294 lines
10 KiB
TeX
294 lines
10 KiB
TeX
[wpn_val]:identity_immunities,weapon_probability,default_weapon_params
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GroupControlSection = spawn_group
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$spawn = "weapons\val" ; option for Level Editor
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$npc = off ; 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_VAL
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description = st_wpn_val_descr
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ef_main_weapon_type = 2
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ef_weapon_type = 8
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default_to_ruck = false
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sprint_allowed = true
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;-------------------------------------------------------------------------------
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cost = 9000
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weapon_class = assault_rifle
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inv_weight = 2.5
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upgrades = up_gr_firstab_val, up_gr_seconab_val, up_gr_thirdab_val, up_gr_fourtab_val, up_gr_fifthab_val
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installed_upgrades =
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upgrade_scheme = upgrade_scheme_val
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;-TTX-----------------------------------------------------------------------------
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hit_power = 0.42, 0.42, 0.42, 0.42
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hit_impulse = 100
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hit_type = fire_wound
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fire_distance = 200
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bullet_speed = 290
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rpm = 580
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rpm_empty_click = 200
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use_aim_bullet = false ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
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time_to_aim = 3.0
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hud = wpn_val_hud
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misfire_probability = 0.005 ;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 = 0.004
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;øàíñ îñå÷êè ïðè èçíîøåíîñòè áîëüøå ÷åì misfireEndCondition
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misfire_end_prob = 0.057
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;óâåëè÷åíèå èçíîøåíîñòè ïðè îäèíî÷íîì âûñòðåëå
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condition_shot_dec = 0.0011
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;óâåëè÷åíèå èçíîøåíîñòè ïðè âûñòðåëå î÷åðåäüþ
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condition_queue_shot_dec = 0.0013
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ammo_elapsed = 20
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ammo_mag_size = 20
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ammo_class = ammo_9x39_pab9, ammo_9x39_ap
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fire_modes = 1, -1
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launch_speed = 0
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hand_dependence = 1
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single_handed = 0
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;--äèñïåðñèÿ----------------------------------------------------------------------------
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;áàçîâàÿ äèñïåðñèÿ
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fire_dispersion_base = 0.2 ;0.15 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
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control_inertion_factor = 1.2f
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crosshair_inertion = 5.65
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;îòäà÷à
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cam_return = 0
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cam_relax_speed = 4 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
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cam_relax_speed_ai = 360
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cam_dispersion = 0.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
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cam_dispersion_inc = 0.25 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
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cam_dispersion_frac = 0.7 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
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cam_max_angle = 50.0 ;ìàêñèìàëüíûé óãîë îòäà÷è
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cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree
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cam_step_angle_horz = 0.7 ;(degree) size of step camera moved in horizontal position while shooting
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PDM_disp_base = 0.5
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PDM_disp_vel_factor = 1.5
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PDM_disp_accel_factor = 1.5
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PDM_disp_crouch = 1.0
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PDM_disp_crouch_no_acc = 1.0
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zoom_cam_relax_speed = 4 ; scope & ironsight
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zoom_cam_relax_speed_ai = 120.75
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zoom_cam_dispersion = 0.45
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zoom_cam_dispersion_inc = 0.22
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zoom_cam_dispersion_frac = 0.7
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zoom_cam_max_angle = 50.0
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zoom_cam_max_angle_horz = 50.0
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zoom_cam_step_angle_horz = 0.5
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fire_dispersion_condition_factor = 16 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
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;---DOF-------------------------------------------------------------------------
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zoom_dof = 0.5, 1.0, 180
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reload_dof = 0.0, 0.5, 5, 2
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;-------------------------------------------------------------------------------
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holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
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holder_fov_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
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min_radius = 30
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max_radius = 100
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hit_probability_gd_novice = 1.0
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hit_probability_gd_stalker = 1.0
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hit_probability_gd_veteran = 1.0
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hit_probability_gd_master = 1.0
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;-------------------------------------------------------------------------------
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slot = 2 ; // secondary
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animation_slot = 2 ; type of the animation that will be used
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inv_name = st_wpn_val
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inv_name_short = st_wpn_val
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inv_grid_width = 4
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inv_grid_height = 2
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inv_grid_x = 15
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inv_grid_y = 4
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upgr_icon_x = 297
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upgr_icon_y = 739
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upgr_icon_width = 292
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upgr_icon_height = 99
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kill_msg_x = 0
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kill_msg_y = 154
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kill_msg_width = 78
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kill_msg_height = 21
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;-------------------------------------------------------------------------------
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position = -0.026, -0.131, 0.0
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orientation = 0, 0, 0
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fire_point = 0.000000,0.174,0.562
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fire_point2 = 0.0, 0.097, 0.722
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;flame_particles = weapons\generic_weapon05
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smoke_particles = weapons\generic_shoot_00
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grenade_flame_particles = weapons\generic_weapon01
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shell_point = 0.0, 0.174, 0.078
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shell_dir = 0.0, 1.0, 0.0
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shell_particles = weapons\generic_shells
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;--STRAP PARAMETERS-----------------------------------------------------------------
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;ïîä ìèøêîé
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strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
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strap_orientation = -15,-9,110 ; (3rd person view in degrees)
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strap_bone0 = bip01_spine2
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strap_bone1 = bip01_spine1
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startup_ammo = 90
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visual = dynamics\weapons\wpn_val\wpn_val.ogf
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light_disabled = true
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light_color = 0.6,0.5,0.3
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light_range = 0.01
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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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ph_mass = 3
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;addons
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scope_status = 2
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silencer_status = 1
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grenade_launcher_status = 0
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zoom_enabled = true ; (on,off)zoom mode (right mouse button)
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zoom_rotate_time = 0.25
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scope_zoom_factor = 50 ; fov for zoom mode
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scope_texture = wpn_crosshair
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zoom_enabled = true
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scope_zoom_factor = 50
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scope_texture = wpn_crosshair
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silencer_name = wpn_addon_silencer
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silencer_x = 221
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silencer_y = 16
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grenade_launcher_name = wpn_addon_grenade_launcher_m203
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grenade_launcher_x = 109
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grenade_launcher_y = 30
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scopes_sect = scope_val, scope_x2.7_val, scope_live_detector_val, scope_night_val
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;çâóêè
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snd_draw = weapons\generic_draw
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snd_holster = weapons\generic_holster
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snd_shoot = weapons\n_val_shot
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snd_empty = weapons\gen_empty, 0.5
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snd_reload = weapons\groza_reload, 0.7
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snd_close = weapons\generic_close
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snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
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snd_switch = weapons\groza_switch, 1.0, 0.5
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;silencer_flame_particles = weapons\generic_weapon01
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silencer_smoke_particles = weapons\generic_shoot_00
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snd_silncer_shot = weapons\w_ak74_shot1
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silencer_light_color = 0.6,0.5,0.3
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silencer_light_range = 0.01
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silencer_light_var_color= 0.05
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silencer_light_var_range= 0.5
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silencer_light_time = 0.2
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[wpn_val_hud]:hud_base
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zoom_hide_crosshair = true
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attach_place_idx = 0
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item_visual = dynamics\weapons\wpn_val\wpn_val_hud.ogf
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hands_position = -0.033000,-0.194000,0.311998
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hands_orientation = -2.100000,0.050000,-2.000000
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hands_position_16x9 = -0.022000,-0.215000,0.311998
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hands_orientation_16x9 = 1.599999,2.099999,-2.000000
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aim_hud_offset_pos_16x9 = -0.110000,0.048500,-0.018000
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aim_hud_offset_rot_16x9 = 0.017500,0.005000,-0.027500
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aim_hud_offset_pos = -0.109500,0.041000,-0.035500
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aim_hud_offset_rot = -0.017500,-0.042500,-0.022500
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aim_hud_offset_pos_16x9 = -0.143000,0.068500,-0.018000
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aim_hud_offset_rot_16x9 = 0.012500,0.020000,-0.010000
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item_position = 0.007119,0.019630,0.009658
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item_orientation = -15.646272,-3.230760,364.546112
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shell_point = 0.02,0.04,0.131
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shell_dir = 0.0, 1.0, 0.0
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shell_bone = wpn_body
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fire_point = 0,0.037,0.626
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fire_bone = wpn_body
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fire_point2 = -0.014000,0.010000,-0.037000
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fire_bone2 = wpn_body
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anm_show = val_draw
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anm_hide = val_holster
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anm_idle = val_idle
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anm_idle_sprint = val_idle_sprint
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anm_idle_moving = val_idle_moving
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anm_shots = val_shoot
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anm_reload = val_reload
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anm_idle_aim = val_idle_aim
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anm_bore = val_idle_bore
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gl_hud_offset_pos = -0.053000,-0.059000,0.000000
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gl_hud_offset_rot = -0.145000,0.000000,0.000000
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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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grenade_bone = grenade
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[scope_val]
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scope_name = wpn_addon_scope
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scope_x = 37 ; offset in inventory icon
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scope_y = 0
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[scope_x2.7_val]
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scope_name = wpn_addon_scope_x2.7
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scope_x = 37 ; offset in inventory icon
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scope_y = 0
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[scope_live_detector_val]
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scope_name = wpn_addon_scope_detector
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scope_x = 37 ; offset in inventory icon
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scope_y = 0
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[scope_night_val]
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scope_name = wpn_addon_scope_night
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scope_x = 37 ; offset in inventory icon
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scope_y = 0
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;-----------------------------------------------------------------------------
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; Óíèêàëüíûå
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;-----------------------------------------------------------------------------
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