[wpn_svd]:identity_immunities,weapon_probability,default_weapon_params GroupControlSection = spawn_group $spawn = "weapons\svd" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_SVD description = st_wpn_svd_descr ef_main_weapon_type = 3 ef_weapon_type = 11 default_to_ruck = false sprint_allowed = true ;------------------------------------------------------------------------------- cost = 16000 weapon_class = sniper_rifle inv_weight = 4.9 upgrades = up_gr_firstab_svd, up_gr_seconab_svd, up_gr_thirdab_svd, up_gr_fourtab_svd, up_gr_fourtcd_svd, up_gr_fourtef_svd installed_upgrades = upgrade_scheme = upgrade_scheme_svd ;------TTX------------------------------------------------------------------------ hit_power = 0.8, 0.8, 0.8, 0.8 hit_impulse = 125 hit_type = fire_wound fire_distance = 200 bullet_speed = 730 ;830 ;начальная скорость пули rpm = 60 rpm_empty_click = 200 use_aim_bullet = false ;Поддерживается ли первая суппер пуля time_to_aim = 1.0 hud = wpn_svd_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 = 0.0055 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.055 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0055 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.0055 ammo_elapsed = 0 ammo_mag_size = 10 fire_modes = 1;, -1 ammo_class = ammo_7.62x54_7h1 hand_dependence = 1 single_handed = 0 ;------------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.1 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 2.2f crosshair_inertion = 9 ;отдача cam_return = 1 cam_relax_speed = 4.5 ;скорость возврата в исходное положение cam_relax_speed_ai = 360 ;скорость возврата в исходное положение cam_dispersion = 2.5 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 2.5 ;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 = 15.0 ;максимальный угол отдачи cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.25 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 2.0 PDM_disp_vel_factor = 4.0 PDM_disp_accel_factor = 4.0 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 zoom_cam_relax_speed = 0.75 ; scope & ironsight zoom_cam_relax_speed_ai = 120.75 zoom_cam_dispersion = 0.8 zoom_cam_dispersion_inc = 0.8 zoom_cam_dispersion_frac = 1.0 zoom_cam_max_angle = 10.0 zoom_cam_max_angle_horz = 5.0 zoom_cam_step_angle_horz = 0.25 fire_dispersion_condition_factor = 8 ;увеличение дисперсии в процентах при максимальном износе ;---DOF------------------------------------------------------------------------- ;zoom_dof = 0.5, 1.0, 350 reload_dof = 0.0, 0.5, 5, 2.2 ;----------------------------------------------------------------------------- holder_range_modifier = 2.15 ; во сколько раз увеличивается eye_range holder_fov_modifier = 1.0 ; во сколько раз увеличивается eye_fov min_radius = 0 max_radius = 100 hit_probability_gd_novice = 1 hit_probability_gd_stalker = 1 hit_probability_gd_veteran = 1 hit_probability_gd_master = 1 ;------------------------------------------------------------------------------- slot = 2 ; // secondary animation_slot = 2 ; type of the animation that will be used inv_name = st_wpn_svd inv_name_short = st_wpn_svd inv_grid_width = 6 inv_grid_height = 2 inv_grid_x = 0 inv_grid_y = 0 upgr_icon_x = 8 upgr_icon_y = 677 upgr_icon_width = 287 upgr_icon_height = 135 kill_msg_x = 0 kill_msg_y = 0 kill_msg_width = 98 kill_msg_height = 23 ;------------------------------------------------------------------------------- position = -0.026, -0.077, 0.00 orientation = 0, 0, 0 fire_point = 0.0, 0.129, 0.942 fire_point2 = 0.0, 0.129, 0.942 flame_particles = weapons\generic_weapon06 smoke_particles = weapons\generic_shoot_00 rpm_empty_click = 200 shell_point = 0.0, 0.129, 0.192 shell_dir = 0.0, 0.0, 0.4 shell_particles = weapons\generic_shells ;--STRAP PARAMETERS----------------------------------------------------------------- ;под мишкой strap_position = -0.15,-0.15,0.45 ; position (offset) and orientation of the weapon when it is strapped strap_orientation = -25,-189,65 ; (3rd person view in degrees) strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 startup_ammo = 10 visual = dynamics\weapons\wpn_svd\wpn_svd.ogf light_disabled = false light_color = 0.6,0.5,0.3 light_range = 4.0 light_var_color = 0.05 light_var_range = 0.5 light_time = 0.2 ph_mass = 3 ;addons scope_status = 1; 2 ;1 silencer_status = 0 grenade_launcher_status = 0 zoom_enabled = true zoom_rotate_time = 0.25 scope_zoom_factor = 15; 67.5; 10 ;15 ;ПСО-1 4X scope_texture = wpn_crosshair scope_name = wpn_addon_scope scope_x = 60 scope_y = -2 silencer_smoke_particles = weapons\generic_shoot_00 snd_silncer_shot = weapons\n_pb_shot 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 ;звуки snd_draw = weapons\svd_draw snd_holster = weapons\generic_holster snd_shoot = weapons\n_svd_shot snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\svd_reload snd_close = weapons\generic_close snd_bore = weapons\draw_silent snd_bore1 = weapons\mp5_bore [wpn_svd_hud]:hud_base zoom_hide_crosshair = true attach_place_idx = 0 item_visual = dynamics\weapons\wpn_svd\wpn_svd_hud hands_position = -0.063500,-0.150999,0.099000 hands_orientation = -0.049999,0.750000,1.550001 hands_position_16x9 = -0.058500,-0.165999,0.045000 hands_orientation_16x9 = 0.650000,1.200000,0.800001 ;hands_position_16x9 = -0.045500,-0.161499,-0.026500 ;hands_orientation_16x9 = 3.299998,4.249998,0.800001 item_position = 0,0,0 item_orientation = 0,0,0 shell_point = 0.025,0.055,0.221 shell_dir = 0.0, 1.0, 0.0 shell_bone = wpn_body fire_point = 0,0.043,1.002 fire_bone = wpn_body aim_hud_offset_pos = -0.052500,0.016499,-0.123000 aim_hud_offset_rot = 0.000000,0.000000,0.000000 aim_hud_offset_pos_16x9 = -0.053500,0.024000,-0.055500 aim_hud_offset_rot_16x9 = 0.000000,0.000000,0.000000 gl_hud_offset_pos = 0,0,0 gl_hud_offset_rot = 0,0,0 lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0 anm_show = svd_draw anm_hide = svd_holster anm_shots = svd_shoot anm_reload = svd_reload anm_bore = svd_idle_bore anm_idle = svd_idle anm_idle_aim = svd_idle_aim anm_idle_moving = svd_idle_moving anm_idle_sprint = svd_idle_moving ;----------------------------------------------------------------------------- ; Уникальные ;----------------------------------------------------------------------------- [wpn_svd_nimble]:wpn_svd $spawn = "weapons\wpn_svd_nimble" inv_name = st_wpn_svd_nimble description = st_wpn_svd_nimble_descr cost = 18000 hit_power = 1.0, 1.0, 1.0, 1.0 hit_impulse = 125 hit_type = fire_wound fire_distance = 1000 bullet_speed = 900 ;начальная скорость пули ;------------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.07 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 2.2 ;отдача cam_return = 1 cam_relax_speed = 4.5 ;скорость возврата в исходное положение cam_relax_speed_ai = 360 ;скорость возврата в исходное положение cam_dispersion = 1.5 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 2.5 ;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 = 15.0 ;максимальный угол отдачи cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.25 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 1.0 PDM_disp_vel_factor = 4.0 PDM_disp_accel_factor = 4.0 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 zoom_cam_relax_speed = 1 ; scope & ironsight zoom_cam_relax_speed_ai = 120.75 zoom_cam_dispersion = 0.65 zoom_cam_dispersion_inc = 0.65 zoom_cam_dispersion_frac = 1.0 zoom_cam_max_angle = 10.0 zoom_cam_max_angle_horz = 5.0 zoom_cam_step_angle_horz = 0.25 fire_dispersion_condition_factor = 6