e4s-sdk/gamedata/configs/weapons/w_binoc.ltx
2026-06-17 23:06:51 +03:00

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[wpn_binoc]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\binocular"
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_BINOC
hud = wpn_binoc_hud
ef_main_weapon_type = 5
ef_weapon_type = 0
;---DOF-------------------------------------------------------------------------
;zoom_dof = -1.0, 10.0, 350
reload_dof = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
fire_point = 0.0, 0.133, 0.161
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
position = -0.08 , -0.05 , 0.05
normal = 0, 1, 0
direction = 0, 0, 1
orientation = 0 , -90, 70
attach_angle_offset = 3.080506,-1.493053,-1.202040 ;óñòàíàâëèâàåòñÿ â ðàäèàíàõ Angle*PI/180
attach_position_offset = 0.080000,0.021273,0.100000
attach_bone_name = bip01_r_hand
auto_attach = false
visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf
description = st_binocular_descr
hand_dependence = 1
single_handed = 0
slot = 4 ; // binocular
animation_slot = 13 ; type of the animation that will be used
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
ammo_limit = 0
ammo_current = 0
ammo_elapsed = 0
ammo_mag_size = 0
ammo_class = ammo_9x19_fmj
inv_name = st_binocular_name
inv_name_short = st_binocular_name
inv_weight = 1.0
show_ammo = false
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 8
min_radius = 100
max_radius = 150
cost = 800
cam_relax_speed = 5.5
cam_dispersion = 2
cam_max_angle = 5
cam_max_angle_horz = 5.0
cam_step_angle_horz = 0.5
disp_vel_factor = 0.1
disp_crouch_factor = 0.75
disp_jump_factor = 3
ph_mass = 1
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
scope_texture = wpn_crosshair_bino
scope_zoom_factor = 7.5
fire_dispersion_base = 0.1
cam_relax_speed = 1.5
cam_dispersion = 1.5
cam_max_angle = 7
cam_max_angle_horz = 10.0
cam_step_angle_horz = 1.5
fire_dispersion_condition_factor = 5
misfire_probability = 0.0001 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
misfire_start_condition = 0.6
;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
misfire_end_condition = 0.1
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
misfire_start_prob = 0.001
;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
misfire_end_prob = 0.02
;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
condition_shot_dec = 0.00001
;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
condition_queue_shot_dec = 0.00002
PDM_disp_base = 1.0
PDM_disp_vel_factor = 1.0
PDM_disp_accel_factor = 1.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
hit_power = 1
hit_impulse = 1
hit_type = fire_wound
fire_distance = 1
bullet_speed = 1
rpm = 1
rpm_empty_click = 1
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
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_gyro = weapons\binoculars_gyro
snd_zoomin = weapons\binoculars_zoomin
snd_zoomout = weapons\binoculars_zoomout
snd_shoot = weapons\n_pb_shot
snd_empty = weapons\pistol_empty
snd_reload = weapons\pm_reload, 0.8
snd_close = weapons\generic_close
vision_present = true
vis_frame_speed = 4 ; ñêîðîñòü, ñ êîòîðîé íàâîäèòñÿ ðàìêà íà öåëü
vis_frame_color = 0.7,0.7,0.7,1.0 ; öâåò ðàìêè RGBA (A) Íå ó÷èòûâàåòñÿ
found_snd = detectors\DA-2_beep1
catch_snd = detectors\DA-2_beep1
[wpn_binoc_hud]:hud_base
zoom_hide_crosshair = true
hands_position = -0.008000,-0.244998,0.371497
hands_orientation = 5.450003,2.649999,-1.200001
hands_position_16x9 = -0.008500,-0.250998,0.319998
hands_orientation_16x9 = 5.850004,5.450003,-0.950000
item_position = 0.000746,-0.000321,0.003479
item_orientation = 1.239378,-0.134046,-2.052052
item_visual = dynamics\devices\dev_binoculars\dev_binoculars_hud
attach_place_idx = 0
anm_show = binoculars_draw
anm_hide = binoculars_holster
anm_idle = binoculars_idle
anm_idle_aim = binoculars_idle
anm_idle_moving = binoculars_idle_moving
anm_idle_sprint = binoculars_idle_sprint
anm_bore = binoculars_idle_bore
aim_hud_offset_pos = 0.0,0.022,0.0
aim_hud_offset_rot = 0.0,0.0,0.0
aim_hud_offset_pos_16x9 = 0.0,0.022,0.0
aim_hud_offset_rot_16x9 = 0.0,0.0,0.0
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