[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 ;-----------------------------------------------------------------------------