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[wpn_colt1911]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\colt1911" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_PM
min_radius = 5
max_radius = 30
description = enc_weapons1_wpn-colt1911
ef_weapon_type = 5
;-----------------------------------------------------------------------------------
holder_range_modifier = 1.0 ; âî ńęîëüęî đŕç óâĺëč÷čâŕĺňń˙ eye_range
holder_fov_modifier = 1.0 ; âî ńęîëüęî đŕç óâĺëč÷čâŕĺňń˙ eye_fov
;-----------------------------------------------------------------------------------
cost = 1100
ammo_limit = 120
ammo_current = 90
ammo_elapsed = 12
f_mode = 1
ammo_mag_size = 7
ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_hydro
hand_dependence = 1
single_handed = 1
slot = 1 ; // primary
animation_slot = 1 ; type of the animation that will be used
inv_name = wpn-colt1911
inv_name_short = wpn-colt1911
inv_weight = 1.1
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 21
inv_grid_y = 8
kill_msg_x = 161
kill_msg_y = 153
kill_msg_width = 37
kill_msg_height = 24
;-----------------------------------------------------------------------------------
;áŕçîâŕ˙ äčńďĺđńč˙
fire_dispersion_base = 0.22 ;óăîë (â ăđŕäóńŕő) áŕçîâîé äčńďĺđńčč îđóćč˙ (îđóćč˙ çŕćŕňîăî â ňčńęŕő)
disp_rate = 1.85
;îňäŕ÷ŕ
cam_relax_speed = 8;3.0 ;ńęîđîńňü âîçâđŕňŕ â čńőîäíîĺ ďîëîćĺíčĺ
cam_dispersion = 1.5 ;óâĺëč÷ĺíč˙ óăëŕ (â ăđŕäóńŕő) ń ęŕćäűě âűńňđĺëîě
cam_dispersion_inc = 0.0 ;óâĺëč÷ĺíče cam_dispersion ń ęŕćäűě âűńňđĺëîě
cam_dispertion_frac = 1.0 ;ńňâîë áóäĺň ďîäűěŕňüń˙ íŕ cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle = 20.0 ;ěŕęńčěŕëüíűé óăîë îňäŕ÷č
cam_max_angle_horz = 10.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 0.6 ;(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 = 0.0003 ;âĺđî˙ňíîńňü îńĺ÷ęč ďđč ěŕęńčěŕëüíîě čçíîńĺ
misfire_condition_k = 0.05
condition_shot_dec = 0.0001 ;óâĺëč÷ĺíčĺ čçíîńŕ ďđč ęŕćäîě âűńňđĺëĺ
;-----------------------------------------------------------------------------------
direction = 0, 0, 1
fire_point = 0.000000,0.130000,0.185000
flame_particles = weapons\generic_weapon03
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
shell_point = 0.0, 0.127, 0.05
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
PDM_disp_base = 1.0
PDM_disp_vel_factor = 0.9
PDM_disp_accel_factor = 0.9
PDM_crouch = 1.0
PDM_crouch_no_acc = 1.0
; ttc
hit_power = 0.98
hit_impulse = 80
hit_type = fire_wound
hit_rate = 1.85
fire_distance = 85
bullet_speed = 430 ;íŕ÷ŕëüíŕ˙ ńęîđîńňü ďóëč
rpm = 300
; end ttc
use_aim_bullet = true ;Ďîääĺđćčâŕĺňń˙ ëč ďĺđâŕ˙ ńóďďĺđ ďóë˙
time_to_aim = 1.0
silencer_hit_power = 0.40
silencer_hit_impulse = 85
silencer_fire_distance = 100
silencer_bullet_speed = 280
hud = wpn_colt1911_hud
normal = 0, 1, 0
position = -0.021, -0.092, 0.0
orientation = 0, 0, 0
;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position = -0.1,-0.45,0.2 ; position (offset) and orientation of the weapon when it is strapped
;strap_orientation = 1.57,0,0 ; (3rd person view)
;strap_bone0 = bip01_spine2
;strap_bone1 = bip01_spine1
startup_ammo = 90
visual = weapons\colt1911\wpn_colt1911.ogf
light_color = 0.6,0.5,0.3
light_range = 3.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 1
;cost = 350
;addons
scope_status = 0
silencer_status = 2
grenade_launcher_status = 0
zoom_enabled = true
scope_zoom_factor = 55
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_draw = weapons\colt\colt_draw
snd_holster = weapons\pistol_holster
snd_shoot = weapons\colt\colt_shoot
snd_shoot1 = weapons\colt\colt_shoot1
snd_shoot2 = weapons\colt\colt_shoot2
snd_shoot3 = weapons\colt\colt_shoot3
snd_empty = weapons\colt\colt_empty
snd_reload = weapons\colt\colt_reload, 0.8
snd_close = weapons\colt\colt_close
snd_silncer_shot = weapons\colt\colt_shot_sil
;------------------------------------------------------------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
silencer_name = wpn_addon_silencer ; section name for the attachable silencer
silencer_x = 62 ; offset in inventory icon
silencer_y = -15
;params when silencer is attached
;similar to corresponding params without prefix silencer_
;silencer_flame_particles = weapons\generic_weapon01
silencer_smoke_particles = weapons\generic_shoot_00
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_colt1911_hud]
shell_point = 0.005000,0.060000,-0.420000
fire_point = 0.005000,0.060000,-0.335000
fire_bone = wpn_body
orientation = 0,0,0
position = 0,0,0
visual = weapons\colt1911\wpn_colt1911_hud.ogf
anim_holster = holster
anim_idle = idle
anim_empty = empty
anim_reload = reload_full
anim_reload_empty = reload
anim_draw = draw
anim_draw_empty = draw_empty
anim_shoot = shoot
anim_shot_last = shoot_last
anim_close = holster ;draw
anim_idle_aim = idle_aim
anim_idle_sprint = idle_sprint
;ńěĺůĺíč˙ HUD äë˙ đĺćčěŕ ďđčáëčćĺíč˙
zoom_offset = -0.176600,0.067000,-0.244100
zoom_rotate_x = -0.008400
zoom_rotate_y = -0.000500
zoom_hide_crosshair = true ;to hide crosshair in zoom
[wpn_kolt]:wpn_colt1911
$spawn = "weapons\colt1911"
description = "Unikalny "Kolt" ręcznie robiony. Rękojeść jest wykończona pozłacaną kością słoniową. Szczegóły korpusu są także inkrustowane złotem. Ma podwyższoną odporność na zużycie."
inv_name = "Colt Merlina"
inv_name_short = "Colt Merlina"
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 13
condition_shot_dec = 0.00001
hud = wpn_kolt_hud
visual = weapons\kolt_new\wpn_kolt.ogf
[wpn_kolt_hud]
shell_point = 0.005000,0.060000,-0.420000
fire_point = 0.005000,0.060000,-0.335000
fire_bone = wpn_body
orientation = 0,0,0
position = 0,0,0
visual = weapons\kolt_new\wpn_kolt_hud.ogf
anim_holster = holster
anim_idle = idle
anim_empty = empty
anim_reload = reload_full
anim_reload_empty = reload
anim_draw = draw
anim_draw_empty = draw_empty
anim_shoot = shoot
anim_shot_last = shoot_last
anim_close = holster ;draw
anim_idle_aim = idle_aim
anim_idle_sprint = idle_sprint
;ńěĺůĺíč˙ HUD äë˙ đĺćčěŕ ďđčáëčćĺíč˙
zoom_offset = -0.176600,0.067000,-0.244100
zoom_rotate_x = -0.008400
zoom_rotate_y = -0.000500
zoom_hide_crosshair = true ;to hide crosshair in zoom
* Detected CPU: AuthenticAMD , F15/M11/S2, 2612.00 mhz, 8-clk 'rdtsc'
* CPU Features: RDTSC, MMX, 3DNow!, SSE, SSE2
Initializing File System...
using fs-ltx fsgame.ltx
FS: 33744 files cached, 5995Kb memory used.
Init FileSystem 2.054576 sec
'xrCore' build 3116, Aug 15 2007
Initializing Engine...
Executing config-script "user.ltx"...
[c:\documents and settings\all users\dokumenty\stalker-shoc\user.ltx] successfully loaded.
Starting INPUT device...
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
* [win32]: free[2988636 K], reserved[16784 K], committed[56276 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[9822 K], process heap[1131 K], game lua[0 K], engine lua[0 K], render[0 K]
* [x-ray]: economy: strings[3361 K], smem[0 K]
Executing config-script "e:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx"...
! cant convert dik_name for dik[144], prop=[Poprzednia
[e:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "e:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\rspec_high.ltx"...
! Unknown command: r__wallmark_ttl
! Unknown command: rs_skeleton_update
[e:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\rspec_high.ltx] successfully loaded.
Executing config-script "e:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx"...
[e:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\config\default_controls.ltx] successfully loaded.
[c:\documents and settings\all users\dokumenty\stalker-shoc\user.ltx] successfully loaded.
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices Generic Hardware
SOUND: OpenAL: system default SndDevice name is Generic Hardware
SOUND: OpenAL: default SndDevice name set to Generic Software
SOUND: OpenAL: All available devices:
1. Generic Hardware, Spec Version 1.1
2. Generic Software, Spec Version 1.1 (default)
SOUND: OpenAL: SelectBestDevice is Generic Software 1.1
SOUND: OpenAL: Required device: Generic Software. Created device: Generic Software.
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 65538 kb, 7609 lines, 8820 bpl
Starting RENDER device...
* GPU [vendor:10DE]-[device:3D0]: NVIDIA GeForce 6150SE nForce 430
* GPU driver: 6.14.12.7533
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
* Texture memory: 294 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: recognized, 24
* DVB created: 1536K
* DIB created: 512K
count of .thm files=47
load time=79 ms
* distortion: used, dev(30),need(14)
* SSample: 1024x768
* SSample: enabled
- r__tf_aniso 4
- r1_tf_mipbias 0.
Starting engine...
Loading DLL: xrGameSpy.dll
FATAL ERROR
[error]Expression : wave&&wave->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : E:\stalker\patch_1_0004\xrSound\SoundRender_Source_loader.cpp
[error]Line : 65
[error]Description : Can't open wave file:
[error]Arguments : e:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\characters_voice\scenario\video\intro_gsc_wp_l.ogg
stack trace:
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