_g = ak74_idle_bore_w_gl
aim_hud_offset_pos = -0.104000,0.003000,-0.018000
aim_hud_offset_rot = -0.047500,-0.030000,0.002500
aim_hud_offset_pos_16x9 = -0.121000,0.017000,0.029000
aim_hud_offset_rot_16x9 = -0.007500,0.007500,0.020000
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_ak74u_snag]:wpn_ak74u ;zaton b33
$spawn = "weapons\wpn_ak74u_snag" ; option for Level Editor
cost = 3200
upgrades = up_gr_firstab_ak74u, up_gr_seconab_ak74u, up_gr_thirdab_ak74u, up_gr_fourtab_ak74u, up_gr_fifthab_ak74u
installed_upgrades = up_fiftha_ak74u
upgrade_scheme = upgrade_scheme_ak74u

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[wpn_beretta]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\beretta" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_LR300
description = st_wpn_beretta_descr
ef_weapon_type = 5
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
;-------------------------------------------------------------------------------
cost = 750 ; the price of the item
inv_weight = 1.0
upgrades = up_gr_firstab_beretta, up_gr_seconab_beretta, up_gr_thirdab_beretta, up_gr_fourtab_beretta, up_gr_fifthab_beretta, up_gr_fifthcd_beretta
installed_upgrades =
upgrade_scheme = upgrade_scheme_beretta
;----TTX--------------------------------------------------------------------------
hit_power = 0.35, 0.35, 0.35, 0.35
hit_impulse = 75
hit_type = fire_wound
fire_distance = 200
bullet_speed = 210
rpm = 172
rpm_empty_click = 120
hud = wpn_beretta_hud
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0085
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.085
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0041
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0041
ammo_elapsed = 15
ammo_mag_size = 15 ; clip (magazine) size
fire_modes = 1;, -1
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
launch_speed = 0
hand_dependence = 1
single_handed = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.24 ;0.18 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 3.25
;îòäà÷à
cam_return = 0
cam_relax_speed = 8 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.9 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.9 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 5.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.6 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.3
zoom_cam_dispersion_inc = 0.75
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 5.0
zoom_cam_max_angle_horz = 10.0
zoom_cam_step_angle_horz = 1.5
fire_dispersion_condition_factor = 12 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 1 ; // secondary
animation_slot = 1 ; type of the animation that will be used
inv_name = st_wpn_beretta ; name in inventory
inv_name_short = st_wpn_beretta
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 25
upgr_icon_x = 8
upgr_icon_y = 8
upgr_icon_width = 265
upgr_icon_height = 98
kill_msg_x = 200
kill_msg_y = 153
kill_msg_width = 37
kill_msg_height = 24
;-------------------------------------------------------------------------------
position = -0.021, -0.085, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.133, 0.161
fire_point2 = 0.0, 0.133, 0.161
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
;strap_position = -0.16,-0.36,0.15 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = -10,-5,10 ; (3rd person view in degrees)
;strap_bone0 = ;bip01_spine2
;strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_beretta92fs\wpn_beretta92fs.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0 ; 0 - no addon
silencer_status = 0 ; 1 - permanent
grenade_launcher_status = 0 ; 2 - attachable
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55 ; fov for zoom mode
scope_name = wpn_addon_scope ; section name for the attachable scope
scope_x = 47 ; offset in inventory icon
scope_y = 0
;silencer_name = wpn_addon_silencer ; section name for the attachable silencer
;silencer_x = 65 ; offset in inventory icon
;silencer_y = -17
grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x = 126 ; offset in inventory icon
grenade_launcher_y = 24
;çâóêè
snd_draw = weapons\walther_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_beretta_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\beretta_reload, 0.8
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\mp5_bore
snd_bore1 = weapons\draw_silent
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_beretta_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;item_position = 0.000746,-0.000321,0.003479
;item_orientation = 1.239378,-0.134046,-2.052052
item_position = 0.000481,-0.000050,-0.004011
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_beretta92fs\wpn_beretta92fs_hud
attach_place_idx = 0
shell_point = 0.011,0.045,0.466 ;0.011,0.045,0.033
shell_bone = wpn_body
fire_point = 0,0.048,0.197
fire_bone = wpn_body
anm_show = beretta_draw
anm_show_empty = beretta_draw, beretta_opened
anm_hide = beretta_holster
anm_hide_empty = beretta_holster, beretta_opened
anm_idle = beretta_idle
anm_idle_empty = beretta_idle, beretta_opened
anm_shots = beretta_shoot
anm_shot_l = beretta_shoot, beretta_open
anm_idle_aim = beretta_idle_aim
anm_idle_aim_empty = beretta_idle_aim, beretta_opened
anm_reload = beretta_reload
anm_reload_empty = beretta_reload, beretta_close
anm_idle_moving = beretta_idle_moving
anm_idle_moving_empty = beretta_idle_moving, beretta_opened
anm_idle_sprint = beretta_idle_sprint
anm_idle_sprint_empty = beretta_idle_sprint, beretta_opened
anm_bore = beretta_idle_bore
anm_bore_empty = beretta_idle_bore, beretta_opened
aim_hud_offset_pos = -0.107500,0.038500,0.000000
aim_hud_offset_rot = 0.005000,0.007500,-0.035000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.166999,0.070500,0.000000
aim_hud_offset_rot_16x9 = 0.037500,0.055000,0.002500
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_binoc]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\binocular"
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_BINOC
hud = wpn_binoc_hud
ef_main_weapon_type = 5
ef_weapon_type = 0
;---DOF-------------------------------------------------------------------------
;zoom_dof = -1.0, 10.0, 350
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
fire_point = 0.0, 0.133, 0.161
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
position = -0.08 , -0.05 , 0.05
normal = 0, 1, 0
direction = 0, 0, 1
orientation = 0 , -90, 70
attach_angle_offset = 3.080506,-1.493053,-1.202040 ;óñòàíàâëèâàåòñÿ â ðàäèàíàõ Angle*PI/180
attach_position_offset = 0.080000,0.021273,0.100000
attach_bone_name = bip01_r_hand
auto_attach = false
visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf
description = st_binocular_descr
hand_dependence = 1
single_handed = 0
slot = 4 ; // binocular
animation_slot = 13 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
ammo_limit = 0
ammo_current = 0
ammo_elapsed = 0
ammo_mag_size = 0
ammo_class = ammo_9x19_fmj
inv_name = st_binocular_name
inv_name_short = st_binocular_name
inv_weight = 1.0
show_ammo = false
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 8
min_radius = 100
max_radius = 150
cost = 800
cam_relax_speed = 5.5
cam_dispersion = 2
cam_max_angle = 5
cam_max_angle_horz = 5.0
cam_step_angle_horz = 0.5
disp_vel_factor = 0.1
disp_crouch_factor = 0.75
disp_jump_factor = 3
ph_mass = 1
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
scope_texture = wpn_crosshair_bino
scope_zoom_factor = 7.5
fire_dispersion_base = 0.1
cam_relax_speed = 1.5
cam_dispersion = 1.5
cam_max_angle = 7
cam_max_angle_horz = 10.0
cam_step_angle_horz = 1.5
fire_dispersion_condition_factor = 5
misfire_probability = 0.0001 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.02
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.00001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.00002
PDM_disp_base = 1.0
PDM_disp_vel_factor = 1.0
PDM_disp_accel_factor = 1.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
hit_power = 1
hit_impulse = 1
hit_type = fire_wound
fire_distance = 1
bullet_speed = 1
rpm = 1
rpm_empty_click = 1
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_gyro = weapons\binoculars_gyro
snd_zoomin = weapons\binoculars_zoomin
snd_zoomout = weapons\binoculars_zoomout
snd_shoot = weapons\n_pb_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pm_reload, 0.8
snd_close = weapons\generic_close
vision_present = true
vis_frame_speed = 4 ; ñêîðîñòü, ñ êîòîðîé íàâîäèòñÿ ðàìêà íà öåëü
vis_frame_color = 0.7,0.7,0.7,1.0 ; öâåò ðàìêè RGBA (A) Íå ó÷èòûâàåòñÿ
found_snd = detectors\DA-2_beep1
catch_snd = detectors\DA-2_beep1
[wpn_binoc_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.008000,-0.244998,0.371497
hands_orientation = 5.450003,2.649999,-1.200001
hands_position_16x9 = -0.008500,-0.250998,0.319998
hands_orientation_16x9 = 5.850004,5.450003,-0.950000
item_position = 0.000746,-0.000321,0.003479
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\devices\dev_binoculars\dev_binoculars_hud
attach_place_idx = 0
anm_show = binoculars_draw
anm_hide = binoculars_holster
anm_idle = binoculars_idle
anm_idle_aim = binoculars_idle
anm_idle_moving = binoculars_idle_moving
anm_idle_sprint = binoculars_idle_sprint
anm_bore = binoculars_idle_bore
aim_hud_offset_pos = 0.0,0.022,0.0
aim_hud_offset_rot = 0.0,0.0,0.0
aim_hud_offset_pos_16x9 = 0.0,0.022,0.0
aim_hud_offset_rot_16x9 = 0.0,0.0,0.0
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0

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[wpn_bm16]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\bm16" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_BM16
description = st_wpn_bm16_descr
ef_main_weapon_type = 1
ef_weapon_type = 9
;-----------------------------------------------------------------------------
cost = 200
weapon_class = shotgun
inv_weight = 1.9
upgrades = up_gr_firstab_bm16, up_gr_seconab_bm16, up_gr_thirdab_bm16
installed_upgrades =
upgrade_scheme = upgrade_scheme_bm16
;---TTX-------------------------------------------------------------------------
hit_power = 0.5, 0.5, 0.5, 0.5
hit_impulse = 150
hit_type = fire_wound
fire_distance = 50
bullet_speed = 190
rpm = 1000
hud = wpn_bm16_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.03
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0065
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0065
ammo_elapsed = 2
ammo_mag_size = 2
ammo_class = ammo_12x70_buck
hand_dependence = 1
single_handed = 0
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
;reload_dof = 0.0, 0.5, 5, 1.7
;----äèñïåðñèÿ--------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.44 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0f
crosshair_inertion = 4.7
;îòäà÷à
cam_return = 1
cam_relax_speed = 4.0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 5.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 5.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.5 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 15 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 15 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 5.5 ;(degree) size of step camera moved in horizontal position while shooting
zoom_cam_relax_speed = 4.0 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 3.5
zoom_cam_dispersion_inc = 3.5
zoom_cam_dispersion_frac = 0.5
zoom_cam_max_angle = 5.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 3.5
fire_dispersion_condition_factor = 2 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2
animation_slot = 3
inv_name = st_wpn_bm16
inv_name_short = st_wpn_bm16
inv_grid_width = 3
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 1
upgr_icon_x = 599
upgr_icon_y = 559
upgr_icon_width = 272
upgr_icon_height = 54
kill_msg_x = 0
kill_msg_y = 104
kill_msg_width = 54
kill_msg_height = 16
position = -0.026, -0.096, 0.045
orientation = 0, 30, 0 ;çíà÷åíèå óñòàíàâëèâàåòñÿ â ãðàäóñàõ
shell_point = 0.0, 0.136, 0.07
fire_point = 0.000000,0.136000,0.390000 ;r
fire_point2 = 0.000000,0.136000,0.390000 ;l
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.15
strap_orientation = -15,-9,110
;íà ñïèíå
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_bm16\wpn_bm16.ogf
light_color = 0.6,0.5,0.3
light_range = 6.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_bm16_shot
snd_empty = weapons\generic_empty
snd_reload = weapons\bm16_reload_lr ;reload both
snd_shoot_duplet = weapons\n_bm16_shot
snd_shoot_1 = weapons\n_bm16_shot
snd_reload_1 = weapons\bm16_reload_l ;reload left
[wpn_bm16_hud]:hud_base
zoom_hide_crosshair = true
hands_position = 0.014500,-0.096000,0.057500
hands_orientation = -0.450030,2.099998,-0.200003
hands_position_16x9 = 0.016500,-0.096000,-0.004000
hands_orientation_16x9 = 0.300000,1.350000,-2.599999
item_position = -0.003178,0.002246,0.000581
item_orientation = -181.191742,180.482727,-180.330688
shell_point = 0,0,0
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0, 0.066, 0.514
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_bm16\wpn_bm16_hud
anm_show_0 = bm16_draw,bm16_idle_lr
anm_show_1 = bm16_draw,bm16_idle_l
anm_show_2 = bm16_draw,bm16_idle
anm_hide_0 = bm16_holster,bm16_idle_lr
anm_hide_1 = bm16_holster,bm16_idle_l
anm_hide_2 = bm16_holster,bm16_idle
anm_idle_0 = bm16_idle,bm16_idle_lr
anm_idle_1 = bm16_idle,bm16_idle_l
anm_idle_2 = bm16_idle,bm16_idle
anm_idle_aim_0 = bm16_idle_aim,bm16_idle_lr
anm_idle_aim_1 = bm16_idle_aim,bm16_idle_l
anm_idle_aim_2 = bm16_idle_aim,bm16_idle
anm_idle_moving_0 = bm16_idle_moving,bm16_idle_lr
anm_idle_moving_1 = bm16_idle_moving,bm16_idle_l
anm_idle_moving_2 = bm16_idle_moving,bm16_idle
anm_idle_sprint_0 = bm16_idle_sprint,bm16_idle_lr
anm_idle_sprint_1 = bm16_idle_sprint,bm16_idle_l
anm_idle_sprint_2 = bm16_idle_sprint,bm16_idle
anm_reload_1 = bm16_reload_l
anm_reload_2 = bm16_reload_lr
anm_shot_1 = bm16_shoot_r
anm_shot_2 = bm16_shoot_l
anm_bore_0 = bm16_idle_bore,bm16_idle_lr
anm_bore_1 = bm16_idle_bore,bm16_idle_l
anm_bore_2 = bm16_idle_bore,bm16_idle
aim_hud_offset_pos = -0.078500,0.034000,-0.052500
aim_hud_offset_rot = -0.007500,-0.017500,0.007500
aim_hud_offset_pos_16x9 = -0.079500,0.008000,0.043000
aim_hud_offset_rot_16x9 = -0.047500,-0.005000,-0.030000
;aim_hud_offset_pos_16x9 = -0.040500,0.032500,0.043000
;aim_hud_offset_rot_16x9 = -0.017500,-0.022500,0.000000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BOLT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bolt]:identity_immunities,weapon_probability,default_weapon_params
class = II_BOLT
cform = skeleton
visual = dynamics\devices\dev_bolt\dev_bolt.ogf
inv_name = st_bolt
$prefetch = 16
inv_name_short = st_bolt
inv_weight = .0
ef_weapon_type = 1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0
animation_slot = 6
single_handed = 0
attach_position_offset = -0.03, -0.05, 0.03
attach_angle_offset = 0,0,0
attach_bone_name =
slot = 5
hud = bolt_hud
force_min = 10
force_const = 20
force_max = 20
force_grow_speed = 10
destroy_time = 10000
cost = 0
throw_point = 0.4, 0.3, 0.1
throw_dir = 0,0,1
third_person_throw_point_offset = -0.05,0.848,0.706
PDM_disp_base = 1.0
PDM_disp_vel_factor = 1.0
PDM_disp_accel_factor = 1.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
[bolt_hud]:hud_base
fire_point = 0,0,0
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\devices\dev_bolt\dev_bolt_hud
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
item_position = 0 , 0 ,0
item_orientation = 0 , 0 ,0
anm_hide = dev_bolt_holster
anm_show = dev_bolt_draw
anm_idle = dev_bolt_idle
anm_bore = dev_bolt_idle_bore
anm_idle_moving = dev_bolt_idle_moving
anm_idle_sprint = dev_bolt_idle_sprint
anm_throw_begin = dev_bolt_shoot_start
anm_throw_idle = dev_bolt_shoot_idle
anm_throw = dev_bolt_shoot_end
throw_point = 0.0,0.4,0.3
throw_dir = 0,0,1

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@ -0,0 +1,255 @@
[wpn_colt1911]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\colt1911" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_PM
description = st_wpn_colt1911_descr
ef_weapon_type = 5
;-----------------------------------------------------------------------------
cost = 900
inv_weight = 1.1
upgrades = up_gr_firstab_colt1911, up_gr_seconab_colt1911, up_gr_thirdab_colt1911, up_gr_fourtab_colt1911, up_gr_fifthab_colt1911
installed_upgrades =
upgrade_scheme = upgrade_scheme_colt1911
;-TTX-----------------------------------------------------------------------------
hit_power = 0.43, 0.43, 0.43, 0.43
hit_impulse = 75
hit_type = fire_wound
fire_distance = 200
bullet_speed = 150
rpm = 157
rpm_empty_click = 120
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_colt1911_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.07
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0034
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0034
ammo_elapsed = 7
ammo_mag_size = 7
ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_hydro
hand_dependence = 1
single_handed = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.26 ;0.15 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 3.45
;îòäà÷à
cam_return = 0
cam_relax_speed = 7 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 1.8 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.8 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 10.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.2 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
fire_dispersion_condition_factor = 10 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
min_radius = 5
max_radius = 30
;-------------------------------------------------------------------------------
slot = 1
animation_slot = 1 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
inv_name = st_wpn_colt1911
inv_name_short = st_wpn_colt1911
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 25
upgr_icon_x = 268
upgr_icon_y = 270
upgr_icon_width = 192
upgr_icon_height = 123
kill_msg_x = 161
kill_msg_y = 153
kill_msg_width = 37
kill_msg_height = 24
;-------------------------------------------------------------------------------
visual = dynamics\weapons\wpn_colt1911\wpn_colt1911.ogf
position = -0.021, -0.085, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.133, 0.161
;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position = -0.1,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = 1.57,0,0 ; (3rd person view)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;-------------------------------------------------------------------------------
;startup_ammo = 90
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\walther_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_colt1911_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pistol_reload, 0.8
snd_close = weapons\generic_close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 62 ; offset in inventory icon
silencer_y = -15
;params when silencer is attached
;similar to corresponding params without prefix silencer_
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_colt1911_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;hands_position = -0.037500,-0.160000,0.002500
;hands_orientation = -1.550000,1.549999,1.299999
;hands_position_16x9 = -0.007500,-0.176500,0.039000
;hands_orientation_16x9 = -0.600001,2.299999,3.349997
;item_position = 0.000746,-0.000321,0.003479
;item_orientation = 1.239378,-0.134046,-2.052052
item_position = 0.000481,-0.000050,-0.004011
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_colt1911\wpn_colt1911_hud.ogf
attach_place_idx = 0
shell_point = 0.015,0.048,0.475
shell_bone = wpn_body
fire_point = 0,0.043,0.187
fire_bone = wpn_body
anm_show = colt1911_draw
anm_show_empty = colt1911_draw, colt1911_opened
anm_hide = colt1911_holster
anm_hide_empty = colt1911_holster, colt1911_opened
anm_idle = colt1911_idle
anm_idle_empty = colt1911_idle, colt1911_opened
anm_shots = colt1911_shoot
anm_shot_l = colt1911_shoot, colt1911_open
anm_idle_aim = colt1911_idle_aim
anm_idle_aim_empty = colt1911_idle_aim, colt1911_opened
anm_reload = colt1911_reload
anm_reload_empty = colt1911_reload, colt1911_close
anm_idle_moving = colt1911_idle_moving
anm_idle_moving_empty = colt1911_idle_moving, colt1911_opened
anm_idle_sprint = colt1911_idle_sprint
anm_idle_sprint_empty = colt1911_idle_sprint, colt1911_opened
anm_bore = colt1911_idle_bore
anm_bore_empty = colt1911_idle_bore, colt1911_opened
aim_hud_offset_pos = -0.106000,0.034000,0.000000
aim_hud_offset_rot = -0.005000,0.005000,-0.007500
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.167499,0.065000,0.000000
aim_hud_offset_rot_16x9 = 0.027500,0.055000,0.025000
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_desert_eagle]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\Desert Eagle" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_PM
description = st_wpn_eagle_descr
ef_weapon_type = 5
;-----------------------------------------------------------------------------
cost = 1800
inv_weight = 1.7
upgrades = up_gr_firstab_desert_eagle, up_gr_seconab_desert_eagle, up_gr_thirdab_desert_eagle, up_gr_fourtab_desert_eagle, up_gr_fifthab_desert_eagle
installed_upgrades =
upgrade_scheme = upgrade_scheme_desert_eagle
;--TTX----------------------------------------------------------------------------
hit_power = 0.5, 0.5, 0.5, 0.5
hit_impulse = 75
hit_type = fire_wound
fire_distance = 200
bullet_speed = 275
rpm = 145
rpm_empty_click = 120
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_desert_eagle_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.01
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.1
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0045
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0045
ammo_elapsed = 8
ammo_mag_size = 8
ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_hydro
hand_dependence = 1
single_handed = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;--äèñïåðñèÿ----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.18 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.1
crosshair_inertion = 4
;îòäà÷à
cam_return = 0
cam_relax_speed = 6 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 120.75
cam_dispersion = 1.8 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.8 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 15.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 15.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
fire_dispersion_condition_factor = 12 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;----------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 1
animation_slot = 1 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
inv_name = st_wpn_eagle
inv_name_short = st_wpn_eagle
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 25
upgr_icon_x = 794
upgr_icon_y = 614
upgr_icon_width = 203
upgr_icon_height = 132
kill_msg_x = 194
kill_msg_y = 123
kill_msg_width = 46
kill_msg_height = 27
;-------------------------------------------------------------------------------
visual = dynamics\weapons\wpn_desert_eagle\wpn_desert_eagle.ogf
position = -0.021, -0.085, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.133, 0.22
;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position = -0.1,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = 1.57,0,0 ; (3rd person view)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;-------------------------------------------------------------------------------
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\fort_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_desert_eagle_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pistol_reload, 0.8
snd_close = weapons\generic_close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 78 ; offset in inventory icon
silencer_y = -18
;params when silencer is attached
;similar to corresponding params without prefix silencer_
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_desert_eagle_hud]:hud_base
zoom_hide_crosshair = true
;hands_position = -0.021000,-0.160000,0.002500
;hands_orientation = -0.500000,1.000000,1.149999
;hands_position_16x9 = 0.033000,-0.189500,0.039000
;hands_orientation_16x9 = 2.349998,2.749999,2.849998
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.350000,0.650000,0.849999
hands_position_16x9 = -0.010000,-0.176500,0.039000
hands_orientation_16x9 = -1.500000,0.800000,2.449998
item_position = 0.000746,-0.000321,0.003479
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_desert_eagle\wpn_desert_eagle_hud.ogf
attach_place_idx = 0
shell_point = 0.021,0.057,0.456
shell_bone = wpn_body
fire_point = 0,0.048,0.222
fire_bone = wpn_body
anm_show = desert_eagle_draw
anm_show_empty = desert_eagle_draw, desert_eagle_opened
anm_hide = desert_eagle_holster
anm_hide_empty = desert_eagle_holster, desert_eagle_opened
anm_idle = desert_eagle_idle
anm_idle_empty = desert_eagle_idle, desert_eagle_opened
anm_shots = desert_eagle_shoot
anm_shot_l = desert_eagle_shoot, desert_eagle_open
anm_idle_aim = desert_eagle_idle_aim
anm_idle_aim_empty = desert_eagle_idle_aim, desert_eagle_opened
anm_reload = desert_eagle_reload
anm_reload_empty = desert_eagle_reload, desert_eagle_close
anm_idle_moving = desert_eagle_idle_moving
anm_idle_moving_empty = desert_eagle_idle_moving, desert_eagle_opened
anm_idle_sprint = desert_eagle_idle_sprint
anm_idle_sprint_empty = desert_eagle_idle_sprint, desert_eagle_opened
anm_bore = desert_eagle_idle_bore
anm_bore_empty = desert_eagle_idle_bore, desert_eagle_opened
aim_hud_offset_pos = -0.104500,0.015500,-0.063500
aim_hud_offset_rot = -0.022500,0.007500,-0.035000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.120501,0.033000,0.000000
aim_hud_offset_rot_16x9 = -0.017500,-0.010000,-0.010000
;-----------------------------------------------------------------------------
; Óíèêàëüívå
;-----------------------------------------------------------------------------
[wpn_desert_eagle_nimble]:wpn_desert_eagle
$spawn = "weapons\wpn_desert_eagle_nimble"
inv_name = st_wpn_desert_eagle_nimble
description = st_wpn_desert_eagle_nimble_descr
cost = 3500
fire_dispersion_base = 0.11

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@ -0,0 +1,129 @@
[grenade_f1]:identity_immunities,weapon_probability,default_weapon_params
grenade_remove_time = 60000
detonation_threshold_hit= 200
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\grenades\f1"
$prefetch = 128
class = G_F1_S
cform = skeleton
visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name = st_grenade_f1
inv_name_short = st_grenade_f1
inv_weight = 0.3 ;.1
description = st_grenade_f1_descr
ef_weapon_type = 4
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
upgr_icon_x = 924
upgr_icon_y = 384
upgr_icon_width = 60
upgr_icon_height = 132
kill_msg_x = 1
kill_msg_y = 232
kill_msg_width = 13
kill_msg_height = 23
animation_slot = 7
single_handed = 1
slot = 3
hud = grenade_f1_hud
force_min = 10 ; ~30% îò ìàêñèìóìà
force_const = 25;20
force_max = 30
force_grow_speed = 20;2 ;30
destroy_time = 2500;3500
cost = 500
;-------------------------------------------------------------------------------
blast = 3
blast_r = 5
blast_impulse = 150
;delete
blast_impulse_factor = 1
frags = 12
frags_r = 20
frag_hit = 0.30
frag_hit_impulse = 50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.2
;-------------------------------------------------------------------------------
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 25.0
light_time = 0.85
;òðàññû îò îñêîëêîâ
fragment_speed = 50
explode_duration = 3 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\t_rgd5_explosion ; t_f1_explosion ; f1_explode
snd_checkout = weapons\generic_checkout, 1.0, 0.4
attach_position_offset = -0.053,-0.089,0.0
attach_angle_offset = 0,0,0
attach_bone_name =
throw_point = 0.4, 0.3, 0.1 ;0.18, 1.636, -0.788 \\0.118 0.737 0.788
throw_dir = 0,0,1
third_person_throw_point_offset = -0.198,1.8,-0.833 ;-0.05,0.848,0.706
wm_size = 0.1
wallmark_section =explosion_marks
[grenade_f1_hud]:hud_base
fire_point = 0,0,0
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_grenades\wpn_f1_hud
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,-2.000000
hands_position_16x9 = -0.096500,-0.163000,0.039000
hands_orientation_16x9 = -4.399999,1.000000,-2.000000
item_position = 0.004498,-0.003965,0.000290
item_orientation = -359.925262,-2.224621,-7.030276
anm_hide = f1_holster
anm_show = f1_draw
anm_idle = f1_idle
anm_bore = f1_idle_bore
anm_idle_moving = f1_idle_moving
anm_idle_sprint = f1_idle_sprint
anm_throw_begin = f1_throw_begin
anm_throw_idle = f1_throw_idle
anm_throw = f1_throw
throw_point = 0.0,0.4,0.3
throw_dir = 0,0,1
third_person_throw_point_offset = -0.05,0.848,0.706

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@ -0,0 +1,306 @@
[wpn_fn2000]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\fn-2000"
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_GROZA
description = st_wpn_fn2000_descr
ef_main_weapon_type = 2
ef_weapon_type = 8
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
;-------------------------------------------------------------------------------
cost = 14000
weapon_class = assault_rifle
inv_weight = 4.6
upgrades = up_gr_firstab_fn2000, up_gr_seconab_fn2000, up_gr_thirdab_fn2000, up_gr_fourtab_fn2000, up_gr_fourtcd_fn2000, up_gr_fourtef_fn2000
;, up_gr_fifthab_fn2000
installed_upgrades =
upgrade_scheme = upgrade_scheme_fn2000
;--TTX----------------------------------------------------------------------------
hit_power = 0.32, 0.32, 0.32, 0.32
hit_impulse = 100
hit_type = fire_wound
fire_distance = 200
bullet_speed = 550 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 670
rpm_empty_click = 200
grenade_vel = 32 ;76
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_fn2000_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.06
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.001
ammo_elapsed = 30
ammo_mag_size = 30
hand_dependence = 1
single_handed = 0
ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class = ammo_m209
fire_modes = 1, 3, -1
launch_speed = 32
;-äèñïåðñèÿ-----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.2 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 6.30
;îòäà÷à
cam_return = 0
cam_relax_speed = 5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 120.75
cam_dispersion = 0.3 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.15 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.2 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 5 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.3
zoom_cam_dispersion_inc = 0.15
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 1.0
fire_dispersion_condition_factor = 11 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
;zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------
holder_range_modifier = 1.85 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 50
max_radius = 150
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_fn2000
inv_name_short = st_wpn_fn2000
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 5
inv_grid_y = 9
upgr_icon_x = 300
upgr_icon_y = 395
upgr_icon_width = 292
upgr_icon_height = 118
kill_msg_x = 131
kill_msg_y = 123
kill_msg_width = 64
kill_msg_height = 30
;-------------------------------------------------------------------------------
position = -0.026, -0.132, 0.0
orientation = 0, 0, 0
fire_point = 0.000000,0.184,0.35
fire_point2 = 0.0, 0.123, 0.398
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = -0.020000,0.186000,0.200000
shell_dir = 0.0, 1.0, 0.0
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position = -0.15,-0.35,0.27 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -10,-3,10 ; (3rd person view in degrees))
strap_orientation = -10,-5,10 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 1000
visual = dynamics\weapons\wpn_fn2000\wpn_fn2000.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 4
light_var_color = 0.05
light_var_range = 0.1
light_time = 0.2
ph_mass = 4
;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 1
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
scope_texture = wpn_crosshair_g36
lens_texture = wpn\wpn_crosshair_g36_lens
lens_texture_x = 183
lens_texture_y = 75
lens_texture_w = 648
lens_texture_h = 648
scope_name = wpn_addon_scope_susat
scope_x = 63
scope_y = -1
silencer_name = wpn_addon_silencer
silencer_x = 169
silencer_y = 13
grenade_launcher_name = wpn_addon_grenade_launcher
grenade_launcher_x = 95
grenade_launcher_y = 25
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_fn2000_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\fn2000_reload
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\fn2000_grenload, 1.0
snd_switch = weapons\groza_switch, 1.0, 0.5
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_fn2000_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_fn2000\wpn_fn2000_hud.ogf
hands_position = -0.081500,-0.204000,0.288000
hands_orientation = 0.250001,0.649990,1.849998
hands_position_16x9 = -0.032000,-0.214499,0.299498
hands_orientation_16x9 = 2.149999,0.250000,1.399999
item_position = 0.005280,0.016463,-0.003394
item_orientation = -16.844534,-2.475593,361.820557
shell_point = 0.037,0.063,0.118
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.054,0.358
fire_bone = wpn_body
fire_point2 = 0.0,-0.008,0.408
fire_bone2 = wpn_body
anm_show = fn_2000_draw
anm_hide = fn_2000_holster
anm_idle = fn_2000_idle
anm_idle_sprint = fn_2000_idle_sprint_gl
anm_idle_moving = fn_2000_idle_moving
anm_shots = fn_2000_shoot
anm_reload = fn_2000_reload
anm_idle_aim = fn_2000_idle_aim
anm_switch = fn_2000_switch_off
anm_switch_g = fn_2000_switch_on
anm_bore = fn_2000_idle_bore
anm_show_w_gl = fn_2000_draw
anm_hide_w_gl = fn_2000_holster
anm_idle_w_gl = fn_2000_idle
anm_shots_w_gl = fn_2000_shoot
anm_reload_w_gl = fn_2000_reload
anm_idle_w_gl_aim = fn_2000_idle_aim
anm_idle_sprint_w_gl = fn_2000_idle_sprint
anm_idle_moving_w_gl = fn_2000_idle_moving
anm_bore_w_gl = fn_2000_idle_bore
anm_show_g = fn_2000_draw_gl
anm_hide_g = fn_2000_holster_gl
anm_idle_g = fn_2000_idle_gl
anm_reload_g = fn_2000_reload_gl
anm_idle_g_aim = fn_2000_idle_aim_gl
anm_shots_g = fn_2000_shoot_gl
anm_idle_sprint_g = fn_2000_idle_sprint_gl
anm_idle_moving_g = fn_2000_idle_moving_gl
anm_bore_g = fn_2000_idle_bore_gl
aim_hud_offset_pos = -0.112000,0.029500,-0.318000
aim_hud_offset_rot = 0.010000,0.002500,-0.010000
gl_hud_offset_pos = -0.068500,-0.091000,0.000000
gl_hud_offset_rot = -0.162500,0.000000,0.000000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.112000,0.019500,-0.3018000
aim_hud_offset_rot_16x9 = 0.010000,0.002500,-0.010000
gl_hud_offset_pos_16x9 = -0.124500,-0.084000,0.000000
gl_hud_offset_rot_16x9 = -0.170000,0.030000,0.000000
;-----------------------------------------------------------------------------
; Óíèêàëüívå
;-----------------------------------------------------------------------------
[wpn_fn2000_nimble]:wpn_fn2000
$spawn = "weapons\wpn_fn2000_nimble" ; name and section in level editor
cost = 20000

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@ -0,0 +1,267 @@
[wpn_fort]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\fort" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_PM
description = st_wpn_fort_descr
ef_weapon_type = 5
;-----------------------------------------------------------------------------
cost = 600
inv_weight = 0.83
upgrades = up_gr_firstab_fort, up_gr_seconab_fort, up_gr_thirdab_fort, up_gr_fourtab_fort, up_gr_fifthab_fort, up_gr_fifthcd_fort
installed_upgrades =
upgrade_scheme = upgrade_scheme_fort
;--TTX----------------------------------------------------------------------------
hit_power = 0.33, 0.33, 0.33, 0.33
hit_impulse = 75
hit_type = fire_wound
fire_distance = 200
bullet_speed = 175
rpm = 183
rpm_empty_click = 120
hud = wpn_fort_hud
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0075
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.075
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0036
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0036
ammo_elapsed = 12
ammo_mag_size = 12
ammo_class = ammo_9x18_fmj, ammo_9x18_pmm
hand_dependence = 1
single_handed = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;-äèñïåðñèÿ-----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.22 ;0.18 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 2.75
;îòäà÷à
cam_return = 0
cam_relax_speed = 8 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.9 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.9 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 5.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
fire_dispersion_condition_factor = 10 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
min_radius = 0
max_radius = 30
;-------------------------------------------------------------------------------
slot = 1
animation_slot = 1 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
inv_name = st_wpn_fort
inv_name_short = st_wpn_fort
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 25
upgr_icon_x = 855
upgr_icon_y = 129
upgr_icon_width = 161
upgr_icon_height = 120
kill_msg_x = 104
kill_msg_y = 178
kill_msg_width = 28
kill_msg_height = 21
;-------------------------------------------------------------------------------
visual = dynamics\weapons\wpn_fort\wpn_fort.ogf
position = -0.021, -0.1, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.148, 0.161
;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position = -0.1,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = 1.57,0,0 ; (3rd person view)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;-------------------------------------------------------------------------------
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\fort_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_fort_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pistol_reload, 0.8
snd_close = weapons\generic_close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 36 ; offset in inventory icon
silencer_y = -17
;params when silencer is attached
;similar to corresponding params without prefix silencer_
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_fort_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;hands_position = -0.021000,-0.160000,0.002500
;hands_orientation = -0.500000,1.000000,-2.000000
;hands_position_16x9 = 0.009000,-0.170500,0.039000
;hands_orientation_16x9 = 0.900000,1.649999,1.699999
;item_position = 0.000746,-0.000321,0.003479
;item_orientation = 1.239378,-0.134046,-2.052052
item_position = 0.000494,-0.000025,-0.003510
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_fort\wpn_fort_hud
attach_place_idx = 0
shell_point = 0.013,0.041,0.474
shell_bone = wpn_body
fire_point = 0,0.04,0.149
fire_bone = wpn_body
anm_show = fort_draw
anm_show_empty = fort_draw, fort_opened
anm_hide = fort_holster
anm_hide_empty = fort_holster, fort_opened
anm_idle = fort_idle
anm_idle_empty = fort_idle, fort_opened
anm_shots = fort_shoot
anm_shot_l = fort_shoot, fort_open
anm_idle_aim = fort_idle_aim
anm_idle_aim_empty = fort_idle_aim, fort_opened
anm_reload = fort_reload
anm_reload_empty = fort_reload, fort_close
anm_idle_moving = fort_idle_moving
anm_idle_moving_empty = fort_idle_moving, fort_opened
anm_idle_sprint = fort_idle_sprint
anm_idle_sprint_empty = fort_idle_sprint, fort_opened
anm_bore = fort_idle_bore
anm_bore_empty = fort_idle_bore, fort_opened
aim_hud_offset_pos = -0.108000,0.045500,0.000000
aim_hud_offset_rot = 0.007500,0.005000,-0.015000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.170499,0.074000,0.000000
aim_hud_offset_rot_16x9 = 0.035000,0.057500,0.010000
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_fort_snag]:wpn_fort
$spawn = "weapons\wpn_fort_snag" ; option for Level Editor
cost = 700
upgrades = up_gr_firstab_fort, up_gr_seconab_fort, up_gr_thirdab_fort, up_gr_fourtab_fort, up_gr_fifthab_fort, up_gr_fifthcd_fort
installed_upgrades = up_firsta_fort, up_thirda_fort
upgrade_scheme = upgrade_scheme_fort

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@ -0,0 +1,298 @@
[wpn_g36]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\g36" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74
description = st_wpn_g36_descr
launch_speed = 0
ef_main_weapon_type = 2
ef_weapon_type = 7
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
;-------------------------------------------------------------------------------
cost = 10000
weapon_class = assault_rifle ; Type of the weapon
inv_weight = 3.6
upgrades = up_gr_firstab_g36, up_gr_seconab_g36, up_gr_thirdab_g36, up_gr_fourtab_g36, up_gr_fourtcd_g36, up_gr_fourtef_g36
;, up_gr_fifthab_g36
installed_upgrades =
upgrade_scheme = upgrade_scheme_g36
;--TTX----------------------------------------------------------------------------
hit_power = 0.32, 0.32, 0.32, 0.32
hit_impulse = 100
hit_type = fire_wound
fire_distance = 200
bullet_speed = 570 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 630
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 3.0
hud = wpn_g36_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.004
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.05
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0008
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0009
ammo_elapsed = 30
ammo_mag_size = 30
ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class = ammo_m209
fire_modes = 1, 3, -1
launch_speed = 0
hand_dependence = 1
single_handed = 0
;---DOF-------------------------------------------------------------------------
;zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.24 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 5.80
;îòäà÷à
cam_return = 0
cam_relax_speed = 10 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 120.75
cam_dispersion = 0.2 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.1 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.8 ; (degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.15
zoom_cam_dispersion_inc = 0.075
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 1.6
fire_dispersion_condition_factor = 7 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.85 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 30
max_radius = 100
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_g36
inv_name_short = st_wpn_g36
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 10
upgr_icon_x = 275
upgr_icon_y = 8
upgr_icon_width = 292
upgr_icon_height = 120
kill_msg_x = 157
kill_msg_y = 29
kill_msg_width = 78
kill_msg_height = 31
;-------------------------------------------------------------------------------
position = -0.026, -0.132, 0.0
orientation = 0, -8 , 0
fire_point = 0.0, 0.21, 0.58
fire_point2 = 0.0, 0.21, 0.71
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.21, 0.13
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_g36\wpn_g36.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 4
;cost = 2100
;addons
scope_status = 1
silencer_status = 0 ;0
grenade_launcher_status = 0 ;0
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
scope_zoom_factor = 33.3 ;1.8X ; fov for zoom mode
scope_texture = wpn_crosshair_g36
scope_name = wpn_addon_scope_susat
scope_x = 78
scope_y = 0
silencer_name = wpn_addon_silencer
silencer_x = 214
silencer_y = 12
grenade_launcher_name = wpn_addon_grenade_launcher_m203
grenade_launcher_x = 130
grenade_launcher_y = 31
;çâóêè
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_g36_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\g36_reload
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\g36_grenload
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\draw_silent
snd_bore1 = weapons\mp5_bore
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_g36_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_g36\wpn_g36_hud.ogf
hands_position = -0.013500,-0.228999,0.292998
hands_orientation = 0.950000,0.950001,-6.000005
hands_position_16x9 = -0.030000,-0.215499,0.233498
hands_orientation_16x9 = 0.300001,2.999998,-4.149999
item_position = 0.002866,-0.006395,0.000780
item_orientation = 1.778962,0.604979,365.867584
shell_point = 0.021,0.071,0.141
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.075,0.646
fire_bone = wpn_body
fire_point2 = 0.0,-0.017,0.692
fire_bone2 = wpn_body
anm_show = g36_draw
anm_hide = g36_holster
anm_idle = g36_idle
anm_idle_sprint = g36_idle_sprint
anm_idle_moving = g36_idle_moving
anm_shots = g36_shoot
anm_reload = g36_reload
anm_idle_aim = g36_idle_aim
anm_switch = g36_switch_off
anm_switch_g = g36_switch_on
anm_bore = g36_idle_bore
anm_hide_w_gl = g36_holster_w_gl
anm_show_w_gl = g36_draw_w_gl
anm_idle_w_gl = g36_idle_w_gl
anm_shots_w_gl = g36_shoot_w_gl
anm_reload_w_gl = g36_reload_w_gl
anm_idle_w_gl_aim = g36_idle_w_gl_aim
anm_idle_sprint_w_gl = g36_idle_sprint_w_gl
anm_idle_moving_w_gl = g36_idle_moving_w_gl
anm_bore_w_gl = g36_idle_bore_w_gl
anm_show_g = g36_draw_grenade
anm_hide_g = g36_holster_grenade
anm_idle_g = g36_idle_grenade
anm_reload_g = g36_reload_grenade
anm_idle_g_aim = g36_idle_grenade
anm_shots_g = g36_shoot_grenade
anm_idle_sprint_g = g36_idle_sprint_grenade
anm_idle_moving_g = g36_idle_moving_grenade
anm_bore_g = g36_idle_bore_grenade
;aim_hud_offset_pos = -0.112000,0.034000,-0.018000
;aim_hud_offset_rot = 0.017500,0.002500,-0.010000
aim_hud_offset_pos = -0.112000,0.032000,-0.150000
aim_hud_offset_rot = 0.015000,0.002500,-0.010000
aim_hud_offset_pos_16x9 = -0.112500,0.025000,-0.125000
aim_hud_offset_rot_16x9 = 0.007500,0.002500,-0.010000
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot_16x9 = 0,0,0;-0.145000,0.000000,0.000000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_g36_nimble]:wpn_g36
$spawn = "weapons\wpn_g36_nimble" ; option for Level Editor
cost = 12000

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[wpn_gauss]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\gauss" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_SVD
description = st_wpn_gauss_descr
ef_main_weapon_type = 3
ef_weapon_type = 11
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
;-------------------------------------------------------------------------------
cost = 25000
weapon_class = sniper_rifle
inv_weight = 5.5
;---TTX---------------------------------------------------------------------------
hit_power = 2.0, 2.0, 2.0, 2.0
hit_impulse = 100
hit_type = fire_wound
fire_distance = 1000
bullet_speed = 15000 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 30
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_gauss_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.02
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0012
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0012
ammo_limit = 60
ammo_current = 10
ammo_elapsed = 0
ammo_mag_size = 10
ammo_class = ammo_gauss, ammo_gauss_cardan
hand_dependence = 1
single_handed = 0
;---DOF-------------------------------------------------------------------------
;zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 1.7
;--äèñïåðñèÿ----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.001 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.4f
crosshair_inertion = 5
;îòäà÷à
cam_relax_speed = 3 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 0.01 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.01 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 0.01 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 0.01 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.01 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 2.0
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 3 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.01
zoom_cam_dispersion_inc = 0.01
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 0.01
zoom_cam_max_angle_horz = 0.01
zoom_cam_step_angle_horz = 0.01
fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 2.85 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 1
hit_probability_gd_stalker = 1
hit_probability_gd_veteran = 1
hit_probability_gd_master = 1
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_gauss
inv_name_short = st_wpn_gauss
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 10
inv_grid_y = 6
upgr_icon_x = 298
upgr_icon_y = 939
upgr_icon_width = 297
upgr_icon_height = 81
kill_msg_x = 166
kill_msg_y = 59
kill_msg_width = 82
kill_msg_height = 23
position = -0.026, -0.070, 0.0
orientation = 0, 0, 0
fire_point = 0.00,0.12,0.69
fire_point2 = 0.00,0.12,0.69
flame_particles = weapons\generic_weapon_gauss
smoke_particles = weapons\generic_weapon07
rpm_empty_click = 120
shell_point = 0.0, 0.129, 0.192
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.15 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_gauss\wpn_gauss.ogf
light_disabled = false
light_color = 1.3,1.5,2
light_range = 4.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.5
ph_mass = 3
;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 5 ;ÏÑÎ-1 4X
scope_texture = wpn_crosshair_l85
scope_name = wpn_addon_scope
scope_x = 60
scope_y = -2
;çâóêè
snd_draw = weapons\svd_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\gauss_shoot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\gauss_reload
snd_close = weapons\generic_close
snd_bore = weapons\draw_silent
snd_bore1 = weapons\gauss_bore_2
[wpn_gauss_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_gauss\wpn_gauss_hud.ogf
hands_position = -0.063000,-0.144499,0.096000
hands_orientation = -1.150000,0.150000,2.649999
hands_position_16x9 = -0.032000,-0.161999,0.073500
hands_orientation_16x9 = -1.050000,0.300000,2.949999
item_position = 0.000746,-0.000321,0.003479
item_orientation = 1.239378,-0.134046,-2.052052
shell_point = 0,0,0
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0, 0.058, 0.788
fire_bone = wpn_body
aim_hud_offset_pos = -0.102000,0.019500,-0.148000
aim_hud_offset_rot = -0.002000,0.000600,-0.010000
aim_hud_offset_pos_16x9 = -0.111500,0.032500,-0.130500
aim_hud_offset_rot_16x9 = 0.012500,0.002500,-0.010000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
anm_show = gauss_draw
anm_hide = gauss_holster
anm_shots = gauss_shoot
anm_reload = gauss_reload
anm_bore = gauss_idle_bore
anm_idle = gauss_idle
anm_idle_aim = gauss_idle_aim
anm_idle_moving = gauss_idle_moving
anm_idle_sprint = gauss_idle_sprint
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
;<--UMIROTVORITEL
[pri_a17_gauss_rifle]:wpn_gauss ;Gauss UMIROTVORITEL
$spawn = "weapons\uniq\pri_a17_gauss_rifle"
quest_item = true
story_id = pri_a17_gauss_rifle
hud = wpn_gauss_hud
inv_name = st_wpn_umirotvoritel
description = st_wpn_umirotvoritel_descr
upgr_icon_x = 298
upgr_icon_y = 939
upgr_icon_width = 297
upgr_icon_height = 81
; ttc
hit_power = 2.0, 2.0, 2.0, 2.0
hit_impulse = 100
hit_type = fire_wound
hit_probability_gd_novice = 1
hit_probability_gd_stalker = 1
hit_probability_gd_veteran = 1
hit_probability_gd_master = 1
fire_distance = 2000
bullet_speed = 100000 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
;rpm = 20
ammo_limit = 10
ammo_current = 10
ammo_elapsed = 0
ammo_mag_size = 10
ammo_class = ammo_gauss
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.3
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 1
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.00001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.00002

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[grenade_gd-05]:identity_immunities,weapon_probability,default_weapon_params
grenade_remove_time = 60000
detonation_threshold_hit= 200
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\grenades\gd-05"
$prefetch = 128
class = G_F1_S
cform = skeleton
visual = dynamics\weapons\wpn_grenades\wpn_gd5.ogf
inv_name = st_grenade_smoke
inv_name_short = st_grenade_smoke
inv_weight = 0.63 ;.1
description = st_grenade_smoke_descr
ef_weapon_type = 4
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 3
kill_msg_x = 240
kill_msg_y = 123
kill_msg_width = 14
kill_msg_height = 23
animation_slot = 7
single_handed = 1
slot = 3
hud = grenade_gd-05_hud
force_min = 10 ; ~30% îò ìàêñèìóìà
force_const = 25;20
force_max = 30
force_grow_speed = 15;2 ;30
destroy_time = 2500;3500
cost = 300
;-------------------------------------------------------------------------------
blast = 0
blast_r = 0
blast_impulse = 0
;delete
blast_impulse_factor = 0
frags = 0
frags_r = 0
frag_hit = 0
frag_hit_impulse = 0
hit_type_blast = strike
hit_type_frag = fire_wound
up_throw_factor = 0
;-------------------------------------------------------------------------------
explode_particles = explosions\explosion_dym
light_color = 0.9,0.6,0.5
light_range = 2.0
light_time = 2.85
;òðàññû îò îñêîëêîâ
fragment_speed = 50
explode_duration = 12 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\grenade_gd05
snd_checkout = weapons\generic_checkout, 1.0, 0.4
attach_position_offset = -0.053,-0.089,0.0
attach_angle_offset = 0,0,0
attach_bone_name =
// should be deleted after update
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
throw_point = 0.4, 0.3, 0.1
throw_dir = 0,0,1
third_person_throw_point_offset = -0.05,0.848,0.706
wm_size = 0.1
wallmark_section =explosion_marks
[grenade_gd-05_hud]:hud_base
fire_point = 0,0,0
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_grenades\wpn_gd5_hud.ogf
hands_position = -0.044000,-0.156000,0.100000
hands_orientation = -0.500000,1.000000,-2.000000
hands_position_16x9 = -0.044000,-0.156000,0.100000
hands_orientation_16x9 = -0.500000,1.000000,-2.000000
item_position = -0.001215,0.005992,0.000966
item_orientation = -359.925262,-2.224621,-7.030276
aim_hud_offset_pos = 0,0,0
aim_hud_offset_rot = 0,0,0
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
anm_hide = f1_holster
anm_show = f1_draw
anm_idle = f1_idle
anm_bore = f1_idle_bore
anm_idle_moving = f1_idle_moving
anm_idle_sprint = f1_idle_sprint
anm_throw_begin = f1_throw_begin
anm_throw_idle = f1_throw_idle
anm_throw = f1_throw
throw_point = 0.0,0.4,0.3
throw_dir = 0,0,1
third_person_throw_point_offset = -0.05,0.848,0.706

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[wpn_groza]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\groza" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74
description = st_wpn_groza_descr
ef_main_weapon_type = 2
ef_weapon_type = 6
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 10000
weapon_class = assault_rifle ; Type of the weapon
inv_weight = 3.2
upgrades = up_gr_firstab_groza, up_gr_seconab_groza, up_gr_thirdab_groza, up_gr_fourtab_groza, up_gr_fifthab_groza
installed_upgrades =
upgrade_scheme = upgrade_scheme_groza
;--TTX----------------------------------------------------------------------------
hit_power = 0.4, 0.4, 0.4, 0.4
hit_impulse = 100
hit_type = fire_wound
fire_distance = 100
bullet_speed = 300
rpm = 585
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 3.0
hud = wpn_groza_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.06
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0012
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0014
ammo_elapsed = 20
ammo_mag_size = 20
ammo_class = ammo_9x39_pab9, ammo_9x39_ap
grenade_class = ammo_vog-25
fire_modes = 1, -1
grenade_vel = 32 ;76
launch_speed = 32
hand_dependence = 1
single_handed = 0
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;-äèñïåðñèÿ-----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.27 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 6.80
;îòäà÷à
cam_return = 0
cam_relax_speed = 5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 0.35 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.2 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.7 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.35 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.5
PDM_disp_accel_factor = 1.5
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 5 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.35
zoom_cam_dispersion_inc = 0.2
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 1.25
fire_dispersion_condition_factor = 11 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 30
max_radius = 100
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 8 ; type of the animation that will be used
inv_name = st_wpn_groza
inv_name_short = st_wpn_groza
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 14
upgr_icon_x = 8
upgr_icon_y = 128
upgr_icon_width = 291
upgr_icon_height = 107
kill_msg_x = 67
kill_msg_y = 123
kill_msg_width = 64
kill_msg_height = 30
;-------------------------------------------------------------------------------
position = -0.026, -0.144, 0.0
orientation = 0, 0, 0
fire_point = 0.000000,0.194,0.274
fire_point2 = 0.0, 0.156, 0.285
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.194, 0.04
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.15,-0.38,0.35 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -10,-5,10 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_groza\wpn_groza.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 5
;cost = 2100
;addons
scope_status = 0
silencer_status = 2
grenade_launcher_status = 1
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
silencer_name = wpn_addon_silencer
silencer_x = 180
silencer_y = 16
grenade_launcher_name = wpn_addon_grenade_launcher
grenade_launcher_x = 109
grenade_launcher_y = 30
scopes_sect = scope_groza, scope_x2.7_groza, scope_live_detector_groza, scope_night_groza
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_groza_shot
;snd_shoot1 = weapons\n_groza_shot
;snd_shoot2 = weapons\n_groza_shot
;snd_shoot3 = weapons\n_groza_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\groza_reload, 0.7
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 1.2
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\groza_bore
;íàñòðîéêè äëÿ ãëóøèòåëÿ
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_groza_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_groza\wpn_groza_hud.ogf
hands_position = -0.057500,-0.182500,0.254500
hands_orientation = -0.650000,0.599990,1.749998
hands_position_16x9 = -0.033000,-0.188499,0.209999
hands_orientation_16x9 = 0.400000,3.199998,0.299999
;item_position = -0.004407,0.006848,-0.002564
;item_orientation = -15.517174,-2.455023,362.066071
item_position = -0.006247,0.007542,-0.008760
item_orientation = -15.517174,-2.455023,362.066071
shell_point = 0.025,0.063,-0.109
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.047,0.349
fire_bone = wpn_body
fire_point2 = 0.0,0.003,0.321
fire_bone2 = wpn_body
anm_show = groza_draw
anm_hide = groza_holster
anm_idle = groza_idle
anm_idle_sprint = groza_idle_sprint
anm_idle_moving = groza_idle_moving
anm_shots = groza_shoot
anm_reload = groza_reload
anm_idle_aim = groza_idle_aim
anm_switch = groza_switch_off
anm_switch_g = groza_switch_on
anm_bore = groza_idle_bore
anm_show_w_gl = groza_draw
anm_hide_w_gl = groza_holster
anm_idle_w_gl = groza_idle
anm_shots_w_gl = groza_shoot
anm_reload_w_gl = groza_reload
anm_idle_w_gl_aim = groza_idle_aim
anm_idle_sprint_w_gl = groza_idle_sprint
anm_idle_moving_w_gl = groza_idle_moving
anm_bore_w_gl = groza_idle_bore
anm_show_g = groza_draw_grenade
anm_hide_g = groza_holster_grenade
anm_idle_g = groza_idle_grenade
anm_reload_g = groza_reload_grenade
anm_idle_g_aim = groza_idle_aim_grenade
anm_shots_g = groza_shoot_grenade
anm_idle_sprint_g = groza_idle_sprint_grenade
anm_idle_moving_g = groza_idle_moving_grenade
anm_bore_g = groza_idle_grenade
aim_hud_offset_pos = -0.095000,-0.028500,-0.014000
aim_hud_offset_rot = -0.020000,0.002500,0.007500
aim_hud_offset_pos_16x9 = -0.118500,-0.008000,0.126500
aim_hud_offset_rot_16x9 = 0.032500,0.020000,-0.022500
gl_hud_offset_pos = -0.029500,-0.048500,0.000000
gl_hud_offset_rot = -0.065000,-0.077500,0.007500
gl_hud_offset_pos_16x9 = -0.054500,-0.034500,0.000000
gl_hud_offset_rot_16x9 = -0.022500,-0.065000,-0.020000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
[scope_groza]
scope_name = wpn_addon_scope
scope_x = 63
scope_y = -1
[scope_x2.7_groza]
scope_name = wpn_addon_scope_x2.7
scope_x = 63
scope_y = -1
[scope_live_detector_groza]
scope_name = wpn_addon_scope_detector
scope_x = 63
scope_y = -1
[scope_night_groza]
scope_name = wpn_addon_scope_night
scope_x = 63
scope_y = -1
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_groza_nimble]:wpn_groza
$spawn = "weapons\unique\wpn_groza_nimble" ; name and section in level editor
inv_name = st_wpn_groza_nimble
description = st_wpn_groza_nimble_descr
cost = 15000
rpm = 655
ammo_mag_size = 30
ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_ap
fire_modes = 1, 3, -1
hit_power = 0.32, 0.32, 0.32, 0.32
;-äèñïåðñèÿ-----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.2 ;0.15 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 6
;îòäà÷à
cam_return = 0
cam_relax_speed = 5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 0.3 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.18 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.6
PDM_disp_vel_factor = 2.4
PDM_disp_accel_factor = 2.4
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 5 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.3
zoom_cam_dispersion_inc = 0.18
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 1
fire_dispersion_condition_factor = 10 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
scope_status = 2
silencer_status = 2
[wpn_groza_specops]:wpn_groza_nimble
$spawn = "weapons\unique\wpn_groza_specops"

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[wpn_hpsa]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\hpsa" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_HPSA
description = st_wpn_hpsa_descr
ef_weapon_type = 5
;-----------------------------------------------------------------------------
cost = 650
inv_weight = 0.88
upgrades = up_gr_firstab_hpsa, up_gr_seconab_hpsa, up_gr_thirdab_hpsa, up_gr_fourtab_hpsa, up_gr_fifthab_hpsa, up_gr_fifthcd_hpsa
installed_upgrades =
upgrade_scheme = upgrade_scheme_hpsa
;-TTX-----------------------------------------------------------------------------
hit_power = 0.37, 0.37, 0.37, 0.37
hit_impulse = 75
hit_type = fire_wound
fire_distance = 200
bullet_speed = 160
rpm = 162
rpm_empty_click = 120
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_hpsa_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0075
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.075
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0034
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0034
ammo_elapsed = 13
ammo_mag_size = 13
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp
hand_dependence = 1
single_handed = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;-äèñïåðñèÿ-------------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.26 ;0.18 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 3.45
;îòäà÷à
cam_return = 0
cam_relax_speed = 8 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.9 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.9 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 5.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
fire_dispersion_condition_factor = 12 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 30
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 1
animation_slot = 1 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
inv_name = st_wpn_hpsa
inv_name_short = st_wpn_hpsa
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 26
upgr_icon_x = 600
upgr_icon_y = 614
upgr_icon_width = 192
upgr_icon_height = 122
kill_msg_x = 126
kill_msg_y = 154
kill_msg_width = 35
kill_msg_height = 23
;-------------------------------------------------------------------------------
hud = wpn_hpsa_hud
visual = dynamics\weapons\wpn_hpsa\wpn_hpsa.ogf
position = -0.021, -0.085, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.133, 0.179
;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position = -0.1,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = 1.57,0,0 ; (3rd person view)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;-------------------------------------------------------------------------------
light_color = 0.6,0.5,0.3
light_range = 2.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\pm_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_hpsa_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pistol_reload, 0.8
snd_close = weapons\generic_close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 69 ; offset in inventory icon
silencer_y = -17
;params when silencer is attached
;similar to corresponding params without prefix silencer_
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_hpsa_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;hands_position = -0.031000,-0.149000,0.002500
;hands_orientation = -0.500000,1.000000,1.299999
;hands_position_16x9 = -0.014500,-0.176500,0.039000
;hands_orientation_16x9 = -2.000000,1.949999,2.2999983
item_position = 0.000746,-0.000321,0.003479
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_hpsa\wpn_hpsa_hud.ogf
attach_place_idx = 0
shell_point = 0.012,0.038,0.473
shell_bone = wpn_body
fire_point = 0,0.038,0.177
fire_bone = wpn_body
anm_show = hpsa_draw
anm_show_empty = hpsa_draw, hpsa_opened
anm_hide = hpsa_holster
anm_hide_empty = hpsa_holster, hpsa_opened
anm_idle = hpsa_idle
anm_idle_empty = hpsa_idle, hpsa_opened
anm_shots = hpsa_shoot
anm_shot_l = hpsa_shoot, hpsa_open
anm_idle_aim = hpsa_idle_aim
anm_idle_aim_empty = hpsa_idle_aim, hpsa_opened
anm_reload = hpsa_reload
anm_reload_empty = hpsa_reload, hpsa_close
anm_idle_moving = hpsa_idle_moving
anm_idle_moving_empty = hpsa_idle_moving, hpsa_opened
anm_idle_sprint = hpsa_idle_sprint
anm_idle_sprint_empty = hpsa_idle_sprint, hpsa_opened
anm_bore = hpsa_idle_bore
anm_bore_empty = hpsa_idle_bore, hpsa_opened
aim_hud_offset_pos = -0.105000,0.045000,0.003000
aim_hud_offset_rot = 0.005000,0.005000,-0.037500
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.165000,0.080500,0.000000
aim_hud_offset_rot_16x9 = 0.040000,0.055000,-0.010000
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_knife]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\knife" ; option for Level Editor
$npc = off ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_KNIFE
min_radius = 0
max_radius = 50
description = st_knife
ef_weapon_type = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
;--- scope weapons -------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
;-------------------------------------------------------------------------------
cost = 0
ammo_limit = 120
ammo_current = 96
ammo_elapsed = 16
ammo_mag_size = 15
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp
hand_dependence = 1
single_handed = 1
slot = 0
animation_slot = 5 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
inv_name = st_knife
inv_name_short = st_knife
inv_weight = 0.0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 8
upgr_icon_x = 875
upgr_icon_y = 556
upgr_icon_width = 148
upgr_icon_height = 52
kill_msg_x = 197
kill_msg_y = 177
kill_msg_width = 53
kill_msg_height = 16
show_ammo = false
;-------------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.5 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
crosshair_inertion = 0.01
;îòäà÷à
cam_relax_speed = 8 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 0.65 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.0 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 20.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.9 ;(degree) size of step camera moved in horizontal position while shooting
fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.02
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.00001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.00002
;-------------------------------------------------------------------------------
; ttc
hit_power = 1.0, 1.0, 1.0, 1.0
hit_impulse = 10
hit_type = wound
hit_power_2 = 1.5, 1.50, 1.50, 1.50
hit_power_critical_2 = 0.0, 0.0, 0.0, 0.0
hit_impulse_2 = 50
hit_type_2 = wound ;wound_2
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
PDM_disp_base = 1.0
PDM_disp_vel_factor = 0.8
PDM_disp_accel_factor = 0.8
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
use_aim_bullet = true ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
fire_distance = 1.8 ;1.4
bullet_speed = 1000
rpm = 1000
rpm_empty_click = 1000
; end ttc
;-------------------------------------------------------------------------------
; splash parameters
splash1_direction = 0.0, -0.3, 1.0
splash2_direction = 0.0, 0.0, 1.0
spash1_dist = 1.2 ;0.7 ; fire_distance / 2
spash2_dist = 1
spash1_radius = 0.5 ;0.7
spash2_radius = 0.25
splash1_hits_count = 3
splash1_pervictim_hcount = 1
splash2_hits_count = 2
splash_hit_divide_factor = 0.75
;-------------------------------------------------------------------------------
hud = wpn_knife_hud
visual = dynamics\weapons\wpn_knife\wpn_knife.ogf
position = -0.021, -0.085, 0.024
orientation = 0, 90, 0
fire_point = 0.0, 0.133, 0.161
flame_particles =
smoke_particles =
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;-------------------------------------------------------------------------------
startup_ammo = 1000
wm_size = 0.10
light_disabled = true
ph_mass = 4
;cost = 350
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = false
;çâóêè
snd_draw = weapons\walther_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\knife_1
snd_empty = weapons\pistol_empty
snd_reload = weapons\pm_reload, 0.8
snd_close = weapons\generic_close
[wpn_knife_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
item_position = 0.003164,-0.002989,0.000906
item_orientation = 175.276352,-184.681427,-545.486328
item_visual = dynamics\weapons\wpn_knife\wpn_knife_hud.ogf
attach_place_idx = 0
shell_point = 0,0,0
shell_bone = wpn_body
fire_point = 0.004500,0.062500,-0.178499
fire_bone = knife
anm_show = knife_draw
anm_show_empty = knife_draw
anm_hide = knife_holster
anm_idle = knife_idle
anm_idle_aim = knife_idle
anm_attack = knife_kick_1
anm_attack_e = knife_kick_end1 ;--remove me
anm_attack2 = knife_kick_2
anm_attack2_e = knife_kick_end2 ;--remove me
anm_idle_moving = knife_idle_moving
anm_idle_sprint = knife_idle_sprint
anm_bore = knife_idle_bore
aim_hud_offset_pos = -0.077000,0.022000,0.000000
aim_hud_offset_rot = 0.000000,0.005000,-0.015000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0

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[wpn_l85]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\l85" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74
description = st_wpn_l85_descr
ef_main_weapon_type = 2
ef_weapon_type = 7
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 5000
weapon_class = assault_rifle ; Type of the weapon
inv_weight = 5
upgrades = up_gr_firstab_l85, up_gr_seconab_l85, up_gr_thirdab_l85, up_gr_fourtab_l85, up_gr_fourtcd_l85, up_gr_fourtef_l85, up_gr_fifthab_l85, up_gr_fifthcd_l85
installed_upgrades =
upgrade_scheme = upgrade_scheme_l85
;--TTX--------------------------------------------------------------------------
hit_power = 0.31, 0.31, 0.31, 0.31
hit_impulse = 100
hit_type = fire_wound
rpm = 650
fire_distance = 200
bullet_speed = 500 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 610
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 3.0
hud = wpn_l85_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.006
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.077
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0013
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0015
ammo_elapsed = 30
ammo_mag_size = 30
ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class = ammo_m209
fire_modes = 1, -1
launch_speed = 0
hand_dependence = 1
single_handed = 0
;--äèñïåðñèÿ----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.3 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.4f
crosshair_inertion = 6.20
;îòäà÷à
cam_return = 0
cam_relax_speed = 5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.6 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ ïåðâûì âûñòðåëîì
cam_dispersion_inc = 0.3 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 2.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 5 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.4
zoom_cam_dispersion_inc = 0.2
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 1.8
fire_dispersion_condition_factor = 11 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------
holder_range_modifier = 1.85 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
min_radius = 30
max_radius = 100
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_l85
inv_name_short = st_wpn_l85
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 12
upgr_icon_x = 303
upgr_icon_y = 515
upgr_icon_width = 294
upgr_icon_height = 110
kill_msg_x = 84
kill_msg_y = 28
kill_msg_width = 73
kill_msg_height = 30
;-------------------------------------------------------------------------------
position = -0.026, -0.135, 0.0
orientation = 0, 0, 0
fire_point = 0.0,0.186,0.435
fire_point2 = 0.0, 0.106, 0.468
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = -0.020000,0.167000,0.082000
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.15,-0.36,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -10,-5,10 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_l85\wpn_l85.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 5
;cost = 2100
;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 30 ; fov for zoom mode
scope_texture = wpn_crosshair_l85
scope_name = wpn_addon_scope_susat
scope_x = 60
scope_y = -2
;silencer_name = wpn_addon_silencer
;silencer_x = 196
;silencer_y = 11
grenade_launcher_name = wpn_addon_grenade_launcher_m203
grenade_launcher_x = 128
grenade_launcher_y = 28
;çâóêè
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_l85_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\l85_reload
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\l85_grenload
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\draw_silent
snd_bore1 = weapons\mp5_bore
;íàñòðîéêè äëÿ ãëóøèòåëÿ
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_l85_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_l85\wpn_l85_hud.ogf
hands_position = -0.076000,-0.167000,0.237499
hands_orientation = -2.449999,2.899998,-3.149999
hands_position_16x9 = -0.080000,-0.176500,0.244999
hands_orientation_16x9 = -3.099998,3.949998,-4.449999
item_position = 0.002926,0.000089,0.001182
item_orientation = 1.598515,-1.348796,363.621826
shell_point = 0.02,0.06,-0.119
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.054,0.469
fire_bone = wpn_body
fire_point2 = 0.0,-0.029,0.525
fire_bone2 = wpn_body
anm_show = l85_draw
anm_hide = l85_holster
anm_idle = l85_idle
anm_idle_sprint = l85_idle_sprint
anm_idle_moving = l85_idle_moving
anm_shots = l85_shoot
anm_reload = l85_reload
anm_idle_aim = l85_idle_aim
anm_switch = l85_switch_off
anm_switch_g = l85_switch_on
anm_bore = l85_idle_bore
anm_hide_w_gl = l85_holster_w_gl
anm_show_w_gl = l85_draw_w_gl
anm_idle_w_gl = l85_idle_w_gl
anm_shots_w_gl = l85_shoot_w_gl
anm_reload_w_gl = l85_reload_w_gl
anm_idle_w_gl_aim = l85_idle_w_gl_aim
anm_idle_sprint_w_gl = l85_idle_sprint_w_gl
anm_idle_moving_w_gl = l85_idle_moving_w_gl
anm_bore_w_gl = l85_idle_bore_w_gl
anm_show_g = l85_draw_grenade
anm_hide_g = l85_holster_grenade
anm_idle_g = l85_idle_grenade
anm_reload_g = l85_reload_grenade
anm_idle_g_aim = l85_idle_grenade
anm_shots_g = l85_shoot_grenade
anm_idle_sprint_g = l85_idle_sprint_grenade
anm_idle_moving_g = l85_idle_moving_grenade
anm_bore_g = l85_idle_bore_grenade
aim_hud_offset_pos = -0.102000,0.019500,-0.148000
aim_hud_offset_rot = 0.010000,0.002500,-0.010000
aim_hud_offset_pos_16x9 = -0.092500,0.019000,-0.126500
aim_hud_offset_rot_16x9 = 0.015000,0.010000,-0.067500
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot_16x9 = 0,0,0;-0.145000,0.000000,0.000000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_lr300]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\lr-300" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74
description = st_wpn_lr300_descr
ef_main_weapon_type = 2
ef_weapon_type = 8
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 6000
weapon_class = assault_rifle
inv_weight = 2.7
upgrades = up_gr_firstab_lr300, up_gr_seconab_lr300, up_gr_thirdab_lr300, up_gr_fourtab_lr300, up_gr_fifthab_lr300
installed_upgrades =
upgrade_scheme = upgrade_scheme_lr300
;--TTX----------------------------------------------------------------------------
hit_power = 0.3, 0.3, 0.3, 0.3
hit_impulse = 100
hit_type = fire_wound
fire_distance = 200
bullet_speed = 600 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 685
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 2.0
hud = wpn_lr300_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.006
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.072
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0014
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0015
ammo_elapsed = 30
ammo_mag_size = 30 ; clip (magazine) size
fire_modes = 1, 3, -1
ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class = ammo_m209
launch_speed = 0
hand_dependence = 1
single_handed = 0
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.25 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 5.25
;îòäà÷à
cam_return = 0
cam_relax_speed = 5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.3 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.15 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.7 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 3.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 5 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.25
zoom_cam_dispersion_inc = 0.12
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 10.0
zoom_cam_step_angle_horz = 2
fire_dispersion_condition_factor = 17 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 100
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
inv_name = st_wpn_lr300
inv_name_short = st_wpn_lr300
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 6
upgr_icon_x = 297
upgr_icon_y = 840
upgr_icon_width = 292
upgr_icon_height = 98
kill_msg_x = 175
kill_msg_y = 0
kill_msg_width = 82
kill_msg_height = 28
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
;-------------------------------------------------------------------------------
position = -0.026, -0.130, 0.0
orientation = 0.0, 0.0, 0.0
fire_point = 0.0, 0.199, 0.575
fire_point2 = 0.0, 0.199, 0.575
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.120000,0.000000,0.070000
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.15,-0.37,0.2 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -10,-5,10 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_lr300\wpn_lr300.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.1
light_time = 0.2
ph_mass = 3
;cost = 2100
;addons
scope_status = 2 ; 0 - no addon
silencer_status = 2 ; 1 - permanent
grenade_launcher_status = 2 ; 2 - attachable
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
scope_texture = wpn_crosshair_l85
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 210 ; offset in inventory icon
silencer_y = 9
grenade_launcher_name = wpn_addon_grenade_launcher_m203; section name for the attachable grenade launcher
grenade_launcher_x = 128 ; offset in inventory icon
grenade_launcher_y = 28
scopes_sect = scope_susat_lr, scope_susat_x1.6_lr, scope_susat_custom_lr, scope_susat_dusk_lr, scope_susat_night_lr
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_lr300_shot
snd_shoot = weapons\n_lr300_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\groza_reload, 0.7
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\draw_silent
snd_bore1 = weapons\mp5_bore
;íàñòðîéêè äëÿ ãëóøèòåëÿ
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_lr300_hud]
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_lr300\wpn_lr300_hud.ogf
hands_position = -0.041500,-0.170999,0.161000
hands_orientation = -0.550000,0.750001,0.599999
hands_position_16x9 = -0.044000,-0.191999,0.135500
hands_orientation_16x9 = 0.549999,2.399999,0.1499993
item_position = 0.003253,0.001161,-0.004648
item_orientation = 1.267092,-0.970740,360.237885
shell_point = 0.028,0.078,0.113
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0.0,0.074,0.612
fire_bone = wpn_body
fire_point2 = 0.0,-0.009,0.601
fire_bone2 = wpn_body
anm_show = lr300_draw
anm_hide = lr300_holster
anm_idle = lr300_idle
anm_idle_sprint = lr300_idle_sprint
anm_idle_moving = lr300_idle_moving
anm_shots = lr300_shoot
anm_reload = lr300_reload
anm_idle_aim = lr300_idle_aim
anm_switch = lr300_switch_off ;lr300_switch_off
anm_switch_g = lr300_switch_on ;lr300_switch_on
anm_bore = lr300_idle_bore
anm_hide_w_gl = lr300_holster_w_gl
anm_show_w_gl = lr300_draw_w_gl
anm_idle_w_gl = lr300_idle_w_gl
anm_shots_w_gl = lr300_shoot_w_gl
anm_reload_w_gl = lr300_reload_w_gl
anm_idle_w_gl_aim = lr300_idle_aim_w_gl
anm_idle_sprint_w_gl = lr300_idle_sprint_w_gl
anm_idle_moving_w_gl = lr300_idle_moving_w_gl
anm_bore_w_gl = lr300_idle_bore_w_gl
anm_show_g = lr300_draw_grenade ;lr300_draw_grenade
anm_hide_g = lr300_holster_grenade ;lr300_holster_grenade
anm_idle_g = lr300_idle_grenade ;lr300_idle_grenade
anm_reload_g = lr300_reload_grenade
anm_idle_g_aim = lr300_idle_grenade ;lr300_idle_grenade
anm_shots_g = lr300_shoot_grenade
anm_idle_sprint_g = lr300_idle_sprint_grenade ;lr300_idle_sprint_grenade
anm_idle_moving_g = lr300_idle_moving_grenade ;lr300_idle_moving_grenade
anm_bore_g = lr300_idle_bore_grenade
aim_hud_offset_pos = -0.122500,0.010000,-0.022500
aim_hud_offset_rot = -0.010000,0.012500,0.007500
aim_hud_offset_pos_16x9 = -0.119500,0.030000,0.029000
aim_hud_offset_rot_16x9 = 0.012500,0.030000,-0.012504
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
[scope_susat_lr]
scope_name = wpn_addon_scope_susat
scope_x = 75
scope_y = -5
[scope_susat_x1.6_lr]
scope_name = wpn_addon_scope_susat_x1.6
scope_x = 75
scope_y = -5
[scope_susat_custom_lr]
scope_name = wpn_addon_scope_susat_custom
scope_x = 75
scope_y = -5
[scope_susat_dusk_lr]
scope_name = wpn_addon_scope_susat_dusk
scope_x = 75
scope_y = -5
[scope_susat_night_lr]
scope_name = wpn_addon_scope_susat_night
scope_x = 75
scope_y = -5
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[mounted_weapon]
GroupControlSection = spawn_group
class = W_MOUNTD
$spawn = "weapons\mounted_weapon"
cform = skeleton
visual = dynamics\weapons\wpn_mounted\wpn_mounted_pkm_trenoga.ogf
;-------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base = 0.12 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
;îòäà÷à
cam_relax_speed = 5.0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 0.2 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_max_angle = 8 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 9.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.8 ;(degree) size of step camera moved in horizontal position while shooting
fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.02
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.00001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.00002
;-------------------------------------------------------------------------------
; ttc
hit_power = 0.0
hit_impulse = 100
hit_type = fire_wound
fire_distance = 1000
bullet_speed = 1500 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 650
light_color = 0.9,0.9,0.5
light_range = 6
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.3
flame_particles = weapons\generic_weapon08
smoke_particles = weapons\generic_shoot_00
shell_point = 0.00, 0.0,0
shell_particles = weapons\generic_shells00
snd_shoot = weapons\pkm_shot
ammo_class = ammo_7.62x54_7h1
[stationary_mgun]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
class = W_STMGUN
$spawn = "weapons\stationary_mgun"
cform = skeleton
visual = dynamics\weapons\wpn_mounted\wpn_mounted_pkm_trenoga.ogf
cam_relax_speed = 3.0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_max_angle = 8 ;ìàêñèìàëüíûé óãîë îòäà÷è
snd_shoot = weapons\pkm_shot
use_aim_bullet = false
ammo_class = ammo_7.62x54_7h1
fire_dispersion_base = 0.5 ;1 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
fire_dispersion_null = 0.5
rpm = 900
hit_power = 0.6
hit_impulse = 100
fire_distance = 1000
bullet_speed = 1000 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
light_color = 0.9,0.9,0.5
light_range = 6
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.3
flame_particles = weapons\generic_weapon_btr
smoke_particles = weapons\generic_shoot_00
shell_point = 0.0, 0.0, 0.0
shell_particles = weapons\generic_shells00
tracer_trail_scale = 0.15
tracer_start_length = 2
tracer_width = 0.07
inv_name = Mounted Weapon ; name in inventory
inv_name_short = Mounted Weapon

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[wpn_mp5]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\mp5" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_LR300
description = st_wpn_mp5_descr
ef_main_weapon_type = 2
ef_weapon_type = 6
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
;-------------------------------------------------------------------------------
cost = 3600 ; the price of the item
weapon_class = assault_rifle ; the type of the box that will be used in buy-menu in multiplayer mode
inv_weight = 2.5
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5, up_gr_fifthcd_mp5
installed_upgrades =
upgrade_scheme = upgrade_scheme_mp5
;----TTX--------------------------------------------------------------------------
hit_power = 0.35, 0.35, 0.35, 0.35
hit_impulse = 100 ; size of physic impulse by bullet
hit_type = fire_wound ; [] type of the wound
fire_distance = 200 ; maximum fire distance that bullet can fly
bullet_speed = 270 ; starting bullet speed
rpm = 620
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 3.0
hud = wpn_mp5_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.004
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.057
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0012
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0014
ammo_elapsed = 30
ammo_mag_size = 30 ; clip (magazine) size
fire_modes = 1, 3, -1
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
launch_speed = 0
hand_dependence = 1
single_handed = 0
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.32 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.1f
crosshair_inertion = 4.35
;îòäà÷à
cam_return = 0
cam_relax_speed = 5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 120.75
cam_dispersion = 0.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.25 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.5 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.5
PDM_disp_accel_factor = 1.5
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.5
zoom_cam_dispersion_inc = 0.25
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 1.5
fire_dispersion_condition_factor = 9 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 8 ; type of the animation that will be used
inv_name = st_wpn_mp5 ; name in inventory
inv_name_short = st_wpn_mp5
inv_grid_width = 3
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 11
upgr_icon_x = 561
upgr_icon_y = 129
upgr_icon_width = 292
upgr_icon_height = 114
kill_msg_x = 72
kill_msg_y = 82
kill_msg_width = 56
kill_msg_height = 23
;-------------------------------------------------------------------------------
position = -0.026, -0.125, -0.03
orientation = 0, -10, 0
fire_point = 0.0, 0.188, 0.392
fire_point2 = 0.0, 0.188, 0.392
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.188, 0.082
shell_dir = 0.0, 1.0, 0.0
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.16,-0.36,0.15 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -10,-5,10 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_mp5\wpn_mp5.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 0 ; 0 - no addon
silencer_status = 2 ; 1 - permanent
grenade_launcher_status = 0 ; 2 - attachable
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
scope_name = wpn_addon_scope ; section name for the attachable scope
scope_x = 47 ; offset in inventory icon
scope_y = 0
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 130 ;218 ; offset in inventory icon
silencer_y = -13
grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x = 126 ; offset in inventory icon
grenade_launcher_y = 24
;çâóêè
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_mp5_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\mp5_reload
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\draw_silent
snd_bore1 = weapons\mp5_bore
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_mp5_hud]
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_mp5\wpn_mp5_hud.ogf
hands_position = -0.106500,-0.162000,0.113001
hands_orientation = -6.700007,-0.800001,-5.400002
hands_position_16x9 = -0.100500,-0.191500,0.135500
hands_orientation_16x9 = -3.999999,3.199998,-6.000006
item_position = 0.014173,-0.001619,-0.004513
item_orientation = 4.899572,0.078592,366.138245
shell_point = 0.021,0.099,0.286
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.068,0.439
fire_bone = wpn_body
fire_point2 = -0.030000,0.074500,-0.037000
fire_bone2 = wpn_body
anm_show = mp5_draw
anm_hide = mp5_holster
anm_idle = mp5_idle
anm_idle_sprint = mp5_idle_sprint
anm_idle_moving = mp5_idle_moving
anm_shots = mp5_shoot
anm_reload = mp5_reload
anm_idle_aim = mp5_idle_aim
anm_bore = mp5_idle_bore
;anm_switch = mp5_switch_off ;mp5_switch_off
;anm_switch_g = mp5_switch_on ;mp5_switch_on
;anm_hide_w_gl = mp5_holster_w_gl
;anm_show_w_gl = mp5_draw_w_gl
;anm_idle_w_gl = mp5_idle_w_gl
;anm_shots_w_gl = mp5_shoot_w_gl
;anm_reload_w_gl = mp5_reload_w_gl
;anm_idle_w_gl_aim = mp5_idle_aim_w_gl
;anm_idle_sprint_w_gl = mp5_idle_sprint_w_gl
;anm_idle_moving_w_gl = mp5_idle_moving_w_gl
;anm_bore_w_gl = mp5_idle_bore_w_gl
;anm_show_g = mp5_draw_w_gl;mp5_draw_grenade
;anm_hide_g = mp5_holster_w_gl;mp5_holster_grenade
;anm_idle_g = mp5_idle_w_gl;mp5_idle_grenade
;anm_reload_g = mp5_reload_grenade
;anm_idle_g_aim = mp5_idle_aim_w_gl;mp5_idle_grenade
;anm_shots_g = mp5_shoot_grenade
;anm_idle_sprint_g = mp5_idle_sprint_w_gl;mp5_idle_sprint_grenade
;anm_idle_moving_g = mp5_idle_moving_w_gl;mp5_idle_moving_grenade
;anm_bore_g = mp5_idle_bore_grenade
aim_hud_offset_pos = -0.080500,0.002500,-0.018000
aim_hud_offset_rot = -0.035000,-0.032500,0.010000
aim_hud_offset_pos_16x9 = -0.088000,0.037500,0.029000
aim_hud_offset_rot_16x9 = 0.035000,0.015000,-0.017500
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_mp5_nimble]:wpn_mp5
$spawn = "weapons\wpn_mp5_nimble" ; option for Level Editor
inv_name = st_wpn_mp5_nimble
description = st_wpn_mp5_nimble_descr
cost = 5500
hit_power = 0.44, 0.44, 0.44, 0.44
fire_dispersion_base = 0.26
rpm = 700
ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_hydro
fire_modes = 1, -1
upgrades = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5
installed_upgrades =
upgrade_scheme = upgrade_scheme_mp5_nimble

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[wpn_pb]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\pb" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_PM
description = st_wpn_pb_descr
ef_weapon_type = 5
;-------------------------------------------------------------------------------
cost = 700
inv_weight = 0.7
upgrades = up_gr_firstab_pb, up_gr_seconab_pb, up_gr_thirdab_pb, up_gr_fourtab_pb, up_gr_fifthab_pb
installed_upgrades =
upgrade_scheme = upgrade_scheme_pb
;--TTX---------------------------------------------------------------------------
hit_power = 0.3, 0.3, 0.3, 0.3
hit_impulse = 80
hit_type = fire_wound
fire_distance = 200
bullet_speed = 135
rpm = 162
rpm_empty_click = 120
use_aim_bullet = true ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_pb_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0085
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.085
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0047
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0047
ammo_elapsed = 8
ammo_mag_size = 8
ammo_class = ammo_9x18_fmj, ammo_9x18_pmm
hand_dependence = 1
single_handed = 1
;---äèñïåðñèÿ----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.19 ;0.15 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 2.65
;îòäà÷à
cam_return = 0
cam_relax_speed = 8 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.45 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.45 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 5.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1
PDM_disp_crouch_no_acc = 1
fire_dispersion_condition_factor = 9 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 30
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 1
animation_slot = 1 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
inv_name = st_wpn_pb
inv_name_short = st_wpn_pb
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 6
upgr_icon_x = 462
upgr_icon_y = 270
upgr_icon_width = 255
upgr_icon_height = 101
kill_msg_x = 80
kill_msg_y = 154
kill_msg_width = 49
kill_msg_height = 22
;-------------------------------------------------------------------------------
visual = dynamics\weapons\wpn_pb\wpn_pb.ogf
position = -0.021, -0.07, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.104, 0.273
;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position = -0.1,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = 1.57,0,0 ; (3rd person view)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;-------------------------------------------------------------------------------
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0
silencer_status = 1
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\pm_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_pb_shot
snd_empty = weapons\generic_empty
snd_reload = weapons\pistol_reload, 0.8
snd_close = weapons\generic_close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 65 ; offset in inventory icon
silencer_y = -18
;params when silencer is attached
;similar to corresponding params without prefix silencer_
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_pb_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;hands_position = -0.082500,-0.130500,0.002500
;hands_orientation = -4.399999,-0.350000,1.949998
;hands_position_16x9 = -0.006500,-0.161000,0.039000
;hands_orientation_16x9 = -1.350000,0.600000,1.599999
item_position = 0.000746,-0.000321,0.003479
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_pb\wpn_pb_hud.ogf
attach_place_idx = 0
shell_point = 0.013,0.04,0.468
shell_bone = wpn_body
fire_point = 0,0.029,0.284
fire_bone = wpn_body
anm_show = pb_draw
anm_show_empty = pb_draw, pb_opened
anm_hide = pb_holster
anm_hide_empty = pb_holster, pb_opened
anm_idle = pb_idle
anm_idle_empty = pb_idle, pb_opened
anm_shots = pb_shoot
anm_shot_l = pb_shoot, pb_open
anm_idle_aim = pb_idle_aim
anm_idle_aim_empty = pb_idle_aim, pb_opened
anm_reload = pb_reload
anm_reload_empty = pb_reload, pb_close
anm_idle_moving = pb_idle_moving
anm_idle_moving_empty = pb_idle_moving, pb_opened
anm_idle_sprint = pb_idle_sprint
anm_idle_sprint_empty = pb_idle_sprint, pb_opened
anm_bore = pb_idle_bore
anm_bore_empty = pb_idle_bore, pb_opened
aim_hud_offset_pos = -0.106000,0.034000,0.003000
aim_hud_offset_rot = -0.015000,0.002500,-0.047500
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.167000,0.065500,0.000000
aim_hud_offset_rot_16x9 = 0.015000,0.055000,-0.022500
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_pkm]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\pkm" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74
min_radius = 30
max_radius = 100
description = st_wpn_rp_descr
ef_main_weapon_type = 2
ef_weapon_type = 10
default_to_ruck = false
sprint_allowed = false
;-------------------------------------------------------
cost = 20000
weapon_class = assault_rifle ; Type of the weapon
inv_weight = 7.5
upgrades = up_gr_firstab_pkm, up_gr_seconab_pkm, up_gr_thirdab_pkm, up_gr_fourtab_pkm, up_gr_fifthab_pkm
installed_upgrades =
upgrade_scheme = upgrade_scheme_pkm
;--TTX----------------------------------------------------------------------------
hit_power = 0.5, 0.5, 0.5, 0.5
hit_impulse = 120
hit_type = fire_wound
fire_distance = 150
bullet_speed = 600 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 525
rpm_empty_click = 200
use_aim_bullet = false ;true ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 5.0
hud = wpn_pkm_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.03
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0012
ammo_elapsed = 100
ammo_mag_size = 100
ammo_class = ammo_pkm_100
grenade_class = ammo_m209
fire_modes = 1, -1
launch_speed = 0
hand_dependence = 1
single_handed = 0
;-äèñïåðñèÿ-----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.32 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 3.0f ; 2.2f
crosshair_inertion = 7.70
;îòäà÷à
cam_return = 0
cam_relax_speed = 15 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå ó ÀÈ
cam_dispersion = 0.33 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.23 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 10.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.65 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 1.0
PDM_disp_vel_factor = 3.0
PDM_disp_accel_factor = 3.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
fire_dispersion_condition_factor = 15 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 30
max_radius = 100
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_rp
inv_name_short = st_wpn_rp
inv_grid_width = 6
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 36
upgr_icon_x = 8
upgr_icon_y = 593
upgr_icon_width = 294
upgr_icon_height = 83
kill_msg_x = 80
kill_msg_y = 59
kill_msg_width = 87
kill_msg_height = 24
;-------------------------------------------------------------------------------
position = -0.027, -0.097, 0.042
orientation = 0, -2, 0
fire_point = 0.0, 0.158, 0.845 ;0.000000,0.137000,0.649000
fire_point2 = 0.0, 0.097, 0.722
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = -0.020000,0.167000,0.082000
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_pkm\wpn_pkm.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 4
;cost = 2100
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = false ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.5
scope_zoom_factor = 50
;çâóêè
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\pkm_shot
;snd_shoot1 = weapons\pkm_shot
;snd_shoot2 = weapons\pkm_shot
;snd_shoot3 = weapons\pkm_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\pkm_reload, 0.7
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
;íàñòðîéêè äëÿ ãëóøèòåëÿ
silencer_hit_power = 0.55, 0.55, 0.55, 0.55
silencer_hit_impulse = 120
silencer_fire_distance = 250
silencer_bullet_speed = 600
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_pkm_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_pkm\wpn_pkm_hud
hands_position = -0.075500,-0.163000,0.139500
hands_orientation = -1.750000,5.400002,-8.100014
hands_position_16x9 = -0.051000,-0.173500,0.173999
hands_orientation_16x9 = -0.850000,5.400002,-6.450006
item_position = 0.000908,0.001413,0.001031
item_orientation = 2.090982,-0.985601,361.809204
shell_point = 0.013,0.033,0.128
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0.0,0.053,0.931
fire_bone = wpn_body
fire_point2 = -0.014000,0.010000,-0.037000
fire_bone2 = wpn_body
anm_show = pkm_draw
anm_hide = pkm_holster
anm_idle = pkm_idle
anm_idle_sprint = pkm_idle_sprint
anm_idle_moving = pkm_idle_moving
anm_shots = pkm_shoot
anm_reload = pkm_reload
anm_idle_aim = pkm_idle_aim
anm_bore = pkm_idle_bore
aim_hud_offset_pos = 0,0,0
aim_hud_offset_rot = 0,0,0
gl_hud_offset_pos = -0.053000,-0.059000,0.000000
gl_hud_offset_rot = -0.145000,0.000000,0.000000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.032000,-0.185000,0.102500
aim_hud_offset_rot_16x9 = 1.300000,8.400014,-6.450007
;********************************************************
;********************************************************
[wpn_pkm_zulus]:wpn_pkm
$spawn = "weapons\uniq\wpn_pkm_zulus"
description = st_wpn_pkm_zulus_descr
inv_name = st_wpn_pkm_zulus
cost = 25000
inv_weight = 10
ammo_mag_size = 150
condition_shot_dec = 0.0007
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0008

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[wpn_pm]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\pm" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_PM
description = st_wpn_pm_descr
ef_weapon_type = 5
;-----------------------------------------------------------------------------
cost = 400
inv_weight = 0.5
upgrades = up_gr_firstab_pm, up_gr_seconab_pm, up_gr_thirdab_pm, up_gr_fourtab_pm, up_gr_fifthab_pm, up_gr_fifthcd_pm
installed_upgrades =
upgrade_scheme = upgrade_scheme_pm
;---TTX-------------------------------------------------------------------------
hit_power = 0.32, 0.32, 0.32, 0.32
hit_impulse = 75
hit_type = fire_wound
fire_distance = 200
bullet_speed = 145
rpm = 172
rpm_empty_click = 120
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_pm_hud
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.07
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.003
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.003
ammo_elapsed = 8
ammo_mag_size = 8
ammo_class = ammo_9x18_fmj, ammo_9x18_pmm
hand_dependence = 1
single_handed = 1
;-----äèñïåðñèÿ-------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.25 ;0.19 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 3
;îòäà÷à
cam_return = 0
cam_relax_speed = 8 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.75 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.75 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 5.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.0 ;(degree) size of step camera moved in horizontal position while shooting
fire_dispersion_condition_factor = 11 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1
PDM_disp_crouch_no_acc = 1
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 30
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 1
animation_slot = 1 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
inv_name = st_wpn_pm
inv_name_short = st_wpn_pm
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 26
upgr_icon_x = 830
upgr_icon_y = 8
upgr_icon_width = 133
upgr_icon_height = 118
kill_msg_x = 227
kill_msg_y = 82
kill_msg_width = 27
kill_msg_height = 23
;-------------------------------------------------------------------------------
visual = dynamics\weapons\wpn_pm\wpn_pm.ogf
position = -0.021, -0.085, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.133, 0.161
;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position = -0.1,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = 1.57,0,0 ; (3rd person view)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;-------------------------------------------------------------------------------
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\pm_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_pm_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pistol_reload, 0.8
snd_close = weapons\generic_close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 39 ; offset in inventory icon
silencer_y = -16
;params when silencer is attached
;similar to corresponding params without prefix silencer_
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_pm_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;hands_position = -0.025000,-0.155500,0.002500
;hands_orientation = 0.450000,1.300000,0.749999
;hands_position_16x9 = 0.007500,-0.168500,0.039000
;hands_orientation_16x9 = 0.700000,1.699999,2.8499983
;item_position = 0.000746,-0.000321,0.003479
;item_orientation = 1.239378,-0.134046,-2.052052
item_position = 0.000481,-0.000050,-0.004011
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_pm\wpn_pm_hud.ogf
attach_place_idx = 0
shell_point = 0.013,0.046,0.463
shell_bone = wpn_body
fire_point = 0,0.045,0.142
fire_bone = wpn_body
anm_show = pm_draw
anm_show_empty = pm_draw, pm_opened
anm_hide = pm_holster
anm_hide_empty = pm_holster
anm_idle = pm_idle
anm_idle_empty = pm_idle, pm_opened
anm_shots = pm_shoot
anm_shot_l = pm_shoot, pm_open
anm_idle_aim = pm_idle_aim
anm_idle_aim_empty = pm_idle_aim, pm_opened
anm_reload = pm_reload
anm_reload_empty = pm_reload, pm_close
anm_idle_moving = pm_idle_moving
anm_idle_moving_empty = pm_idle_moving, pm_opened
anm_idle_sprint = pm_idle_sprint
anm_idle_sprint_empty = pm_idle_sprint, pm_opened
anm_bore = pm_idle_bore
anm_bore_empty = pm_idle_bore, pm_opened
aim_hud_offset_pos = -0.106000,0.036500,0.000000
aim_hud_offset_rot = -0.002500,0.005000,-0.035000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.165000,0.075000,-0.001500
aim_hud_offset_rot_16x9 = 0.032500,0.055000,-0.025000
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_pm_actor]:wpn_pm ;zaton b33
$spawn = "weapons\pm_actor" ; option for Level Editor
inv_name = st_wpn_pm_actor
description = st_wpn_pm_actor_descr
cost = 500
upgrades = up_gr_firstab_pm, up_gr_seconab_pm, up_gr_thirdab_pm, up_gr_fourtab_pm, up_gr_fifthab_pm, up_gr_fifthcd_pm
installed_upgrades =
upgrade_scheme = upgrade_scheme_pm
condition_shot_dec = 0.0015
condition_queue_shot_dec = 0.0015

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[wpn_protecta]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\protecta" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_ASHTG
description = st_wpn_protecta_descr
ef_main_weapon_type = 1
ef_weapon_type = 9
;-----------------------------------------------------------------------------
cost = 9000
weapon_class = shotgun
inv_weight = 3.0
upgrades = up_gr_firstab_protecta, up_gr_seconab_protecta, up_gr_thirdab_protecta, up_gr_fourtab_protecta
installed_upgrades =
upgrade_scheme = upgrade_scheme_protecta
;--TTX---------------------------------------------------------------------------
hit_power = 0.52, 0.52, 0.52, 0.52
hit_impulse = 120
hit_type = fire_wound
fire_distance = 200
bullet_speed = 235 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 155 ;60 = 1 ñåêóíäà
hud = wpn_protecta_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0035
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.004
tri_state_reload = on
ammo_limit = 60
ammo_current = 10
ammo_elapsed = 0
ammo_mag_size = 12
ammo_class = ammo_12x70_buck, ammo_12x76_zhekan
fire_modes = 1
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.25 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 7.75
;îòäà÷à
cam_return = 0
cam_relax_speed = 10 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 3.0 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 2.0 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.7
cam_max_angle = 15.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 15.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 3.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 3.0
zoom_cam_dispersion_inc = 2.5
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 10.0
zoom_cam_max_angle_horz = 10.0
zoom_cam_step_angle_horz = 3.0
fire_dispersion_condition_factor = 3 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
;reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.70
hit_probability_gd_stalker = 0.70
hit_probability_gd_veteran = 0.70
hit_probability_gd_master = 0.70
;-------------------------------------------------------------------------------
position = -0.024, -0.097, 0.
orientation = 0, -4, 0 ;çíà÷åíèå óñòàíàâëèâàåòñÿ â ãðàäóñàõ
shell_point = 0.0, 0.180, 0.647
fire_point = 0.0, 0.158, 0.647
fire_point2 = 0.0, 0.158, 0.647
hand_dependence = 1
single_handed = 0
slot = 2 ; // secondary
animation_slot = 10 ; type of the animation that will be used
inv_name = st_wpn_protecta
inv_name_short = st_wpn_protecta
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 23
upgr_icon_x = 0
upgr_icon_y = 909
upgr_icon_width = 297
upgr_icon_height = 113
kill_msg_x = 258
kill_msg_y = 3
kill_msg_width = 94
kill_msg_height = 21
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.15,0.15 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_protecta\wpn_protecta
light_color = 0.6,0.5,0.3
light_range = 6.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 2
silencer_status = 0
grenade_launcher_status = 0
scopes_sect = scope_susat_proecta, scope_susat_x1.6_proecta, scope_susat_custom_proecta, scope_susat_dusk_proecta, scope_susat_night_proecta
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
scope_texture = wpn_crosshair_l85
scope_x = 63
scope_y = -1
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_spas12_shot
snd_empty = weapons\generic_empty
snd_reload = weapons\spas12_reload_end
snd_shoot_duplet = weapons\n_spas12_shot
snd_open_weapon = weapons\draw_silent
snd_add_cartridge = weapons\spas12_reload
snd_close_weapon = weapons\spas12_reload_end
[wpn_protecta_hud]:hud_base
shell_point = 0.020000,0.072000,0.228000
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = -0.000000,0.059500,0.650487
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_protecta\wpn_protecta_hud
hands_position = -0.035000,-0.183000,0.112002
hands_orientation = -6.850007,-3.649996,3.449997
hands_position_16x9 = 0.027000,-0.207499,0.137000
hands_orientation_16x9 = -4.099998,-2.199999,2.499999
item_position = 0.000075,-0.004612,0.001283
item_orientation = 0.045015,1.047468,0.056850
aim_hud_offset_pos = -0.129000,0.017000,-0.001500
aim_hud_offset_rot = -0.012500,0.040000,0.020000
aim_hud_offset_pos_16x9 = -0.195499,0.054500,0.000000
aim_hud_offset_rot_16x9 = 0.025000,0.085000,0.002500
anm_show = protecta_draw
anm_hide = protecta_holster
anm_idle = protecta_idle
anm_idle_aim = protecta_idle_aim
anm_idle_moving = protecta_idle_moving
anm_idle_sprint = protecta_idle_sprint
anm_bore = protecta_idle_bore
anm_shots = protecta_shoot
anm_open = protecta_reload_start
anm_add_cartridge = protecta_reload
anm_close = protecta_reload_end
[scope_susat_proecta]
scope_name = wpn_addon_scope_susat
scope_x = 95
scope_y = -1
[scope_susat_x1.6_proecta]
scope_name = wpn_addon_scope_susat_x1.6
scope_x = 95
scope_y = -1
[scope_susat_custom_proecta]
scope_name = wpn_addon_scope_susat_custom
scope_x = 95
scope_y = -1
[scope_susat_dusk_proecta]
scope_name = wpn_addon_scope_susat_dusk
scope_x = 95
scope_y = -1
[scope_susat_night_proecta]
scope_name = wpn_addon_scope_susat_night
scope_x = 95
scope_y = -1
;-----------------------------------------------------------------------------
; Óíèêàëüívå
;-----------------------------------------------------------------------------
[wpn_protecta_nimble]:wpn_protecta
$spawn = "weapons\wpn_protecta_nimble" ; name and section in level editor
cost = 12000

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[wpn_rg-6]:zero_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\rg-6" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 2
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_RG6
description = st_wpn_rg6_descr
ef_main_weapon_type = 4
ef_weapon_type = 12
;-------------------------------------------------------------------------------
cost = 20000
weapon_class = heavy_weapon
inv_weight = 6.2
;----TTX--------------------------------------------------------------------------
hit_power = 0.75, 0.75, 0.75, 0.75
hit_impulse = 150
hit_type = fire_wound
fire_distance = 100
bullet_speed = 32 ;76
rpm = 100
hud = wpn_rg-6_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.02
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.00001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.00002
tri_state_reload = on
ammo_limit = 60
ammo_current = 10
ammo_elapsed = 0
ammo_mag_size = 6
ammo_class = ammo_vog-25
launch_speed = 32 ;76
sprint_allowed = true
;------äèñïåðñèÿ------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 1.0 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.7f
crosshair_inertion = 8.25
PDM_disp_base = 1.0
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
;îòäà÷à
cam_relax_speed = 7.0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 5.0 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 5.0 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.1 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 15 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 5 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 5.0 ;(degree) size of step camera moved in horizontal position while shooting
fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5,5, 1.3
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
position = -0.026, -0.111, 0.
orientation = 0, 0, 0
shell_point = 0.0, 0.120, 0.20
fire_point = 0.0, 0.120, 0.452
fire_point2 = 0.0, 0.120, 0.452
hand_dependence = 1
single_handed = 0
slot = 2
animation_slot = 10
inv_name = st_wpn_rg6
inv_name_short = st_wpn_rg6
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 8
upgr_icon_x = 596
upgr_icon_y = 864
upgr_icon_width = 290
upgr_icon_height = 141
kill_msg_x = 0
kill_msg_y = 172
kill_msg_width = 68
kill_msg_height = 30
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.15
strap_orientation = -15,-9,110
;íà ñïèíå
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 0
visual = dynamics\weapons\wpn_rg6\wpn_rg6.ogf
light_color = 0.6,0.5,0.3
light_range = 6.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;cost = 900
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_toz34_shot
snd_empty = weapons\generic_empty
snd_reload = weapons\rg6_reload
snd_shoot_duplet = weapons\n_toz34_shot
snd_open_weapon = weapons\rg6_reload_start
snd_add_cartridge = weapons\rg6_reload
snd_close_weapon = weapons\rg6_reload_end
snd_shoot_1 = weapons\n_toz34_shot
snd_reload_1 = weapons\bm16_reload_one ;reload left
[wpn_rg-6_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.013000,-0.176999,0.118000
hands_orientation = 6.250005,-0.649999,0.000000
hands_position_16x9 = -0.029000,-0.186000,0.112000
hands_orientation_16x9 = 1.699999,0.000001,0.600000
item_position = -0.003178,0.002246,0.000581
item_orientation = -181.191742,180.482727,-180.330688
shell_point = 0,0,0
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = -0.0,0.0,0.513
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_rg6\wpn_rg6_hud.ogf
anm_show = rg6_draw
anm_hide = rg6_holster
anm_idle = rg6_idle
anm_idle_aim = rg6_idle_aim
anm_idle_moving = rg6_idle_moving
anm_idle_sprint = rg6_idle_sprint
anm_open = rg6_reload_start
anm_add_cartridge = rg6_reload
anm_close = rg6_reload_end
anm_shots = rg6_shoot
anm_bore = rg6_idle_bore
aim_hud_offset_pos = -0.125001,0.006000,0.156500
aim_hud_offset_rot = 0.015000,0.085000,-0.002500
aim_hud_offset_pos_16x9 = -0.091000,0.000500,0.120000
aim_hud_offset_rot_16x9 = -0.010000,-0.010000,0.000000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0

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[grenade_rgd5]:identity_immunities,weapon_probability,default_weapon_params
grenade_remove_time = 60000
detonation_threshold_hit= 200
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\grenades\rgd5"
$prefetch = 128
class = G_RGD5_S
cform = skeleton
visual = dynamics\weapons\wpn_grenades\wpn_rgd5.ogf
inv_name = st_grenade_rgd5
inv_name_short = st_grenade_rgd5
inv_weight = 0.3 ;.1
description = st_grenade_rgd5_descr
ef_weapon_type = 4
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 9
upgr_icon_x = 918
upgr_icon_y = 857
upgr_icon_width = 68
upgr_icon_height = 128
kill_msg_x = 240
kill_msg_y = 123
kill_msg_width = 14
kill_msg_height = 23
animation_slot = 7
single_handed = 1
slot = 3
hud = grenade_rgd5_hud
force_min = 10 ; ~30% îò ìàêñèìóìà
force_const = 25;20
force_max = 30
force_grow_speed = 20;2 ;30
destroy_time = 2500;3500
cost = 300
;-------------------------------------------------------------------------------
blast = 1.5
blast_r = 5
blast_impulse = 100
;delete
blast_impulse_factor = 1
frags = 10
frags_r = 10
frag_hit = 0.3
frag_hit_impulse = 100
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.2
;-------------------------------------------------------------------------------
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;òðàññû îò îñêîëêîâ
fragment_speed = 200
explode_duration = 3 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\t_rgd5_explosion ; t_f1_explosion ; f1_explode
snd_checkout = weapons\generic_checkout, 1.0, 0.4
attach_position_offset = -0.053,-0.089,0.0
attach_angle_offset = 0,0,0
attach_bone_name =
// should be deleted after update
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
throw_point = 0.4, 0.3, 0.1
throw_dir = 0,0,1
third_person_throw_point_offset = -0.198,1.8,-0.833 ;-0.05,0.848,0.706
wm_size = 0.1
wallmark_section = explosion_marks
[grenade_rgd5_hud]:hud_base
fire_point = 0,0,0
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_grenades\wpn_rgd5_hud.ogf
hands_position = -0.044000,-0.156000,0.100000
hands_orientation = -0.500000,1.000000,-2.000000
hands_position_16x9 = -0.044000,-0.156000,0.100000
hands_orientation_16x9 = -0.500000,1.000000,-2.000000
item_position = 0.004407,0.000254,-0.002439
item_orientation = -359.925262,-2.224621,-7.030276
;item_position = -0.001215,0.005992,0.000966
;item_orientation = -359.925262,-2.224621,-7.030276
aim_hud_offset_pos = 0,0,0
aim_hud_offset_rot = 0,0,0
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
anm_hide = f1_holster
anm_show = f1_draw
anm_idle = f1_idle
anm_bore = f1_idle_bore
anm_idle_moving = f1_idle_moving
anm_idle_sprint = f1_idle_sprint
anm_throw_begin = f1_throw_begin
anm_throw_idle = f1_throw_idle
anm_throw = f1_throw
throw_point = 0.0,0.4,0.3
throw_dir = 0,0,1
third_person_throw_point_offset = -0.05,0.848,0.706

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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; RPG7
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_rpg7]:zero_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\rpg-7" ; option for Level Editor
$prefetch = 8
visual = dynamics\weapons\wpn_rpg7\wpn_rpg7
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_RPG7
max_zoom_factor = 5
sprint_allowed = false
description = st_wpn_rpg7_descr
ef_main_weapon_type = 4
ef_weapon_type = 12
;------------------------------------------------------------------------------
cost = 26000
weapon_class = heavy_weapon
inv_weight = 6.3
;------TTX------------------------------------------------------------------------
hit_power = 3.00
hit_impulse = 100
hit_type = explosion
fire_distance = 400
bullet_speed = 100 ;300 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 200
hud = wpn_rpg7_hud
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.02
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.00001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.00002
ammo_limit = 120
ammo_current = 96
ammo_elapsed = 12
ammo_mag_size = 1
ammo_class = ammo_og-7b
hand_dependence = 1
single_handed = 0
;---äèñïåðñèÿ-------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 1.5 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
crosshair_inertion = 10
PDM_disp_base = 1.0
PDM_disp_vel_factor = 1.0
PDM_disp_accel_factor = 1.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
;îòäà÷à
cam_relax_speed = 2.0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 10.0 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_max_angle = 15 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 15 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.5 ;(degree) size of step camera moved in horizontal position while shooting
fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
holder_range_modifier = 2.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 50
max_radius = 150
;-------------------------------------------------------------------------------
slot = 2
animation_slot = 4 ; type of the animation that will be used
launch_speed = 5
inv_name = st_wpn_rpg7
inv_name_short = st_wpn_rpg7
inv_grid_width = 5
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 0
upgr_icon_x = 29
upgr_icon_y = 811
upgr_icon_width = 290
upgr_icon_height = 124
kill_msg_x = 0
kill_msg_y = 85
kill_msg_width = 73
kill_msg_height = 19
;-------------------------------------------------------------------------------
position = -0.027, -0.113, 0.0
orientation = 0, 0, 0
shell_point = 0.0, 0.0, 0.0
fire_point = 0.0, 0.162, 0.35
smoke_particles = weapons\generic_weapon02;generic_rpg_shot
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé ñòâîëîì â âåðõ
strap_position = -0.28,-0.20,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-189,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
fragment_speed = 50
explode_duration = 5 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
light_color = 0.95,0.95,0.3
light_range = 20.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.75
ph_mass = 1
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
scope_texture = wpn_crosshair_rpg
zoom_enabled = true
scope_zoom_factor = 30 ;ÏÑÎ-1 2X
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_rpg7_shot
snd_empty = weapons\generic_empty
snd_reload = weapons\rpg7_reload
snd_explode = weapons\rpg7_explode; t_rpg7_explosion
rocket_class = wpn_rpg7_missile
wallmark_section = explosion_marks
auto_spawn_ammo = false
[wpn_rpg7_hud]:hud_base
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_rpg7\wpn_rpg7_hud
fire_point = -0.020000,0.200500,0.145003
fire_bone = wpn_body
hands_position = 0.020500,-0.206999,0.261999
hands_orientation = 3.349998,2.599999,-0.050000
hands_position_16x9 = 0.020500,-0.165999,0.209500
hands_orientation_16x9 = 3.649998,1.050001,-0.050000
item_position = 0,0,0
item_orientation = 0,0,0
aim_hud_offset_pos = -0.102000,0.019500,-0.148000
aim_hud_offset_rot = 0.010000,0.002500,-0.010000
aim_hud_offset_pos_16x9 = -0.05000,-0.022500,-0.130500
aim_hud_offset_rot_16x9 = 0.012500,-0.012500,-0.010000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
anm_show = rpg7_draw
anm_hide = rpg7_holster
anm_reload = rpg7_reload
anm_shots = rpg7_shoot
anm_idle = rpg7_idle
anm_idle_sprint = rpg7_idle
anm_idle_aim = rpg7_idle_aim
anm_idle_moving = rpg7_idle_moving
anm_bore = rpg7_idle_bore
[wpn_rpg7_missile]:identity_immunities,default_weapon_params,weapon_probability
GroupControlSection = spawn_group
discovery_dependency =
visual = dynamics\weapons\wpn_rpg7\wpn_rpg7_grenade.ogf
cform = skeleton
class = G_RPG7
$prefetch = 32
inv_weight = 0
kill_msg_x = 0
kill_msg_y = 85
kill_msg_width = 74
kill_msg_height = 19
cost = 200
;---------------------------------------------------------------
blast = 5.00
blast_r = 10;15
blast_impulse = 350
blast_impulse_factor = 1
frags = 8
frags_r = 25
frag_hit = 1.50
frag_hit_impulse = 275
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.25
;---------------------------------------------------------------
wm_size = 0.1
wallmark_section = explosion_marks
light_color = 1.9,1.4,0.5
light_range = 24.0
light_time = 1.28
ph_mass = 5
jump_height = 0
explode_particles = explosions\explosion_04
;òðàññû îò îñêîëêîâ
fragment_speed = 100
explode_duration = 5 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\rpg7_explode
snd_fly_sound = weapons\rocket_fly
;ñâîéñòâà êîòîðûå ÷èòàþòñÿ, íî íå èñïîëüçóþòñÿ (íàäî óáðàòü)
inv_name = "Og-7b"
inv_name_short = "Og-7b"
inv_weight = .2
inv_grid_width = 4
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 5
kill_msg_x = 0
kill_msg_y = 85
kill_msg_width = 73
kill_msg_height = 19
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Ñâîéñòâà CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = true ;ïðèñóòñòâóåò ëè â ðàêåòå äâèãàòåëü
engine_work_time = 3000 ;âðåìÿ ðàáîòû äâèãàòåëÿ (â ìèëèñåêóíäàõ)
engine_impulse = 300
engine_impulse_up = 133,906 ;137.34 ;137.34 = 2*9.81*7 - çíà÷åíèå ýòîãî ïàðàìåòðà (êîòîðûé ÿâëÿåòñÿ íåêîé ïîäúåìíîé ñèëîé, âîïðåêè íàçâàíèþ),
;ïðè êîòîðîì ðàêåòà ìàññîé 7êã íå îïóñêàåòñÿ ïîä äåéñâèåì
;ãðàâèòàöèè. 2*9.81=19.62 - óñêîðåíèå ñâîáîäíîãî ïàäåíèÿ â ìèðå ñòàëêåðîâ
;ïðè ìåíüøèõ çíà÷åíèÿõ ðàêåòà áóäåò îïóñêàòüñÿ, ïðè áîëüøèõ ïîäíèìàòüñÿ
lights_enabled = true ;ñâåò âîêðóã ðàêåòû, âî âðåìÿ ïîëåòà
trail_light_color = 0.6,0.5,0.3
trail_light_range = 15.0
engine_particles = weapons\rpg_trail_00
;fly_particles = weapons\rpg_trail_01
force_explode_time = 30000; msec

View file

@ -0,0 +1,292 @@
[wpn_sig220]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\sig220" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_LR300
description = st_wpn_sig220_descr
ef_main_weapon_type = 5
ef_weapon_type = 5
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
;-------------------------------------------------------------------------------
cost = 1200 ; the price of the item
inv_weight = 0.72
upgrades = up_gr_firstab_sig220, up_gr_seconab_sig220, up_gr_thirdab_sig220, up_gr_fourtab_sig220, up_gr_fifthab_sig220
installed_upgrades =
upgrade_scheme = upgrade_scheme_sig220
;----TTX--------------------------------------------------------------------------
hit_power = 0.44, 0.44, 0.44, 0.44
hit_impulse = 100
hit_type = fire_wound
fire_distance = 200
bullet_speed = 185
rpm = 176
rpm_empty_click = 120
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_sig220_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.007
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.07
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0027
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0027
ammo_elapsed = 7
ammo_mag_size = 7 ; clip (magazine) size
fire_modes = 1;, 3
ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_hydro
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
launch_speed = 0
hand_dependence = 1
single_handed = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.21 ;0.8 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 3.10
;îòäà÷à
cam_return = 0
cam_relax_speed = 7 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 1.2 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.2 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 10.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.2 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.3
zoom_cam_dispersion_inc = 0.75
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 5.0
zoom_cam_max_angle_horz = 10.0
zoom_cam_step_angle_horz = 1.5
fire_dispersion_condition_factor = 9 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 1
animation_slot = 1 ; type of the animation that will be used
inv_name = st_wpn_sig220 ; name in inventory
inv_name_short = st_wpn_sig220
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 26
upgr_icon_x = 8
upgr_icon_y = 270
upgr_icon_width = 257
upgr_icon_height = 100
kill_msg_x = 72
kill_msg_y = 177
kill_msg_width = 31
kill_msg_height = 24
;-------------------------------------------------------------------------------
position = -0.021, -0.085, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.133, 0.161
fire_point2 = 0.0, 0.133, 0.161
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
;strap_position = -0.16,-0.36,0.15 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = -10,-5,10 ; (3rd person view in degrees)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_sig220\wpn_sig220.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0 ; 0 - no addon
silencer_status = 2 ; 1 - permanent
grenade_launcher_status = 0 ; 2 - attachable
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55 ; fov for zoom mode
scope_name = wpn_addon_scope ; section name for the attachable scope
scope_x = 47 ; offset in inventory icon
scope_y = 0
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 48 ; offset in inventory icon
silencer_y = -14
grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x = 126 ; offset in inventory icon
grenade_launcher_y = 24
;çâóêè
snd_draw = weapons\walther_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_sig220_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pistol_reload, 0.8
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\mp5_bore
snd_bore1 = weapons\draw_silent
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_sig220_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;hands_position = 0.002000,-0.160000,0.002500
;hands_orientation = 1.849999,1.849999,1.099999
;hands_position_16x9 = 0.001500,-0.176500,0.039000
;hands_orientation_16x9 = -0.300000,1.799999,3.899997
;item_position = 0.000746,-0.000321,0.003479
;item_orientation = 1.239378,-0.134046,-2.052052
item_position = 0.000354,0.000083,-0.007507
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_sig220\wpn_sig220_hud.ogf
attach_place_idx = 0
shell_point = 0.011,0.049,0.483
shell_bone = wpn_body
fire_point = 0,0.046,0.171
fire_bone = wpn_body
anm_show = sig220_draw
anm_show_empty = sig220_draw, sig220_opened
anm_hide = sig220_holster
anm_hide_empty = sig220_holster, sig220_opened
anm_idle = sig220_idle
anm_idle_empty = sig220_idle, sig220_opened
anm_shots = sig220_shoot
anm_shot_l = sig220_shoot, sig220_open
anm_idle_aim = sig220_idle_aim
anm_idle_aim_empty = sig220_idle_aim, sig220_opened
anm_reload = sig220_reload
anm_reload_empty = sig220_reload, sig220_close
anm_idle_moving = sig220_idle_moving
anm_idle_moving_empty = sig220_idle_moving, sig220_opened
anm_idle_sprint = sig220_idle_sprint
anm_idle_sprint_empty = sig220_idle_sprint, sig220_opened
anm_bore = sig220_idle_bore
anm_bore_empty = sig220_idle_bore, sig220_opened
aim_hud_offset_pos = -0.109500,0.033500,0.009000
aim_hud_offset_rot = 0.000000,0.007500,-0.027500
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.168999,0.067000,-0.010000
aim_hud_offset_rot_16x9 = 0.030000,0.057500,-0.020000
;-----------------------------------------------------------------------------
; Óíèêàëüívå
;-----------------------------------------------------------------------------
[wpn_sig220_nimble]:wpn_sig220
$spawn = "weapons\wpn_sig220_nimble" ; name and section in level editor
inv_name = st_wpn_sig220_nimble
description = st_wpn_sig220_nimble_descr
cost = 2800
ammo_mag_size = 10
condition_shot_dec = 0.0017
condition_queue_shot_dec = 0.0017

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[wpn_sig550]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\sig550" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74
description = st_wpn_sig550_descr
ef_main_weapon_type = 2
ef_weapon_type = 6
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 8000
weapon_class = assault_rifle ; Type of the weapon
inv_weight = 4.5
upgrades = up_gr_firstab_sig550, up_gr_seconab_sig550, up_gr_thirdab_sig550, up_gr_fourtab_sig550, up_gr_fifthab_sig550
installed_upgrades =
upgrade_scheme = upgrade_scheme_sig550
;-------TTX-----------------------------------------------------------------------
hit_power = 0.33, 0.33, 0.33, 0.33
hit_impulse = 100
hit_type = fire_wound
fire_distance = 200
bullet_speed = 550 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 590
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 3.0
hud = wpn_sig550_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.003
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.045
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0010
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0011
ammo_elapsed = 30
ammo_mag_size = 30
ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class = ammo_m209
fire_modes = 1, -1
launch_speed = 0
hand_dependence = 1
single_handed = 0
;-äèñïåðñèÿ-----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.23 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.5f
crosshair_inertion = 7.25
;îòäà÷à
cam_return = 0
cam_relax_speed = 5 ; ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ; ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå äëÿ AI
cam_dispersion = 0.5 ; óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ïðè ïåðâîì âûñòðåëå
cam_dispersion_inc = 0.25 ; óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ; frac * angle + rand(-1,1)*(1-frac) * angle
cam_max_angle = 50.0 ; ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ; (degree) maximum shot horizontal degree
cam_step_angle_horz = 1.5 ; (degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 5 ; scope & ironsight
zoom_cam_relax_speed_ai = 360
zoom_cam_dispersion = 0.4
zoom_cam_dispersion_inc = 0.2
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 1.3
fire_dispersion_condition_factor = 7 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 30
max_radius = 100
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_sig550
inv_name_short = st_wpn_sig550
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 5
inv_grid_y = 7
upgr_icon_x = 598
upgr_icon_y = 476
upgr_icon_width = 296
upgr_icon_height = 81
kill_msg_x = 80
kill_msg_y = 59
kill_msg_width = 87
kill_msg_height = 24
;-------------------------------------------------------------------------------
;---normal = 0, 1, 0
;---direction = 0, 0, 1
position = -0.026, -0.097, 0.0
orientation = 0, 0, 0
fire_point = 0.000000,0.137000,0.649000
fire_point2 = 0.0, 0.097, 0.722
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = -0.020000,0.167000,0.082000
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_sig550\wpn_sig550.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 4
;addons
scope_status = 0 ;0
silencer_status = 0 ;0
grenade_launcher_status = 2
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
silencer_name = wpn_addon_silencer
silencer_x = 221
silencer_y = 14
grenade_launcher_name = wpn_addon_grenade_launcher_m203
grenade_launcher_x = 109
grenade_launcher_y = 30
scopes_sect = scope_susat_sig, scope_susat_x1.6_sig, scope_susat_custom_sig, scope_susat_dusk_sig, scope_susat_night_sig
;çâóêè
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_sig550_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\sig550_reload
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\sig550_grenload
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\draw_silent
snd_bore1 = weapons\mp5_bore
;íàñòðîéêè äëÿ ãëóøèòåëÿ
silencer_hit_power = 0.31, 0.31, 0.31, 0.31
silencer_hit_impulse = 100
silencer_fire_distance = 200
silencer_bullet_speed = 500
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_sig550_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_sig550\wpn_sig550_hud
hands_position = -0.050000,-0.151000,0.092500
hands_orientation = -0.500000,-0.750000,-2.000000
hands_position_16x9 = -0.044000,-0.156000,0.100000
hands_orientation_16x9 = -0.500000,1.000000,-2.000000
item_position = 0.002866,-0.006395,0.000780
item_orientation = 0.642900,0.520562,361.843872
shell_point = 0.028,0.075,0.156
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.056,0.746
fire_bone = wpn_body
fire_point2 = 0.0,-0.028,0.678
fire_bone2 = wpn_body
anm_show = sig550_draw
anm_hide = sig550_holster
anm_idle = sig550_idle
anm_idle_sprint = sig550_idle_sprint
anm_idle_moving = sig550_idle_moving
anm_shots = sig550_shoot
anm_reload = sig550_reload
anm_idle_aim = sig550_idle_aim
anm_switch = sig550_switch_off
anm_switch_g = sig550_switch_on
anm_bore = sig550_idle_bore
anm_hide_w_gl = sig550_holster_w_gl
anm_show_w_gl = sig550_draw_w_gl
anm_idle_w_gl = sig550_idle_w_gl
anm_shots_w_gl = sig550_shoot_w_gl
anm_reload_w_gl = sig550_reload_w_gl
anm_idle_w_gl_aim = sig550_idle_w_gl_aim
anm_idle_sprint_w_gl = sig550_idle_sprint_w_gl
anm_idle_moving_w_gl = sig550_idle_moving_w_gl
anm_bore_w_gl = sig550_idle_bore_w_gl
anm_show_g = sig550_draw_grenade
anm_hide_g = sig550_holster_grenade
anm_idle_g = sig550_idle_grenade
anm_reload_g = sig550_reload_grenade
anm_idle_g_aim = sig550_idle_grenade
anm_shots_g = sig550_shoot_grenade
anm_idle_sprint_g = sig550_idle_sprint_grenade
anm_idle_moving_g = sig550_idle_moving_grenade
anm_bore_g = sig550_idle_bore_grenade
;aim_hud_offset_pos = -0.112000,0.034000,-0.018000
;aim_hud_offset_rot = 0.017500,0.002500,-0.010000
aim_hud_offset_pos = -0.106000,0.025000,-0.047000
aim_hud_offset_rot = -0.015000,0.002500,-0.010000
aim_hud_offset_pos_16x9 = -0.112000,0.031500,0.000500
aim_hud_offset_rot_16x9 = 0.015000,0.002500,-0.010000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
;gl_hud_offset_pos = -0.053000,-0.059000,0.000000
;gl_hud_offset_rot = -0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0
gl_hud_offset_rot_16x9 = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
[scope_susat_sig]
scope_name = wpn_addon_scope_susat
scope_x = 78
scope_y = 0
[scope_susat_x1.6_sig]
scope_name = wpn_addon_scope_susat_x1.6
scope_x = 78
scope_y = 0
[scope_susat_custom_sig]
scope_name = wpn_addon_scope_susat_custom
scope_x = 78
scope_y = 0
[scope_susat_dusk_sig]
scope_name = wpn_addon_scope_susat_dusk
scope_x = 78
scope_y = 0
[scope_susat_night_sig]
scope_name = wpn_addon_scope_susat_night
scope_x = 78
scope_y = 0
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_sig550_luckygun]:wpn_sig550
$spawn = "weapons\wpn_sig550_luckygun"
description = st_wpn_sig550_strelok_descr
inv_name = st_wpn_sig550_strelok
hit_power = 0.4, 0.4, 0.4, 0.4
hit_impulse = 125
scope_status = 2
silencer_status = 2
cost = 10000

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[wpn_spas12]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\spas12" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_ASHTG
description = st_wpn_spas12_descr
ef_main_weapon_type = 1
ef_weapon_type = 9
;-----------------------------------------------------------------------------
cost = 5300
weapon_class = shotgun
inv_weight = 4.4
upgrades = up_gr_firstab_spas12, up_gr_seconab_spas12, up_gr_thirdab_spas12, up_gr_fourtab_spas12
installed_upgrades =
upgrade_scheme = upgrade_scheme_spas12
;-------------------------------------------------------------------------------
hit_power = 0.51, 0.51, 0.51, 0.51
hit_impulse = 120
hit_type = fire_wound
fire_distance = 100 ;1000
bullet_speed = 220 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 115
hud = wpn_spas12_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.003
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0035
tri_state_reload = on
ammo_elapsed = 8
ammo_mag_size = 8
fire_modes = 1, -1
ammo_class = ammo_12x70_buck, ammo_12x76_zhekan
;-----äèñïåðñèÿ-------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.3 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.4f
crosshair_inertion = 7.15
;îòäà÷à
cam_return = 0
cam_relax_speed = 20 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 5.0 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 30.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 30.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 5.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 5.0
zoom_cam_dispersion_inc = 1.5
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 15.0
zoom_cam_max_angle_horz = 15.0
zoom_cam_step_angle_horz = 5.0
fire_dispersion_condition_factor = 2.5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
;reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
position = -0.024, -0.081, 0.
orientation = 0, 0, 0 ;çíà÷åíèå óñòàíàâëèâàåòñÿ â ãðàäóñàõ
shell_point = 0.0, 0.138, 0.07
shell_particles = weapons\generic_shells_shotgun
fire_point = 0.0, 0.133, 0.686
fire_point2 = 0.0, 0.103, 0.686
hand_dependence = 1
single_handed = 0
slot = 2 ; // secondary
animation_slot = 9 ; type of the animation that will be used
inv_name = st_wpn_spas12
inv_name_short = st_wpn_spas12
inv_grid_width = 5
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 3
upgr_icon_x = 8
upgr_icon_y = 475
upgr_icon_width = 290
upgr_icon_height = 57
kill_msg_x = 91
kill_msg_y = 104
kill_msg_width = 80
kill_msg_height = 20
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.10,0.05 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_spas12\wpn_spas12.ogf
light_color = 0.6,0.5,0.3
light_range = 6.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_spas12_shot
snd_empty = weapons\generic_empty
snd_reload = weapons\spas12_reload_end
snd_shoot_duplet = weapons\n_spas12_shot
snd_open_weapon = weapons\draw_silent
snd_add_cartridge = weapons\spas12_reload
snd_close_weapon = weapons\spas12_reload_end
[wpn_spas12_hud]:hud_base
shell_point = 0.028,0.052,0.0147
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0, 0.051, 0.808
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_spas12\wpn_spas12_hud.ogf
hands_position = -0.131000,-0.084001,0.197000
hands_orientation = 1.950000,-0.999998,3.349998
hands_position_16x9 = -0.122000,-0.142500,0.234499
hands_orientation_16x9 = 3.149998,1.050001,2.349999
item_position = 0.001394,0.007643,0.003674
item_orientation = -0.194673,-0.83 9747,-0.116095
aim_hud_offset_pos = -0.098000,0.051000,0.000000
aim_hud_offset_rot = 0.017500,0.025000,-0.022500
aim_hud_offset_pos_16x9 = -0.107500,0.119000,0.000000
aim_hud_offset_rot_16x9 = 0.052500,0.045000,-0.045000
;aim_hud_offset_pos_16x9 = -0.046500,0.119000,0.000000
;aim_hud_offset_rot_16x9 = 0.052500,0.010000,-0.015000
anm_show = spas12_draw
anm_hide = spas12_holster
anm_idle = spas12_idle
anm_idle_aim = spas12_idle_aim
anm_idle_moving = spas12_idle_moving
anm_idle_sprint = spas12_idle_sprint
anm_bore = spas12_idle_bore
anm_shots = spas12_shoot
anm_open = spas12_reload_start
anm_add_cartridge = spas12_reload
anm_close = spas12_reload_end
anm_reload = spas12_reload
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_spas12_nimble]:wpn_spas12
$spawn = "weapons\wpn_spas12_nimble" ; name and section in level editor
inv_name = st_wpn_spas12_nimble
description = st_wpn_spas12_nimble_descr
cost = 5200
rpm = 180
ammo_mag_size = 10
fire_modes = 1, -1
;-----äèñïåðñèÿ-------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.3 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.4f
;îòäà÷à
cam_return = 1
cam_relax_speed = 10 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 3.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 30.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 30.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 3.5 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.7
PDM_disp_vel_factor = 2.8
PDM_disp_accel_factor = 2.8
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 4.0
zoom_cam_dispersion_inc = 2.0
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 15.0
zoom_cam_max_angle_horz = 15.0
zoom_cam_step_angle_horz = 4.0
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
launch_speed = 0
grenade_flame_particles = weapons\generic_weapon01

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[wpn_svd]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\svd" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_SVD
description = st_wpn_svd_descr
ef_main_weapon_type = 3
ef_weapon_type = 11
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 16000
weapon_class = sniper_rifle
inv_weight = 4.9
upgrades = up_gr_firstab_svd, up_gr_seconab_svd, up_gr_thirdab_svd, up_gr_fourtab_svd, up_gr_fourtcd_svd, up_gr_fourtef_svd
installed_upgrades =
upgrade_scheme = upgrade_scheme_svd
;------TTX------------------------------------------------------------------------
hit_power = 0.8, 0.8, 0.8, 0.8
hit_impulse = 125
hit_type = fire_wound
fire_distance = 200
bullet_speed = 730 ;830 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 60
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_svd_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0055
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.055
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0055
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0055
ammo_elapsed = 0
ammo_mag_size = 10
fire_modes = 1;, -1
ammo_class = ammo_7.62x54_7h1
hand_dependence = 1
single_handed = 0
;-------------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.1 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 2.2f
crosshair_inertion = 9
;îòäà÷à
cam_return = 1
cam_relax_speed = 4.5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 2.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 2.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 15.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.25 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 2.0
PDM_disp_vel_factor = 4.0
PDM_disp_accel_factor = 4.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 0.75 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.8
zoom_cam_dispersion_inc = 0.8
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 10.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 0.25
fire_dispersion_condition_factor = 8 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
;zoom_dof = 0.5, 1.0, 350
reload_dof = 0.0, 0.5, 5, 2.2
;-----------------------------------------------------------------------------
holder_range_modifier = 2.15 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 100
hit_probability_gd_novice = 1
hit_probability_gd_stalker = 1
hit_probability_gd_veteran = 1
hit_probability_gd_master = 1
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_svd
inv_name_short = st_wpn_svd
inv_grid_width = 6
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 0
upgr_icon_x = 8
upgr_icon_y = 677
upgr_icon_width = 287
upgr_icon_height = 135
kill_msg_x = 0
kill_msg_y = 0
kill_msg_width = 98
kill_msg_height = 23
;-------------------------------------------------------------------------------
position = -0.026, -0.077, 0.00
orientation = 0, 0, 0
fire_point = 0.0, 0.129, 0.942
fire_point2 = 0.0, 0.129, 0.942
flame_particles = weapons\generic_weapon06
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
shell_point = 0.0, 0.129, 0.192
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.15,-0.15,0.45 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -25,-189,65 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_svd\wpn_svd.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 4.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 1; 2 ;1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 15; 67.5; 10 ;15 ;ÏÑÎ-1 4X
scope_texture = wpn_crosshair
scope_name = wpn_addon_scope
scope_x = 60
scope_y = -2
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
;çâóêè
snd_draw = weapons\svd_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_svd_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\svd_reload
snd_close = weapons\generic_close
snd_bore = weapons\draw_silent
snd_bore1 = weapons\mp5_bore
[wpn_svd_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_svd\wpn_svd_hud
hands_position = -0.063500,-0.150999,0.099000
hands_orientation = -0.049999,0.750000,1.550001
hands_position_16x9 = -0.058500,-0.165999,0.045000
hands_orientation_16x9 = 0.650000,1.200000,0.800001
;hands_position_16x9 = -0.045500,-0.161499,-0.026500
;hands_orientation_16x9 = 3.299998,4.249998,0.800001
item_position = 0,0,0
item_orientation = 0,0,0
shell_point = 0.025,0.055,0.221
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.043,1.002
fire_bone = wpn_body
aim_hud_offset_pos = -0.052500,0.016499,-0.123000
aim_hud_offset_rot = 0.000000,0.000000,0.000000
aim_hud_offset_pos_16x9 = -0.053500,0.024000,-0.055500
aim_hud_offset_rot_16x9 = 0.000000,0.000000,0.000000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
anm_show = svd_draw
anm_hide = svd_holster
anm_shots = svd_shoot
anm_reload = svd_reload
anm_bore = svd_idle_bore
anm_idle = svd_idle
anm_idle_aim = svd_idle_aim
anm_idle_moving = svd_idle_moving
anm_idle_sprint = svd_idle_moving
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_svd_nimble]:wpn_svd
$spawn = "weapons\wpn_svd_nimble"
inv_name = st_wpn_svd_nimble
description = st_wpn_svd_nimble_descr
cost = 18000
hit_power = 1.0, 1.0, 1.0, 1.0
hit_impulse = 125
hit_type = fire_wound
fire_distance = 1000
bullet_speed = 900 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
;-------------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.07 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 2.2
;îòäà÷à
cam_return = 1
cam_relax_speed = 4.5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 1.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 2.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 15.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.25 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 1.0
PDM_disp_vel_factor = 4.0
PDM_disp_accel_factor = 4.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 1 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.65
zoom_cam_dispersion_inc = 0.65
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 10.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 0.25
fire_dispersion_condition_factor = 6

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[wpn_svu]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\svu" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_SVU
description = st_wpn_svu_descr
ef_main_weapon_type = 3
ef_weapon_type = 11
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 17000
weapon_class = sniper_rifle
inv_weight = 4.4
upgrades = up_gr_firstab_svu, up_gr_seconab_svu, up_gr_thirdab_svu, up_gr_fourtab_svu, up_gr_fourtcd_svu, up_gr_fourtef_svu, up_gr_fifthab_svu
installed_upgrades =
upgrade_scheme = upgrade_scheme_svu
;----TTX------------------------------------------------------------------------
hit_power = 0.6, 0.6, 0.6, 0.6
hit_impulse = 125
hit_type = fire_wound
fire_distance = 1000
bullet_speed = 700 ;800 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 75
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_svu_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0065
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.065
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0065
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0065
ammo_elapsed = 10
ammo_mag_size = 10
fire_modes = 1;, -1
ammo_class = ammo_7.62x54_7h1
hand_dependence = 1
single_handed = 0
;---äèñïåðñèÿ-------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.15 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.7
crosshair_inertion = 6.15
;îòäà÷à
cam_return = 1
cam_relax_speed = 3.0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 1.8 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.8 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 12.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.5 ;(degree) size of step camera moved in horizontal position while shooting
;PDM_disp_base = 0.85
;PDM_disp_vel_factor = 3.4
;PDM_disp_accel_factor = 3.4
;PDM_disp_crouch = 1.0
;PDM_disp_crouch_no_acc = 1.0
PDM_disp_base = 2.0
PDM_disp_vel_factor = 4.0
PDM_disp_accel_factor = 4.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 0.7 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.65
zoom_cam_dispersion_inc = 0.65
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 10.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 0.5
fire_dispersion_condition_factor = 10 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
;zoom_dof = 0.5, 1.0, 350
reload_dof = 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------
holder_range_modifier = 2.15 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 1
hit_probability_gd_stalker = 1
hit_probability_gd_veteran = 1
hit_probability_gd_master = 1
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_svu
inv_name_short = st_wpn_svu
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 2
upgr_icon_x = 594
upgr_icon_y = 395
upgr_icon_width = 294
upgr_icon_height = 80
kill_msg_x = 0
kill_msg_y = 59
kill_msg_width = 80
kill_msg_height = 26
;-------------------------------------------------------------------------------
position = -0.026, -0.084, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.128, 0.522
fire_point2 = 0.0, 0.128, 0.522
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
shell_point = 0.0, 0.128, 0.0
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_svu\wpn_svu.ogf
light_disabled = true
light_color = 0.6,0.5,0.3
light_range = 4.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.35
scope_zoom_factor = 20 ;ÏÑÎ-1 4X
scope_texture = wpn_crosshair
scope_name = wpn_addon_scope
scope_x = 60
scope_y = -2
;çâóêè
snd_draw = weapons\svu_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_svu_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\svu_reload
snd_close = weapons\generic_close
[wpn_svu_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_svu\wpn_svu_hud
hands_position = -0.044500,-0.209998,0.273998
hands_orientation = 1.800001,-0.600001,0.200002
hands_position_16x9 = 0.005000,-0.227498,0.332498
hands_orientation_16x9 = 3.649998,2.150000,-0.250000
item_position = 0,0,0
item_orientation = 0,0,0
shell_point = 0.025,0.05,0.124
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0.0,0.043,0.495
fire_bone = wpn_body
aim_hud_offset_pos = -0.071000,0.031999,-0.103000
aim_hud_offset_rot = -0.002500,0.020000,0.000000
aim_hud_offset_pos_16x9 = -0.143500,0.024000,-0.120500
aim_hud_offset_rot_16x9 = -0.005000,-0.005000,0.000000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
anm_show = svu_draw
anm_hide = svu_holster
anm_shots = svu_shoot
anm_reload = svu_reload
anm_bore = svu_idle_bore
anm_idle = svu_idle
anm_idle_aim = svu_idle_aim
anm_idle_moving = svu_idle_moving
anm_idle_sprint = svu_idle_moving
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_svu_nimble]:wpn_svu
$spawn = "weapons\wpn_svu_nimble"
class = WP_SVU
inv_name = st_wpn_svu_nimble
description = st_wpn_svu_nimble_descr
cost = 20000
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
rpm = 150
ammo_mag_size = 10
fire_modes = 1;, -1
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
launch_speed = 0
;---äèñïåðñèÿ-------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.12 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.6f
;îòäà÷à
cam_return = 0
cam_relax_speed = 5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 1.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 12.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.5 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 1.8
PDM_disp_vel_factor = 3.5
PDM_disp_accel_factor = 3.5
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 5 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.45
zoom_cam_dispersion_inc = 0.45
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 10.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 1.5
fire_dispersion_condition_factor = 8 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
grenade_flame_particles = weapons\generic_weapon01

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[wpn_toz34]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\toz-34" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_BM16
description = st_wpn_toz34_descr
ef_main_weapon_type = 1
ef_weapon_type = 9
;-----------------------------------------------------------------------------
cost = 1200
weapon_class = shotgun
inv_weight = 3.1
upgrades = up_gr_firstab_toz34, up_gr_seconab_toz34, up_gr_thirdab_toz34
installed_upgrades =
upgrade_scheme = upgrade_scheme_toz34
;--TTX----------------------------------------------------------------------------
hit_power = 0.52, 0.52, 0.52, 0.52
hit_impulse = 100
hit_type = fire_wound
fire_distance = 100
bullet_speed = 240 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 1000
hud = wpn_toz34_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.002
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.03
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0045
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0045
tri_state_reload = off
ammo_elapsed = 2
ammo_mag_size = 2
ammo_class = ammo_12x70_buck, ammo_12x76_zhekan
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.2 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.5f
crosshair_inertion = 7.5
;îòäà÷à
cam_return = 1
cam_relax_speed = 5.0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 5.0 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 5.0 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.7 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 10.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.7
PDM_disp_accel_factor = 1.7
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 5.0 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 3.0
zoom_cam_dispersion_inc = 3.0
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 10.0
zoom_cam_max_angle_horz = 10.0
zoom_cam_step_angle_horz = 1.0
fire_dispersion_condition_factor = 1.5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
;reload_dof = 0.0, 0.5, 5, 3.2
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
position = -0.023, -0.14, 0.00 ;-0.026, -0.117, 0.0
orientation = 0, 30, 0 ;çíà÷åíèå óñòàíàâëèâàåòñÿ â ãðàäóñàõ
shell_point = 0.0, 0.183, 0.07
fire_point = 0.0, 0.168, 0.755
fire_point2 = 0.0, 0.168, 0.755
hand_dependence = 1
single_handed = 0
slot = 2 ; // secondary
animation_slot = 3 ; type of the animation that will be used
inv_name = st_wpn_toz34
inv_name_short = st_wpn_toz34
inv_grid_width = 6
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 2
upgr_icon_x = 9
upgr_icon_y = 815
upgr_icon_width = 286
upgr_icon_height = 95
kill_msg_x = 127
kill_msg_y = 82
kill_msg_width = 97
kill_msg_height = 23
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.15 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_toz34\wpn_toz34.ogf
light_color = 0.6,0.5,0.3
light_range = 6.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_toz34_shot
snd_empty = weapons\generic_empty
snd_reload = weapons\toz34_reload
snd_shoot_duplet = weapons\n_toz34_shot
snd_shoot_1 = weapons\n_toz34_shot
snd_reload_1 = weapons\toz34_reload_one
snd_close_weapon = weapons\spas12_close
snd_add_cartridge = weapons\w1300_load ;was gen_grenload
snd_open_weapon = weapons\spas12_close
[wpn_toz34_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.144001,-0.129499,0.039500
hands_orientation = 0.399970,0.399999,-2.000002
hands_position_16x9 = -0.147500,-0.138500,-0.004000
hands_orientation_16x9 = 0.500000,1.350000,-5.150002
item_position = -0.001402,0.000506,0.000837
item_orientation = -200.454514,152.486038,-179.781982
shell_point = 0,0,0
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0, 0.026, 0.893
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_toz34\wpn_toz34_hud.ogf
anm_show_0 = toz_draw
anm_show_1 = toz_draw
anm_show_2 = toz_draw
anm_hide_0 = toz_holster
anm_hide_1 = toz_holster
anm_hide_2 = toz_holster
anm_idle_0 = toz_idle
anm_idle_1 = toz_idle
anm_idle_2 = toz_idle
anm_idle_aim_0 = toz_idle_aim
anm_idle_aim_1 = toz_idle_aim
anm_idle_aim_2 = toz_idle_aim
anm_idle_moving_0 = toz_idle_moving
anm_idle_moving_1 = toz_idle_moving
anm_idle_moving_2 = toz_idle_moving
anm_idle_sprint_0 = toz_idle_sprint
anm_idle_sprint_1 = toz_idle_sprint
anm_idle_sprint_2 = toz_idle_sprint
anm_reload_1 = toz_reload_l
anm_reload_2 = toz_reload_lr
anm_shot_1 = toz_shoot
anm_shot_2 = toz_shoot
anm_bore_0 = toz_idle_bore
anm_bore_1 = toz_idle_bore
anm_bore_2 = toz_idle_bore
aim_hud_offset_pos = -0.084500,0.024000,0.026000
aim_hud_offset_rot = -0.002500,-0.000000,0.095000
aim_hud_offset_pos_16x9 = -0.072000,0.030000,-0.008500
aim_hud_offset_rot_16x9 = 0.015000,-0.000000,-0.007500
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_usp]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\usp" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_LR300
description = st_wpn_usp_descr
ef_main_weapon_type = 5
ef_weapon_type = 5
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
;-------------------------------------------------------------------------------
cost = 1400 ; the price of the item
inv_weight = .72
upgrades = up_gr_firstab_usp, up_gr_seconab_usp, up_gr_thirdab_usp, up_gr_fourtab_usp, up_gr_fifthab_usp
installed_upgrades =
upgrade_scheme = upgrade_scheme_usp
;----TTX--------------------------------------------------------------------------
hit_power = 0.42, 0.42, 0.42, 0.42
hit_impulse = 100
hit_type = fire_wound
fire_distance = 200
bullet_speed = 195
rpm = 173
rpm_empty_click = 250
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
hud = wpn_usp_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.0055
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.055
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0025
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0025
ammo_elapsed = 12
ammo_mag_size = 12 ; clip (magazine) size
fire_modes = 1;, -1
ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_hydro
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
launch_speed = 0
hand_dependence = 1
single_handed = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = -1000, 1.0, 1000
reload_dof = 0.0, 0.5, 5, 1.7
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.19 ;0.7 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 3.65
;îòäà÷à
cam_return = 0
cam_relax_speed = 7 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 1.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.5 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 10.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.2
zoom_cam_dispersion_inc = 0.5
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 5.0
zoom_cam_max_angle_horz = 10.0
zoom_cam_step_angle_horz = 1.5
fire_dispersion_condition_factor = 8 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 30
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 1
animation_slot = 1 ; type of the animation that will be used
inv_name = st_wpn_usp ; name in inventory
inv_name_short = st_wpn_usp
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 25
upgr_icon_x = 720
upgr_icon_y = 270
upgr_icon_width = 255
upgr_icon_height = 109
kill_msg_x = 134
kill_msg_y = 177
kill_msg_width = 31
kill_msg_height = 25
;-------------------------------------------------------------------------------
position = -0.021, -0.085, 0.0
orientation = 0, 0, 0
fire_point = 0.0, 0.133, 0.161
fire_point2 = 0.0, 0.133, 0.161
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
;strap_position = -0.16,-0.36,0.15 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = -10,-5,10 ; (3rd person view in degrees)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_usp45\wpn_usp45.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0 ; 0 - no addon
silencer_status = 2 ; 1 - permanent
grenade_launcher_status = 0 ; 2 - attachable
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55 ; fov for zoom mode
scope_name = wpn_addon_scope ; section name for the attachable scope
scope_x = 47 ; offset in inventory icon
scope_y = 0
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 48 ; offset in inventory icon
silencer_y = -15
grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x = 126 ; offset in inventory icon
grenade_launcher_y = 24
;çâóêè
snd_draw = weapons\usp_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_usp_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pistol_reload, 0.8
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\mp5_bore
snd_bore1 = weapons\draw_silent
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_usp_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;hands_position = -0.022500,-0.159500,0.002500
;hands_orientation = 0.350000,1.300000,1.599999
;hands_position_16x9 = 0.006000,-0.176500,0.039000
;hands_orientation_16x9 = 0.049999,1.500000,2.949998
item_position = 0.000746,-0.000321,0.003479
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_usp45\wpn_usp45_hud.ogf
attach_place_idx = 0
shell_point = 0.015,0.048,0.481
shell_bone = wpn_body
fire_point = 0,0.048,0.163
fire_bone = wpn_body
anm_show = usp45_draw
anm_show_empty = usp45_draw, usp45_opened
anm_hide = usp45_holster
anm_hide_empty = usp45_holster, usp45_opened
anm_idle = usp45_idle
anm_idle_empty = usp45_idle, usp45_opened
anm_shots = usp45_shoot
anm_shot_l = usp45_shoot, usp45_open
anm_idle_aim = usp45_idle_aim
anm_idle_aim_empty = usp45_idle_aim, usp45_opened
anm_reload = usp45_reload
anm_reload_empty = usp45_reload, usp45_close
anm_idle_moving = usp45_idle_moving
anm_idle_moving_empty = usp45_idle_moving, usp45_opened
anm_idle_sprint = usp45_idle_sprint
anm_idle_sprint_empty = usp45_idle_sprint, usp45_opened
anm_bore = usp45_idle_bore
anm_bore_empty = usp45_idle_bore, usp45_opened
aim_hud_offset_pos = -0.106500,0.032000,0.000000
aim_hud_offset_rot = -0.000000,0.007500,-0.035000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.166000,0.059000,0.000000
aim_hud_offset_rot_16x9 = 0.025000,0.055000,0.002500
;-----------------------------------------------------------------------------
; Óíèêàëüívå
;-----------------------------------------------------------------------------
[wpn_usp_nimble]:wpn_usp
$spawn = "weapons\wpn_usp_nimble" ; name and section in level editor
inv_name = st_wpn_usp_nimble
description = st_wpn_usp_nimble_descr
cost = 3000
rpm = 210
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.08 ;0.7 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 3.25
;îòäà÷à
cam_return = 0
cam_relax_speed = 7 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 1.35 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 1.35 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.8 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 8.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 8.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.9 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.4
PDM_disp_vel_factor = 1
PDM_disp_accel_factor = 1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 11 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.15
zoom_cam_dispersion_inc = 0.4
zoom_cam_dispersion_frac = 0.6
zoom_cam_max_angle = 4.0
zoom_cam_max_angle_horz = 8.0
zoom_cam_step_angle_horz = 1.3

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[wpn_val]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\val" ; option for Level Editor
$npc = off ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_VAL
description = st_wpn_val_descr
ef_main_weapon_type = 2
ef_weapon_type = 8
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 9000
weapon_class = assault_rifle
inv_weight = 2.5
upgrades = up_gr_firstab_val, up_gr_seconab_val, up_gr_thirdab_val, up_gr_fourtab_val, up_gr_fifthab_val
installed_upgrades =
upgrade_scheme = upgrade_scheme_val
;-TTX-----------------------------------------------------------------------------
hit_power = 0.42, 0.42, 0.42, 0.42
hit_impulse = 100
hit_type = fire_wound
fire_distance = 200
bullet_speed = 290
rpm = 580
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 3.0
hud = wpn_val_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.004
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.057
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0011
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0013
ammo_elapsed = 20
ammo_mag_size = 20
ammo_class = ammo_9x39_pab9, ammo_9x39_ap
fire_modes = 1, -1
launch_speed = 0
hand_dependence = 1
single_handed = 0
;--äèñïåðñèÿ----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.2 ;0.15 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 5.65
;îòäà÷à
cam_return = 0
cam_relax_speed = 4 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.25 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.7 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.7 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.5
PDM_disp_accel_factor = 1.5
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 4 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.45
zoom_cam_dispersion_inc = 0.22
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 0.5
fire_dispersion_condition_factor = 16 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 30
max_radius = 100
hit_probability_gd_novice = 1.0
hit_probability_gd_stalker = 1.0
hit_probability_gd_veteran = 1.0
hit_probability_gd_master = 1.0
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_val
inv_name_short = st_wpn_val
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 15
inv_grid_y = 4
upgr_icon_x = 297
upgr_icon_y = 739
upgr_icon_width = 292
upgr_icon_height = 99
kill_msg_x = 0
kill_msg_y = 154
kill_msg_width = 78
kill_msg_height = 21
;-------------------------------------------------------------------------------
position = -0.026, -0.131, 0.0
orientation = 0, 0, 0
fire_point = 0.000000,0.174,0.562
fire_point2 = 0.0, 0.097, 0.722
;flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.174, 0.078
shell_dir = 0.0, 1.0, 0.0
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_val\wpn_val.ogf
light_disabled = true
light_color = 0.6,0.5,0.3
light_range = 0.01
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 2
silencer_status = 1
grenade_launcher_status = 0
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 50 ; fov for zoom mode
scope_texture = wpn_crosshair
zoom_enabled = true
scope_zoom_factor = 50
scope_texture = wpn_crosshair
silencer_name = wpn_addon_silencer
silencer_x = 221
silencer_y = 16
grenade_launcher_name = wpn_addon_grenade_launcher_m203
grenade_launcher_x = 109
grenade_launcher_y = 30
scopes_sect = scope_val, scope_x2.7_val, scope_live_detector_val, scope_night_val
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_val_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\groza_reload, 0.7
snd_close = weapons\generic_close
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_val_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_val\wpn_val_hud.ogf
hands_position = -0.033000,-0.194000,0.311998
hands_orientation = -2.100000,0.050000,-2.000000
hands_position_16x9 = -0.022000,-0.215000,0.311998
hands_orientation_16x9 = 1.599999,2.099999,-2.000000
aim_hud_offset_pos_16x9 = -0.110000,0.048500,-0.018000
aim_hud_offset_rot_16x9 = 0.017500,0.005000,-0.027500
aim_hud_offset_pos = -0.109500,0.041000,-0.035500
aim_hud_offset_rot = -0.017500,-0.042500,-0.022500
aim_hud_offset_pos_16x9 = -0.143000,0.068500,-0.018000
aim_hud_offset_rot_16x9 = 0.012500,0.020000,-0.010000
item_position = 0.007119,0.019630,0.009658
item_orientation = -15.646272,-3.230760,364.546112
shell_point = 0.02,0.04,0.131
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.037,0.626
fire_bone = wpn_body
fire_point2 = -0.014000,0.010000,-0.037000
fire_bone2 = wpn_body
anm_show = val_draw
anm_hide = val_holster
anm_idle = val_idle
anm_idle_sprint = val_idle_sprint
anm_idle_moving = val_idle_moving
anm_shots = val_shoot
anm_reload = val_reload
anm_idle_aim = val_idle_aim
anm_bore = val_idle_bore
gl_hud_offset_pos = -0.053000,-0.059000,0.000000
gl_hud_offset_rot = -0.145000,0.000000,0.000000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
grenade_bone = grenade
[scope_val]
scope_name = wpn_addon_scope
scope_x = 37 ; offset in inventory icon
scope_y = 0
[scope_x2.7_val]
scope_name = wpn_addon_scope_x2.7
scope_x = 37 ; offset in inventory icon
scope_y = 0
[scope_live_detector_val]
scope_name = wpn_addon_scope_detector
scope_x = 37 ; offset in inventory icon
scope_y = 0
[scope_night_val]
scope_name = wpn_addon_scope_night
scope_x = 37 ; offset in inventory icon
scope_y = 0
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_vintorez]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\vintorez" ; option for Level Editor
$npc = off ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_AK74
description = st_wpn_vintorez_descr
ef_main_weapon_type = 3
ef_weapon_type = 7
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 12000
weapon_class = sniper_rifle ; Type of the weapon
inv_weight = 3.2
upgrades = up_gr_firstab_vintorez, up_gr_seconab_vintorez, up_gr_thirdab_vintorez, up_gr_fourtab_vintorez, up_gr_fourtcd_vintorez, up_gr_fourtef_vintorez
installed_upgrades =
upgrade_scheme = upgrade_scheme_vintorez
;-TTX-----------------------------------------------------------------------------
hit_power = 0.42,0.42, 0.42, 0.42
hit_impulse = 100
hit_type = fire_wound
fire_distance = 200
bullet_speed = 290
rpm = 580
rpm_empty_click = 200
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 1.0
;-------------------------------------------------------------------------------
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.005
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.063
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0011
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0013
ammo_elapsed = 10
ammo_mag_size = 10
ammo_class = ammo_9x39_pab9, ammo_9x39_ap
grenade_class = ammo_m209
fire_modes = 1, -1
launch_speed = 0
hand_dependence = 1
single_handed = 0
;-------------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.17 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 6.10
;îòäà÷à
cam_return = 0
cam_relax_speed = 3.5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 0.4 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.2 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.5 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.5
PDM_disp_accel_factor = 1.5
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 3.5 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.2
zoom_cam_dispersion_inc = 0.1
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 0.25
fire_dispersion_condition_factor = 10 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
;zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------
holder_range_modifier = 2.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 50
max_radius = 150
hit_probability_gd_novice = 1.0
hit_probability_gd_stalker = 1.0
hit_probability_gd_veteran = 1.0
hit_probability_gd_master = 1.0
;-------------------------------------------------------------------------------
hud = wpn_vintorez_hud
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_vintorez
inv_name_short = st_wpn_vintorez
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 4
upgr_icon_x = 8
upgr_icon_y = 395
upgr_icon_width = 290
upgr_icon_height = 78
kill_msg_x = 98
kill_msg_y = 0
kill_msg_width = 78
kill_msg_height = 25
;---------------------------------------------------------------------------------
position = -0.026, -0.097, 0.0
orientation = 0, 0, 0
fire_point = 0.000000,0.137000,0.649000
fire_point2 = 0.0, 0.097, 0.722
;flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = -0.020000,0.167000,0.082000
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_vintorez\wpn_vintorez.ogf
light_disabled = true
light_color = 0.6,0.5,0.3
light_range = 0.01
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 4
;addons
scope_status = 1
silencer_status = 1
grenade_launcher_status = 0
scope_texture = wpn_crosshair
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 15 ;ÏÑÎ-1 4X
scope_name = wpn_addon_scope
scope_x = 78
scope_y = 0
silencer_name = wpn_addon_silencer
silencer_x = 221
silencer_y = 16
grenade_launcher_name = wpn_addon_grenade_launcher_m203
grenade_launcher_x = 109
grenade_launcher_y = 30
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_vintorez_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\groza_reload, 0.7
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\w_ak74_shot1
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time = 0.2
[wpn_vintorez_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_vintorez\wpn_vintorez_hud.ogf
hands_position = -0.053000,-0.196500,0.250499
hands_orientation = 0.300000,1.849999,-0.000001
hands_position_16x9 = -0.047500,-0.203500,0.194999
hands_orientation_16x9 = 0.800000,1.650000,-2.500000
aim_hud_offset_pos = -0.112000,0.029500,-0.118000
aim_hud_offset_rot = 0.010000,0.002500,-0.010000
aim_hud_offset_pos_16x9 = -0.092000,0.0149500,-0.038000
aim_hud_offset_rot_16x9 = 0.010000,0.002500,-0.010000
item_position = 0.007119,0.019630,0.009658
item_orientation = -15.646272,-3.230760,364.546112
shell_point = 0.023,0.042,0.129
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0,0.037,0.626
fire_bone = wpn_body
fire_point2 = -0.014000,0.010000,-0.037000
fire_bone2 = wpn_body
anm_show = vintorez_draw
anm_hide = vintorez_holster
anm_idle = vintorez_idle
anm_idle_sprint = vintorez_idle_sprint
anm_idle_moving = vintorez_idle_moving
anm_shots = vintorez_shoot
anm_reload = vintorez_reload
anm_idle_aim = vintorez_idle_aim
;anm_switch = vintorez_switch_off
;anm_switch_g = vintorez_switch_on
anm_bore = vintorez_idle_bore
;anm_hide_w_gl = vintorez_holster_w_gl
;anm_show_w_gl = vintorez_draw_w_gl
;anm_idle_w_gl = vintorez_idle_w_gl
;anm_shots_w_gl = vintorez_shoot_w_gl
;anm_reload_w_gl = vintorez_reload_w_gl
;anm_idle_w_gl_aim = vintorez_idle_w_gl_aim
;anm_idle_sprint_w_gl = vintorez_idle_sprint_w_gl
;anm_idle_moving_w_gl = vintorez_idle_moving_w_gl
;anm_bore_w_gl = vintorez_idle_bore
;anm_show_g = vintorez_draw_grenade
;anm_hide_g = vintorez_holster_grenade
;anm_idle_g = vintorez_idle_grenade
;anm_reload_g = vintorez_reload_grenade
;anm_idle_g_aim = vintorez_idle_grenade
;anm_shots_g = vintorez_shoot_grenade
;anm_idle_sprint_g = vintorez_idle_sprint_grenade
;anm_idle_moving_g = vintorez_idle_moving_grenade
;anm_bore_g = vintorez_idle_bore
gl_hud_offset_pos = -0.053000,-0.059000,0.000000
gl_hud_offset_rot = -0.145000,0.000000,0.000000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
grenade_bone = grenade
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------
[wpn_vintorez_nimble]:wpn_vintorez
$spawn = "weapons\unique\vintorez_nimble" ; option for Level Editor
inv_name = st_wpn_vintorez_nimble
description = st_wpn_vintorez_nimble_descr
cost = 15000
hit_power = 0.65, 0.65, 0.65, 0.65
hit_impulse = 140
bullet_speed = 320
rpm = 375
fire_dispersion_base = 0.12 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.2f
crosshair_inertion = 6
;îòäà÷à
cam_return = 1
cam_relax_speed = 3.5 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_dispersion = 0.32 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.17 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.5 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.6
PDM_disp_vel_factor = 2.4
PDM_disp_accel_factor = 2.4
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 3.5 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.18
zoom_cam_dispersion_inc = 0.1
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 0.25
fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå

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[wpn_walther]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\walther" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_LR300
description = st_wpn_walther_descr
ef_weapon_type = 5
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
;-------------------------------------------------------------------------------
cost = 1200 ; the price of the item
inv_weight = 0.69
upgrades = up_gr_firstab_walther, up_gr_seconab_walther, up_gr_thirdab_walther, up_gr_fourtab_walther, up_gr_fifthab_walther
installed_upgrades =
upgrade_scheme = upgrade_scheme_walther
;----TTX--------------------------------------------------------------------------
hit_power = 0.36, 0.36, 0.36, 0.36
hit_impulse = 75
hit_type = fire_wound
fire_distance = 200
bullet_speed = 225
rpm = 205
rpm_empty_click = 120
use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
time_to_aim = 3.0
hud = wpn_walther_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.006
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.06
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.0023
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0023
ammo_elapsed = 16
ammo_mag_size = 16 ; clip (magazine) size
fire_modes = 1;, 3
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp
grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades
launch_speed = 0
hand_dependence = 1
single_handed = 1
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
reload_dof = 0.0, 0.5, 5, 1.7
;---äèñïåðñèÿ---------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.17 ;0.15 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.0
crosshair_inertion = 2.40
;îòäà÷à
cam_return = 0
cam_relax_speed = 8 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 0.75 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 0.75 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle = 5.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
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
PDM_disp_base = 0.5
PDM_disp_vel_factor = 1.1
PDM_disp_accel_factor = 1.1
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.3
zoom_cam_dispersion_inc = 0.75
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 5.0
zoom_cam_max_angle_horz = 10.0
zoom_cam_step_angle_horz = 1.5
fire_dispersion_condition_factor = 7 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 1 ; // secondary
animation_slot = 1 ; type of the animation that will be used
inv_name = st_wpn_walther
inv_name_short = st_wpn_walther
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 26
upgr_icon_x = 569
upgr_icon_y = 8
upgr_icon_width = 249
upgr_icon_height = 117
kill_msg_x = 168
kill_msg_y = 178
kill_msg_width = 27
kill_msg_height = 23
;-------------------------------------------------------------------------------
position = -0.026, -0.125, -0.03
orientation = 0, -10, 0
fire_point = 0.0, 0.133, 0.161
fire_point2 = 0.0, 0.133, 0.161
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
;strap_position = -0.1,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = 1.57,0,0 ; (3rd person view)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
startup_ammo = 90
visual = dynamics\weapons\wpn_walter99\wpn_walter99.ogf
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;addons
scope_status = 0 ; 0 - no addon
silencer_status = 0 ; 1 - permanent
grenade_launcher_status = 0 ; 2 - attachable
zoom_enabled = true
zoom_rotate_time = 0.25
scope_zoom_factor = 55 ; fov for zoom mode
scope_name = wpn_addon_scope ; section name for the attachable scope
scope_x = 47 ; offset in inventory icon
scope_y = 0
;silencer_name = wpn_addon_silencer ; section name for the attachable silencer
;silencer_x = 39 ; offset in inventory icon
;silencer_y = -14
grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x = 126 ; offset in inventory icon
grenade_launcher_y = 24
;çâóêè
snd_draw = weapons\walther_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_walther_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pistol_reload, 0.8
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5
snd_bore = weapons\mp5_bore
snd_bore1 = weapons\draw_silent
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\n_pb_shot
silencer_light_color = 0.6,0.5,0.3
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_walther_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
;hands_position = -0.026000,-0.155000,0.016000
;hands_orientation = -0.500000,1.000000,-1.300001
;hands_position_16x9 = 0.007000,-0.171500,0.039000
;hands_orientation_16x9 = 0.700000,1.250000,2.099998
;item_position = 0.000746,-0.000321,0.003479
;item_orientation = 1.239378,-0.134046,-2.052052
item_position = 0.000605,-0.000185,-0.000516
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\weapons\wpn_walter99\wpn_walter99_hud.ogf
attach_place_idx = 0
shell_point = 0.009,0.043,0.469
shell_bone = wpn_body
fire_point = 0,0.04,0.15
fire_bone = wpn_body
anm_show = walter99_draw
anm_show_empty = walter99_draw, walter99_opened
anm_hide = walter99_holster
anm_hide_empty = walter99_holster, walter99_opened
anm_idle = walter99_idle
anm_idle_empty = walter99_idle, walter99_opened
anm_shots = walter99_shoot
anm_shot_l = walter99_shoot, walter99_open
anm_idle_aim = walter99_idle_aim
anm_idle_aim_empty = walter99_idle_aim, walter99_opened
anm_reload = walter99_reload
anm_reload_empty = walter99_reload, walter99_close
anm_idle_moving = walter99_idle_moving
anm_idle_moving_empty = walter99_idle_moving, walter99_opened
anm_idle_sprint = walter99_idle_sprint
anm_idle_sprint_empty = walter99_idle_sprint, walter99_opened
anm_bore = walter99_idle_bore
anm_bore_empty = walter99_idle_bore, walter99_opened
aim_hud_offset_pos = -0.109500,0.031500,0.000000
aim_hud_offset_rot = -0.012500,0.007500,-0.030000
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = -0.171499,0.057000,0.000000
aim_hud_offset_rot_16x9 = 0.017500,0.057500,0.022500
;-----------------------------------------------------------------------------
; Óíèêàëüíûå
;-----------------------------------------------------------------------------

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[wpn_wincheaster1300]: identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\winchester1300" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_ASHTG
description = st_wpn_wincheaster1300_descr
ef_main_weapon_type = 1
ef_weapon_type = 9
;----------------------------------------------------------------------------
cost = 2400
weapon_class = shotgun
inv_weight = 3.0
upgrades = up_gr_firstab_wincheaster1300, up_gr_seconab_wincheaster1300, up_gr_thirdab_wincheaster1300, up_gr_fourtab_wincheaster1300
installed_upgrades =
upgrade_scheme = upgrade_scheme_wincheaster1300
;--TTX----------------------------------------------------------------------------
hit_power = 0.51, 0.51, 0.51, 0.51
hit_impulse = 120
hit_type = fire_wound
fire_distance = 100
bullet_speed = 230 ;íà÷àëüíàÿ ñêîðîñòü ïóëè
rpm = 85 ;60 = 1 ñåêóíäà
hud = wpn_winchester1300_hud
misfire_probability = 0.005 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.003
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.0035
tri_state_reload = on
ammo_elapsed = 7
ammo_mag_size = 7
ammo_class = ammo_12x70_buck, ammo_12x76_zhekan
fire_modes = 1
;--äèñïåðñèÿ----------------------------------------------------------------------------
;áàçîâàÿ äèñïåðñèÿ
fire_dispersion_base = 0.3 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
control_inertion_factor = 1.3f
crosshair_inertion = 6.85
;îòäà÷à
cam_return = 0
cam_relax_speed = 10 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
cam_relax_speed_ai = 360
cam_dispersion = 3.0 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
cam_dispersion_inc = 2.0 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
cam_dispersion_frac = 0.7
cam_max_angle = 15.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
cam_max_angle_horz = 15.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 3.0 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 0.5
PDM_disp_vel_factor = 2.0
PDM_disp_accel_factor = 2.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 10 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 3.0
zoom_cam_dispersion_inc = 2.5
zoom_cam_dispersion_frac = 0.7
zoom_cam_max_angle = 15.0
zoom_cam_max_angle_horz = 15.0
zoom_cam_step_angle_horz = 3.0
fire_dispersion_condition_factor = 2.5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
;---DOF-------------------------------------------------------------------------
zoom_dof = 0.5, 1.0, 180
;reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.70
hit_probability_gd_stalker = 0.70
hit_probability_gd_veteran = 0.70
hit_probability_gd_master = 0.70
;-------------------------------------------------------------------------------
position = -0.024, -0.097, 0.
orientation = 0, -4, 0 ;çíà÷åíèå óñòàíàâëèâàåòñÿ â ãðàäóñàõ
shell_point = 0.0, 0.180, 0.647
shell_particles = weapons\generic_shells_shotgun
fire_point = 0.0, 0.158, 0.647
fire_point2 = 0.0, 0.158, 0.647
hand_dependence = 1
single_handed = 0
slot = 2 ; // secondary
animation_slot = 9 ; type of the animation that will be used
inv_name = st_wpn_wincheaster1300
inv_name_short = st_wpn_wincheaster1300
inv_grid_width = 5
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 5
upgr_icon_x = 8
upgr_icon_y = 533
upgr_icon_width = 293
upgr_icon_height = 59
kill_msg_x = 171
kill_msg_y = 104
kill_msg_width = 75
kill_msg_height = 20
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
;--STRAP PARAMETERS-----------------------------------------------------------------
;ïîä ìèøêîé
strap_position = -0.26,-0.10,0.05 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_winchester1300\wpn_winchester1300.ogf
light_color = 0.6,0.5,0.3
light_range = 6.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 0
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
scope_zoom_factor = 55
;çâóêè
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_spas12_shot
snd_empty = weapons\generic_empty
snd_reload = weapons\spas12_reload_end
snd_shoot_duplet = weapons\n_spas12_shot
snd_open_weapon = weapons\draw_silent
snd_add_cartridge = weapons\spas12_reload
snd_close_weapon = weapons\spas12_reload_end
[wpn_winchester1300_hud]:hud_base
shell_point = 0.02,0.072,0.228
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0, 0.075, 0.937
fire_bone = wpn_body
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_winchester1300\wpn_winchester1300_hud
hands_position = -0.119500,-0.120500,0.185001
hands_orientation = 1.050001,1.700001,3.449997
hands_position_16x9 = -0.131500,-0.138500,0.187499
hands_orientation_16x9 = 1.699999,2.999999,3.449998
item_position = 0.003519,0.010573,-0.003368
item_orientation = 0.045015,1.047468,0.056850
aim_hud_offset_pos = -0.110000,0.093500,0.000000
aim_hud_offset_rot = 0.042500,0.012500,-0.02500
aim_hud_offset_pos_16x9 = -0.100500,0.115500,0.000000
aim_hud_offset_rot_16x9 = 0.067500,0.022500,-0.017500
;aim_hud_offset_pos_16x9 = -0.044000,0.077000,0.000000
;aim_hud_offset_rot_16x9 = 0.032500,0.002500,0.000000
anm_show = winchester1300_draw
anm_hide = winchester1300_holster
anm_idle = winchester1300_idle
anm_idle_aim = winchester1300_idle_aim
anm_idle_moving = winchester1300_idle_moving
anm_idle_sprint = winchester1300_idle_sprint
anm_bore = winchester1300_idle_bore
anm_shots = winchester1300_shoot
anm_open = winchester1300_reload_start
anm_add_cartridge = winchester1300_reload
anm_close = winchester1300_reload_end
;-----------------------------------------------------------------------------
; "Õèùíèê" Çâåðîáîÿ
;-----------------------------------------------------------------------------
[wpn_wincheaster1300_trapper]:wpn_wincheaster1300
$spawn = "weapons\wpn_wincheaster1300_trapper" ; option for Level Editor
inv_name = st_wpn_wincheaster1300_trapper
description = st_wpn_wincheaster1300_trapper_descr
cost = 5000
rpm = 105 ;60 = 1 ñåêóíäà
hit_power = 0.6, 0.6, 0.6, 0.6
hit_impulse = 150

View file

@ -0,0 +1,524 @@
[upgrade_section_a]
cost = 17
ammo_mag_size = 4777
hit_power = 0.71, 0.72, 0.73, 0.74
bullet_speed = 6100
rpm = 6000
[upgrade_section_b]
cost = 51
hit_power = 0.81
[upgrade_section_c]
cost = 51
hit_power = 0.82
ammo_limit = 1589
rpm = 1000
hit_impulse = 45
[upgrade_section_d]
cost = 51
hit_power = 0.83
[upgrade_section_e]
cost = 51
hit_power = 0.84
[upgrade_section_f]
cost = 51
hit_power = 0.85
[upgrade_section_g]
cost = 51
hit_power = 0.86
[upgrade_section_h]
cost = 51
hit_power = 0.87
[upgrade_section_i]
cost = 52
hit_power = 0.88
rpm = 1105
[upgrade_section_j]
cost = 53
hit_power = 0.89
[upgrade_section_ac]
cost = 44
[upgrade_section_bd]
cost = 51
[upgrade_section_eg]
cost = 51
[upgrade_section_fh]
cost = 8851
[upgrade_section_i2]
cost = 61
[upgrade_section_j2]
cost = 62
[upgrade_section_aceg]
cost = 77751
[upgrade_section_bdfh]
cost = 151
[upgrade_section_i3]
cost = 151
[upgrade_section_j3]
cost = 151
[upgrade_a]
scheme_index = 0, 0
known = 1
effects = upgrade_group_exclusive_ac
section = upgrade_section_a
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_a
description = "st_description_a inventory_upgrades prereq _tooltip _functor_a in ventory_ upgrades. prereq_t oolti p_functor_a inven tory_upgrades. prereq_to oltip_functor_a inventory_upgrade .prereq_tooltip_functor_a inventory_up rades .prereq_tooltip_functor_a inventor y_upgra des.p rer eq_tooltip_ functor_a invento ry_up grades.pre req_toolti p_functor_a"
icon = ui_temp_item_01 ;;icon_string_from_xml
[upgrade_b]
scheme_index = 0, 1
known = 1
effects = upgrade_group_exclusive_bd
section = upgrade_section_b
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_b
description = st_description_b
icon = ui_temp_item_02
[upgrade_c]
scheme_index = 0, 2
known = 1
effects = upgrade_group_exclusive_ac
section = upgrade_section_c
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_c
description = st_description_c
icon = ui_temp_item_03
[upgrade_d]
scheme_index = 0, 3
known = 0
effects = upgrade_group_exclusive_bd
section = upgrade_section_d
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_d
description = st_description_d
icon = ui_temp_item_02
[upgrade_e]
scheme_index = 0, 4
known = 1
effects = upgrade_group_exclusive_eg
section = upgrade_section_e
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_e
description = st_description_e
icon = ui_temp_item_01
[upgrade_f]
scheme_index = 0, 5
known = 0
effects = upgrade_group_exclusive_fh
section = upgrade_section_f
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_f
description = st_description_f
icon = ui_temp_item_03
[upgrade_g]
scheme_index = 0, 6
known = 1
effects = upgrade_group_exclusive_eg
section = upgrade_section_g
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_g
description = st_description_g
icon = ui_temp_item_01
[upgrade_h]
scheme_index = 0, 7
known = 0
effects = upgrade_group_exclusive_fh
section = upgrade_section_h
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here_h
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_h
description = st_description_h
icon = ui_temp_item_02
[upgrade_i]
scheme_index = 0, 8
known = 1
effects = upgrade_group_exclusive_i2
section = upgrade_section_i
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_i
description = st_description_i
icon = ui_temp_item_01
[upgrade_j]
scheme_index = 0, 9
known = 0
effects = upgrade_group_exclusive_j2
section = upgrade_section_j
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_j
description = st_description_j
icon = ui_temp_item_03
[upgrade_ac]
scheme_index = 1, 0
known = 1
effects = upgrade_group_exclusive_aceg
section = upgrade_section_ac
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_ac
description = st_description_ac
icon = ui_temp_item_03
[upgrade_bd]
scheme_index = 1, 1
known = 0
effects = upgrade_group_exclusive_bdfh
section = upgrade_section_bd
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_bd
description = st_description_bd
icon = ui_temp_item_02
[upgrade_eg]
scheme_index = 1, 2
effects = upgrade_group_exclusive_aceg
section = upgrade_section_eg
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_eg
description = st_description_eg
icon = ui_temp_item_01
[upgrade_fh]
scheme_index = 1, 3
effects = upgrade_group_exclusive_bdfh
section = upgrade_section_fh
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_fh
description = st_description_fh
icon = ui_temp_item_02
[upgrade_i2]
scheme_index = 1, 4
effects = upgrade_group_exclusive_i3
section = upgrade_section_i2
known = 0
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_i2
description = st_description_2
icon = ui_temp_item_03
[upgrade_j2]
scheme_index = 1, 5
effects = upgrade_group_exclusive_j3
section = upgrade_section_j2
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_j2
description = "st_description_j2fff"
icon = ui_temp_item_02
[upgrade_aceg]
scheme_index = 2, 0
effects =
section = upgrade_section_aceg
known = 1
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_aceg
description = st_description_aceg
icon = ui_temp_item_03
[upgrade_bdfh]
scheme_index = 2, 1
effects =
section = upgrade_section_bdfh
known = 0
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_bdfh
description = st_description_bdfh
icon = ui_temp_item_02
[upgrade_i3]
scheme_index = 2, 2
effects =
section = upgrade_section_i3
known = 0
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_i3
description = st_description_i3
icon = ui_temp_item_01
[upgrade_j3]
scheme_index = 2, 3
effects =
section = upgrade_section_j3
known = 0
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params = money(1000), item(habar)
name = st_upgrade_name_j3
description = st_description_j3
icon = ui_temp_item_02
[upgrade_group_exclusive_ab]
elements = upgrade_a, upgrade_b
[upgrade_group_exclusive_cd]
elements = upgrade_c, upgrade_d
[upgrade_group_exclusive_ef]
elements = upgrade_e, upgrade_f
[upgrade_group_exclusive_gh]
elements = upgrade_g, upgrade_h
[upgrade_group_exclusive_i]
elements = upgrade_i
[upgrade_group_exclusive_j]
elements = upgrade_j
[upgrade_group_exclusive_ac]
elements = upgrade_ac
[upgrade_group_exclusive_bd]
elements = upgrade_bd
[upgrade_group_exclusive_eg]
elements = upgrade_eg
[upgrade_group_exclusive_fh]
elements = upgrade_fh
[upgrade_group_exclusive_i2]
elements = upgrade_i2
[upgrade_group_exclusive_j2]
elements = upgrade_j2
[upgrade_group_exclusive_aceg]
elements = upgrade_aceg
[upgrade_group_exclusive_bdfh]
elements = upgrade_bdfh
[upgrade_group_exclusive_i3]
elements = upgrade_i3
[upgrade_group_exclusive_j3]
elements = upgrade_j3
;[weapon_section]
;upgrades = upgrade_group_exclusive_ab, upgrade_group_exclusive_cd, upgrade_group_exclusive_ef, upgrade_group_exclusive_gh, upgrade_group_exclusive_i, upgrade_group_exclusive_j
;installed_upgrades = upgrade_c, upgrade_a
;upgrade_scheme = upgrade_scheme_u20

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