e4s-sdk/gamedata/configs/models/vehicles/veh_btr_script_u_01.ltx
2026-06-17 23:06:51 +03:00

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[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[car_definition]
camera_pos = -0.4, 1.7, 2.4
driving_wheels = front_left_wheel,front_right_wheel,front_left_wheel2,front_right_wheel2,back_left_wheel,back_right_wheel,back_left_wheel2,back_right_wheel2 ; âåäóùèå êîë¸ñà
steering_wheels = front_left_wheel,front_right_wheel,front_left_wheel2,front_right_wheel2 ; ðóëåâûå êîë¸ñà
breaking_wheels = back_left_wheel,back_right_wheel,back_left_wheel2,back_right_wheel2 ; òîðìîçÿùèå êîë¸ñà
doors = left_door,right_door,front_left_door,front_right_door ; äâåðè
steer = stearing_wheel ; ðóëü
driver_place = seat_left ; ìåñòî âîäèòåëÿ
exhausts = exhausts ; âûõëîïíàÿ òðóáà
exhaust_particles = vehiclefx\exhaust_1
damage = damage_bones
;-------------------------------------------------------------------------------
;------ Factory parameters of Engine -------------------------------------------
fuel_tank = 30. ; L
fuel_consumption = 4.43 ; L / (100k R); liters per 100 000 rotations
engine_power = 30. ; horse_power (kW=hp*0.808) max power
max_power_rpm = 4200 ; (nominal rpm ) on this rpm value engine power reaches maximum
max_torque_rpm = 2800. ; on this rpm engine torque reaches maximum
power_increment_factor = 0.04
power_decrement_factor = 0.08
rpm_increment_factor = 0.05
rpm_decrement_factor = 0.10
; additional engine parameters
max_engine_rpm = 5000 ; rpm (5000) rpm will never be more
idling_engine_rpm = 750 ; rpm (750) min rpm - starts from this rpm value
;-------------------------------------------------------------------------------
;------ Adjustment a wheel -----------------------------------------------------
reference_radius = 0.28 ; Ðàäèóñ êîëåñà, èñïîëüçóåìûé ïðè ïðîñ÷¸òå äâèãàòåëÿ
axle_friction = 0.01 ; Îñëàáëåíèå ñêîðîñòè â íååòðàëüíîé ïîçèöèè. (N*m)
steering_speed = 2.5 ; Âðåìÿ ïîâîðîòà ðóëåâîãî êîëåñà, â ìàêñèìóì. rps (1)
steering_torque = 90000. ; Ñèëà ãèäðîóñèëèòåëÿ ðóëÿ. (N*m)
break_torque = 0.02 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m)
break_time = 0.9 ; âðåìÿ íàðàñòàíèÿ ñèëû òîðìîæåíèÿ äî ìàêñèìóìà, ïðè ïîäòîðìàæèâàíèè (ñòðåëêà íàçàä)
hand_break_torque = 0.02 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
;-------------------------------------------------------------------------------
;------ Gearbox ----------------------------------------------------------------
main_gear_ratio = 4.63 ; Ïåðåäàòî÷íîå îòíîøåíèå
auto_transmission = on ; Àâòîìàòè÷åñêàÿ êîðîáêà (on/off)
[transmission_gear_ratio]
; shift down/ shift up. (rpm, íåîáõîäèìîå äëÿ ïåðåêëþ÷åíèÿ)
;R = 4.76, 2000,4500
R = 3.73, 2000,4500
N1 = 3.73, 2000,4500
N2 = 2.29, 2000,4500
N3 = 1.39, 2000,4500
N4 = 0.96, 2000,4500
;-------------------------------------------------------------------------------
;------ Rest Adjustment --------------------------------------------------------
[lights]
headlights = f1,f2
[f1]
bone = left_light
color = 0.6,0.6,0.6,0.5
range = 25
cone_angle = 80
spot_texture = lights\lights_torch_01
glow_texture = glow\glow_Yellow
glow_radius = 0.5
[f2]
bone = right_light
color = 0.6,0.6,0.6,0.6
range = 25
cone_angle = 80
spot_texture = lights\lights_torch_01
glow_texture = glow\glow_Yellow
glow_radius = 0.5
[car_sound]
snd_volume = 1.0
snd_name = car\car2
transmission_switch = car\car_gearchange
explosion_sound = weapons\heli_explosion
relative_pos = 0.0,0.5,3.0.
;-------------------------------------------------------------------------------
;------ animations params ------------------------------------------------------
[doors]
open_torque_factor = 10 ;ìíîæèòåëü ìîìåíòà ñèë äëÿ îòêðûâàíèÿ äâåðè (default = 2)
[animations]
driver_animation_type = 0 ;òèï àíèìàöèé àêòåðà äëÿ äàííîé ìàøèíû.
;-------------------------------------------------------------------------------
;------ damage params ----------------------------------------------------------
[damage_particles]
explosion_particles = explosions\expl_mushroom_01
car_damage_particles1 = explosions\expl_car_smoke_small
car_damage_particles2 = explosions\expl_car_smoke_big
wheels_damage_particles1 = vehiclefx\exhaust_1
wheels_damage_particles2 = vehiclefx\exhaust_1
particle_bones1 = kabina; root;left_door,right_door
particle_bones2 = root ;kabina
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
root = 1.5,-0.5,1
back_left_wheel = 0,0,0
back_right_wheel = 0,0,0
front_left_wheel = 0,0,0
front_right_wheel = 0,0,0
kabina = 1.3,-0.5,-1
left_door = 0,0,0
right_door = 0,0,0
;-------------------------------------------------------------------------------
;------ damage items -----------------------------------------------------------
[damage_items]
front_left_wheel = 5000
front_right_wheel = 5000
front_left_wheel2 = 5000
front_right_wheel2 = 5000
back_left_wheel = 5000
back_right_wheel = 5000
back_left_wheel2 = 5000
back_right_wheel2 = 5000
left_door = 2000
right_door = 2000
;-------------------------------------------------------------------------------
;------ collisiondamage --------------------------------------------------------
[collision_damage]
root = 0.0001
kabina = 0.0001
back_left_wheel = 0.00001
back_right_wheel = 0.00001
back_left_wheel2 = 0.00001
back_right_wheel2 = 0.00001
front_left_wheel = 0.00001
front_right_wheel = 0.00001
front_left_wheel2 = 0.00001
front_right_wheel2 = 0.00001
;-------------------------------------------------------------------------------
;------ damage bones -----------------------------------------------------------
[damage_bones] ;àíàëîãè÷íî ñåêöèè â àêòåðå, íî áåç àíèìàöèé
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
default = 1, -1, 0.1
[immunities]
burn_immunity = 0.5 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.1
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.2
fire_wound_immunity = 0.0001
;-------------------------------------------------------------------------------
;----------------explosion params-----------------------------------------------
[explosion]
hit_power_critical = 0.0, 0.0, 0.0, 0.0
k_hit_critical = 0
frag_hit_critical = 0
blast = 1
blast_r = 15
blast_impulse = 350
frags = 15
frags_r = 20
frag_hit = 0.45
frag_hit_impulse = 250
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.4
wm_size = 0.1
explode_particles = explosions\expl_car
light_color = 0.6,0.5,0.3
light_range = 15.0
light_time = 1.0
;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
;-------------------------------------------------------------------------------
;------ Others params ----------------------------------------------------------
[air_resistance]
linear_factor = 20000.f ;
angular_factor = 20000.f ;
[wheels_params]
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[front_left_wheel]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[front_right_wheel]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[front_left_wheel2]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[front_right_wheel2]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[back_left_wheel]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[back_right_wheel]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[back_left_wheel2]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[back_right_wheel2]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
;-------------------------------------------------------------------------------
;------ Weapons params ---------------------------------------------------------
[mounted_weapon_definition]
fire_bone = mashine_gun_fire_point ; fire bone name
rotate_x_bone = mashine_gun ; rotate X-axis(pitch) bone name
rotate_y_bone = mashine_gun_tower ; rotate Y-axis(head) bone name
min_gun_speed = 1.5
max_gun_speed = 3.5
wpn_section = stationary_mgun
;-------------------------------------------------------------------------------
;------ destroyed part ---------------------------------------------------------
[destroyed]
dynamics\scene_objects\part\part_none.ogf
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- part impulse_transition ---------------------------------------------------
[impulse_transition_to_parts]
random_min = 10.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; 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 = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------