[wpn_gauss]:identity_immunities,weapon_probability,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\gauss" ; 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_gauss_descr ef_main_weapon_type = 3 ef_weapon_type = 11 default_to_ruck = false sprint_allowed = true control_inertion_factor = 1.0 ;------------------------------------------------------------------------------- cost = 25000 weapon_class = sniper_rifle inv_weight = 5.5 ;---TTX--------------------------------------------------------------------------- hit_power = 2.0, 2.0, 2.0, 2.0 hit_impulse = 100 hit_type = fire_wound fire_distance = 1000 bullet_speed = 15000 ;начальная скорость пули rpm = 30 rpm_empty_click = 200 use_aim_bullet = false ;Поддерживается ли первая суппер пуля time_to_aim = 1.0 hud = wpn_gauss_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 = 0.002 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.02 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0012 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.0012 ammo_limit = 60 ammo_current = 10 ammo_elapsed = 0 ammo_mag_size = 10 ammo_class = ammo_gauss, ammo_gauss_cardan hand_dependence = 1 single_handed = 0 ;---DOF------------------------------------------------------------------------- ;zoom_dof = 0.5, 1.0, 180 reload_dof = 0.0, 0.5, 5, 1.7 ;--дисперсия---------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.001 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.4f crosshair_inertion = 5 ;отдача cam_relax_speed = 3 ;скорость возврата в исходное положение cam_relax_speed_ai = 360 ;скорость возврата в исходное положение cam_dispersion = 0.01 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 0.01 ;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 = 0.01 ;максимальный угол отдачи cam_max_angle_horz = 0.01 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.01 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 2.0 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 = 3 ; scope & ironsight zoom_cam_relax_speed_ai = 360 zoom_cam_dispersion = 0.01 zoom_cam_dispersion_inc = 0.01 zoom_cam_dispersion_frac = 1.0 zoom_cam_max_angle = 0.01 zoom_cam_max_angle_horz = 0.01 zoom_cam_step_angle_horz = 0.01 fire_dispersion_condition_factor = 5 ;увеличение дисперсии в процентах при максимальном износе ;------------------------------------------------------------------------------- holder_range_modifier = 2.85 ; 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 = 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_gauss inv_name_short = st_wpn_gauss inv_grid_width = 5 inv_grid_height = 2 inv_grid_x = 10 inv_grid_y = 6 upgr_icon_x = 298 upgr_icon_y = 939 upgr_icon_width = 297 upgr_icon_height = 81 kill_msg_x = 166 kill_msg_y = 59 kill_msg_width = 82 kill_msg_height = 23 position = -0.026, -0.070, 0.0 orientation = 0, 0, 0 fire_point = 0.00,0.12,0.69 fire_point2 = 0.00,0.12,0.69 flame_particles = weapons\generic_weapon_gauss smoke_particles = weapons\generic_weapon07 rpm_empty_click = 120 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 = -0.26,-0.11,0.15 ; 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_gauss\wpn_gauss.ogf light_disabled = false light_color = 1.3,1.5,2 light_range = 4.0 light_var_color = 0.05 light_var_range = 0.5 light_time = 0.5 ph_mass = 3 ;addons scope_status = 1 silencer_status = 0 grenade_launcher_status = 0 zoom_enabled = true zoom_rotate_time = 0.25 scope_zoom_factor = 5 ;ПСО-1 4X scope_texture = wpn_crosshair_l85 scope_name = wpn_addon_scope scope_x = 60 scope_y = -2 ;звуки snd_draw = weapons\svd_draw snd_holster = weapons\generic_holster snd_shoot = weapons\gauss_shoot snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\gauss_reload snd_close = weapons\generic_close snd_bore = weapons\draw_silent snd_bore1 = weapons\gauss_bore_2 [wpn_gauss_hud]:hud_base zoom_hide_crosshair = true attach_place_idx = 0 item_visual = dynamics\weapons\wpn_gauss\wpn_gauss_hud.ogf hands_position = -0.063000,-0.144499,0.096000 hands_orientation = -1.150000,0.150000,2.649999 hands_position_16x9 = -0.032000,-0.161999,0.073500 hands_orientation_16x9 = -1.050000,0.300000,2.949999 item_position = 0.000746,-0.000321,0.003479 item_orientation = 1.239378,-0.134046,-2.052052 shell_point = 0,0,0 shell_dir = 0.0, 1.0, 0.0 shell_bone = wpn_body fire_point = 0, 0.058, 0.788 fire_bone = wpn_body aim_hud_offset_pos = -0.102000,0.019500,-0.148000 aim_hud_offset_rot = -0.002000,0.000600,-0.010000 aim_hud_offset_pos_16x9 = -0.111500,0.032500,-0.130500 aim_hud_offset_rot_16x9 = 0.012500,0.002500,-0.010000 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 = gauss_draw anm_hide = gauss_holster anm_shots = gauss_shoot anm_reload = gauss_reload anm_bore = gauss_idle_bore anm_idle = gauss_idle anm_idle_aim = gauss_idle_aim anm_idle_moving = gauss_idle_moving anm_idle_sprint = gauss_idle_sprint ;----------------------------------------------------------------------------- ; Уникальные ;----------------------------------------------------------------------------- ;<--UMIROTVORITEL [pri_a17_gauss_rifle]:wpn_gauss ;Gauss UMIROTVORITEL $spawn = "weapons\uniq\pri_a17_gauss_rifle" quest_item = true story_id = pri_a17_gauss_rifle hud = wpn_gauss_hud inv_name = st_wpn_umirotvoritel description = st_wpn_umirotvoritel_descr upgr_icon_x = 298 upgr_icon_y = 939 upgr_icon_width = 297 upgr_icon_height = 81 ; ttc hit_power = 2.0, 2.0, 2.0, 2.0 hit_impulse = 100 hit_type = fire_wound hit_probability_gd_novice = 1 hit_probability_gd_stalker = 1 hit_probability_gd_veteran = 1 hit_probability_gd_master = 1 fire_distance = 2000 bullet_speed = 100000 ;начальная скорость пули ;rpm = 20 ammo_limit = 10 ammo_current = 10 ammo_elapsed = 0 ammo_mag_size = 10 ammo_class = ammo_gauss ;изношенность, при которой появляется шанс осечки misfire_start_condition = 0.6 ;изношеность при которой шанс осечки становится константным misfire_end_condition = 0.3 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = 1 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 1 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.00001 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.00002