;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; 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