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

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#include "delayed_action_fuse.ltx"
#include "upgrades_properties.ltx"
#include "upgrades\w_abakan_up.ltx"
#include "upgrades\w_ak74_up.ltx"
#include "upgrades\w_ak74u_up.ltx"
#include "upgrades\w_beretta_up.ltx"
#include "upgrades\w_bm16_up.ltx"
#include "upgrades\w_colt1911_up.ltx"
#include "upgrades\w_desert_eagle_up.ltx"
#include "upgrades\w_fn2000_up.ltx"
#include "upgrades\w_fort_up.ltx"
#include "upgrades\w_g36_up.ltx"
#include "upgrades\w_groza_up.ltx"
#include "upgrades\w_hpsa_up.ltx"
#include "upgrades\w_l85_up.ltx"
#include "upgrades\w_lr300_up.ltx"
#include "upgrades\w_mp5_up.ltx"
#include "upgrades\w_pb_up.ltx"
#include "upgrades\w_pkm_up.ltx"
#include "upgrades\w_pm_up.ltx"
#include "upgrades\w_protecta_up.ltx"
#include "upgrades\w_sig220_up.ltx"
#include "upgrades\w_sig550_up.ltx"
#include "upgrades\w_spas12_up.ltx"
#include "upgrades\w_svd_up.ltx"
#include "upgrades\w_svu_up.ltx"
#include "upgrades\w_toz34_up.ltx"
#include "upgrades\w_usp45_up.ltx"
#include "upgrades\w_val_up.ltx"
#include "upgrades\w_vintorez_up.ltx"
#include "upgrades\w_walther_up.ltx"
#include "upgrades\w_wincheaster1300_up.ltx"
#include "w_ak74.ltx"
#include "w_ak74u.ltx"
#include "w_fn2000.ltx"
#include "w_rpg7.ltx"
#include "w_knife.ltx"
#include "w_bolt.ltx"
#include "w_f1.ltx"
#include "w_rgd5.ltx"
#include "w_gd5.ltx"
#include "w_rg6.ltx"
#include "w_vintorez.ltx"
#include "w_lr300.ltx"
#include "w_mp5.ltx"
#include "w_val.ltx"
#include "w_gauss.ltx"
#include "w_groza.ltx"
#include "w_hpsa.ltx"
#include "w_pm.ltx"
#include "w_pb.ltx"
#include "w_walther.ltx"
#include "w_usp45.ltx"
#include "w_fort.ltx"
#include "w_toz34.ltx"
#include "w_svd.ltx"
#include "w_svu.ltx"
#include "w_binoc.ltx"
#include "w_l85.ltx"
#include "w_bm16.ltx"
#include "w_spas12.ltx"
#include "w_protecta.ltx"
#include "w_wincheaster1300.ltx"
#include "w_mounted.ltx"
#include "w_colt1911.ltx"
#include "w_beretta.ltx"
#include "w_desert_eagle.ltx"
#include "w_sig220.ltx"
#include "w_sig550.ltx"
#include "w_abakan.ltx"
#include "w_g36.ltx"
#include "w_pkm.ltx"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bullet_manager]
tracer_shader = effects\bullet_tracer ;hud\default
tracer_texture = fx\fx_tracer_weapons
fire_circle_k = 2.0f ; means tracer_width*2
tracer_width = 0.08
tracer_length_max = 225 ;10.0 ;24.0 ;14.0
tracer_length_min = 0 ;1 ;2 ;0.2
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> hit_probabilty <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
hit_probability_max_dist = 3;
gravity_const = 9.81
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
air_resistance_k = 1 ;0.4;0.3
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>), <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
time_step = 33
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>), <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
min_bullet_speed = 3.0
;c<><63><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
collision_energy_min = 0.80 ;0.75; 0.90
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
collision_energy_max = 0.5 ;0.7;0.50
whine_sounds = weapons\whine_1, weapons\whine_2, weapons\whine_3, weapons\whine_4, weapons\whine01, weapons\whine02
explode_particles = explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01
[tracers_color_table]
color_0 = 255, 130, 0, 255 ; yellow
color_1 = 255, 255, 255, 255 ; white
color_2 = 255, 25, 0, 255 ; red
color_3 = 77, 255, 77, 255 ; green
color_4 = 0, 0, 25, 255 ; blue
color_5 = 255, 127, 63, 150 ;79
;color_0 = 255, 255, 255, 255 ; white
;color_1 = 255, 255, 255, 255 ; white
;color_2 = 255, 255, 255, 255 ; white
;color_3 = 255, 255, 255, 255 ; white
;color_4 = 255, 255, 255, 255 ; white
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AMUNITION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_base]:identity_immunities,default_weapon_params
;belt = true;
slot = -1
explosive = false
[ammo_9x18_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_fmj" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_9x18_fmj.ogf
description = ammo-9x18-fmj_descr
$prefetch = 64
cost = 200
box_size = 50
inv_name = ammo-9x18-fmj
inv_name_short = ammo-9x18-fmj_s
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 12
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.15
k_ap = 0.15
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pmm]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_pmm" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_9x18_pmm.ogf
description = ammo-9x18-pmm_descr
$prefetch = 64
cost = 300
box_size = 50
inv_name = ammo-9x18-pmm
inv_name_short = ammo-9x18-pmm_s
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 12
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.25
k_ap = 0.25
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x19_fmj" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_9x19_fmj.ogf
description = ammo-9x19-fmj_descr
slot = -1
$prefetch = 64
cost = 250
box_size = 50
inv_name = ammo-9x19-fmj
inv_name_short = ammo-9x19-fmj_s
inv_weight = .24
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 12
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.15
k_ap = 0.15
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_pbp]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x19_pbp" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_9x19_pbp.ogf
description = ammo-9x19-pbp_descr
$prefetch = 64
cost = 350
box_size = 50
inv_name = ammo-9x19-pbp
inv_name_short = ammo-9x19-pbp_s
inv_weight = .24
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 12
k_dist = 1
k_disp = 1
k_hit = 1.5
k_impulse = 1
k_pierce = 0.15
k_ap = 0.15
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_11.43x23_fmj" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_1143x23_fmj.ogf
description = ammo-11.43x23-fmj_descr
$prefetch = 64
cost = 600
box_size = 50
inv_name = ammo-11.43x23-fmj
inv_name_short = ammo-11.43x23-fmj_s
inv_weight = .3
inv_grid_width = 2;1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 12
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.15
k_ap = 0.15
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.6
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_hydro]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_11.43x23_hydro" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_1143x23_Hydro.ogf
description = ammo-11.43x23-hydro_descr
$prefetch = 64
cost = 1000
box_size = 50
inv_name = ammo-11.43x23-hydro
inv_name_short = ammo-11.43x23-hydro_s
inv_weight = .3
inv_grid_width = 2;1
inv_grid_height = 1
inv_grid_x = 7
inv_grid_y = 12
k_dist = 1
k_disp = 1
k_hit = 1.5
k_impulse = 1
k_pierce = 0.35
k_ap = 0.35
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.6
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.45x39_fmj" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_545x39_fmj.ogf
description = ammo-5.45x39-fmj_descr
$prefetch = 64
cost = 650
box_size = 60
inv_name = ammo-5.45x39-fmj
inv_name_short = ammo-5.45x39-fmj_s
inv_weight = .32
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 11
;;inv_icon = ui_hud2_res_back
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.45
k_ap = 0.45
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.6
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.45x39_ap" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_545x39_ap.ogf
description = ammo-5.45x39-ap_descr
$prefetch = 64
cost = 1100
box_size = 60
inv_name = ammo-5.45x39-ap
inv_name_short = ammo-5.45x39-ap_s
inv_weight = .32
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 11
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.65
k_ap = 0.65
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.6
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ss190]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.56x45_ss190" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_556x45_ss190.ogf
description = ammo-5.56x45-ss190_descr
slot = -1
$prefetch = 64
cost = 700
box_size = 60
inv_name = ammo-5.56x45-ss190
inv_name_short = ammo-5.56x45-ss190_s
inv_weight = .33
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 11
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.5
k_ap = 0.5
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.56x45_ap" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_556x45_ap.ogf
description = ammo-5.56x45-ap_descr
$prefetch = 64
cost = 1150
box_size = 60
inv_name = ammo-5.56x45-ap
inv_name_short = ammo-5.56x45-ap_s
inv_weight = .33
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 11
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.65
k_ap = 0.65
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_pkm_100]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_pkm_100" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_pkm.ogf
description = ammo-7.62x54-ap_descr
$prefetch = 64
cost = 2000
box_size = 100
inv_name = ammo-7.62x54-ap_s
inv_name_short = ammo-7.62x54-ap_s
inv_weight = 1.3
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 13
hud_icon = ui_hud2_res_back
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.75
k_ap = 0.75
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.07
k_air_resistance = 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h1]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_7h1" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_762x54_7h1.ogf
description = ammo-7.62x54-7h14_descr
$prefetch = 64
cost = 400
box_size = 10
inv_name = ammo-7.62x54-7h14
inv_name_short = ammo-7.62x54-7h14_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17 ;15
inv_grid_y = 9
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.75
k_ap = 0.75
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_gauss]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_gauss" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_gauss.ogf
description = ammo-gauss_descr
$prefetch = 64
cost = 2000
box_size = 10
inv_name = ammo-gauss
inv_name_short = ammo-gauss
inv_weight = .5
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 14
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 150
k_ap = 150
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_gauss_cardan]:ammo_gauss
$spawn = "weapons\ammo\ammo_gauss_cardan" ; option for Level Editor
visual = dynamics\weapons\wpn_ammo\ammo_gauss_custom.ogf
description = ammo-gauss_cardan_descr
box_size = 6
inv_name = ammo-gauss_cardan
inv_name_short = ammo-gauss_cardan
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 9
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_pab9]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x39_pab9" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_9x39_pab9.ogf
description = ammo-9x39-pab9_descr
$prefetch = 64
cost = 550
box_size = 30
inv_name = ammo-9x39-pab9
inv_name_short = ammo-9x39-pab9_s
inv_weight = .7
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 10
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.6
k_ap = 0.6
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x39_ap" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_9x39_ap.ogf
description = ammo-9x39-ap_descr
$prefetch = 64
cost = 700
box_size = 30
inv_name = ammo-9x39-ap
inv_name_short = ammo-9x39-ap_s
inv_weight = .7
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 12
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.75
k_ap = 0.75
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x70_buck]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x70_buck" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_12x70_buck.ogf
description = ammo-12x70-buck_descr
$prefetch = 64
cost = 120
box_size = 10
inv_name = ammo-12x70-buck
inv_name_short = ammo-12x70-buck_s
inv_weight = .45
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 13
inv_grid_y = 9
k_dist = 0.5
k_disp = 15
k_hit = 0.3
k_impulse = 0.5
k_pierce = 0.0
k_ap = 0.0
impair = 1
buck_shot = 15
tracer = off
wm_size = 0.05
k_air_resistance = 3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x76_zhekan" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_12x76_zhekan.ogf
description = ammo-12x76-zhekan_descr
$prefetch = 64
cost = 250
box_size = 10
inv_name = ammo-12x76-zhekan
inv_name_short = ammo-12x76-zhekan_s
inv_weight = .50
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 10
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.55
k_ap = 0.55
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
k_air_resistance = 1.3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan_heli]:ammo_12x76_zhekan ; Do not use! Fake zhekan for helicopter
$spawn = ;"weapons\ammo\ammo_12x76_zhekan_heli" ; option for Level Editor
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_og-7b]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_og-7b" ; option for Level Editor
class = S_OG7B
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_og_7b.ogf
description = ammo-og-7b_descr
$prefetch = 64
cost = 2000
box_size = 1
inv_name = ammo-og-7b
inv_name_short = ammo-og-7b_s
inv_weight = 2.0
inv_grid_width = 3
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 19
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.25
k_ap = 0.25
impair = 1.15
buck_shot = 0
tracer = off
wm_size = 0.1
wallmark_section = explosion_marks
;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : 1 - <20><><EFBFBD><EFBFBD><EFBFBD>, 0 - <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades for Attachable grenade launcher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_vog-25" ; option for Level Editor
class = S_VOG25
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_vog_25.ogf
description = ammo-vog-25_descr
$prefetch = 64
cost = 300
box_size = 1
inv_name = ammo-vog-25
inv_name_short = ammo-vog-25_s
inv_weight = .08
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 9
kill_msg_x = 38
kill_msg_y = 233
kill_msg_width = 21
kill_msg_height = 22
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.25
k_ap = 0.25
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
fake_grenade_name = wpn_fake_missile
;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : 1 - <20><><EFBFBD><EFBFBD><EFBFBD>, 0 - <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_m209]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_m209" ; option for Level Editor
class = S_M209
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_m209.ogf
description = ammo-m209_descr
slot = -1
$prefetch = 64
cost = 350
box_size = 1
inv_name = ammo-m209
inv_name_short = ammo-m209_s
inv_weight = .08
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 13
kill_msg_x = 61
kill_msg_y = 232
kill_msg_width = 19
kill_msg_height = 22
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.25
k_ap = 0.25
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
fake_grenade_name = wpn_fake_missile2
;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : 1 - <20><><EFBFBD><EFBFBD><EFBFBD>, 0 - <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_fake_missile]:identity_immunities,default_weapon_params
visual = dynamics\weapons\wpn_ammo\ammo_vog_25.ogf
cform = skeleton
class = G_FAKE
$prefetch = 32
inv_weight = 0
cost = 150
blast = 3.0
blast_r = 4
blast_impulse = 100
;delete
blast_impulse_factor = 1
frags = 10
frags_r = 10
frag_hit = 0.50
frag_hit_impulse = 50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.2,0.5
light_range = 25.0
light_time = 0.5
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 0
wm_size = 0.05
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD>)
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
;wallmarks
wallmark_section = explosion_marks
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
inv_name = ammo-vog-25
inv_name_short = ammo-vog-25
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 10
kill_msg_x = 17
kill_msg_y = 232
kill_msg_width = 21
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
lights_enabled = false ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
force_explode_time = 10000
[wpn_fake_missile1]:identity_immunities,default_weapon_params
$prefetch = 32
visual = dynamics\weapons\wpn_ammo\ammo_vog_25p.ogf
cform = skeleton
class = G_FAKE
inv_weight = 0
cost = 150
blast = 2.00;150
blast_r = 4
blast_impulse = 350
;delete
blast_impulse_factor = 1
frags = 15
frags_r = 10
frag_hit = 0.50
frag_hit_impulse = 50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 1
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100
wm_size = 0.05
;wallmarks
wallmark_section = explosion_marks
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
inv_name = ammo-vog-25p
inv_name_short = ammo-vog-25p
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 9
kill_msg_x = 38
kill_msg_y = 233
kill_msg_width = 21
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
lights_enabled = true ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
trail_light_color = 0.6,0.5,0.3
trail_light_range = 8.0
force_explode_time = 10000
[wpn_fake_missile2]:identity_immunities,default_weapon_params
$prefetch = 32
visual = dynamics\weapons\wpn_ammo\ammo_m209.ogf
cform = skeleton
class = G_FAKE
slot = -1
description =
inv_weight = 0
cost = 150
blast = 3.0;150
blast_r = 4
blast_impulse = 100
;delete
blast_impulse_factor = 1
frags = 10
frags_r = 10
frag_hit = 0.50
frag_hit_impulse = 50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 1
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100
;wallmarks
wallmark_section = explosion_marks
wm_size = 0.1 ;0.05
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD>)
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
inv_name = ammo-m209
inv_name_short = "M209"
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 13
kill_msg_x = 61
kill_msg_y = 232
kill_msg_width = 19
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
lights_enabled = true ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
trail_light_color = 0.6,0.5,0.3
trail_light_range = 8.0
force_explode_time = 10000
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Explosive Inventory Items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[explosive_fuelcan]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\fuelcan"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\balon\balon_01.ogf
inv_name =
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 50
;-------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = light_burn
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_fuelcan
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1.5
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD>)
;wallmarks
wallmark_section = explosion_marks
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
immunities_sect = explosive_fuelcan_immunities_sect
[explosive_fuelcan_immunities_sect]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
burn_immunity = 0.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_gaz_balon]:explosive_fuelcan
$spawn = "weapons\explosive\gaz_balon"
visual = dynamics\balon\gaz_balon.ogf
[explosive_tank]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\tank"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\balon\kanistra.ogf
inv_name =
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 50
;-------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = light_burn
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_mobiltank
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>)
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;wallmarks
wallmark_section = explosion_marks
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
immunities_sect = explosive_tank_immunities_sect
[explosive_tank_immunities_sect]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
burn_immunity = 0.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_barrel_low]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\barrel_low"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\balon\bochka_fuel.ogf
inv_name =
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 500
;-------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = light_burn
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_barrel
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>)
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;wallmarks
wallmark_section = explosion_marks
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
immunities_sect = explosive_barrel_low_immunities_sect
;time_to_explode = 0.f
[explosive_grenade]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\explosive_grenade"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name =
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 500
;-------------------------------------------------------------------------------
blast = 2.50
blast_r = 3
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 15
frags_r = 5
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>)
explode_duration = 2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;wallmarks
wallmark_section = explosion_marks
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\t_rgd5_explosion
immunities_sect = explosive_explosive_grenade_immunities_sect
;time_to_explode = 0.f
;------------------------ pri_a25_enter_door_explosive_grenade --------------
[pri_a25_enter_door_explosive_grenade]:explosive_grenade
$spawn = "dynamic_objects\scene_objects\pri_a25_enter_door_explosive_grenade"
story_id = pri_a25_enter_door_explosive_grenade
hit_type_blast = chemical_burn
hit_type_frag = chemical_burn
visual = dynamics\light\light_signal.ogf
;------------------------- pri_a25_antenna_grenade --------------
[pri_a25_antenna_grenade]:explosive_grenade
$spawn = "dynamic_objects\scene_objects\pri_a25_antenna_grenade"
story_id = pri_a25_antenna_grenade
visual = dynamics\light\light_signal.ogf
[explosive_explosive_grenade_immunities_sect]
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
[explosive_hide]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\explosive_hide"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name =
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 500
;-------------------------------------------------------------------------------
blast = 1.00
blast_r = 30
blast_impulse = 500
;delete
blast_impulse_factor = 1
frags = 15
frags_r = 20
frag_hit = 0.05
frag_hit_impulse = 50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 50 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>)
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;wallmarks
wallmark_section = explosion_marks
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\rpg7_explode
immunities_sect = explosive_hide_immunities_sect
;time_to_explode = 0.f
[explosive_hide_immunities_sect]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
[explosive_particle]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\explosive_particle"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name =
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 500
;-------------------------------------------------------------------------------
blast = 0.25
blast_r = 3
blast_impulse = 50
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_concrete_box
light_color = 0,0,0
light_range = 0.0
light_time = 0.85
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>)
explode_duration = 2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;wallmarks
wallmark_section = explosion_marks
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode_
immunities_sect = explosive_barrel_low_immunities_sect
;time_to_explode = 0.f
[explosive_barrel_low_immunities_sect]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
burn_immunity = 1
strike_immunity = 1
shock_immunity = 1
wound_immunity = 1
radiation_immunity = 1
telepatic_immunity = 1
chemical_burn_immunity = 1
explosion_immunity = 1
fire_wound_immunity = 5
[explosive_barrel]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\barrel"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\balon\bochka_fuel.ogf
inv_name =
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 500
;-------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = light_burn
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_barrel
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>)
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
immunities_sect = explosive_barrel_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_barrel_immunities_sect]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
burn_immunity = 0.0
strike_immunity = 1
shock_immunity = 1
wound_immunity = 1
radiation_immunity = 1
telepatic_immunity = 1
chemical_burn_immunity = 1
explosion_immunity = 1
fire_wound_immunity = 0.7
[explosive_mobiltank]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\mobiltank"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\balon\kanistra.ogf
inv_name =
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 500
;-------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = light_burn
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_mobiltank
light_color = 1.9,1.2,0.5
light_range = 30.0
light_time = 1
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 100 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>)
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
immunities_sect = explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_mobiltank_immunities_sect]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
burn_immunity = 0.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_dinamit]:identity_immunities,delayed_action_fuse,default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\dinamit"
$prefetch = 16
class = S_EXPLO
cform = skeleton
visual = dynamics\box\expl_dinamit.ogf
inv_name =
inv_name_short =
inv_weight = 10.0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = false
cost = 50
;-------------------------------------------------------------------------------
blast = 3.00
blast_r = 10
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 100
frags_r = 10
frag_hit = 100
frag_hit_impulse = 100
hit_type_blast = explosion ;chemical_burn
hit_type_frag = chemical_burn ;burn
up_throw_factor = 1.0
;-------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_dynamite
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1.5
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 200
explode_duration = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>)
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = weapons\f1_explode
immunities_sect = dinamit_immunities_sect
;condition_to_explode =0.f
;wallmarks
wallmark_section = explosion_marks
[dinamit_immunities_sect]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.5
fire_wound_immunity = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; WEAPON ADDON
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope.ogf
$prefetch = 32
description = st_addon_scope_descr
cost = 800
holder_range_modifier = 1.2
holder_fov_modifier = 1.0
inv_name = st_addon_scope
inv_name_short = st_addon_scope
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 17
scope_texture = wpn_crosshair
scope_zoom_factor = 25 ;<3B><><EFBFBD>-1 2X
[wpn_addon_scope_x2.7]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_x2.7" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope.ogf
$prefetch = 32
description = st_addon_scope_x2.7_descr
cost = 2000
holder_range_modifier = 1.2
holder_fov_modifier = 1.0
inv_name = st_addon_scope_x2.7
inv_name_short = st_addon_scope_x2.7
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 16
scope_texture = wpn_crosshair
scope_zoom_factor = 40 ;<3B><><EFBFBD>-1 2X
[wpn_addon_scope_detector]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_detector" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope.ogf
$prefetch = 32
description = st_addon_scope_detector_descr
cost = 10000
holder_range_modifier = 1.2
holder_fov_modifier = 1.0
inv_name = st_addon_scope_detector
inv_name_short = st_addon_scope_detector
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 16
scope_texture = wpn_crosshair
scope_alive_detector = scope_detector
scope_zoom_factor = 30 ;<3B><><EFBFBD>-1 2X
[wpn_addon_scope_night]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_night" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope.ogf
$prefetch = 32
description = st_addon_scope_night_vision_descr
cost = 3000
holder_range_modifier = 1.2
holder_fov_modifier = 1.0
inv_name = st_addon_scope_night_vision
inv_name_short = st_addon_scope_night_vision
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 17
scope_texture = wpn_crosshair
scope_nightvision = scope_nightvision
scope_zoom_factor = 30 ;<3B><><EFBFBD>-1 2X
[wpn_addon_scope_susat]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_susat" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description = st_addon_scope_susat_descr
slot = -1
;$prefetch = 64
cost = 900
holder_range_modifier = 1.3
holder_fov_modifier = 1.0
inv_name = st_addon_scope_susat
inv_name_short = st_addon_scope_susat
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 18
scope_texture = wpn_crosshair_l85
scope_zoom_factor = 30 ;SUSAT 2X
[wpn_addon_scope_susat_x1.6]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_susat_x1.6" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description = st_addon_scope_susat_x1.6_descr
slot = -1
;$prefetch = 64
cost = 900
holder_range_modifier = 1.3
holder_fov_modifier = 1.0
inv_name = st_addon_scope_susat_x1.6
inv_name_short = st_addon_scope_susat_x1.6
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 18
scope_texture = wpn_crosshair_l85
scope_zoom_factor = 50 ;SUSAT 1.6X
[wpn_addon_scope_susat_custom]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_susat_custom" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description = st_addon_scope_susat_custom_descr
slot = -1
;$prefetch = 64
cost = 5500
holder_range_modifier = 1.3
holder_fov_modifier = 1.0
inv_name = st_addon_scope_susat_custom
inv_name_short = st_addon_scope_susat_custom
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 22
scope_texture = wpn_crosshair_l85
scope_dynamic_zoom = on
scope_zoom_factor = 30 ;SUSAT 2X
[wpn_addon_scope_susat_dusk]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_susat_dusk" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description = st_addon_scope_susat_dusk_descr
slot = -1
;$prefetch = 64
cost = 2500
holder_range_modifier = 1.3
holder_fov_modifier = 1.0
inv_name = st_addon_scope_susat_dusk
inv_name_short = st_addon_scope_susat_dusk
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 15
scope_texture = wpn_crosshair_l85
scope_nightvision = scope_contrast
scope_zoom_factor = 50 ;SUSAT 2X
[wpn_addon_scope_susat_night]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_susat_night" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description = st_addon_scope_susat_night_vision_descr
slot = -1
;$prefetch = 64
cost = 3500
holder_range_modifier = 1.3
holder_fov_modifier = 1.0
inv_name = st_addon_scope_susat_night_vision
inv_name_short = st_addon_scope_susat_night_vision
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 22
scope_texture = wpn_crosshair_l85
scope_nightvision = scope_nightvision
scope_zoom_factor = 30 ;SUSAT 2X
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_silencer]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\silencer" ; option for Level Editor
class = WP_SILEN
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_silencer.ogf
description = st_addon_silencer_descr
$prefetch = 32
slot = -1
cost = 200
inv_name = st_addon_silencer
inv_name_short = st_addon_silencer
inv_weight = 0.1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 1
bullet_hit_power_k = 0.8
bullet_hit_impulse_k = 0.7
bullet_speed_k = 0.8
fire_dispersion_base_k = 1.25
cam_dispersion_k = 0.8
cam_dispersion_inc_k = 0.9
[wpn_addon_grenade_launcher]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\grenade_launcher" ; option for Level Editor
class = WP_GLAUN
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_grenade_launcher.ogf
description = st_grenade_launcher_descr
$prefetch = 32
cost = 2000
inv_name = st_grenade_launcher
inv_name_short = st_grenade_launcher
inv_weight = 1.3
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 0
grenade_vel = 32 ;55
[wpn_addon_grenade_launcher_m203]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\grenade_launcher_m203" ; option for Level Editor
class = WP_GLAUN
cform = skeleton
visual = dynamics\weapons\wpn_upgrade\wpn_grenade_launcher_m203.ogf
description = st_grenade_launcher_m203_descr
$prefetch = 32
slot = -1
cost = 1500
inv_name = st_grenade_launcher_m203
inv_name_short = st_grenade_launcher_m203
inv_weight = 1.36
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 3
grenade_vel = 32 ;76
;;;;;;;;;;;;;Advanced scope settings;;;;;;;;;;;;;;;;
[scope_detector]
vis_frame_speed = 4 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
vis_frame_color = 0.7,0.7,0.7,1.0 ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> RGBA (A) <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
found_snd = detectors\DA-2_beep1
catch_snd = detectors\DA-2_beep1
[scope_nightvision]
snd_night_vision_on = weapons\nv_start
snd_night_vision_off = weapons\nv_off
snd_night_vision_idle = weapons\nv_loop
snd_night_vision_broken = weapons\nv_off
pp_eff_name = nightvision_3.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[scope_contrast]
pp_eff_name = contrast.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false