[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 ;вероятность осечки при максимальном износе !!!old - now not working ;изношенность, при которой появляется шанс осечки misfire_start_condition = 0.6 ;изношеность при которой шанс осечки становится константным misfire_end_condition = 0.1 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = 0.002 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.03 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0065 ;увеличение изношености при выстреле очередью 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 ;----дисперсия-------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.44 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.0f crosshair_inertion = 4.7 ;отдача cam_return = 1 cam_relax_speed = 4.0 ;скорость возврата в исходное положение cam_relax_speed_ai = 360 cam_dispersion = 5.5 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 5.5 ;увеличениe cam_dispersion с каждым выстрелом cam_dispersion_frac = 0.5 ;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac) cam_max_angle = 15 ;максимальный угол отдачи 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 ;увеличение дисперсии в процентах при максимальном износе ;------------------------------------------------------------------------------- holder_range_modifier = 1.0 ; во сколько раз увеличивается eye_range holder_fov_modifier = 1.0 ; во сколько раз увеличивается 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 ;значение устанавливается в градусах 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----------------------------------------------------------------- ;под мишкой strap_position = -0.26,-0.11,0.15 strap_orientation = -15,-9,110 ;на спине 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 ;звуки 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 ;----------------------------------------------------------------------------- ; Уникальные ;-----------------------------------------------------------------------------