[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 ;-ТТХ--------------------------------------------------------------------------- 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 ;Поддерживается ли первая суппер пуля time_to_aim = 1.0 hud = wpn_ak74u_hud ; name of the section of the 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 = 0.003 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.047 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0014 ;увеличение изношености при выстреле очередью 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 ;----Дисперсия--------------------------------------------------------------------------- fire_dispersion_base = 0.35 ;0.19 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.1 crosshair_inertion = 5.50 ;params of weapon recoil cam_return = 0 cam_relax_speed = 10 ;скорость возврата в исходное положение cam_relax_speed_ai = 120.75 cam_dispersion = 1.2 ;увеличения угла (в градусах) с первым выстрелом cam_dispersion_inc = 0.6 ;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 = 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 ;увеличение дисперсии в процентах при максимальном износе 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 ; во сколько раз увеличивается eye_range holder_fov_modifier = 1.0 ; во сколько раз увеличивается 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----------------------------------------------------------------- ;под мишкой 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 ;звуки 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 ;----------------------------------------------------------------------------- ; Уникальные ;----------------------------------------------------------------------------- [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