[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 ;Поддерживается ли первая суппер пуля time_to_aim = 3.0 hud = wpn_mp5_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 = 0.004 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.057 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0012 ;увеличение изношености при выстреле очередью 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 ;---дисперсия--------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.32 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.1f crosshair_inertion = 4.35 ;отдача cam_return = 0 cam_relax_speed = 5 ;скорость возврата в исходное положение cam_relax_speed_ai = 120.75 cam_dispersion = 0.5 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 0.25 ;увеличениe cam_dispersion с каждым выстрелом cam_dispersion_frac = 1.0 ;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac) cam_max_angle = 50.0 ;максимальный угол отдачи 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 ;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 ; // 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----------------------------------------------------------------- ;под мишкой 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 ;звуки 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 ;----------------------------------------------------------------------------- ; Уникальные ;----------------------------------------------------------------------------- [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