194 lines
5.3 KiB
TeX
194 lines
5.3 KiB
TeX
[wpn_binoc]:identity_immunities,weapon_probability,default_weapon_params
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GroupControlSection = spawn_group
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discovery_dependency =
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$spawn = "weapons\binocular"
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$npc = on ; option for Level Editor
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$prefetch = 8
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scheduled = off ; option for ALife Simulator
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cform = skeleton
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class = WP_BINOC
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hud = wpn_binoc_hud
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ef_main_weapon_type = 5
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ef_weapon_type = 0
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;---DOF-------------------------------------------------------------------------
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;zoom_dof = -1.0, 10.0, 350
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reload_dof = 0.0, 0.5, 5, 1.7
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;-------------------------------------------------------------------------------
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flame_particles = weapons\generic_weapon05
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smoke_particles = weapons\generic_shoot_00
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fire_point = 0.0, 0.133, 0.161
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shell_point = 0.0, 0.133, 0.047
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shell_dir = 0.0, 0.0, 0.4
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shell_particles = weapons\generic_shells
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position = -0.08 , -0.05 , 0.05
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normal = 0, 1, 0
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direction = 0, 0, 1
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orientation = 0 , -90, 70
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attach_angle_offset = 3.080506,-1.493053,-1.202040 ;óñòàíàâëèâàåòñÿ â ðàäèàíàõ Angle*PI/180
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attach_position_offset = 0.080000,0.021273,0.100000
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attach_bone_name = bip01_r_hand
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auto_attach = false
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visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf
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description = st_binocular_descr
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hand_dependence = 1
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single_handed = 0
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slot = 4 ; // binocular
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animation_slot = 13 ; type of the animation that will be used
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default_to_ruck = false
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sprint_allowed = true
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control_inertion_factor = 1
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ammo_limit = 0
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ammo_current = 0
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ammo_elapsed = 0
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ammo_mag_size = 0
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ammo_class = ammo_9x19_fmj
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inv_name = st_binocular_name
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inv_name_short = st_binocular_name
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inv_weight = 1.0
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show_ammo = false
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inv_grid_width = 2
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inv_grid_height = 1
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inv_grid_x = 16
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inv_grid_y = 8
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min_radius = 100
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max_radius = 150
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cost = 800
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cam_relax_speed = 5.5
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cam_dispersion = 2
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cam_max_angle = 5
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cam_max_angle_horz = 5.0
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cam_step_angle_horz = 0.5
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disp_vel_factor = 0.1
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disp_crouch_factor = 0.75
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disp_jump_factor = 3
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ph_mass = 1
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scope_status = 1
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silencer_status = 0
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grenade_launcher_status = 0
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zoom_enabled = true
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scope_texture = wpn_crosshair_bino
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scope_zoom_factor = 7.5
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fire_dispersion_base = 0.1
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cam_relax_speed = 1.5
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cam_dispersion = 1.5
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cam_max_angle = 7
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cam_max_angle_horz = 10.0
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cam_step_angle_horz = 1.5
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fire_dispersion_condition_factor = 5
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misfire_probability = 0.0001 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå !!!old - now not working
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;èçíîøåííîñòü, ïðè êîòîðîé ïîÿâëÿåòñÿ øàíñ îñå÷êè
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misfire_start_condition = 0.6
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;èçíîøåíîñòü ïðè êîòîðîé øàíñ îñå÷êè ñòàíîâèòñÿ êîíñòàíòíûì
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misfire_end_condition = 0.1
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;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireStartCondition
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misfire_start_prob = 0.001
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;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
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misfire_end_prob = 0.02
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;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
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condition_shot_dec = 0.00001
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;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
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condition_queue_shot_dec = 0.00002
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PDM_disp_base = 1.0
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PDM_disp_vel_factor = 1.0
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PDM_disp_accel_factor = 1.0
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PDM_disp_crouch = 1.0
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PDM_disp_crouch_no_acc = 1.0
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hit_power = 1
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hit_impulse = 1
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hit_type = fire_wound
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fire_distance = 1
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bullet_speed = 1
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rpm = 1
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rpm_empty_click = 1
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light_color = 0.6,0.5,0.3
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light_range = 3.0
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light_var_color = 0.05
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light_var_range = 0.5
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light_time = 0.2
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snd_draw = weapons\generic_draw
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snd_holster = weapons\generic_holster
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snd_gyro = weapons\binoculars_gyro
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snd_zoomin = weapons\binoculars_zoomin
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snd_zoomout = weapons\binoculars_zoomout
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snd_shoot = weapons\n_pb_shot
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snd_empty = weapons\pistol_empty
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snd_reload = weapons\pm_reload, 0.8
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snd_close = weapons\generic_close
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vision_present = true
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vis_frame_speed = 4 ; ñêîðîñòü, ñ êîòîðîé íàâîäèòñÿ ðàìêà íà öåëü
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vis_frame_color = 0.7,0.7,0.7,1.0 ; öâåò ðàìêè RGBA (A) Íå ó÷èòûâàåòñÿ
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found_snd = detectors\DA-2_beep1
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catch_snd = detectors\DA-2_beep1
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[wpn_binoc_hud]:hud_base
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zoom_hide_crosshair = true
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hands_position = -0.008000,-0.244998,0.371497
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hands_orientation = 5.450003,2.649999,-1.200001
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hands_position_16x9 = -0.008500,-0.250998,0.319998
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hands_orientation_16x9 = 5.850004,5.450003,-0.950000
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item_position = 0.000746,-0.000321,0.003479
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item_orientation = 1.239378,-0.134046,-2.052052
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item_visual = dynamics\devices\dev_binoculars\dev_binoculars_hud
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attach_place_idx = 0
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anm_show = binoculars_draw
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anm_hide = binoculars_holster
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anm_idle = binoculars_idle
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anm_idle_aim = binoculars_idle
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anm_idle_moving = binoculars_idle_moving
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anm_idle_sprint = binoculars_idle_sprint
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anm_bore = binoculars_idle_bore
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aim_hud_offset_pos = 0.0,0.022,0.0
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aim_hud_offset_rot = 0.0,0.0,0.0
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aim_hud_offset_pos_16x9 = 0.0,0.022,0.0
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aim_hud_offset_rot_16x9 = 0.0,0.0,0.0
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gl_hud_offset_pos = 0,0,0
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gl_hud_offset_rot = 0,0,0
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lean_hud_offset_pos = 0,0,0
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lean_hud_offset_rot = 0,0,0
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