[wpn_binoc]:identity_immunities,weapon_probability,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\binocular" $npc = on ; option for Level Editor $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_BINOC hud = wpn_binoc_hud ef_main_weapon_type = 5 ef_weapon_type = 0 ;---DOF------------------------------------------------------------------------- ;zoom_dof = -1.0, 10.0, 350 reload_dof = 0.0, 0.5, 5, 1.7 ;------------------------------------------------------------------------------- flame_particles = weapons\generic_weapon05 smoke_particles = weapons\generic_shoot_00 fire_point = 0.0, 0.133, 0.161 shell_point = 0.0, 0.133, 0.047 shell_dir = 0.0, 0.0, 0.4 shell_particles = weapons\generic_shells position = -0.08 , -0.05 , 0.05 normal = 0, 1, 0 direction = 0, 0, 1 orientation = 0 , -90, 70 attach_angle_offset = 3.080506,-1.493053,-1.202040 ;устанавливается в радианах Angle*PI/180 attach_position_offset = 0.080000,0.021273,0.100000 attach_bone_name = bip01_r_hand auto_attach = false visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf description = st_binocular_descr hand_dependence = 1 single_handed = 0 slot = 4 ; // binocular animation_slot = 13 ; type of the animation that will be used default_to_ruck = false sprint_allowed = true control_inertion_factor = 1 ammo_limit = 0 ammo_current = 0 ammo_elapsed = 0 ammo_mag_size = 0 ammo_class = ammo_9x19_fmj inv_name = st_binocular_name inv_name_short = st_binocular_name inv_weight = 1.0 show_ammo = false inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 8 min_radius = 100 max_radius = 150 cost = 800 cam_relax_speed = 5.5 cam_dispersion = 2 cam_max_angle = 5 cam_max_angle_horz = 5.0 cam_step_angle_horz = 0.5 disp_vel_factor = 0.1 disp_crouch_factor = 0.75 disp_jump_factor = 3 ph_mass = 1 scope_status = 1 silencer_status = 0 grenade_launcher_status = 0 zoom_enabled = true scope_texture = wpn_crosshair_bino scope_zoom_factor = 7.5 fire_dispersion_base = 0.1 cam_relax_speed = 1.5 cam_dispersion = 1.5 cam_max_angle = 7 cam_max_angle_horz = 10.0 cam_step_angle_horz = 1.5 fire_dispersion_condition_factor = 5 misfire_probability = 0.0001 ;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 = 0.001 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.02 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.00001 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.00002 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 hit_power = 1 hit_impulse = 1 hit_type = fire_wound fire_distance = 1 bullet_speed = 1 rpm = 1 rpm_empty_click = 1 light_color = 0.6,0.5,0.3 light_range = 3.0 light_var_color = 0.05 light_var_range = 0.5 light_time = 0.2 snd_draw = weapons\generic_draw snd_holster = weapons\generic_holster snd_gyro = weapons\binoculars_gyro snd_zoomin = weapons\binoculars_zoomin snd_zoomout = weapons\binoculars_zoomout snd_shoot = weapons\n_pb_shot snd_empty = weapons\pistol_empty snd_reload = weapons\pm_reload, 0.8 snd_close = weapons\generic_close vision_present = true vis_frame_speed = 4 ; скорость, с которой наводится рамка на цель vis_frame_color = 0.7,0.7,0.7,1.0 ; цвет рамки RGBA (A) Не учитывается found_snd = detectors\DA-2_beep1 catch_snd = detectors\DA-2_beep1 [wpn_binoc_hud]:hud_base zoom_hide_crosshair = true hands_position = -0.008000,-0.244998,0.371497 hands_orientation = 5.450003,2.649999,-1.200001 hands_position_16x9 = -0.008500,-0.250998,0.319998 hands_orientation_16x9 = 5.850004,5.450003,-0.950000 item_position = 0.000746,-0.000321,0.003479 item_orientation = 1.239378,-0.134046,-2.052052 item_visual = dynamics\devices\dev_binoculars\dev_binoculars_hud attach_place_idx = 0 anm_show = binoculars_draw anm_hide = binoculars_holster anm_idle = binoculars_idle anm_idle_aim = binoculars_idle anm_idle_moving = binoculars_idle_moving anm_idle_sprint = binoculars_idle_sprint anm_bore = binoculars_idle_bore aim_hud_offset_pos = 0.0,0.022,0.0 aim_hud_offset_rot = 0.0,0.0,0.0 aim_hud_offset_pos_16x9 = 0.0,0.022,0.0 aim_hud_offset_rot_16x9 = 0.0,0.0,0.0 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