Divergent/mods/JSRS Sound Mod/gamedata/configs/items/weapons/base.ltx

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2024-03-17 20:18:03 -04:00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; New Ordnance MISERY v2 Edition ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; 30.03.2013 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; _xXxTWiST3DxXx_ (concept & weapon GFX assets) ;;;;;;;;;;;;;;;;;
;;;;;;;; N.Aaroe (additional texture work) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; alundaio (scripting) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; trojanuch (implementation & factional loadout configs) ;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE FOR MODDERS ;;
; unless you need to edit already existing guns, do NOT edit the "w_*" files but make a new one that defines your new guns
; eg. "w_mygun.ltx"
; it will be automatically included and won't cause conflict with other mods that add/edit guns
#include "upgrades_properties.ltx"
#include "weapon_addons.ltx"
#include "weapon_silencers.ltx"
#include "weapon_scopes.ltx"
#include "weapon_sounds.ltx"
#include "weapon_ammo.ltx"
;-- Weapons upgrades
#include "upgrades\upgrade_presets.ltx"
;-- Weapons
#include "w_*.ltx"
;include "w_aps.ltx"
;include "w_beretta.ltx"
;include "w_bizon.ltx"
;include "w_colt1911.ltx"
;include "w_cz75.ltx"
;include "w_desert_eagle.ltx"
;include "w_fn57.ltx"
;include "w_fnp45.ltx"
;include "w_fort.ltx"
;include "w_glock.ltx"
;include "w_grach.ltx"
;include "w_gsh18.ltx"
;include "w_hpsa.ltx"
;include "w_mp412.ltx"
;include "w_mp5.ltx"
;include "w_oc33.ltx"
;include "w_p90.ltx"
;include "w_pb.ltx"
;include "w_pm.ltx"
;include "w_pp2000.ltx"
;include "w_ppsh41.ltx"
;include "w_sig220.ltx"
;include "w_tt33.ltx"
;include "w_ump45.ltx"
;include "w_usp45.ltx"
;include "w_kiparis.ltx"
;include "w_vz61.ltx"
;include "w_vityaz.ltx"
;include "w_walther.ltx"
;
;include "w_bm16.ltx"
;include "w_mossberg590.ltx"
;include "w_mp133.ltx"
;include "w_mp153.ltx"
;include "w_protecta.ltx"
;include "w_saiga.ltx"
;include "w_spas12.ltx"
;include "w_toz34.ltx"
;include "w_toz194.ltx"
;include "w_usas12.ltx"
;include "w_vepr12.ltx"
;
;include "w_9a91.ltx"
;include "w_abakan.ltx"
;include "w_aek.ltx"
;include "w_ak.ltx"
;include "w_ak12.ltx"
;include "w_ak74.ltx"
;include "w_ak74m.ltx"
;include "w_ak101.ltx"
;include "w_ak102.ltx"
;include "w_ak103.ltx"
;include "w_ak104.ltx"
;include "w_ak105.ltx"
;include "w_akm.ltx"
;include "w_aks74.ltx"
;include "w_aks74u.ltx"
;include "w_aug.ltx"
;include "w_fn2000.ltx"
;include "w_g36.ltx"
;include "w_galil.ltx"
;include "w_groza.ltx"
;include "w_hk416.ltx"
;include "w_l85.ltx"
;include "w_lr300.ltx"
;include "w_m4.ltx"
;include "w_m4a1.ltx"
;include "w_m16.ltx"
;include "w_scar.ltx"
;include "w_sig550.ltx"
;include "w_sig552.ltx"
;include "w_sks.ltx"
;include "w_type63.ltx"
;include "w_val.ltx"
;include "w_vihr.ltx"
;include "w_vsk94.ltx"
;include "w_famas3.ltx" ; Not used
;
;include "w_m249.ltx"
;include "w_m79.ltx"
;include "w_pkm.ltx"
;include "w_rg6.ltx"
;include "w_rpd.ltx"
;include "w_rpg7.ltx"
;include "w_rpk.ltx"
;
;include "w_g3sg1.ltx"
;include "w_gauss.ltx"
;include "w_l96a1.ltx"
;include "w_m98b.ltx"
;include "w_mosin.ltx"
;include "w_sr25.ltx"
;include "w_sv98.ltx"
;include "w_svd.ltx"
;include "w_svt40.ltx"
;include "w_svu.ltx"
;include "w_vintorez.ltx"
;include "w_vssk.ltx"
;include "w_g43.ltx"
;include "w_k98.ltx"
;include "w_m24.ltx"
;include "w_trg.ltx"
;-- STCoP 3.0 + more mods
;include "w_cz52.ltx"
;include "w_mp7.ltx"
;include "w_m60.ltx" ; Not used
;include "w_hk417.ltx" ; Not used
;include "w_fnc.ltx"
;include "w_ash12.ltx"
;include "w_aug_a3.ltx" ; Not used
;include "w_fal.ltx"
;include "w_fort500.ltx"
;include "w_mk14.ltx"
;include "w_m82.ltx"
;include "w_remington700.ltx"
;include "w_remington870.ltx"
;include "w_wa2000.ltx"
;include "w_xm8.ltx" ;-- CEASAR LFO XM8
;-- Misc
#include "m_*.ltx"
;include "m_binoc.ltx"
;include "m_f1.ltx"
;include "m_knife.ltx"
;include "m_mounted.ltx"
;include "m_rgd5.ltx"
;include "m_gd5.ltx"
;include "m_gsmoke.ltx"
;include "m_bolt.ltx"
;include "m_upd.ltx"
;include "m_dynamo_hand.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 = 0.065 ;0.08
tracer_length_max = 1.5 ;225 ;24.0 ;14.0
tracer_length_min = 0 ;1.6 ;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
;<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 = 0.8
;<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
whine_sounds = weapons\_cracks\mono\_new\NewCrack_1, weapons\_cracks\mono\_new\NewCrack_2, weapons\_cracks\mono\_new\NewCrack_3, weapons\_cracks\mono\_new\NewCrack_4, weapons\_cracks\mono\_new\NewCrack_5, weapons\_cracks\mono\_new\NewCrack_6, weapons\_cracks\mono\_new\NewCrack_8, weapons\_cracks\mono\_new\NewCrack_9, weapons\_cracks\mono\_new\NewCrack_10, weapons\_cracks\mono\_new\NewCrack_11, weapons\_cracks\mono\_new\NewCrack_12, weapons\_cracks\mono\_new\NewCrack_13, weapons\_cracks\mono\_new\NewCrack_14, weapons\_cracks\mono\_new\NewCrack_15, weapons\_cracks\mono\_new\NewCrack_16, weapons\_cracks\mono\_new\NewCrack_17, weapons\_cracks\mono\_new\NewCrack_18, weapons\_cracks\mono\_new\NewCrack_19, weapons\_cracks\mono\_new\NewCrack_20, weapons\_cracks\mono\_new\NewCrack_21, weapons\_cracks\mono\_new\NewCrack_22;
explode_particles = explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01
[tracers_color_table]
color_0 = 255, 130, 0, 255 ; Vanilla yellow
color_1 = 38, 247, 129, 255 ; Green (Russia)
color_2 = 255, 30, 115, 255 ; Red (NATO)
color_3 = 255, 222, 0, 255 ; Yellow (Helicopters)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 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 = 4.8 ;3.0
blast_r = 4.3 ;4
blast_impulse = 150 ;100
;delete
blast_impulse_factor = 1
frags = 85 ;10
frags_r = 20 ;10
frag_hit = 0.07 ;0.50
frag_hit_impulse = 34 ;50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.41
;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 = 0.1 ;0
wm_size = 0.05
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fragment_speed = 184
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 = wpn_fake_vog-25_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 = 31
inv_grid_y = 60
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 = 5.8 ;3.0
blast_r = 5.3 ;4
blast_impulse = 187 ;100
;delete
blast_impulse_factor = 1
frags = 140 ;10
frags_r = 34 ;10
frag_hit = 0.066 ;0.50
frag_hit_impulse = 35 ;50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.42
;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 = 240
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 = wpn_fake_vog-25_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 = 31
inv_grid_y = 59
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
description =
inv_weight = 0
cost = 150
blast = 5.2 ;3.0
blast_r = 4.7 ;4
blast_impulse = 174 ;100
;delete
blast_impulse_factor = 1
frags = 94 ;10
frags_r = 28 ;10
frag_hit = 0.074 ;0.50
frag_hit_impulse = 44 ;50
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.36
;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 = 190
;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> (<28>)
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = wpn_fake_vog-25_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 = 16
inv_grid_y = 5
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_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
description = st_jerrycan_fuel_descr
inv_name = st_jerrycan_item
inv_name_short = st_jerrycan_item
inv_weight = .1
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 2
inv_grid_y = 30
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = true
cost = 50
;-------------------------------------------------------------------------------
blast = 4.6
blast_r = 6.4
blast_impulse = 130
;delete
blast_impulse_factor = 1
frags = 28
frags_r = 36
frag_hit = 0.11
frag_hit_impulse = 66
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.54
;-------------------------------------------------------------------------------
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 = 224 ;<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 = wpn_fake_vog-25_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 = 0.14
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.77
fire_wound_immunity = 0.68
[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 = 4.9
blast_r = 7.6
blast_impulse = 188
;delete
blast_impulse_factor = 1
frags = 66
frags_r = 37
frag_hit = 0.11
frag_hit_impulse = 51
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.66
;-------------------------------------------------------------------------------
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 = 186 ;<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 = wpn_fake_vog-25_explode
immunities_sect = explosive_barrel_low_new_immunities_sect
[explosive_barrel_low_new_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 = 0.11
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.74
fire_wound_immunity = 0.61
;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 = 204 ;<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 = wpn_fake_vog-25_explode
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 = 200 ;<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 = wpn_fake_vog-25_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 = 3.6
blast_r = 5.2
blast_impulse = 138
;delete
blast_impulse_factor = 1
frags = 52
frags_r = 36
frag_hit = 0.08
frag_hit_impulse = 51
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.47
;-------------------------------------------------------------------------------
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 = 195 ;<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 = 0.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.11
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.74
fire_wound_immunity = 0.61
[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 = 5.4
blast_r = 8.2
blast_impulse = 196
;delete
blast_impulse_factor = 1
frags = 78
frags_r = 42
frag_hit = 0.13
frag_hit_impulse = 51
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.73
;-------------------------------------------------------------------------------
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 = 215 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>/<2F>)
explode_duration = 3 ;<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 = barrel_explode_snd
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 = 1.0
shock_immunity = 1.0
wound_immunity = 0.08
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.61
fire_wound_immunity = 0.52
[explosive_fuelcan]:explosive_barrel
$spawn = "weapons\explosive\fuelcan"
visual = dynamics\balon\balon_01.ogf
[explosive_gaz_balon]:explosive_fuelcan
$spawn = "weapons\explosive\gaz_balon"
visual = dynamics\balon\gaz_balon.ogf
[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
description = st_jerrycan_fuel_descr
inv_name = st_jerrycan_item
inv_name_short = st_jerrycan_item
inv_weight = .1
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 2
inv_grid_y = 30
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
can_take = true
cost = 500
;-------------------------------------------------------------------------------
blast = 4.6
blast_r = 7.5
blast_impulse = 166
;delete
blast_impulse_factor = 1
frags = 57
frags_r = 34
frag_hit = 0.09
frag_hit_impulse = 46
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.66
;-------------------------------------------------------------------------------
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 = 208 ;<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>)
;<3B><><EFBFBD><EFBFBD><EFBFBD>
snd_explode = barrel_explode_snd
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 = 0.11
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.67
fire_wound_immunity = 0.56
[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 = 4.3
blast_r = 6.7
blast_impulse = 153
;delete
blast_impulse_factor = 1
frags = 84
frags_r = 46
frag_hit = 0.03
frag_hit_impulse = 31
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.44
;-------------------------------------------------------------------------------
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 = 220
explode_duration = 3 ;<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 = 1.0
shock_immunity = 1.0
wound_immunity = 0.03
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.88
fire_wound_immunity = 0.13
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[gl_test_shell]:delayed_action_fuse,grenade_rgd5,wpn_fake_missile
class = II_EXPLO
visual = grenadier\ammo_vog-25.ogf
inv_name = .
inv_name_short = .
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 50
inv_grid_y = 50
immunities_sect = gl_test_shell_immunities
wm_size = 0.1
ph_mass = 5
[gl_test_shell_ammo_vog-25]:gl_test_shell
visual = grenadier\ammo_vog-25.ogf
[gl_test_shell_ammo_vog-25p]:gl_test_shell
visual = grenadier\ammo_vog-25p.ogf
[gl_test_shell_ammo_m209]:gl_test_shell
visual = grenadier\ammo_m209.ogf
[gl_fake_missile]:delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\gl_fake_missile"
$prefetch = 16
class = II_EXPLO
cform = skeleton
cost = 0
inv_name = .
inv_name_short = .
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 50
inv_grid_y = 50
can_take = true
immunities_sect = gl_test_shell_immunities ;gl_fake_missile_immunities
time_to_explode = 0.f
wm_size = 0.1
ph_mass = 5
explode_duration = 3
[gl_fake_missile_ammo_vog-25]:wpn_fake_missile,gl_fake_missile
inv_grid_x = 15
inv_grid_y = 5
[gl_fake_missile_ammo_vog-25p]:wpn_fake_missile1,gl_fake_missile
inv_grid_x = 31
inv_grid_y = 59
[gl_fake_missile_ammo_m209]:wpn_fake_missile2,gl_fake_missile
inv_grid_x = 16
inv_grid_y = 5
[gl_fake_missile_immunities]
burn_immunity = 0.6
strike_immunity = 1
shock_immunity = 1
wound_immunity = 0.1
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0.3
explosion_immunity = 1
fire_wound_immunity = 0.7
[gl_test_shell_immunities]
burn_immunity = 0
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0
fire_wound_immunity = 0