[up_sect_firsta_abakan] ;Отдача(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 в остатке] zoom_cam_dispersion = -0.09 ;0.5 [0.093 в остатке] zoom_cam_dispersion_inc = -0.045 ;0.5 zoom_cam_step_angle_horz = -0.09 ;1.0 [0.505 в остатке] [up_sect_firstc_abakan] ;Надежность(2)15% ;--------------- cost = 1050 value = +15 ;увеличение дисперсии в процентах при максимальном износе fire_dispersion_condition_factor = -1 ;15 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.0001 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.0001 ;0.0011 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = -0.0015 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = -0.02 ;0.03 [up_sect_firste_abakan] ;Скорострельность(3)25% ;---------------------- cost = 1300 value = +25 rpm = +125 ;650 [up_sect_firstf_abakan] ;Отдача(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] ;Настильность(1)10% ;------------------ cost = 700 value = +10 bullet_speed = +50 ;550 fire_dispersion_base = -0.01 [up_sect_seconc_abakan] ;Точность(2)20% ;--------------- cost = 1050 value = +20 fire_dispersion_base = -0.06 ;0.07 fire_dispersion_condition_factor = -1 ;15 [up_sect_second_abakan] ;Скорострельность(2)15% ;---------------------- cost = 1050 value = +15 rpm = +90 ;650 [up_sect_secone_abakan] ;Настильность(3)30% ;------------------ cost = 1300 value = +30 bullet_speed = +90 ;550 fire_dispersion_base = -0.03 [up_sect_thirda_abakan] ;Надежность(1)10% ;--------------- cost = 700 value = +10 ;увеличение дисперсии в процентах при максимальном износе fire_dispersion_condition_factor = -1 ;15 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = -0.001 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = -0.01 ;0.03 [up_sect_thirdc_abakan] ;Настильность(2)20% ;------------------ cost = 1050 value = +20 bullet_speed = +70 ;550 fire_dispersion_base = -0.02 [up_sect_thirdd_abakan] ;Отдача(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] ;Точность(3)30% cost = 1300 value = +30 fire_dispersion_base = -0.09 ;0.07 fire_dispersion_condition_factor = -1 ;15 [up_sect_fourta_abakan] ;Вес ;------------------ 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] ;Удобство(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] ;Удобство(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] ;Настильность(3)30% ;------------------ cost = 1300 value = +30 bullet_speed = +90 ;550 fire_dispersion_base = -0.03 [up_sect_fiftha_abakan] ;Крепление подствольника ;------------------ 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