e4s-sdk/gamedata/configs/models/vehicles/veh_mi2_01.ltx
2026-06-17 23:06:51 +03:00

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[helicopter_definition]
default_hit_factor = 0.01 ; default hit factor (0..1)
hit_section = hit_bones ; hit section name
wpn_rotate_x_bone = left_gun1 ; rotate X-axis(pitch) bone name
wpn_rotate_y_bone = left_gun1_tower ; rotate Y-axis(head) bone name
wpn_fire_bone = left_gun1_fire ; weapon axis (fire) bone name
left_rocket_bone = left_gun2 ;
left_rocket2_bone = left_gun2 ;
right_rocket_bone = right_gun ;
right_rocket2_bone = right_gun ;
smoke_bone = front_propeller
light_bone = front_propeller
[hit_bones] ; per bones hit factor
;root = 0.000015
;korpus1 = 0.000015
;korpus2 = 0.000015
front_propeller = 0.00001
korpus4 = 0.00001
[on_death_mode]
scale_bone = front_propeller2,back_propeller2
;-------------------------------------------------------------------------------
;------ destroyed part ---------------------------------------------------------
[destroyed]
dynamics\vehicles\mi2\part\veh_mi2_part_01
dynamics\vehicles\mi2\part\veh_mi2_part_02
dynamics\vehicles\mi2\part\veh_mi2_part_03
dynamics\vehicles\mi2\part\veh_mi2_part_04
dynamics\vehicles\mi2\part\veh_mi2_part_05
dynamics\vehicles\mi2\part\veh_mi2_part_06
dynamics\vehicles\mi2\part\veh_mi2_part_07
dynamics\vehicles\mi2\part\veh_mi2_part_08
[autoremove_parts]
time = 60
;-------------------------------------------------------------------------------
;--- part impulse_transition ---------------------------------------------------
[impulse_transition_to_parts]
random_min = 20.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 30.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone = ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 2.0 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 2.0 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
[explosion]
hit_power_critical = 0.0, 0.0, 0.0, 0.0
k_hit_critical = 0
frag_hit_critical = 0
blast = 2
blast_r = 15
blast_impulse = 350
frags = 15
frags_r = 30
frag_hit = 0.8
frag_hit_impulse = 320
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.25
wm_size = 0.1
explode_particles = explosions\expl_mushroom_01
light_color = 0.6,0.5,0.3
light_range = 15.0
light_time = 0.5
;òðàññû îò îñêîëêîâ
fragment_speed = 76
fragment_tracer_max_length = 3
explode_duration = 50 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\heli_explosion
;wallmarks
wallmark_section = explosion_marks
[explode_effector]
effect_sect_name= effector_explode_hit