[wpn_usp]:identity_immunities,weapon_probability,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\usp" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_LR300 description = st_wpn_usp_descr ef_main_weapon_type = 5 ef_weapon_type = 5 default_to_ruck = false sprint_allowed = true control_inertion_factor = 1.0 ;------------------------------------------------------------------------------- cost = 1400 ; the price of the item inv_weight = .72 upgrades = up_gr_firstab_usp, up_gr_seconab_usp, up_gr_thirdab_usp, up_gr_fourtab_usp, up_gr_fifthab_usp installed_upgrades = upgrade_scheme = upgrade_scheme_usp ;----TTX-------------------------------------------------------------------------- hit_power = 0.42, 0.42, 0.42, 0.42 hit_impulse = 100 hit_type = fire_wound fire_distance = 200 bullet_speed = 195 rpm = 173 rpm_empty_click = 250 use_aim_bullet = false ;Поддерживается ли первая суппер пуля time_to_aim = 1.0 hud = wpn_usp_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 = 0.0055 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.055 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0025 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.0025 ammo_elapsed = 12 ammo_mag_size = 12 ; clip (magazine) size fire_modes = 1;, -1 ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_hydro grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades launch_speed = 0 hand_dependence = 1 single_handed = 1 ;---DOF------------------------------------------------------------------------- zoom_dof = -1000, 1.0, 1000 reload_dof = 0.0, 0.5, 5, 1.7 ;---дисперсия--------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.19 ;0.7 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.0 crosshair_inertion = 3.65 ;отдача cam_return = 0 cam_relax_speed = 7 ;скорость возврата в исходное положение cam_dispersion = 1.5 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 1.5 ;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 = 10.0 ;максимальный угол отдачи cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 1.0 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 0.5 PDM_disp_vel_factor = 1.1 PDM_disp_accel_factor = 1.1 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 zoom_cam_relax_speed = 10 ; scope & ironsight zoom_cam_relax_speed_ai = 120.75 zoom_cam_dispersion = 0.2 zoom_cam_dispersion_inc = 0.5 zoom_cam_dispersion_frac = 0.7 zoom_cam_max_angle = 5.0 zoom_cam_max_angle_horz = 10.0 zoom_cam_step_angle_horz = 1.5 fire_dispersion_condition_factor = 8 ;увеличение дисперсии в процентах при максимальном износе ;------------------------------------------------------------------------------- holder_range_modifier = 1.0 ; во сколько раз увеличивается eye_range holder_fov_modifier = 1.0 ; во сколько раз увеличивается eye_fov min_radius = 0 max_radius = 30 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 = 1 animation_slot = 1 ; type of the animation that will be used inv_name = st_wpn_usp ; name in inventory inv_name_short = st_wpn_usp inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 2 inv_grid_y = 25 upgr_icon_x = 720 upgr_icon_y = 270 upgr_icon_width = 255 upgr_icon_height = 109 kill_msg_x = 134 kill_msg_y = 177 kill_msg_width = 31 kill_msg_height = 25 ;------------------------------------------------------------------------------- position = -0.021, -0.085, 0.0 orientation = 0, 0, 0 fire_point = 0.0, 0.133, 0.161 fire_point2 = 0.0, 0.133, 0.161 flame_particles = weapons\generic_weapon03 smoke_particles = weapons\generic_shoot_00 grenade_flame_particles = weapons\generic_weapon01 shell_point = 0.0, 0.133, 0.047 shell_dir = 0.0, 0.0, 0.4 shell_particles = weapons\generic_shells ;--STRAP PARAMETERS----------------------------------------------------------------- ;под мишкой ;strap_position = -0.16,-0.36,0.15 ; position (offset) and orientation of the weapon when it is strapped ;strap_orientation = -10,-5,10 ; (3rd person view in degrees) ;strap_bone0 = bip01_spine2 ;strap_bone1 = bip01_spine1 startup_ammo = 90 visual = dynamics\weapons\wpn_usp45\wpn_usp45.ogf light_disabled = false light_color = 0.6,0.5,0.3 light_range = 3.0 light_var_color = 0.05 light_var_range = 0.5 light_time = 0.2 ph_mass = 1 ;addons scope_status = 0 ; 0 - no addon silencer_status = 2 ; 1 - permanent grenade_launcher_status = 0 ; 2 - attachable zoom_enabled = true zoom_rotate_time = 0.25 scope_zoom_factor = 55 ; fov for zoom mode scope_name = wpn_addon_scope ; section name for the attachable scope scope_x = 47 ; offset in inventory icon scope_y = 0 silencer_name = wpn_addon_silencer ; section name for the attachable silencer silencer_x = 48 ; offset in inventory icon silencer_y = -15 grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher grenade_launcher_x = 126 ; offset in inventory icon grenade_launcher_y = 24 ;звуки snd_draw = weapons\usp_draw snd_holster = weapons\generic_holster snd_shoot = weapons\n_usp_shot snd_empty = weapons\pistol_empty snd_reload = weapons\pistol_reload, 0.8 snd_shoot_grenade = weapons\gen_grenshoot snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8 snd_switch = weapons\groza_switch, 1.0, 0.5 snd_bore = weapons\mp5_bore snd_bore1 = weapons\draw_silent ;silencer_flame_particles = weapons\generic_weapon01 silencer_smoke_particles = weapons\generic_shoot_00 snd_silncer_shot = weapons\n_pb_shot 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_usp_hud]:hud_base zoom_hide_crosshair = true hands_position = -0.021000,-0.160000,0.002500 hands_orientation = -0.500000,1.000000,1.149999 hands_position_16x9 = 0.033000,-0.189500,0.039000 hands_orientation_16x9 = 2.349998,2.749999,2.849998 ;hands_position = -0.022500,-0.159500,0.002500 ;hands_orientation = 0.350000,1.300000,1.599999 ;hands_position_16x9 = 0.006000,-0.176500,0.039000 ;hands_orientation_16x9 = 0.049999,1.500000,2.949998 item_position = 0.000746,-0.000321,0.003479 item_orientation = 1.239378,-0.134046,-2.052052 item_visual = dynamics\weapons\wpn_usp45\wpn_usp45_hud.ogf attach_place_idx = 0 shell_point = 0.015,0.048,0.481 shell_bone = wpn_body fire_point = 0,0.048,0.163 fire_bone = wpn_body anm_show = usp45_draw anm_show_empty = usp45_draw, usp45_opened anm_hide = usp45_holster anm_hide_empty = usp45_holster, usp45_opened anm_idle = usp45_idle anm_idle_empty = usp45_idle, usp45_opened anm_shots = usp45_shoot anm_shot_l = usp45_shoot, usp45_open anm_idle_aim = usp45_idle_aim anm_idle_aim_empty = usp45_idle_aim, usp45_opened anm_reload = usp45_reload anm_reload_empty = usp45_reload, usp45_close anm_idle_moving = usp45_idle_moving anm_idle_moving_empty = usp45_idle_moving, usp45_opened anm_idle_sprint = usp45_idle_sprint anm_idle_sprint_empty = usp45_idle_sprint, usp45_opened anm_bore = usp45_idle_bore anm_bore_empty = usp45_idle_bore, usp45_opened aim_hud_offset_pos = -0.106500,0.032000,0.000000 aim_hud_offset_rot = -0.000000,0.007500,-0.035000 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 aim_hud_offset_pos_16x9 = -0.166000,0.059000,0.000000 aim_hud_offset_rot_16x9 = 0.025000,0.055000,0.002500 ;----------------------------------------------------------------------------- ; Уникальнvе ;----------------------------------------------------------------------------- [wpn_usp_nimble]:wpn_usp $spawn = "weapons\wpn_usp_nimble" ; name and section in level editor inv_name = st_wpn_usp_nimble description = st_wpn_usp_nimble_descr cost = 3000 rpm = 210 ;---дисперсия--------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.08 ;0.7 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.0 crosshair_inertion = 3.25 ;отдача cam_return = 0 cam_relax_speed = 7 ;скорость возврата в исходное положение cam_dispersion = 1.35 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 1.35 ;увеличениe cam_dispersion с каждым выстрелом cam_dispersion_frac = 0.8 ;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac) cam_max_angle = 8.0 ;максимальный угол отдачи cam_max_angle_horz = 8.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.9 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 0.4 PDM_disp_vel_factor = 1 PDM_disp_accel_factor = 1 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 zoom_cam_relax_speed = 11 ; scope & ironsight zoom_cam_relax_speed_ai = 120.75 zoom_cam_dispersion = 0.15 zoom_cam_dispersion_inc = 0.4 zoom_cam_dispersion_frac = 0.6 zoom_cam_max_angle = 4.0 zoom_cam_max_angle_horz = 8.0 zoom_cam_step_angle_horz = 1.3