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

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