[up_sect_firsta_l85] ;Надежность(1)10% ;--------------- cost = 600 value = +10 ;увеличение дисперсии в процентах при максимальном износе fire_dispersion_condition_factor = -1 ;15 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = -0.0004 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = -0.007 ;0.03 [up_sect_firstc_l85] ;Удобство(2)15% ;-------------- cost = 900 value = +15 crosshair_inertion = -0.5 PDM_disp_base = -0.1 ;0.5 PDM_disp_vel_factor = -0.4 ;1.5 PDM_disp_accel_factor = -0.4 ;1.5 [up_sect_firste_l85] ;Надежность(3)25% ;--------------- cost = 1200 value = +25 ;увеличение дисперсии в процентах при максимальном износе fire_dispersion_condition_factor = -1 ;15 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.00015 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.00015 ;0.0011 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = -0.0018 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = -0.02 ;0.03 [up_sect_firstf_l85] ;Настильность(3)30% ;------------------ cost = 1200 value = +30 bullet_speed = +100 ;580 fire_dispersion_base = -0.03 [up_sect_secona_l85] ;Точность(1)10% cost = 600 value = +10 fire_dispersion_base = -0.06 ;0.07 fire_dispersion_condition_factor = -1 ;15 [up_sect_seconc_l85] ;Удобство(2)15% ;-------------- cost = 900 value = +15 crosshair_inertion = -0.5 PDM_disp_base = -0.1 ;0.5 PDM_disp_vel_factor = -0.4 ;1.5 PDM_disp_accel_factor = -0.4 ;1.5 [up_sect_second_l85] ;Надежность(2)15% ;--------------- cost = 900 value = +15 ;увеличение дисперсии в процентах при максимальном износе fire_dispersion_condition_factor = -1 ;15 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.0001 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.0001 ;0.0011 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = -0.001 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = -0.013 ;0.03 [up_sect_secone_l85] ;Надежность(3)25% ;--------------- cost = 1200 value = +25 ;увеличение дисперсии в процентах при максимальном износе fire_dispersion_condition_factor = -1 ;15 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.00015 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.00015 ;0.0011 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = -0.0018 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = -0.02 ;0.03 [up_sect_thirda_l85] ;Настильность(1)10% ;------------------ cost = 600 value = +10 bullet_speed = +60 ;580 fire_dispersion_base = -0.01 [up_sect_thirdc_l85] ;Отдача(2)-20% ;------------ cost = 900 value = -20 cam_dispersion = -0.22 ;0.5 cam_dispersion_inc = -0.12 ;0.5 cam_step_angle_horz = -0.6 ;1.5 [0.73 в остатке] zoom_cam_dispersion = -0.23 ;0.5 [0.093 в остатке] zoom_cam_dispersion_inc = -0.14 ;0.5 zoom_cam_step_angle_horz = -0.75 ;1.0 [0.505 в остатке] cam_relax_speed = -1 [up_sect_thirde_l85] ;Настильность(3)30% ;------------------ cost = 1200 value = +30 bullet_speed = +100 ;580 fire_dispersion_base = -0.03 [up_sect_thirdf_l85] ;Точность(3)30% cost = 1200 value = +30 fire_dispersion_base = -0.08 ;0.07 fire_dispersion_condition_factor = -1 ;15 [up_sect_fourta_l85] cost = 1000 scope_zoom_factor = -15 [up_sect_fourtc_l85] cost = 1500 scope_nightvision = scope_contrast [up_sect_fourte_l85] cost = 3000 scope_dynamic_zoom = on [up_sect_fiftha_l85] ;Глушитель ;---------- cost = 800 ;value = +30 silencer_status = 2 silencer_name = wpn_addon_silencer silencer_x = 196 silencer_y = 11 snd_silncer_shot = weapons\w_ak74_shot1 [up_sect_fifthc_l85] ;Смена калибра ;------------- cost = 2500 value = "5.45x39" ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_ap ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.0001 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0001 ;0.0011 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = 0.0005 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.005 ;0.03 [up_firsta_l85] scheme_index = 0, 0 known = 1 effects = up_gr_firstcd_l85 section = up_sect_firsta_l85 property = prop_reliability precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = on_weapon_upgrade_something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_stk_a2_name description = st_up_stk_a2_descr icon = ui_inGame2_upgrade_IL86_1 ;;... [up_firstc_l85] scheme_index = 1, 0 known = 1 effects = up_gr_firstef_l85 section = up_sect_firstc_l85 property = prop_inertion precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_stk_b2_name description = st_up_stk_b2_descr icon = ui_inGame2_upgrade_IL86_2 [up_firste_l85] scheme_index = 2, 0 known = 1 effects = section = up_sect_firste_l85 property = prop_reliability precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_stk_c1_name description = st_up_stk_c1_descr icon = ui_inGame2_upgrade_IL86_3 [up_firstf_l85] scheme_index = 2, 1 known = 1 effects = section = up_sect_firstf_l85 property = prop_bullet_speed precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_stk_c2_name description = st_up_stk_c2_descr icon = ui_inGame2_upgrade_IL86_4 [up_secona_l85] scheme_index = 0, 1 known = 1 effects = up_gr_seconcd_l85 section = up_sect_secona_l85 property = prop_dispersion precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_usm_a2_name description = st_up_usm_a2_descr icon = ui_inGame2_upgrade_IL86_5 [up_seconc_l85] scheme_index = 1, 1 known = 1 effects = up_gr_seconef_l85 section = up_sect_seconc_l85 property = prop_inertion precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_usm_b3_name description = st_up_usm_b3_descr icon = ui_inGame2_upgrade_IL86_6 [up_second_l85] scheme_index = 1, 2 known = 1 effects = up_gr_seconef_l85 section = up_sect_second_l85 property = prop_reliability precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_usm_b1_name description = st_up_usm_b1_descr icon = ui_inGame2_upgrade_IL86_7 [up_secone_l85] scheme_index = 2, 2 known = 1 effects = section = up_sect_secone_l85 property = prop_reliability precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here_h prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_usm_c1_name description = st_up_usm_c1_descr icon = ui_inGame2_upgrade_IL86_8 [up_thirda_l85] scheme_index = 0, 2 known = 1 effects = up_gr_thirdcd_l85 section = up_sect_thirda_l85 property = prop_bullet_speed precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_bar_a1_name description = st_up_bar_a1_descr icon = ui_inGame2_upgrade_IL86_9 [up_thirdc_l85] scheme_index = 1, 3 known = 1 effects = up_gr_thirdef_l85 section = up_sect_thirdc_l85 property = prop_recoil precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_bar_b1_name description = st_up_bar_b1_descr icon = ui_inGame2_upgrade_IL86_10 [up_thirde_l85] scheme_index = 2, 3 known = 1 effects = section = up_sect_thirde_l85 property = prop_bullet_speed precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_bar_c1_name description = st_up_bar_c1_descr icon = ui_inGame2_upgrade_IL86_11 [up_thirdf_l85] scheme_index = 2, 4 known = 1 effects = section = up_sect_thirdf_l85 property = prop_dispersion precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_bar_c3_name description = st_up_bar_c3_descr icon = ui_inGame2_upgrade_IL86_12 [up_fourta_l85] scheme_index = 0, 3 known = 1 effects = section = up_sect_fourta_l85 property = prop_scope_4x precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_opt_a2_name description = st_up_opt_a2_descr icon = ui_inGame2_upgrade_IL86_13 [up_fourtc_l85] scheme_index = 1, 4 known = 1 effects = section = up_sect_fourtc_l85 property = prop_contrast precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_opt_b1_name description = st_up_opt_b1_descr icon = ui_inGame2_upgrade_IL86_14 [up_fourte_l85] scheme_index = 2, 5 known = 1 effects = section = up_sect_fourte_l85 property = prop_scope precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_opt_c3_name description = st_up_opt_c3_descr icon = ui_inGame2_upgrade_IL86_15 [up_fiftha_l85] scheme_index = 0, 4 known = 1 effects = section = up_sect_fiftha_l85 property = prop_silencer precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_add_a1_name description = st_up_add_a1_descr icon = ui_inGame2_upgrade_IL86_16 [up_fifthc_l85] scheme_index = 1, 5 known = 1 effects = section = up_sect_fifthc_l85 property = prop_calibre precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_add_b1_name description = st_up_add_b1_descr icon = ui_inGame2_upgrade_IL86_17 [up_gr_firstab_l85] elements = up_firsta_l85 [up_gr_firstcd_l85] elements = up_firstc_l85 [up_gr_firstef_l85] elements = up_firste_l85, up_firstf_l85 [up_gr_seconab_l85] elements = up_secona_l85 [up_gr_seconcd_l85] elements = up_seconc_l85, up_second_l85 [up_gr_seconef_l85] elements = up_secone_l85 [up_gr_thirdab_l85] elements = up_thirda_l85 [up_gr_thirdcd_l85] elements = up_thirdc_l85 [up_gr_thirdef_l85] elements = up_thirde_l85, up_thirdf_l85 [up_gr_fourtab_l85] elements = up_fourta_l85 [up_gr_fourtcd_l85] elements = up_fourtc_l85 [up_gr_fourtef_l85] elements = up_fourte_l85 [up_gr_fifthab_l85] elements = up_fiftha_l85 [up_gr_fifthcd_l85] elements = up_fifthc_l85