[wpn_val]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection     = spawn_group
$spawn						= "weapons\val"                ; option for Level Editor
$npc                    = off                                ; option for Level Editor
$prefetch               = 8
scheduled               = off                                ; option for ALife Simulator
cform                   = skeleton
class                      = WP_VAL
description             = st_wpn_val_descr
ef_main_weapon_type        = 2
ef_weapon_type          = 8

default_to_ruck         = false
sprint_allowed       	= true

;-------------------------------------------------------------------------------
cost                 	= 9000
weapon_class            = assault_rifle
inv_weight              = 2.5

upgrades                = up_gr_firstab_val, up_gr_seconab_val, up_gr_thirdab_val, up_gr_fourtab_val, up_gr_fifthab_val
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_val

;-TTX-----------------------------------------------------------------------------
hit_power		= 0.42, 0.42, 0.42, 0.42
hit_impulse		= 100
hit_type		= fire_wound
fire_distance           = 200
bullet_speed            = 290
rpm                     = 580
rpm_empty_click         = 200

use_aim_bullet          = false                ;Поддерживается ли первая суппер пуля
time_to_aim             = 3.0

hud                     = wpn_val_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	     	= 0.004
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.057
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0011
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0013

ammo_elapsed            = 20
ammo_mag_size           = 20

ammo_class              = ammo_9x39_pab9, ammo_9x39_ap
fire_modes              = 1, -1
launch_speed            = 0
hand_dependence         = 1
single_handed           = 0

;--дисперсия----------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.2 ;0.15   ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.2f
crosshair_inertion		= 5.65

;отдача
cam_return				= 0
cam_relax_speed         = 4   		;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 0.5		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 0.25   	;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac     = 0.7       ;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     = 0.7		;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 1.5
PDM_disp_accel_factor 		= 1.5
PDM_disp_crouch	 			= 1.0
PDM_disp_crouch_no_acc 		= 1.0

zoom_cam_relax_speed        = 4    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.45
zoom_cam_dispersion_inc     = 0.22
zoom_cam_dispersion_frac    = 0.7
zoom_cam_max_angle          = 50.0
zoom_cam_max_angle_horz     = 50.0
zoom_cam_step_angle_horz    = 0.5

fire_dispersion_condition_factor = 16        ;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   = 1.0           ; во сколько раз увеличивается eye_range
holder_fov_modifier     = 1.0              ; во сколько раз увеличивается eye_fov

min_radius              = 30
max_radius              = 100

hit_probability_gd_novice  = 1.0
hit_probability_gd_stalker = 1.0
hit_probability_gd_veteran = 1.0
hit_probability_gd_master  = 1.0

;-------------------------------------------------------------------------------
slot                    = 2                ; // secondary
animation_slot          = 2                ; type of the animation that will be used

inv_name                = st_wpn_val
inv_name_short          = st_wpn_val

inv_grid_width          = 4
inv_grid_height         = 2
inv_grid_x              = 15
inv_grid_y              = 4

upgr_icon_x			= 297
upgr_icon_y			= 739
upgr_icon_width		= 292
upgr_icon_height   	= 99

kill_msg_x        		= 0
kill_msg_y        		= 154
kill_msg_width          = 78
kill_msg_height      	= 21

;-------------------------------------------------------------------------------
position        	    = -0.026, -0.131, 0.0
orientation             = 0, 0, 0

fire_point              = 0.000000,0.174,0.562
fire_point2             = 0.0, 0.097, 0.722

;flame_particles         = weapons\generic_weapon05
smoke_particles         = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01

shell_point		 		= 0.0, 0.174, 0.078
shell_dir		 		= 0.0, 1.0, 0.0
shell_particles         = weapons\generic_shells

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position          = -0.26,-0.11,0.25                        	; 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            = 90
visual                  = dynamics\weapons\wpn_val\wpn_val.ogf

light_disabled				= true
light_color             = 0.6,0.5,0.3
light_range             = 0.01
light_var_color         = 0.05
light_var_range         = 0.5
light_time              = 0.2

ph_mass                 = 3

;addons
scope_status            = 2
silencer_status         = 1
grenade_launcher_status = 0

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

zoom_enabled			= true
scope_zoom_factor       = 50

scope_texture           = wpn_crosshair
silencer_name           = wpn_addon_silencer
silencer_x              = 221
silencer_y              = 16
grenade_launcher_name   = wpn_addon_grenade_launcher_m203
grenade_launcher_x      = 109
grenade_launcher_y      = 30
scopes_sect				= scope_val, scope_x2.7_val, scope_live_detector_val, scope_night_val

;звуки
snd_draw                = weapons\generic_draw
snd_holster             = weapons\generic_holster
snd_shoot               = weapons\n_val_shot


snd_empty               = weapons\gen_empty, 0.5
snd_reload              = weapons\groza_reload, 0.7
snd_close               = weapons\generic_close
snd_reload_grenade      = weapons\gen_grenload, 1.0, 0.8
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_val_hud]:hud_base
zoom_hide_crosshair	= true
attach_place_idx	= 0
item_visual		= dynamics\weapons\wpn_val\wpn_val_hud.ogf


hands_position				= -0.033000,-0.194000,0.311998
hands_orientation			= -2.100000,0.050000,-2.000000

hands_position_16x9				= -0.022000,-0.215000,0.311998
hands_orientation_16x9			= 1.599999,2.099999,-2.000000


aim_hud_offset_pos_16x9				= -0.110000,0.048500,-0.018000
aim_hud_offset_rot_16x9				= 0.017500,0.005000,-0.027500

aim_hud_offset_pos				= -0.109500,0.041000,-0.035500
aim_hud_offset_rot				= -0.017500,-0.042500,-0.022500

aim_hud_offset_pos_16x9				= -0.143000,0.068500,-0.018000
aim_hud_offset_rot_16x9				= 0.012500,0.020000,-0.010000



item_position				= 0.007119,0.019630,0.009658
item_orientation			= -15.646272,-3.230760,364.546112

shell_point					= 0.02,0.04,0.131
shell_dir               = 0.0, 1.0, 0.0
shell_bone					= wpn_body

fire_point		= 0,0.037,0.626
fire_bone      	      = wpn_body
fire_point2					= -0.014000,0.010000,-0.037000
fire_bone2					= wpn_body

anm_show             	= val_draw
anm_hide             	= val_holster
anm_idle             	= val_idle
anm_idle_sprint         = val_idle_sprint
anm_idle_moving 			= val_idle_moving
anm_shots               = val_shoot
anm_reload              = val_reload
anm_idle_aim           	= val_idle_aim
anm_bore						= val_idle_bore


gl_hud_offset_pos	= -0.053000,-0.059000,0.000000
gl_hud_offset_rot	= -0.145000,0.000000,0.000000

lean_hud_offset_pos	= 0,0,0
lean_hud_offset_rot	= 0,0,0


grenade_bone            = grenade

[scope_val]
scope_name 					= wpn_addon_scope
scope_x              	= 37                 ; offset in inventory icon
scope_y                 = 0

[scope_x2.7_val]
scope_name 					= wpn_addon_scope_x2.7
scope_x              	= 37                 ; offset in inventory icon
scope_y                 = 0

[scope_live_detector_val]
scope_name 					= wpn_addon_scope_detector
scope_x              	= 37                 ; offset in inventory icon
scope_y                 = 0

[scope_night_val]
scope_name 					= wpn_addon_scope_night
scope_x              	= 37                 ; offset in inventory icon
scope_y                 = 0

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------

