[wpn_spas12]:identity_immunities,weapon_probability,default_weapon_params GroupControlSection = spawn_group $spawn = "weapons\spas12" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_ASHTG description = st_wpn_spas12_descr ef_main_weapon_type = 1 ef_weapon_type = 9 ;----------------------------------------------------------------------------- cost = 5300 weapon_class = shotgun inv_weight = 4.4 upgrades = up_gr_firstab_spas12, up_gr_seconab_spas12, up_gr_thirdab_spas12, up_gr_fourtab_spas12 installed_upgrades = upgrade_scheme = upgrade_scheme_spas12 ;------------------------------------------------------------------------------- hit_power = 0.51, 0.51, 0.51, 0.51 hit_impulse = 120 hit_type = fire_wound fire_distance = 100 ;1000 bullet_speed = 220 ;начальная скорость пули rpm = 115 hud = wpn_spas12_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 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.003 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.0035 tri_state_reload = on ammo_elapsed = 8 ammo_mag_size = 8 fire_modes = 1, -1 ammo_class = ammo_12x70_buck, ammo_12x76_zhekan ;-----дисперсия------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.3 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.4f crosshair_inertion = 7.15 ;отдача cam_return = 0 cam_relax_speed = 20 ;скорость возврата в исходное положение cam_relax_speed_ai = 360 cam_dispersion = 5.0 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 1.5 ;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 = 30.0 ;максимальный угол отдачи cam_max_angle_horz = 30.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 5.0 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 0.5 PDM_disp_vel_factor = 2.0 PDM_disp_accel_factor = 2.0 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 = 5.0 zoom_cam_dispersion_inc = 1.5 zoom_cam_dispersion_frac = 0.7 zoom_cam_max_angle = 15.0 zoom_cam_max_angle_horz = 15.0 zoom_cam_step_angle_horz = 5.0 fire_dispersion_condition_factor = 2.5 ;увеличение дисперсии в процентах при максимальном износе ;---DOF------------------------------------------------------------------------- zoom_dof = 0.5, 1.0, 180 ;reload_dof = 0.0, 0.5, 5, 1.7 ;------------------------------------------------------------------------------- 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 ;------------------------------------------------------------------------------- position = -0.024, -0.081, 0. orientation = 0, 0, 0 ;значение устанавливается в градусах shell_point = 0.0, 0.138, 0.07 shell_particles = weapons\generic_shells_shotgun fire_point = 0.0, 0.133, 0.686 fire_point2 = 0.0, 0.103, 0.686 hand_dependence = 1 single_handed = 0 slot = 2 ; // secondary animation_slot = 9 ; type of the animation that will be used inv_name = st_wpn_spas12 inv_name_short = st_wpn_spas12 inv_grid_width = 5 inv_grid_height = 1 inv_grid_x = 12 inv_grid_y = 3 upgr_icon_x = 8 upgr_icon_y = 475 upgr_icon_width = 290 upgr_icon_height = 57 kill_msg_x = 91 kill_msg_y = 104 kill_msg_width = 80 kill_msg_height = 20 flame_particles = weapons\generic_weapon05 smoke_particles = weapons\generic_shoot_00 rpm_empty_click = 200 ;--STRAP PARAMETERS----------------------------------------------------------------- ;под мишкой strap_position = -0.26,-0.10,0.05 ; position (offset) and orientation of the weapon when it is strapped strap_orientation = -15,-9,110 ; (3rd person view in degrees) strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 startup_ammo = 10 visual = dynamics\weapons\wpn_spas12\wpn_spas12.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_spas12_shot snd_empty = weapons\generic_empty snd_reload = weapons\spas12_reload_end snd_shoot_duplet = weapons\n_spas12_shot snd_open_weapon = weapons\draw_silent snd_add_cartridge = weapons\spas12_reload snd_close_weapon = weapons\spas12_reload_end [wpn_spas12_hud]:hud_base shell_point = 0.028,0.052,0.0147 shell_dir = 0.0, 1.0, 0.0 shell_bone = wpn_body fire_point = 0, 0.051, 0.808 fire_bone = wpn_body attach_place_idx = 0 item_visual = dynamics\weapons\wpn_spas12\wpn_spas12_hud.ogf hands_position = -0.131000,-0.084001,0.197000 hands_orientation = 1.950000,-0.999998,3.349998 hands_position_16x9 = -0.122000,-0.142500,0.234499 hands_orientation_16x9 = 3.149998,1.050001,2.349999 item_position = 0.001394,0.007643,0.003674 item_orientation = -0.194673,-0.83 9747,-0.116095 aim_hud_offset_pos = -0.098000,0.051000,0.000000 aim_hud_offset_rot = 0.017500,0.025000,-0.022500 aim_hud_offset_pos_16x9 = -0.107500,0.119000,0.000000 aim_hud_offset_rot_16x9 = 0.052500,0.045000,-0.045000 ;aim_hud_offset_pos_16x9 = -0.046500,0.119000,0.000000 ;aim_hud_offset_rot_16x9 = 0.052500,0.010000,-0.015000 anm_show = spas12_draw anm_hide = spas12_holster anm_idle = spas12_idle anm_idle_aim = spas12_idle_aim anm_idle_moving = spas12_idle_moving anm_idle_sprint = spas12_idle_sprint anm_bore = spas12_idle_bore anm_shots = spas12_shoot anm_open = spas12_reload_start anm_add_cartridge = spas12_reload anm_close = spas12_reload_end anm_reload = spas12_reload ;----------------------------------------------------------------------------- ; Уникальные ;----------------------------------------------------------------------------- [wpn_spas12_nimble]:wpn_spas12 $spawn = "weapons\wpn_spas12_nimble" ; name and section in level editor inv_name = st_wpn_spas12_nimble description = st_wpn_spas12_nimble_descr cost = 5200 rpm = 180 ammo_mag_size = 10 fire_modes = 1, -1 ;-----дисперсия------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.3 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.4f ;отдача cam_return = 1 cam_relax_speed = 10 ;скорость возврата в исходное положение cam_relax_speed_ai = 360 cam_dispersion = 3.5 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 1.5 ;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 = 30.0 ;максимальный угол отдачи cam_max_angle_horz = 30.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 3.5 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 0.7 PDM_disp_vel_factor = 2.8 PDM_disp_accel_factor = 2.8 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 = 4.0 zoom_cam_dispersion_inc = 2.0 zoom_cam_dispersion_frac = 1.0 zoom_cam_max_angle = 15.0 zoom_cam_max_angle_horz = 15.0 zoom_cam_step_angle_horz = 4.0 scope_status = 0 silencer_status = 0 grenade_launcher_status = 0 launch_speed = 0 grenade_flame_particles = weapons\generic_weapon01