[wpn_fn2000]:identity_immunities,weapon_probability,default_weapon_params GroupControlSection = spawn_group $spawn = "weapons\fn-2000" $npc = on ; option for Level Editor $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_GROZA description = st_wpn_fn2000_descr ef_main_weapon_type = 2 ef_weapon_type = 8 default_to_ruck = false sprint_allowed = true control_inertion_factor = 1.0 ;------------------------------------------------------------------------------- cost = 14000 weapon_class = assault_rifle inv_weight = 4.6 upgrades = up_gr_firstab_fn2000, up_gr_seconab_fn2000, up_gr_thirdab_fn2000, up_gr_fourtab_fn2000, up_gr_fourtcd_fn2000, up_gr_fourtef_fn2000 ;, up_gr_fifthab_fn2000 installed_upgrades = upgrade_scheme = upgrade_scheme_fn2000 ;--TTX---------------------------------------------------------------------------- hit_power = 0.32, 0.32, 0.32, 0.32 hit_impulse = 100 hit_type = fire_wound fire_distance = 200 bullet_speed = 550 ;начальная скорость пули rpm = 670 rpm_empty_click = 200 grenade_vel = 32 ;76 use_aim_bullet = false ;Поддерживается ли первая суппер пуля time_to_aim = 1.0 hud = wpn_fn2000_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 = 0.005 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.06 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.001 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.001 ammo_elapsed = 30 ammo_mag_size = 30 hand_dependence = 1 single_handed = 0 ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap grenade_class = ammo_m209 fire_modes = 1, 3, -1 launch_speed = 32 ;-дисперсия----------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.2 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.2f crosshair_inertion = 6.30 ;отдача cam_return = 0 cam_relax_speed = 5 ;скорость возврата в исходное положение cam_relax_speed_ai = 120.75 cam_dispersion = 0.3 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 0.15 ;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 = 50.0 ;максимальный угол отдачи cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 1.2 ;(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 = 5 ; scope & ironsight zoom_cam_relax_speed_ai = 360 zoom_cam_dispersion = 0.3 zoom_cam_dispersion_inc = 0.15 zoom_cam_dispersion_frac = 1.0 zoom_cam_max_angle = 50.0 zoom_cam_max_angle_horz = 50.0 zoom_cam_step_angle_horz = 1.0 fire_dispersion_condition_factor = 11 ;увеличение дисперсии в процентах при максимальном износе ;---DOF------------------------------------------------------------------------- ;zoom_dof = 0.5, 1.0, 180 reload_dof = 0.0, 0.5, 5, 2 ;------------------------------------------------------------------------------- holder_range_modifier = 1.85 ; во сколько раз увеличивается eye_range holder_fov_modifier = 1.0 ; во сколько раз увеличивается eye_fov min_radius = 50 max_radius = 150 hit_probability_gd_novice = 0.80 hit_probability_gd_stalker = 0.80 hit_probability_gd_veteran = 0.80 hit_probability_gd_master = 0.80 ;------------------------------------------------------------------------------- slot = 2 ; // secondary animation_slot = 2 ; type of the animation that will be used inv_name = st_wpn_fn2000 inv_name_short = st_wpn_fn2000 inv_grid_width = 4 inv_grid_height = 2 inv_grid_x = 5 inv_grid_y = 9 upgr_icon_x = 300 upgr_icon_y = 395 upgr_icon_width = 292 upgr_icon_height = 118 kill_msg_x = 131 kill_msg_y = 123 kill_msg_width = 64 kill_msg_height = 30 ;------------------------------------------------------------------------------- position = -0.026, -0.132, 0.0 orientation = 0, 0, 0 fire_point = 0.000000,0.184,0.35 fire_point2 = 0.0, 0.123, 0.398 flame_particles = weapons\generic_weapon05 smoke_particles = weapons\generic_shoot_00 grenade_flame_particles = weapons\generic_weapon01 shell_point = -0.020000,0.186000,0.200000 shell_dir = 0.0, 1.0, 0.0 shell_particles = weapons\generic_shells ;--STRAP PARAMETERS----------------------------------------------------------------- strap_position = -0.15,-0.35,0.27 ; position (offset) and orientation of the weapon when it is strapped strap_orientation = -10,-3,10 ; (3rd person view in degrees)) strap_orientation = -10,-5,10 ; (3rd person view in degrees) strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 startup_ammo = 1000 visual = dynamics\weapons\wpn_fn2000\wpn_fn2000.ogf light_disabled = false light_color = 0.6,0.5,0.3 light_range = 4 light_var_color = 0.05 light_var_range = 0.1 light_time = 0.2 ph_mass = 4 ;addons scope_status = 1 silencer_status = 0 grenade_launcher_status = 1 zoom_enabled = true ; (on,off)zoom mode (right mouse button) zoom_rotate_time = 0.25 scope_zoom_factor = 50 ; fov for zoom mode scope_texture = wpn_crosshair_g36 lens_texture = wpn\wpn_crosshair_g36_lens lens_texture_x = 183 lens_texture_y = 75 lens_texture_w = 648 lens_texture_h = 648 scope_name = wpn_addon_scope_susat scope_x = 63 scope_y = -1 silencer_name = wpn_addon_silencer silencer_x = 169 silencer_y = 13 grenade_launcher_name = wpn_addon_grenade_launcher grenade_launcher_x = 95 grenade_launcher_y = 25 ;звуки snd_draw = weapons\generic_draw snd_holster = weapons\generic_holster snd_shoot = weapons\n_fn2000_shot snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\fn2000_reload snd_shoot_grenade = weapons\gen_grenshoot snd_reload_grenade = weapons\fn2000_grenload, 1.0 snd_switch = weapons\groza_switch, 1.0, 0.5 ;silencer_flame_particles = weapons\generic_weapon01 silencer_smoke_particles = weapons\generic_shoot_00 snd_silncer_shot = weapons\w_ak74_shot1 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 [wpn_fn2000_hud]:hud_base zoom_hide_crosshair = true attach_place_idx = 0 item_visual = dynamics\weapons\wpn_fn2000\wpn_fn2000_hud.ogf hands_position = -0.081500,-0.204000,0.288000 hands_orientation = 0.250001,0.649990,1.849998 hands_position_16x9 = -0.032000,-0.214499,0.299498 hands_orientation_16x9 = 2.149999,0.250000,1.399999 item_position = 0.005280,0.016463,-0.003394 item_orientation = -16.844534,-2.475593,361.820557 shell_point = 0.037,0.063,0.118 shell_dir = 0.0, 1.0, 0.0 shell_bone = wpn_body fire_point = 0,0.054,0.358 fire_bone = wpn_body fire_point2 = 0.0,-0.008,0.408 fire_bone2 = wpn_body anm_show = fn_2000_draw anm_hide = fn_2000_holster anm_idle = fn_2000_idle anm_idle_sprint = fn_2000_idle_sprint_gl anm_idle_moving = fn_2000_idle_moving anm_shots = fn_2000_shoot anm_reload = fn_2000_reload anm_idle_aim = fn_2000_idle_aim anm_switch = fn_2000_switch_off anm_switch_g = fn_2000_switch_on anm_bore = fn_2000_idle_bore anm_show_w_gl = fn_2000_draw anm_hide_w_gl = fn_2000_holster anm_idle_w_gl = fn_2000_idle anm_shots_w_gl = fn_2000_shoot anm_reload_w_gl = fn_2000_reload anm_idle_w_gl_aim = fn_2000_idle_aim anm_idle_sprint_w_gl = fn_2000_idle_sprint anm_idle_moving_w_gl = fn_2000_idle_moving anm_bore_w_gl = fn_2000_idle_bore anm_show_g = fn_2000_draw_gl anm_hide_g = fn_2000_holster_gl anm_idle_g = fn_2000_idle_gl anm_reload_g = fn_2000_reload_gl anm_idle_g_aim = fn_2000_idle_aim_gl anm_shots_g = fn_2000_shoot_gl anm_idle_sprint_g = fn_2000_idle_sprint_gl anm_idle_moving_g = fn_2000_idle_moving_gl anm_bore_g = fn_2000_idle_bore_gl aim_hud_offset_pos = -0.112000,0.029500,-0.318000 aim_hud_offset_rot = 0.010000,0.002500,-0.010000 gl_hud_offset_pos = -0.068500,-0.091000,0.000000 gl_hud_offset_rot = -0.162500,0.000000,0.000000 lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0 aim_hud_offset_pos_16x9 = -0.112000,0.019500,-0.3018000 aim_hud_offset_rot_16x9 = 0.010000,0.002500,-0.010000 gl_hud_offset_pos_16x9 = -0.124500,-0.084000,0.000000 gl_hud_offset_rot_16x9 = -0.170000,0.030000,0.000000 ;----------------------------------------------------------------------------- ; Уникальнvе ;----------------------------------------------------------------------------- [wpn_fn2000_nimble]:wpn_fn2000 $spawn = "weapons\wpn_fn2000_nimble" ; name and section in level editor cost = 20000