#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_assault_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_smg_up.ltx"
#include "upgrades\w_sniper_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_g43.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"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Îăíĺńňđĺëüíîĺ îđóćčĺ
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[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
;đŕńńňî˙íčĺ ďîńëĺ ęîňîđîăî ó÷čňűâŕĺňń˙ hit_probabilty ďîëíîńňüţ
hit_probability_max_dist = 3;
gravity_const = 9.81
;ńîďđîňčâëĺíčĺ âîçäóőŕ, ďđîöĺíň, ęîňîđűé îňíčěŕĺňń˙ îň ńęîđîńňč ďîëĺňŕ ďóëč
air_resistance_k = 1 ;0.4;0.3
;đŕçěĺđ řŕăŕ âđĺěĺíč (â ěčëčńĺęóíäŕő), ďî ęîňîđîěó ďđîčăđűâŕţňń˙
time_step = 33
;ěčíčěŕëüíŕ˙ ńęîđîńňü (ě/ń), íŕ ęîňîđîé ďóë˙ ĺůĺ ń÷čňŕĺňń˙ č ďîęŕçűâŕĺňń˙
min_bullet_speed = 3.0
;cęîëüęî ďđîöĺíňîâ ýíĺđăčč ďîňĺđ˙ĺň ďóë˙ ďđč ńňîëęíîâĺíčč ń ěŕňĺđčŕëîě (ďđč ďŕäĺíčč ďîä ďđ˙ěűě óăëîě)
collision_energy_min = 0.80 ;0.75; 0.90
;ńęîëüęî ďđîöĺíňîâ ýíĺđăčč îńňŕíĺňń˙ ó ďóëč ďđč ëţáîě ńňîëęíîâĺíčč
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_7.92x57]: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_7.92x57_descr
$prefetch = 64
cost = 800
box_size = 10
inv_name = ammo_7.92x57
inv_name_short = ammo_7.92x57
inv_weight = .27
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 9 ;15
inv_grid_y = 38
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.95
k_ap = 0.95
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_7.62x51_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x51_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = Arsenal_Mod\ammo\762x51_fmj.ogf
description = ammo-7.62x51-fmj_descr
$prefetch = 64
cost = 500
box_size = 20
inv_name = ammo-7.62x51-fmj
inv_name_short = ammo-7.62x51-fmj
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 16
inv_grid_y = 27
k_dist = 1.25
k_ap = 1
k_disp = 1
k_hit = 1.1
k_hit_critical = 1.1
k_impulse = 1.2
k_pierce = 1.75
impair = 1.25
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
[ammo_7.62x51_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x51_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = Arsenal_Mod\ammo\762x51_ap.ogf
description = ammo-7.62x51-ap_descr
$prefetch = 64
cost = 1000
box_size = 20
inv_name = ammo-7.62x51-ap
inv_name_short = ammo-7.62x51-ap
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 18
inv_grid_y = 27
k_dist = 1
k_ap = 0.1
k_disp = 1.5;3
k_hit = 1.2
k_hit_critical = 1.2
k_impulse = 0.95
k_pierce = 2.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
[ammo_5.7x28]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.7x28" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_762x54_7h1.ogf
description = ammo_5.7x28_descr
$prefetch = 64
cost = 800
box_size = 50
inv_name = ammo_5.7x28
inv_name_short = ammo_5.7x28
inv_weight = .34
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 38
k_dist = 1
k_ap = 0.3
k_disp = 1.5;3
k_hit = 1.2
k_hit_critical = 1.2
k_impulse = 0.95
k_pierce = 1.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[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
;ěîăóň ëč áîĺďđčďŕńű áűňü íĺîăđŕíč÷ĺííűěč : 1 - ěîăóň, 0 - íĺ ěîăóň
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
;ěîăóň ëč áîĺďđčďŕńű áűňü íĺîăđŕíč÷ĺííűěč : 1 - ěîăóň, 0 - íĺ ěîăóň
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
;ěîăóň ëč áîĺďđčďŕńű áűňü íĺîăđŕíč÷ĺííűěč : 1 - ěîăóň, 0 - íĺ ěîăóň
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;çâóęč
snd_explode = weapons\f1_explode
;wallmarks
wallmark_section = explosion_marks
;ńâîéńňâŕ ęîňîđűĺ ÷čňŕţňń˙, íî íĺ čńďîëüçóţňń˙
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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Ńâîéńňâŕ CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;ďđčńóňńňâóĺň ëč â đŕęĺňĺ äâčăŕňĺëü
lights_enabled = false ;ńâĺň âîęđóă đŕęĺňű, âî âđĺě˙ ďîëĺňŕ
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100
wm_size = 0.05
;wallmarks
wallmark_section = explosion_marks
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;çâóęč
snd_explode = weapons\f1_explode
;ńâîéńňâŕ ęîňîđűĺ ÷čňŕţňń˙, íî íĺ čńďîëüçóţňń˙
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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Ńâîéńňâŕ CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;ďđčńóňńňâóĺň ëč â đŕęĺňĺ äâčăŕňĺëü
lights_enabled = true ;ńâĺň âîęđóă đŕęĺňű, âî âđĺě˙ ďîëĺňŕ
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100
;wallmarks
wallmark_section = explosion_marks
wm_size = 0.1 ;0.05
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;çâóęč
snd_explode = weapons\f1_explode
;ńâîéńňâŕ ęîňîđűĺ ÷čňŕţňń˙, íî íĺ čńďîëüçóţňń˙
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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Ńâîéńňâŕ CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;ďđčńóňńňâóĺň ëč â đŕęĺňĺ äâčăŕňĺëü
lights_enabled = true ;ńâĺň âîęđóă đŕęĺňű, âî âđĺě˙ ďîëĺňŕ
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;çâóęč
snd_explode = weapons\f1_explode
immunities_sect = explosive_fuelcan_immunities_sect
[explosive_fuelcan_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;çâóęč
snd_explode = weapons\f1_explode
immunities_sect = explosive_tank_immunities_sect
[explosive_tank_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;çâóęč
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 2 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;çâóęč
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 50 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;çâóęč
snd_explode = weapons\rpg7_explode
immunities_sect = explosive_hide_immunities_sect
;time_to_explode = 0.f
[explosive_hide_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 25 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 2 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;çâóęč
snd_explode = weapons\f1_explode_
immunities_sect = explosive_barrel_low_immunities_sect
;time_to_explode = 0.f
[explosive_barrel_low_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;çâóęč
snd_explode = weapons\f1_explode
immunities_sect = explosive_barrel_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_barrel_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;çâóęč
snd_explode = weapons\f1_explode
immunities_sect = explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_mobiltank_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
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
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
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
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 200
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;çâóęč
snd_explode = weapons\f1_explode
immunities_sect = dinamit_immunities_sect
;condition_to_explode =0.f
;wallmarks
wallmark_section = explosion_marks
[dinamit_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
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 ;ĎŃÎ-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 ;ĎŃÎ-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 ;ĎŃÎ-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 ;ĎŃÎ-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 ; ńęîđîńňü, ń ęîňîđîé íŕâîäčňń˙ đŕěęŕ íŕ öĺëü
vis_frame_color = 0.7,0.7,0.7,1.0 ; öâĺň đŕěęč RGBA (A) Íĺ ó÷čňűâŕĺňń˙
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
[up_sect_firsta_sniper]
;Íŕäĺćíîńňü(1)10%
;---------------
cost = 2000
value = +10
;óâĺëč÷ĺíčĺ čçíîřĺíîńňč ďđč âűńňđĺëĺ î÷ĺđĺäüţ
condition_queue_shot_dec = -0.0005 ;0.0013
;óâĺëč÷ĺíčĺ čçíîřĺíîńňč ďđč îäčíî÷íîě âűńňđĺëĺ
condition_shot_dec = -0.0005 ;0.0011
[up_sect_firstc_sniper]
;6x zoom
cost = 2500
scope_zoom_factor = -10
[up_sect_secona_sniper]
cost = 5000
scope_dynamic_zoom = on
[up_sect_seconc_sniper]
;Ęîíňđŕńňíűé ďđčöĺë
;------------
cost = 3200
scope_nightvision = scope_contrast
[up_sect_second_sniper]
;ĎÍÂ
;------------
cost = 5000
scope_nightvision = scope_nightvision
[up_sect_thirda_sniper]
;Íŕńňčëüíîńňü(3)30%
;------------------
cost = 2200
value = +30
bullet_speed = +200
fire_dispersion_base = -0.01 ;0.15
[up_sect_thirdc_sniper]
;Ňĺďëîâčçîđ
;------------
cost = 5000
scope_alive_detector = scope_detector
[up_firsta_sniper]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_sniper
section = up_sect_firsta_sniper
property = prop_reliability
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_stvs_a1_name
description = st_up_stvs_a1_descr
icon = ui_inGame2_upgrade_SVDm2_6
[up_firstc_sniper]
scheme_index = 1, 0
known = 1
effects =
section = up_sect_firstc_sniper
property = prop_scope_6x
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_a4_name
description = st_up_opt_a4_descr
icon = ui_inGame2_upgrade_SVDm2_13
[up_secona_sniper]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd1_sniper, up_gr_seconcd2_sniper
section = up_sect_secona_sniper
property = prop_scope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c3_name
description = st_up_opt_c3_descr
icon = ui_inGame2_upgrade_SVUmk2_15
[up_seconc_sniper]
scheme_index = 1, 1
known = 1
effects =
section = up_sect_seconc_sniper
property = prop_contrast
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_b1_name
description = st_up_opt_b1_descr
icon = ui_inGame2_upgrade_SVDm2_14
[up_second_sniper]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_second_sniper
property = prop_nightvision
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c2_name
description = st_up_opt_c2_descr
icon = ui_inGame2_upgrade_SVDm2_15
[up_thirda_sniper]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_sniper
section = up_sect_thirda_sniper
property = prop_bullet_speed
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_auts_c1_name
description = st_up_auts_c1_descr
icon = ui_inGame2_upgrade_SVDm2_4
[up_thirdc_sniper]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_thirdc_sniper
property = prop_autolockscope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = on_weapon_upgrade_something_here
; ui
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c1_name
description = st_up_opt_c1_descr
icon = ui_inGame2_upgrade_SVDm2_16
[up_gr_firstab_sniper]
elements = up_firsta_sniper
[up_gr_firstcd_sniper]
elements = up_firstc_sniper
[up_gr_seconab_sniper]
elements = up_secona_sniper
[up_gr_seconcd1_sniper]
elements = up_seconc_sniper
[up_gr_seconcd2_sniper]
elements = up_second_sniper
[up_gr_thirdab_sniper]
elements = up_thirda_sniper
[up_gr_thirdcd_sniper]
elements = up_thirdc_sniper
[wpn_g43]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\g43" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_LR300
min_radius = 0
max_radius = 50
description = enc_arsenal_g43
ef_main_weapon_type = 2
ef_weapon_type = 6
upgrades = up_gr_firstab_sniper, up_gr_seconab_sniper, up_gr_thirdab_sniper
installed_upgrades =
upgrade_scheme = upgrade_scheme_bm16
;-----------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ńęîëüęî đŕç óâĺëč÷čâŕĺňń˙ eye_range
holder_fov_modifier = 0.7 ; âî ńęîëüęî đŕç óâĺëč÷čâŕĺňń˙ eye_fov
;-----------------------------------------------------------------------------------
weapon_class = assault_rifle
cost = 25000
ammo_limit = 120
ammo_current = 10
ammo_elapsed = 0
ammo_mag_size = 10
ammo_class = ammo_7.62x54_7h1 ;ammo_7.92x57_fmj, ammo_7.92x57_ap
grenade_class = ammo_m209
fire_modes = 1
launch_speed = 0
hand_dependence = 1
single_handed = 0
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = ars-g43
inv_name_short = ars-g43
inv_weight = 3.5
inv_grid_width = 6
inv_grid_height = 2
inv_grid_x = 5
inv_grid_y = 36
upgr_icon_x = 1290
upgr_icon_y = 143
upgr_icon_width = 254
upgr_icon_height = 129
kill_msg_x = 175
kill_msg_y = 0
kill_msg_width = 82
kill_msg_height = 28
;-----------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base = 0.0050 ;óăîë (â ăđŕäóńŕő) áŕçîâîé äčńďĺđńčč îđóćč˙ (îđóćč˙ çŕćŕňîăî â ňčńęŕő)
control_inertion_factor = 2.25f
;îňäŕ÷ŕ
cam_relax_speed = 0 ;ńęîđîńňü âîçâđŕňŕ â čńőîäíîĺ ďîëîćĺíčĺ
cam_relax_speed_ai = 6
cam_dispersion = 1.15 ;óâĺëč÷ĺíč˙ óăëŕ (â ăđŕäóńŕő) ń ęŕćäűě âűńňđĺëîě
cam_dispersion_inc = 0.3 ;óâĺëč÷ĺíče cam_dispersion ń ęŕćäűě âűńňđĺëîě
cam_dispertion_frac = 0.9 ;ńňâîë áóäĺň ďîäűěŕňüń˙ íŕ cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle = 10.0 ;ěŕęńčěŕëüíűé óăîë îňäŕ÷č
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.1;1 ;(degree) size of step camera moved in horizontal position while shooting
fire_dispersion_condition_factor = 5 ;óâĺëč÷ĺíčĺ äčńďĺđńčč â ďđîöĺíňŕő ďđč ěŕęńčěŕëüíîě čçíîńĺ
misfire_probability = 0.003 ;âĺđî˙ňíîńňü îńĺ÷ęč ďđč ěŕęńčěŕëüíîě čçíîńĺ
misfire_condition_k = 0.05
condition_shot_dec = 0.0001 ;óâĺëč÷ĺíčĺ čçíîńŕ ďđč ęŕćäîě âűńňđĺëĺ
misfire_start_condition = 0.6
;čçíîřĺíîńňü ďđč ęîňîđîé řŕíń îńĺ÷ęč ńňŕíîâčňń˙ ęîíńňŕíňíűě
misfire_end_condition = 0.1
;řŕíń îńĺ÷ęč ďđč čçíîřĺíîńňč áîëüřĺ ÷ĺě misfireStartCondition
misfire_start_prob = 0.003
;řŕíń îńĺ÷ęč ďđč čçíîřĺíîńňč áîëüřĺ ÷ĺě misfireEndCondition
misfire_end_prob = 0.043
;óâĺëč÷ĺíčĺ čçíîřĺíîńňč ďđč îäčíî÷íîě âűńňđĺëĺ
condition_shot_dec = 0.001
;óâĺëč÷ĺíčĺ čçíîřĺíîńňč ďđč âűńňđĺëĺ î÷ĺđĺäüţ
condition_queue_shot_dec = 0.0012
condition_shot_dec = 0.0002 ;óâĺëč÷ĺíčĺ čçíîńŕ ďđč ęŕćäîě âűńňđĺëĺ
;--------------------------------------------------------------------------------
;direction = 0, 0, 1
position = -0.026, -0.077, 0.00 ;= -0.026,-0.130,0
;orientation = -180, 0, 0
orientation = 0.0, 0.0, 0.0
fire_point = 0.0, 0.2, 0.392
fire_point2 = 0.0, 0.388, 0.392
flame_particles = weapons\generic_weapon06 ;05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon05
shell_point = 0.0, 0.129, 0.192 ;= 0,0.235,0.089
shell_dir = 0.0, 0.0, 0.4 ;= 0.0,1.0,0.0
shell_particles = weapons\generic_shells
PDM_disp_base = 1.0
PDM_disp_vel_factor = 0.8
PDM_disp_accel_factor = 0.8
PDM_crouch = 1.0
PDM_crouch_no_acc = 1.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
; ttc
hit_power = 0.9, 0.9, 0.9, 0.9
hit_impulse = 50
hit_power_critical = 0.9
hit_type = fire_wound
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
fire_distance = 700
bullet_speed = 745 ;íŕ÷ŕëüíŕ˙ ńęîđîńňü ďóëč
rpm = 100
rpm_empty_click = 200
; end ttc
use_aim_bullet = true ;Ďîääĺđćčâŕĺňń˙ ëč ďĺđâŕ˙ ńóďďĺđ ďóë˙
use_first_bullet = true
first_bullet_dispertion = 1.0
first_bullet_timeout = 1.0
first_bullet_velocity_limit = 350
time_to_aim = 1.0
hud = wpn_g43_hud
;normal = 0, 1, 0
;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position = -0.15,-0.15,0.45 ;= -0.15,-0.37,0.2 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -25,-189,65 ;= -10,-5,10 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 1000
visual = dynamics\weapons\wpn_g43\wpn_g43.ogf_hud
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.1
light_time = 0.2
ph_mass = 4.4
;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 20
scope_name = wpn_addon_scope_zf4
scope_texture = wpn_crosshair
scope_x = 42
scope_y = 3
silencer_name = wpn_addon_sil_556_ar
silencer_x = 210
silencer_y = 9
grenade_launcher_name = wpn_addon_grenade_launcher_m203
grenade_launcher_x = 128
grenade_launcher_y = 28
;çâóęč
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\m1891_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\m1891_reload2
snd_close = weapons\generic_close
snd_shoot_grenade = weapons\m203_shot
snd_reload_grenade = weapons\m203_reload
snd_switch = weapons\groza_switch, 1.0, 0.5
silencer_hit_power = 0.58
silencer_hit_impulse = 15
silencer_fire_distance = 300
silencer_bullet_speed = 450
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\ar15_silent, 0.5
silencer_light_color = 1.0, 0.1, 0.0
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
[wpn_g43_hud]
zoom_hide_crosshair = true ;to hide crosshair in zoom
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_g43\wpn_g43.ogf_hud
hands_position = -0.043000,-0.152999,0.161900
hands_orientation = -0.550000,0.750001,0.599999
hands_position_16x9 = -0.044000,-0.191999,0.135500
hands_orientation_16x9 = 0.549999,2.399999,0.1499993
item_position = 0.005,-0.085,0.075 ;= = 0.005,-0.085,0.055
item_orientation = 1.267092,-0.970740,360.237885
shell_point = 0.025,0.055,0.221 ;= 0.028,0.078,0.113
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0.6,0.05,0.04 ;final value
fire_bone = wpn_body
fire_point2 = 0.7,0.1,0.04 ;-- maybe Firepoint for ironsights
fire_bone2 = wpn_body
;orientation = 0, 0, 0
;position = 0, 0, 0
;visual = Arsenal_Mod\wpn_g36e_sk1_hud.ogf
grenade_bone = grenka1 ; name of the bone in the model for grenade launcher
; animation names
anim_idle = idle
anim_idle_aim = idle_aim
anim_reload = reload
anim_draw = draw
anim_holster = holster
anim_shoot = shoot
anim_idle_sprint = idle_sprint
; animation names
; attached grenade launcher [GRENADE fire mode]
anim_idle_g = idle_g
anim_idle_g_aim = idle_g_aim
anim_reload_g = reload_g
anim_shoot_g = shoot_g
anim_switch_grenade_on = g_on
anim_switch_grenade_off = g_off
anim_draw_g = draw_g
anim_holster_g = holster_g
; attached grenade launcher [NORMAL fire mode]
anim_idle_gl = idle_w_gl
anim_idle_gl_aim = idle_w_gl_aim
anim_reload_gl = reload_w_gl
anim_draw_gl = draw_w_gl
anim_holster_gl = holster_w_gl
anim_shoot_gl = shoot_w_gl
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;HUD offset in zoom mode (to all)
;(use CONSOLE: hud_adjust_mode 0,1,2, then keys WSADQE and P to show current value in console)
;zoom_offset = -0.126901,0.001499,-0.145
;zoom_rotate_x = -0.0
;zoom_rotate_y = 0.0
grenade_normal_zoom_offset = -0.126901,0.001499,-0.145
grenade_normal_zoom_rotate_x = -0.0
grenade_normal_zoom_rotate_y = 0.0
grenade_zoom_offset = -0.126901,0.001499,-0.145
grenade_zoom_rotate_x = 0.0
grenade_zoom_rotate_y = -0.0
anm_show = svd_draw
anm_hide = svd_holster
anm_shots = svd_shoot
anm_idle = svd_idle
anm_idle_moving = svd_idle_moving
anm_idle_sprint = svd_idle_sprint_2 ;= m1891_idle_sprint
anm_reload = svd_reload
anm_idle_aim = svd_idle_aim
anm_switch = lr300_switch_off ;lr300_switch_off
anm_switch_g = lr300_switch_on ;lr300_switch_on
anm_bore = svd_idle_bore ;= m1891_idle_2
anm_hide_w_gl = lr300_holster_w_gl
anm_show_w_gl = lr300_draw_w_gl
anm_idle_w_gl = lr300_idle_w_gl
anm_shots_w_gl = lr300_shoot_w_gl
anm_reload_w_gl = lr300_reload_w_gl
anm_idle_w_gl_aim = lr300_idle_aim_w_gl
anm_idle_sprint_w_gl = lr300_idle_sprint_w_gl
anm_idle_moving_w_gl = lr300_idle_moving_w_gl
anm_bore_w_gl = lr300_idle_bore_w_gl
anm_show_g = lr300_draw_grenade ;lr300_draw_grenade
anm_hide_g = lr300_holster_grenade ;lr300_holster_grenade
anm_idle_g = lr300_idle_grenade ;lr300_idle_grenade
anm_reload_g = lr300_reload_grenade
anm_idle_g_aim = lr300_idle_grenade ;lr300_idle_grenade
anm_shots_g = lr300_shoot_grenade
anm_idle_sprint_g = lr300_idle_sprint_grenade ;lr300_idle_sprint_grenade
anm_idle_moving_g = lr300_idle_moving_grenade ;lr300_idle_moving_grenade
anm_bore_g = lr300_idle_bore_grenade
aim_hud_offset_pos = -0.10,0.0275,0.0 ;-0.1235,0.0275,0.0 ;keep for now
aim_hud_offset_rot = -0.0125,0.12,0.0 ;= -0.0125,-0.02,0.0 ;first vertical
aim_hud_offset_pos_16x9 = -0.119500,0.030000,0.029000
aim_hud_offset_rot_16x9 = 0.012500,0.030000,-0.012504
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
[wpn_g43]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\g43" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_SVD
description = st_wpn_g43_descr
ef_main_weapon_type = 2
ef_weapon_type = 6
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 25000
weapon_class = sniper_rifle
inv_weight = 4
upgrades = up_gr_firstab_svd, up_gr_seconab_svd, up_gr_thirdab_svd, up_gr_fourtab_svd, up_gr_fourtcd_svd, up_gr_fourtef_svd
installed_upgrades =
upgrade_scheme = upgrade_scheme_svd
;------TTX------------------------------------------------------------------------
hit_power = 0.45, 0.45, 0.45, 0.45
hit_impulse = 24
hit_type = fire_wound
fire_distance = 800
bullet_speed = 745 ;íŕ÷ŕëüíŕ˙ ńęîđîńňü ďóëč
rpm = 100
rpm_empty_click = 200
use_aim_bullet = true
time_to_aim = 1.0
hud = wpn_g43_hud
misfire_probability = 0.003
;âĺđî˙ňíîńňü îńĺ÷ęč ďđč ěŕęńčěŕëüíîě čçíîńĺ
misfire_start_condition = 0.6
;čçíîřĺíîńňü ďđč ęîňîđîé řŕíń îńĺ÷ęč ńňŕíîâčňń˙ ęîíńňŕíňíűě
misfire_end_condition = 0.1
;řŕíń îńĺ÷ęč ďđč čçíîřĺíîńňč áîëüřĺ ÷ĺě misfireStartCondition
misfire_start_prob = 0.003
;řŕíń îńĺ÷ęč ďđč čçíîřĺíîńňč áîëüřĺ ÷ĺě misfireEndCondition
misfire_end_prob = 0.043
;óâĺëč÷ĺíčĺ čçíîřĺíîńňč ďđč îäčíî÷íîě âűńňđĺëĺ
condition_queue_shot_dec = 0.0012
;óâĺëč÷ĺíčĺ čçíîřĺíîńňč ďđč âűńňđĺëĺ î÷ĺđĺäüţ
condition_shot_dec = 0.0002
ammo_elapsed = 0
ammo_mag_size = 10
fire_modes = 1
ammo_class = ammo_7.92x57
hand_dependence = 1
single_handed = 0
;-------------------------------------------------------------------------------
;áŕçîâŕ˙ äčńďĺđńč˙
fire_dispersion_base = 0.0050 ;óăîë (â ăđŕäóńŕő) áŕçîâîé äčńďĺđńčč îđóćč˙ (îđóćč˙ çŕćŕňîăî â ňčńęŕő)
control_inertion_factor = 2.25f
crosshair_inertion = 9
;îňäŕ÷ŕ
cam_return = 1
cam_relax_speed = 0 ;ńęîđîńňü âîçâđŕňŕ â čńőîäíîĺ ďîëîćĺíčĺ
cam_relax_speed_ai = 6
cam_dispersion = 1.15 ;óâĺëč÷ĺíč˙ óăëŕ (â ăđŕäóńŕő) ń ęŕćäűě âűńňđĺëîě
cam_dispersion_inc = 0.3 ;óâĺëč÷ĺíče cam_dispersion ń ęŕćäűě âűńňđĺëîě
cam_dispersion_frac = 0.9 ;ńňâîë áóäĺň ďîäűěŕňüń˙ íŕ cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle = 10.0 ;ěŕęńčěŕëüíűé óăîë îňäŕ÷č
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.1;1 ;(degree) size of step camera moved in horizontal position while shooting
PDM_disp_base = 1.0
PDM_disp_vel_factor = 0.8
PDM_disp_accel_factor = 0.8
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 0.75 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.8
zoom_cam_dispersion_inc = 0.8
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 10.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 0.25
fire_dispersion_condition_factor = 5 ;óâĺëč÷ĺíčĺ äčńďĺđńčč â ďđîöĺíňŕő ďđč ěŕęńčěŕëüíîě čçíîńĺ
;---DOF-------------------------------------------------------------------------
;zoom_dof = 0.5, 1.0, 350
reload_dof = 0.0, 0.5, 5, 2.2
;-----------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ńęîëüęî đŕç óâĺëč÷čâŕĺňń˙ eye_range
holder_fov_modifier = 0.7 ; âî ńęîëüęî đŕç óâĺëč÷čâŕĺňń˙ eye_fov
min_radius = 0
max_radius = 50
hit_probability_gd_novice = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master = 0.80
;-------------------------------------------------------------------------------
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_g43
inv_name_short = st_wpn_g43
inv_grid_width = 6
inv_grid_height = 2
inv_grid_x = 6
inv_grid_y = 34
upgr_icon_x = 1290
upgr_icon_y = 143
upgr_icon_width = 254
upgr_icon_height = 129
kill_msg_x = 175
kill_msg_y = 0
kill_msg_width = 82
kill_msg_height = 28
;-------------------------------------------------------------------------------
position = -0.026, -0.077, 0.00 ;= -0.026,-0.130,0
orientation = 0.0, 0.0, 0.0
fire_point = 0.0, 0.2, 0.392
fire_point2 = 0.0, 0.388, 0.392
flame_particles = weapons\generic_weapon06 ;05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
shell_point = 0.0, 0.129, 0.192 ;= 0,0.235,0.089
shell_dir = 0.0, 0.0, 0.4 ;= 0.0,1.0,0.0
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;ďîä ěčřęîé
strap_position = -0.15,-0.15,0.45 ;= -0.15,-0.37,0.2 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -25,-189,65 ;= -10,-5,10 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 1000
visual = dynamics\weapons\wpn_g43\wpn_g43.ogf_hud
light_disabled = false
light_color = 0.6,0.5,0.3
light_range = 5
light_var_color = 0.05
light_var_range = 0.1
light_time = 0.2
ph_mass = 4.4
;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true ; (on,off)zoom mode (right mouse button)
zoom_rotate_time = 0.25
scope_zoom_factor = 20
scope_name = wpn_addon_scope_zf4
scope_texture = wpn_crosshair_g43
scope_x = 42
scope_y = 3
silencer_smoke_particles = weapons\generic_shoot_00
snd_silncer_shot = weapons\ar15_silent, 0.5
silencer_light_color = 1.0, 0.1, 0.0
silencer_light_range = 0.01
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_light_time = 0.2
;çâóęč
snd_draw = weapons\wpn_g43\g43_draw
snd_holster = weapons\wpn_g43\g43_holster
snd_shoot = weapons\wpn_g43\g43_shoot
snd_empty = weapons\wpn_g43\g43_empty, 0.5
snd_reload = weapons\wpn_g43\g43_reload
snd_close = weapons\wpn_g43\g43_close
snd_bore = weapons\wpn_g43\g43_draw_silent
snd_bore1 = weapons\wpn_g43\g43_bore
silencer_hit_power = 0.41
silencer_hit_impulse = 20
silencer_fire_distance = 300
silencer_bullet_speed = 450
silencer_name = wpn_addon_sil_556_ar
silencer_x = 210
silencer_y = 9
[wpn_g43_hud]
zoom_hide_crosshair = true ;to hide crosshair in zoom
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_g43\wpn_g43.ogf_hud
hands_position = -0.043000,-0.152999,0.161900
hands_orientation = -0.550000,0.750001,0.599999
hands_position_16x9 = -0.044000,-0.191999,0.135500
hands_orientation_16x9 = 0.549999,2.399999,0.1499993
item_position = 0.005,-0.085,0.075 ;= = 0.005,-0.085,0.055
item_orientation = 1.267092,-0.970740,360.237885
shell_point = 0.025,0.055,0.221 ;= 0.028,0.078,0.113
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0.4,0.05,0.04 ;final value
fire_bone = wpn_body
fire_point2 = 0.4,0.1,0.04 ;-- maybe Firepoint for ironsights
fire_bone2 = wpn_body
aim_hud_offset_pos = -0.10,0.0275,0.0 ;-0.1235,0.0275,0.0 ;keep for now
aim_hud_offset_rot = -0.0125,0.12,0.0 ;= -0.0125,-0.02,0.0 ;first vertical
aim_hud_offset_pos_16x9 = -0.119500,0.030000,0.029000
aim_hud_offset_rot_16x9 = 0.012500,0.030000,-0.012504
gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000
gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
anm_show = svd_draw
anm_hide = svd_holster
anm_shots = svd_shoot
anm_idle = svd_idle
anm_idle_moving = svd_idle_moving
anm_idle_sprint = svd_idle_sprint_2 ;= m1891_idle_sprint
anm_reload = svd_reload
anm_idle_aim = svd_idle_aim
anm_switch = lr300_switch_off ;lr300_switch_off
anm_switch_g = lr300_switch_on ;lr300_switch_on
anm_bore = svd_idle_bore ;= m1891_idle_2
anm_hide_w_gl = lr300_holster_w_gl
anm_show_w_gl = lr300_draw_w_gl
anm_idle_w_gl = lr300_idle_w_gl
anm_shots_w_gl = lr300_shoot_w_gl
anm_reload_w_gl = lr300_reload_w_gl
anm_idle_w_gl_aim = lr300_idle_aim_w_gl
anm_idle_sprint_w_gl = lr300_idle_sprint_w_gl
anm_idle_moving_w_gl = lr300_idle_moving_w_gl
anm_bore_w_gl = lr300_idle_bore_w_gl
anm_show_g = lr300_draw_grenade ;lr300_draw_grenade
anm_hide_g = lr300_holster_grenade ;lr300_holster_grenade
anm_idle_g = lr300_idle_grenade ;lr300_idle_grenade
anm_reload_g = lr300_reload_grenade
anm_idle_g_aim = lr300_idle_grenade ;lr300_idle_grenade
anm_shots_g = lr300_shoot_grenade
anm_idle_sprint_g = lr300_idle_sprint_grenade ;lr300_idle_sprint_grenade
anm_idle_moving_g = lr300_idle_moving_grenade ;lr300_idle_moving_grenade
anm_bore_g = lr300_idle_bore_grenade
grenade_bone = grenka1 ; name of the bone in the model for grenade launcher
; animation names
anim_idle = idle
anim_idle_aim = idle_aim
anim_reload = reload
anim_draw = draw
anim_holster = holster
anim_shoot = shoot
anim_idle_sprint = idle_sprint
; animation names
; attached grenade launcher [GRENADE fire mode]
anim_idle_g = idle_g
anim_idle_g_aim = idle_g_aim
anim_reload_g = reload_g
anim_shoot_g = shoot_g
anim_switch_grenade_on = g_on
anim_switch_grenade_off = g_off
anim_draw_g = draw_g
anim_holster_g = holster_g
; attached grenade launcher [NORMAL fire mode]
anim_idle_gl = idle_w_gl
anim_idle_gl_aim = idle_w_gl_aim
anim_reload_gl = reload_w_gl
anim_draw_gl = draw_w_gl
anim_holster_gl = holster_w_gl
anim_shoot_gl = shoot_w_gl
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;HUD offset in zoom mode (to all)
;(use CONSOLE: hud_adjust_mode 0,1,2, then keys WSADQE and P to show current value in console)
;zoom_offset = -0.126901,0.001499,-0.145
;zoom_rotate_x = -0.0
;zoom_rotate_y = 0.0
grenade_normal_zoom_offset = -0.126901,0.001499,-0.145
grenade_normal_zoom_rotate_x = -0.0
grenade_normal_zoom_rotate_y = 0.0
grenade_zoom_offset = -0.126901,0.001499,-0.145
grenade_zoom_rotate_x = 0.0
grenade_zoom_rotate_y = -0.0
upgrades = up_gr_firstab_svd, up_gr_seconab_svd, up_gr_thirdab_svd, up_gr_fourtab_svd, up_gr_fourtcd_svd, up_gr_fourtef_svd
installed_upgrades =
upgrade_scheme = upgrade_scheme_svd
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