#include "delayed_action_fuse.ltx" #include "upgrades_properties.ltx" #include "upgrades\w_abakan_up.ltx" #include "upgrades\w_ak74_up.ltx" #include "upgrades\w_ak74u_up.ltx" #include "upgrades\w_beretta_up.ltx" #include "upgrades\w_bm16_up.ltx" #include "upgrades\w_colt1911_up.ltx" #include "upgrades\w_desert_eagle_up.ltx" #include "upgrades\w_fn2000_up.ltx" #include "upgrades\w_fort_up.ltx" #include "upgrades\w_g36_up.ltx" #include "upgrades\w_groza_up.ltx" #include "upgrades\w_hpsa_up.ltx" #include "upgrades\w_l85_up.ltx" #include "upgrades\w_lr300_up.ltx" #include "upgrades\w_mp5_up.ltx" #include "upgrades\w_pb_up.ltx" #include "upgrades\w_pkm_up.ltx" #include "upgrades\w_pm_up.ltx" #include "upgrades\w_protecta_up.ltx" #include "upgrades\w_sig220_up.ltx" #include "upgrades\w_sig550_up.ltx" #include "upgrades\w_spas12_up.ltx" #include "upgrades\w_svd_up.ltx" #include "upgrades\w_svu_up.ltx" #include "upgrades\w_toz34_up.ltx" #include "upgrades\w_usp45_up.ltx" #include "upgrades\w_val_up.ltx" #include "upgrades\w_vintorez_up.ltx" #include "upgrades\w_walther_up.ltx" #include "upgrades\w_wincheaster1300_up.ltx" #include "w_ak74.ltx" #include "w_ak74u.ltx" #include "w_fn2000.ltx" #include "w_rpg7.ltx" #include "w_knife.ltx" #include "w_bolt.ltx" #include "w_f1.ltx" #include "w_rgd5.ltx" #include "w_gd5.ltx" #include "w_rg6.ltx" #include "w_vintorez.ltx" #include "w_lr300.ltx" #include "w_mp5.ltx" #include "w_val.ltx" #include "w_gauss.ltx" #include "w_groza.ltx" #include "w_hpsa.ltx" #include "w_pm.ltx" #include "w_pb.ltx" #include "w_walther.ltx" #include "w_usp45.ltx" #include "w_fort.ltx" #include "w_toz34.ltx" #include "w_svd.ltx" #include "w_svu.ltx" #include "w_binoc.ltx" #include "w_l85.ltx" #include "w_bm16.ltx" #include "w_spas12.ltx" #include "w_protecta.ltx" #include "w_wincheaster1300.ltx" #include "w_mounted.ltx" #include "w_colt1911.ltx" #include "w_beretta.ltx" #include "w_desert_eagle.ltx" #include "w_sig220.ltx" #include "w_sig550.ltx" #include "w_abakan.ltx" #include "w_g36.ltx" #include "w_pkm.ltx" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Огнестрельное оружие ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [bullet_manager] tracer_shader = effects\bullet_tracer ;hud\default tracer_texture = fx\fx_tracer_weapons fire_circle_k = 2.0f ; means tracer_width*2 tracer_width = 0.08 tracer_length_max = 225 ;10.0 ;24.0 ;14.0 tracer_length_min = 0 ;1 ;2 ;0.2 ;расстояние после которого учитывается hit_probabilty полностью hit_probability_max_dist = 3; gravity_const = 9.81 ;сопротивление воздуха, процент, который отнимается от скорости полета пули air_resistance_k = 1 ;0.4;0.3 ;размер шага времени (в милисекундах), по которому проигрываются time_step = 33 ;минимальная скорость (м/с), на которой пуля еще считается и показывается min_bullet_speed = 3.0 ;cколько процентов энергии потеряет пуля при столкновении с материалом (при падении под прямым углом) collision_energy_min = 0.80 ;0.75; 0.90 ;сколько процентов энергии останется у пули при любом столкновении collision_energy_max = 0.5 ;0.7;0.50 whine_sounds = weapons\whine_1, weapons\whine_2, weapons\whine_3, weapons\whine_4, weapons\whine01, weapons\whine02 explode_particles = explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01 [tracers_color_table] color_0 = 255, 130, 0, 255 ; yellow color_1 = 255, 255, 255, 255 ; white color_2 = 255, 25, 0, 255 ; red color_3 = 77, 255, 77, 255 ; green color_4 = 0, 0, 25, 255 ; blue color_5 = 255, 127, 63, 150 ;79 ;color_0 = 255, 255, 255, 255 ; white ;color_1 = 255, 255, 255, 255 ; white ;color_2 = 255, 255, 255, 255 ; white ;color_3 = 255, 255, 255, 255 ; white ;color_4 = 255, 255, 255, 255 ; white ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; AMUNITION ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_base]:identity_immunities,default_weapon_params ;belt = true; slot = -1 explosive = false [ammo_9x18_fmj]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_9x18_fmj" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_9x18_fmj.ogf description = ammo-9x18-fmj_descr $prefetch = 64 cost = 200 box_size = 50 inv_name = ammo-9x18-fmj inv_name_short = ammo-9x18-fmj_s inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 11 inv_grid_y = 12 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.15 k_ap = 0.15 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_9x18_pmm]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_9x18_pmm" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_9x18_pmm.ogf description = ammo-9x18-pmm_descr $prefetch = 64 cost = 300 box_size = 50 inv_name = ammo-9x18-pmm inv_name_short = ammo-9x18-pmm_s inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 12 inv_grid_y = 12 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.25 k_ap = 0.25 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_9x19_fmj]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_9x19_fmj" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_9x19_fmj.ogf description = ammo-9x19-fmj_descr slot = -1 $prefetch = 64 cost = 250 box_size = 50 inv_name = ammo-9x19-fmj inv_name_short = ammo-9x19-fmj_s inv_weight = .24 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 15 inv_grid_y = 12 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.15 k_ap = 0.15 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_9x19_pbp]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_9x19_pbp" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_9x19_pbp.ogf description = ammo-9x19-pbp_descr $prefetch = 64 cost = 350 box_size = 50 inv_name = ammo-9x19-pbp inv_name_short = ammo-9x19-pbp_s inv_weight = .24 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 14 inv_grid_y = 12 k_dist = 1 k_disp = 1 k_hit = 1.5 k_impulse = 1 k_pierce = 0.15 k_ap = 0.15 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_11.43x23_fmj]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_11.43x23_fmj" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_1143x23_fmj.ogf description = ammo-11.43x23-fmj_descr $prefetch = 64 cost = 600 box_size = 50 inv_name = ammo-11.43x23-fmj inv_name_short = ammo-11.43x23-fmj_s inv_weight = .3 inv_grid_width = 2;1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 12 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.15 k_ap = 0.15 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.6 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_11.43x23_hydro]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_11.43x23_hydro" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_1143x23_Hydro.ogf description = ammo-11.43x23-hydro_descr $prefetch = 64 cost = 1000 box_size = 50 inv_name = ammo-11.43x23-hydro inv_name_short = ammo-11.43x23-hydro_s inv_weight = .3 inv_grid_width = 2;1 inv_grid_height = 1 inv_grid_x = 7 inv_grid_y = 12 k_dist = 1 k_disp = 1 k_hit = 1.5 k_impulse = 1 k_pierce = 0.35 k_ap = 0.35 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.6 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_5.45x39_fmj]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_5.45x39_fmj" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_545x39_fmj.ogf description = ammo-5.45x39-fmj_descr $prefetch = 64 cost = 650 box_size = 60 inv_name = ammo-5.45x39-fmj inv_name_short = ammo-5.45x39-fmj_s inv_weight = .32 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 11 ;;inv_icon = ui_hud2_res_back k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.45 k_ap = 0.45 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.6 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_5.45x39_ap]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_5.45x39_ap" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_545x39_ap.ogf description = ammo-5.45x39-ap_descr $prefetch = 64 cost = 1100 box_size = 60 inv_name = ammo-5.45x39-ap inv_name_short = ammo-5.45x39-ap_s inv_weight = .32 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 12 inv_grid_y = 11 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.65 k_ap = 0.65 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.6 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_5.56x45_ss190]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_5.56x45_ss190" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_556x45_ss190.ogf description = ammo-5.56x45-ss190_descr slot = -1 $prefetch = 64 cost = 700 box_size = 60 inv_name = ammo-5.56x45-ss190 inv_name_short = ammo-5.56x45-ss190_s inv_weight = .33 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 14 inv_grid_y = 11 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.5 k_ap = 0.5 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_5.56x45_ap]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_5.56x45_ap" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_556x45_ap.ogf description = ammo-5.56x45-ap_descr $prefetch = 64 cost = 1150 box_size = 60 inv_name = ammo-5.56x45-ap inv_name_short = ammo-5.56x45-ap_s inv_weight = .33 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 10 inv_grid_y = 11 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.65 k_ap = 0.65 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_pkm_100]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_pkm_100" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_pkm.ogf description = ammo-7.62x54-ap_descr $prefetch = 64 cost = 2000 box_size = 100 inv_name = ammo-7.62x54-ap_s inv_name_short = ammo-7.62x54-ap_s inv_weight = 1.3 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 13 hud_icon = ui_hud2_res_back k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.75 k_ap = 0.75 impair = 1 buck_shot = 1 tracer = on wm_size = 0.07 k_air_resistance = 2 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_7.62x54_7h1]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_7.62x54_7h1" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_762x54_7h1.ogf description = ammo-7.62x54-7h14_descr $prefetch = 64 cost = 400 box_size = 10 inv_name = ammo-7.62x54-7h14 inv_name_short = ammo-7.62x54-7h14_s inv_weight = .23 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 17 ;15 inv_grid_y = 9 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.75 k_ap = 0.75 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 explosive = off ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_gauss]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_gauss" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_gauss.ogf description = ammo-gauss_descr $prefetch = 64 cost = 2000 box_size = 10 inv_name = ammo-gauss inv_name_short = ammo-gauss inv_weight = .5 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 4 inv_grid_y = 14 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 150 k_ap = 150 impair = 1 buck_shot = 1 tracer = off wm_size = 0.05 explosive = on ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_gauss_cardan]:ammo_gauss $spawn = "weapons\ammo\ammo_gauss_cardan" ; option for Level Editor visual = dynamics\weapons\wpn_ammo\ammo_gauss_custom.ogf description = ammo-gauss_cardan_descr box_size = 6 inv_name = ammo-gauss_cardan inv_name_short = ammo-gauss_cardan inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 4 inv_grid_y = 9 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_9x39_pab9]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_9x39_pab9" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_9x39_pab9.ogf description = ammo-9x39-pab9_descr $prefetch = 64 cost = 550 box_size = 30 inv_name = ammo-9x39-pab9 inv_name_short = ammo-9x39-pab9_s inv_weight = .7 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 17 inv_grid_y = 10 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.6 k_ap = 0.6 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.4 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_9x39_ap]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_9x39_ap" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_9x39_ap.ogf description = ammo-9x39-ap_descr $prefetch = 64 cost = 700 box_size = 30 inv_name = ammo-9x39-ap inv_name_short = ammo-9x39-ap_s inv_weight = .7 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 5 inv_grid_y = 12 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.75 k_ap = 0.75 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 k_air_resistance = 1.4 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_12x70_buck]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_12x70_buck" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_12x70_buck.ogf description = ammo-12x70-buck_descr $prefetch = 64 cost = 120 box_size = 10 inv_name = ammo-12x70-buck inv_name_short = ammo-12x70-buck_s inv_weight = .45 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 13 inv_grid_y = 9 k_dist = 0.5 k_disp = 15 k_hit = 0.3 k_impulse = 0.5 k_pierce = 0.0 k_ap = 0.0 impair = 1 buck_shot = 15 tracer = off wm_size = 0.05 k_air_resistance = 3 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_12x76_zhekan]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_12x76_zhekan" ; option for Level Editor class = AMMO_S cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_12x76_zhekan.ogf description = ammo-12x76-zhekan_descr $prefetch = 64 cost = 250 box_size = 10 inv_name = ammo-12x76-zhekan inv_name_short = ammo-12x76-zhekan_s inv_weight = .50 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 11 inv_grid_y = 10 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.55 k_ap = 0.55 impair = 1 buck_shot = 1 tracer = on wm_size = 0.05 explosive = off k_air_resistance = 1.3 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_12x76_zhekan_heli]:ammo_12x76_zhekan ; Do not use! Fake zhekan for helicopter $spawn = ;"weapons\ammo\ammo_12x76_zhekan_heli" ; option for Level Editor explosive = on ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_og-7b]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_og-7b" ; option for Level Editor class = S_OG7B cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_og_7b.ogf description = ammo-og-7b_descr $prefetch = 64 cost = 2000 box_size = 1 inv_name = ammo-og-7b inv_name_short = ammo-og-7b_s inv_weight = 2.0 inv_grid_width = 3 inv_grid_height = 1 inv_grid_x = 15 inv_grid_y = 19 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.25 k_ap = 0.25 impair = 1.15 buck_shot = 0 tracer = off wm_size = 0.1 wallmark_section = explosion_marks ;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут can_be_unlimited = true ;false ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Grenades for Attachable grenade launcher ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_vog-25]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_vog-25" ; option for Level Editor class = S_VOG25 cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_vog_25.ogf description = ammo-vog-25_descr $prefetch = 64 cost = 300 box_size = 1 inv_name = ammo-vog-25 inv_name_short = ammo-vog-25_s inv_weight = .08 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 19 inv_grid_y = 9 kill_msg_x = 38 kill_msg_y = 233 kill_msg_width = 21 kill_msg_height = 22 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.25 k_ap = 0.25 impair = 1 buck_shot = 0 tracer = off wm_size = 0.05 fake_grenade_name = wpn_fake_missile ;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут can_be_unlimited = true ;false ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [ammo_m209]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_m209" ; option for Level Editor class = S_M209 cform = skeleton visual = dynamics\weapons\wpn_ammo\ammo_m209.ogf description = ammo-m209_descr slot = -1 $prefetch = 64 cost = 350 box_size = 1 inv_name = ammo-m209 inv_name_short = ammo-m209_s inv_weight = .08 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 5 inv_grid_y = 13 kill_msg_x = 61 kill_msg_y = 232 kill_msg_width = 19 kill_msg_height = 22 k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 0.25 k_ap = 0.25 impair = 1 buck_shot = 0 tracer = off wm_size = 0.05 fake_grenade_name = wpn_fake_missile2 ;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут can_be_unlimited = true ;false ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Fake Missiles and Grenades ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [wpn_fake_missile]:identity_immunities,default_weapon_params visual = dynamics\weapons\wpn_ammo\ammo_vog_25.ogf cform = skeleton class = G_FAKE $prefetch = 32 inv_weight = 0 cost = 150 blast = 3.0 blast_r = 4 blast_impulse = 100 ;delete blast_impulse_factor = 1 frags = 10 frags_r = 10 frag_hit = 0.50 frag_hit_impulse = 50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.7 ;trail = weapons\rpg_trail_01, weapons\rpg_trail_02 explode_particles = explosions\explosion_01 light_color = 1.9,1.2,0.5 light_range = 25.0 light_time = 0.5 ph_mass = 5 ;engine_f = 530 ;engine_u = 90 jump_height = 0 wm_size = 0.05 ;трассы от осколков fragment_speed = 100 explode_duration = 5 ;подолжительность взрыва (с) ;звуки snd_explode = weapons\f1_explode ;wallmarks wallmark_section = explosion_marks ;свойства которые читаются, но не используются inv_name = ammo-vog-25 inv_name_short = ammo-vog-25 inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 19 inv_grid_y = 10 kill_msg_x = 17 kill_msg_y = 232 kill_msg_width = 21 kill_msg_height = 22 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Свойства CustomRocket ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; engine_present = false ;присутствует ли в ракете двигатель lights_enabled = false ;свет вокруг ракеты, во время полета force_explode_time = 10000 [wpn_fake_missile1]:identity_immunities,default_weapon_params $prefetch = 32 visual = dynamics\weapons\wpn_ammo\ammo_vog_25p.ogf cform = skeleton class = G_FAKE inv_weight = 0 cost = 150 blast = 2.00;150 blast_r = 4 blast_impulse = 350 ;delete blast_impulse_factor = 1 frags = 15 frags_r = 10 frag_hit = 0.50 frag_hit_impulse = 50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.7 ;trail = weapons\rpg_trail_01, weapons\rpg_trail_02 explode_particles = explosions\explosion_01 light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ph_mass = 5 ;engine_f = 530 ;engine_u = 90 jump_height = 1 ;трассы от осколков fragment_speed = 100 wm_size = 0.05 ;wallmarks wallmark_section = explosion_marks explode_duration = 5 ;подолжительность взрыва (с) ;звуки snd_explode = weapons\f1_explode ;свойства которые читаются, но не используются inv_name = ammo-vog-25p inv_name_short = ammo-vog-25p inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 19 inv_grid_y = 9 kill_msg_x = 38 kill_msg_y = 233 kill_msg_width = 21 kill_msg_height = 22 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Свойства CustomRocket ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; engine_present = false ;присутствует ли в ракете двигатель lights_enabled = true ;свет вокруг ракеты, во время полета trail_light_color = 0.6,0.5,0.3 trail_light_range = 8.0 force_explode_time = 10000 [wpn_fake_missile2]:identity_immunities,default_weapon_params $prefetch = 32 visual = dynamics\weapons\wpn_ammo\ammo_m209.ogf cform = skeleton class = G_FAKE slot = -1 description = inv_weight = 0 cost = 150 blast = 3.0;150 blast_r = 4 blast_impulse = 100 ;delete blast_impulse_factor = 1 frags = 10 frags_r = 10 frag_hit = 0.50 frag_hit_impulse = 50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.7 ;trail = weapons\rpg_trail_01, weapons\rpg_trail_02 explode_particles = explosions\explosion_01 light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ph_mass = 5 ;engine_f = 530 ;engine_u = 90 jump_height = 1 ;трассы от осколков fragment_speed = 100 ;wallmarks wallmark_section = explosion_marks wm_size = 0.1 ;0.05 explode_duration = 5 ;подолжительность взрыва (с) ;звуки snd_explode = weapons\f1_explode ;свойства которые читаются, но не используются inv_name = ammo-m209 inv_name_short = "M209" inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 5 inv_grid_y = 13 kill_msg_x = 61 kill_msg_y = 232 kill_msg_width = 19 kill_msg_height = 22 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Свойства CustomRocket ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; engine_present = false ;присутствует ли в ракете двигатель lights_enabled = true ;свет вокруг ракеты, во время полета trail_light_color = 0.6,0.5,0.3 trail_light_range = 8.0 force_explode_time = 10000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Explosive Inventory Items ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [explosive_fuelcan]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\fuelcan" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\balon_01.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 50 ;------------------------------------------------------------------------------- blast = 1.50 blast_r = 8 blast_impulse = 250 ;delete blast_impulse_factor = 1 frags = 5 frags_r = 15 frag_hit = 0.75 frag_hit_impulse = 150 hit_type_blast = explosion hit_type_frag = light_burn up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_fuelcan light_color = 1.9,1.3,0.5 light_range = 30.0 light_time = 1.5 ;трассы от осколков fragment_speed = 100 explode_duration = 5 ;подолжительность взрыва (с) ;wallmarks wallmark_section = explosion_marks ;звуки snd_explode = weapons\f1_explode immunities_sect = explosive_fuelcan_immunities_sect [explosive_fuelcan_immunities_sect] ;коэффициенты для попаданий различными типами хитов burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 1.0 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 1.0 fire_wound_immunity = 0.7 [explosive_gaz_balon]:explosive_fuelcan $spawn = "weapons\explosive\gaz_balon" visual = dynamics\balon\gaz_balon.ogf [explosive_tank]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\tank" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\kanistra.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 50 ;------------------------------------------------------------------------------- blast = 1.50 blast_r = 8 blast_impulse = 250 ;delete blast_impulse_factor = 1 frags = 5 frags_r = 15 frag_hit = 0.75 frag_hit_impulse = 150 hit_type_blast = explosion hit_type_frag = light_burn up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_mobiltank light_color = 1.9,1.3,0.5 light_range = 30.0 light_time = 1 ;трассы от осколков fragment_speed = 100 ;скорость осколков (м/с) explode_duration = 5 ;подолжительность взрыва (с) ;wallmarks wallmark_section = explosion_marks ;звуки snd_explode = weapons\f1_explode immunities_sect = explosive_tank_immunities_sect [explosive_tank_immunities_sect] ;коэффициенты для попаданий различными типами хитов burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 1.0 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 1.0 fire_wound_immunity = 0.7 [explosive_barrel_low]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\barrel_low" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\bochka_fuel.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 1.50 blast_r = 8 blast_impulse = 250 ;delete blast_impulse_factor = 1 frags = 5 frags_r = 15 frag_hit = 0.75 frag_hit_impulse = 150 hit_type_blast = explosion hit_type_frag = light_burn up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_barrel light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;трассы от осколков fragment_speed = 100 ;скорость осколков (м/с) explode_duration = 5 ;подолжительность взрыва (с) ;wallmarks wallmark_section = explosion_marks ;звуки snd_explode = weapons\f1_explode immunities_sect = explosive_barrel_low_immunities_sect ;time_to_explode = 0.f [explosive_grenade]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\explosive_grenade" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 2.50 blast_r = 3 blast_impulse = 250 ;delete blast_impulse_factor = 1 frags = 15 frags_r = 5 frag_hit = 0.75 frag_hit_impulse = 150 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_01 light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;трассы от осколков fragment_speed = 100 ;скорость осколков (м/с) explode_duration = 2 ;подолжительность взрыва (с) ;wallmarks wallmark_section = explosion_marks ;звуки snd_explode = weapons\t_rgd5_explosion immunities_sect = explosive_explosive_grenade_immunities_sect ;time_to_explode = 0.f ;------------------------ pri_a25_enter_door_explosive_grenade -------------- [pri_a25_enter_door_explosive_grenade]:explosive_grenade $spawn = "dynamic_objects\scene_objects\pri_a25_enter_door_explosive_grenade" story_id = pri_a25_enter_door_explosive_grenade hit_type_blast = chemical_burn hit_type_frag = chemical_burn visual = dynamics\light\light_signal.ogf ;------------------------- pri_a25_antenna_grenade -------------- [pri_a25_antenna_grenade]:explosive_grenade $spawn = "dynamic_objects\scene_objects\pri_a25_antenna_grenade" story_id = pri_a25_antenna_grenade visual = dynamics\light\light_signal.ogf [explosive_explosive_grenade_immunities_sect] burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 [explosive_hide]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\explosive_hide" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 1.00 blast_r = 30 blast_impulse = 500 ;delete blast_impulse_factor = 1 frags = 15 frags_r = 20 frag_hit = 0.05 frag_hit_impulse = 50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_01 light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;трассы от осколков fragment_speed = 50 ;скорость осколков (м/с) explode_duration = 5 ;подолжительность взрыва (с) ;wallmarks wallmark_section = explosion_marks ;звуки snd_explode = weapons\rpg7_explode immunities_sect = explosive_hide_immunities_sect ;time_to_explode = 0.f [explosive_hide_immunities_sect] ;коэффициенты для попаданий различными типами хитов burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 [explosive_particle]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\explosive_particle" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 0.25 blast_r = 3 blast_impulse = 50 ;delete blast_impulse_factor = 1 frags = 5 frags_r = 15 frag_hit = 0.75 frag_hit_impulse = 50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_concrete_box light_color = 0,0,0 light_range = 0.0 light_time = 0.85 ;трассы от осколков fragment_speed = 25 ;скорость осколков (м/с) explode_duration = 2 ;подолжительность взрыва (с) ;wallmarks wallmark_section = explosion_marks ;звуки snd_explode = weapons\f1_explode_ immunities_sect = explosive_barrel_low_immunities_sect ;time_to_explode = 0.f [explosive_barrel_low_immunities_sect] ;коэффициенты для попаданий различными типами хитов burn_immunity = 1 strike_immunity = 1 shock_immunity = 1 wound_immunity = 1 radiation_immunity = 1 telepatic_immunity = 1 chemical_burn_immunity = 1 explosion_immunity = 1 fire_wound_immunity = 5 [explosive_barrel]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\barrel" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\bochka_fuel.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 1.50 blast_r = 8 blast_impulse = 250 ;delete blast_impulse_factor = 1 frags = 5 frags_r = 15 frag_hit = 0.75 frag_hit_impulse = 150 hit_type_blast = explosion hit_type_frag = light_burn up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_barrel light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;трассы от осколков fragment_speed = 100 ;скорость осколков (м/с) explode_duration = 5 ;подолжительность взрыва (с) ;звуки snd_explode = weapons\f1_explode immunities_sect = explosive_barrel_immunities_sect ;wallmarks wallmark_section = explosion_marks [explosive_barrel_immunities_sect] ;коэффициенты для попаданий различными типами хитов burn_immunity = 0.0 strike_immunity = 1 shock_immunity = 1 wound_immunity = 1 radiation_immunity = 1 telepatic_immunity = 1 chemical_burn_immunity = 1 explosion_immunity = 1 fire_wound_immunity = 0.7 [explosive_mobiltank]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\mobiltank" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\kanistra.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 1.50 blast_r = 8 blast_impulse = 250 ;delete blast_impulse_factor = 1 frags = 5 frags_r = 15 frag_hit = 0.75 frag_hit_impulse = 150 hit_type_blast = explosion hit_type_frag = light_burn up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_mobiltank light_color = 1.9,1.2,0.5 light_range = 30.0 light_time = 1 ;трассы от осколков fragment_speed = 100 ;скорость осколков (м/с) explode_duration = 5 ;подолжительность взрыва (с) ;звуки snd_explode = weapons\f1_explode immunities_sect = explosive_mobiltank_immunities_sect ;wallmarks wallmark_section = explosion_marks [explosive_mobiltank_immunities_sect] ;коэффициенты для попаданий различными типами хитов burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 1.0 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 1.0 fire_wound_immunity = 0.7 [explosive_dinamit]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\dinamit" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\box\expl_dinamit.ogf inv_name = inv_name_short = inv_weight = 10.0 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;вещь невозможно подобрать can_take = false cost = 50 ;------------------------------------------------------------------------------- blast = 3.00 blast_r = 10 blast_impulse = 250 ;delete blast_impulse_factor = 1 frags = 100 frags_r = 10 frag_hit = 100 frag_hit_impulse = 100 hit_type_blast = explosion ;chemical_burn hit_type_frag = chemical_burn ;burn up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_dynamite light_color = 1.9,1.3,0.5 light_range = 30.0 light_time = 1.5 ;трассы от осколков fragment_speed = 200 explode_duration = 5 ;подолжительность взрыва (с) ;звуки snd_explode = weapons\f1_explode immunities_sect = dinamit_immunities_sect ;condition_to_explode =0.f ;wallmarks wallmark_section = explosion_marks [dinamit_immunities_sect] ;коэффициенты для попаданий различными типами хитов burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.5 fire_wound_immunity = 0.05 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; WEAPON ADDON ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [wpn_addon_scope]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope.ogf $prefetch = 32 description = st_addon_scope_descr cost = 800 holder_range_modifier = 1.2 holder_fov_modifier = 1.0 inv_name = st_addon_scope inv_name_short = st_addon_scope inv_weight = .2 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 10 inv_grid_y = 17 scope_texture = wpn_crosshair scope_zoom_factor = 25 ;ПСО-1 2X [wpn_addon_scope_x2.7]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope_x2.7" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope.ogf $prefetch = 32 description = st_addon_scope_x2.7_descr cost = 2000 holder_range_modifier = 1.2 holder_fov_modifier = 1.0 inv_name = st_addon_scope_x2.7 inv_name_short = st_addon_scope_x2.7 inv_weight = .2 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 10 inv_grid_y = 16 scope_texture = wpn_crosshair scope_zoom_factor = 40 ;ПСО-1 2X [wpn_addon_scope_detector]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope_detector" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope.ogf $prefetch = 32 description = st_addon_scope_detector_descr cost = 10000 holder_range_modifier = 1.2 holder_fov_modifier = 1.0 inv_name = st_addon_scope_detector inv_name_short = st_addon_scope_detector inv_weight = .2 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 4 inv_grid_y = 16 scope_texture = wpn_crosshair scope_alive_detector = scope_detector scope_zoom_factor = 30 ;ПСО-1 2X [wpn_addon_scope_night]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope_night" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope.ogf $prefetch = 32 description = st_addon_scope_night_vision_descr cost = 3000 holder_range_modifier = 1.2 holder_fov_modifier = 1.0 inv_name = st_addon_scope_night_vision inv_name_short = st_addon_scope_night_vision inv_weight = .2 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 4 inv_grid_y = 17 scope_texture = wpn_crosshair scope_nightvision = scope_nightvision scope_zoom_factor = 30 ;ПСО-1 2X [wpn_addon_scope_susat]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope_susat" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf description = st_addon_scope_susat_descr slot = -1 ;$prefetch = 64 cost = 900 holder_range_modifier = 1.3 holder_fov_modifier = 1.0 inv_name = st_addon_scope_susat inv_name_short = st_addon_scope_susat inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 11 inv_grid_y = 18 scope_texture = wpn_crosshair_l85 scope_zoom_factor = 30 ;SUSAT 2X [wpn_addon_scope_susat_x1.6]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope_susat_x1.6" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf description = st_addon_scope_susat_x1.6_descr slot = -1 ;$prefetch = 64 cost = 900 holder_range_modifier = 1.3 holder_fov_modifier = 1.0 inv_name = st_addon_scope_susat_x1.6 inv_name_short = st_addon_scope_susat_x1.6 inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 10 inv_grid_y = 18 scope_texture = wpn_crosshair_l85 scope_zoom_factor = 50 ;SUSAT 1.6X [wpn_addon_scope_susat_custom]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope_susat_custom" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf description = st_addon_scope_susat_custom_descr slot = -1 ;$prefetch = 64 cost = 5500 holder_range_modifier = 1.3 holder_fov_modifier = 1.0 inv_name = st_addon_scope_susat_custom inv_name_short = st_addon_scope_susat_custom inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 15 inv_grid_y = 22 scope_texture = wpn_crosshair_l85 scope_dynamic_zoom = on scope_zoom_factor = 30 ;SUSAT 2X [wpn_addon_scope_susat_dusk]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope_susat_dusk" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf description = st_addon_scope_susat_dusk_descr slot = -1 ;$prefetch = 64 cost = 2500 holder_range_modifier = 1.3 holder_fov_modifier = 1.0 inv_name = st_addon_scope_susat_dusk inv_name_short = st_addon_scope_susat_dusk inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 5 inv_grid_y = 15 scope_texture = wpn_crosshair_l85 scope_nightvision = scope_contrast scope_zoom_factor = 50 ;SUSAT 2X [wpn_addon_scope_susat_night]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\scope_susat_night" ; option for Level Editor class = WP_SCOPE cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf description = st_addon_scope_susat_night_vision_descr slot = -1 ;$prefetch = 64 cost = 3500 holder_range_modifier = 1.3 holder_fov_modifier = 1.0 inv_name = st_addon_scope_susat_night_vision inv_name_short = st_addon_scope_susat_night_vision inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 14 inv_grid_y = 22 scope_texture = wpn_crosshair_l85 scope_nightvision = scope_nightvision scope_zoom_factor = 30 ;SUSAT 2X ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [wpn_addon_silencer]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\silencer" ; option for Level Editor class = WP_SILEN cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_silencer.ogf description = st_addon_silencer_descr $prefetch = 32 slot = -1 cost = 200 inv_name = st_addon_silencer inv_name_short = st_addon_silencer inv_weight = 0.1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 18 inv_grid_y = 1 bullet_hit_power_k = 0.8 bullet_hit_impulse_k = 0.7 bullet_speed_k = 0.8 fire_dispersion_base_k = 1.25 cam_dispersion_k = 0.8 cam_dispersion_inc_k = 0.9 [wpn_addon_grenade_launcher]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\grenade_launcher" ; option for Level Editor class = WP_GLAUN cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_grenade_launcher.ogf description = st_grenade_launcher_descr $prefetch = 32 cost = 2000 inv_name = st_grenade_launcher inv_name_short = st_grenade_launcher inv_weight = 1.3 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 18 inv_grid_y = 0 grenade_vel = 32 ;55 [wpn_addon_grenade_launcher_m203]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\addons\grenade_launcher_m203" ; option for Level Editor class = WP_GLAUN cform = skeleton visual = dynamics\weapons\wpn_upgrade\wpn_grenade_launcher_m203.ogf description = st_grenade_launcher_m203_descr $prefetch = 32 slot = -1 cost = 1500 inv_name = st_grenade_launcher_m203 inv_name_short = st_grenade_launcher_m203 inv_weight = 1.36 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 17 inv_grid_y = 3 grenade_vel = 32 ;76 ;;;;;;;;;;;;;Advanced scope settings;;;;;;;;;;;;;;;; [scope_detector] 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 [scope_nightvision] snd_night_vision_on = weapons\nv_start snd_night_vision_off = weapons\nv_off snd_night_vision_idle = weapons\nv_loop snd_night_vision_broken = weapons\nv_off pp_eff_name = nightvision_3.ppe pp_eff_cyclic = 1 pp_eff_overlap = false [scope_contrast] pp_eff_name = contrast.ppe pp_eff_cyclic = 1 pp_eff_overlap = false