275 lines
12 KiB
Plaintext
275 lines
12 KiB
Plaintext
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;------------------------------------------------------------------------------------------------
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[wpn_aps_bas]:identity_immunities,weapon_probability,default_weapon_params,wpn_aps_sounds
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GroupControlSection = spawn_group
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$npc = on
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$prefetch = 8
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$spawn = "weapons\aps_bas"
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scheduled = off
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cform = skeleton
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parent_section = wpn_aps_bas
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scopes = apsabigo
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class = WP_PM
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slot = 1
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animation_slot = 1
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ef_weapon_type = 6
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hand_dependence = 1
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single_handed = 1
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default_to_ruck = false
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sprint_allowed = true
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inv_grid_width = 2
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inv_grid_height = 1
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inv_grid_x = 66
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inv_grid_y = 1
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icons_texture = ui\ui_icon_bas
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inv_name = st_wpn_aps_bas
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inv_name_short = st_wpn_aps_bas
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description = st_wpn_aps_bas_descr
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kind = w_pistol
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inv_weight = 1.02
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cost = 9380
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repair_type = pistol
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hud = wpn_aps_bas_hud
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visual = dynamics\weapons\wpn_aps_bas\wpn_aps_bas_world.ogf
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position = -0.021, 0.0, 0.0 ;x,y,z (left/right, up/down, forward/back )
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orientation = 0, 0, 0
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fire_point = 0.0, 0.0, 0.161
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ph_mass = 1
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flame_particles = weapons\generic_weapon03
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;smoke_particles = weapons\generic_shoot_00
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smoke_particles = ghost_particles\weapons\flame_eft_sks
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silencer_smoke_particles = ghost_particles\weapons\generic_smoke_eft_sil
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shell_point = 0.0, 0.133, 0.047
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shell_dir = 0.0, 0.0, 0.4
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shell_particles = weapons\9x18
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light_color = 0.6, 0.5, 0.3
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light_range = 3.0
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light_time = 0.2
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light_var_color = 0.05
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light_var_range = 0.5
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upgrades = up_gr_firstab_aps, up_gr_seconab_aps, up_gr_thirdab_aps, up_gr_fourtab_aps
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installed_upgrades =
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upgrade_scheme = upgrade_scheme_pm
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upgr_icon_x = 1150
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upgr_icon_y = 0
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upgr_icon_width = 150
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upgr_icon_height = 100
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fire_modes = 1, -1
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ammo_class = ammo_9x18_fmj, ammo_9x18_fmj_bad, ammo_9x18_fmj_verybad, ammo_9x18_pmm, ammo_9x18_pmm_bad, ammo_9x18_pmm_verybad, ammo_9x18_ap, ammo_9x18_ap_bad, ammo_9x18_ap_verybad
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ammo_elapsed = 20
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ammo_mag_size = 20
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scope_status = 0
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scope_zoom_factor = 0
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silencer_name = wpn_sil_apb
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silencer_status = 0
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silencer_x = 72
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silencer_y = -17
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silencer_light_color = 0.6, 0.5, 0.3
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silencer_light_range = 0.01
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silencer_light_time = 0.2
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silencer_light_var_color = 0.05
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silencer_light_var_range = 0.5
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;silencer_smoke_particles = weapons\generic_shoot_00
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grenade_launcher_status = 0
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hit_impulse = 20
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hit_power = 0.45, 0.45, 0.45, 0.45
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hit_type = fire_wound
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fire_distance = 300
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bullet_speed = 290
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rpm = 650
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rpm_empty_click = 120
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use_aim_bullet = false
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time_to_aim = 0.0 ; 1.0
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zoom_dof = -1000, 1.0, 1000
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zoom_enabled = true
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zoom_rotate_time = 0.2
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reload_dof = 0.0, 0.5, 5, 1.7
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control_inertion_factor = 1.0f
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crosshair_inertion = 4.3
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fire_dispersion_base = 0.65
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fire_dispersion_condition_factor = 0.001
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misfire_probability = 0.005
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misfire_start_condition = 0.7 ; 0.7
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misfire_start_prob = 0.01
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misfire_end_condition = 0.25
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misfire_end_prob = 0.075
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condition_queue_shot_dec = 0.001
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condition_shot_dec = 0.001
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cam_return = 0
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cam_relax_speed = 8
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cam_dispersion = 2.0
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cam_dispersion_frac = 1.0
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cam_dispersion_inc = 0.0
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cam_max_angle = 50.0
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cam_max_angle_horz = 50.0
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cam_step_angle_horz = 1.0
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zoom_cam_dispersion = 1.5
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PDM_disp_accel_factor = 1.355
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PDM_disp_base = 0.75
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PDM_disp_crouch = 1.0
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PDM_disp_crouch_no_acc = 1.0
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PDM_disp_vel_factor = 1.35
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cam_relax_speed_ai = 360
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holder_fov_modifier = 1.0
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holder_range_modifier = 1.0
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min_radius = 0
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max_radius = 500
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hit_probability_gd_novice = 1.00
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hit_probability_gd_stalker = 1.00
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hit_probability_gd_veteran = 1.00
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hit_probability_gd_master = 1.00
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kill_msg_x = 161
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kill_msg_y = 153
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kill_msg_width = 37
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kill_msg_height = 24
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weapon_lower_speed = 0.2
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hud_fov = 0.78
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;--------------------------------------------------------------------Sounds-----------------------------------------------------------------------------
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snd_shoot = weapons\aps_young_prince\aps_shot_1
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snd_shoot1 = weapons\aps_young_prince\aps_shot_2
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snd_shoot2 = weapons\aps_young_prince\aps_shot_3
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snd_shoot3 = weapons\aps_young_prince\aps_shot_4
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snd_shoot4 = weapons\aps_young_prince\aps_shot_5
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snd_silncer_shot = weapons\aps\aps_shot_sil
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snd_reload = weapons\aps\aps_reload
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snd_reload_empty = weapons\aps\aps_reload_empty
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snd_draw = weapons\aps\aps_draw
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snd_holster = weapons\aps\aps_holster
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snd_reload_misfire = weapons\aps\aps_unjam
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snd_switch_mode = weapons\generic\switch_mode
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;---------------------------------------------------------------------HUD-------------------------------------------------------------------------------
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[wpn_aps_bas_hud]:hud_base
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item_visual = dynamics\weapons\wpn_aps_bas\wpn_aps_bas_hud.ogf
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attach_place_idx = 0
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zoom_hide_crosshair = true
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hands_position = 0.04,-0.047,0.04
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hands_orientation = -0.3,0.2,1.3
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safemode_anm =
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safemode_anm2 =
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lowered_hud_offset_pos = 0,0.1,0
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lowered_hud_offset_rot = 0.3,-0.1,0.1
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lowered_hud_offset_pos_16x9 = 0,-0.035,0
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lowered_hud_offset_rot_16x9 = 0.3,-0.1,0.1
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aim_hud_offset_pos = -0.05, 0.0365, -0.1
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aim_hud_offset_rot = -0.004, 0.0175, -0.01
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gl_hud_offset_pos = 0, 0, 0
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gl_hud_offset_rot = 0, 0, 0
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lean_hud_offset_pos = 0, 0, 0
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lean_hud_offset_rot = 0, 0, 0
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;-----------
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item_position = -0.000259,0.001486,-0.010234
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item_orientation = 1.324207,2.899481,-1.170716
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hands_position_16x9 = 0.046001,-0.019298,-0.200000
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hands_orientation_16x9 = 1.400002,-0.529999,0.150000
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aim_hud_offset_pos_16x9 = -0.045000,0.026700,0.000000
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aim_hud_offset_rot_16x9 = 0.047850,0.046700,-0.010000
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;------------
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anm_bore = blnd_aps_bas_afk_arms
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anm_bore_empty = blnd_aps_bas_afk_arms, idle_empty
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anm_hide = blnd_mak_bas_holster_arms
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anm_hide_empty = blnd_mak_bas_holster_arms, idle_empty
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anm_idle = blnd_aps_bas_idle_arms, idle, 0.75
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anm_idle_aim = blnd_aps_bas_idleaim_arms, 1.2
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anm_idle_aim_empty = blnd_aps_bas_idleaim_arms, idle_empty, 1.2
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anm_idle_aim_moving = blnd_aps_bas_idleaim_arms
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anm_idle_aim_moving_crouch = blnd_aps_bas_idleaim_arms
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anm_idle_aim_moving_crouch_empty = blnd_aps_bas_idleaim_arms, idle_empty
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anm_idle_aim_moving_empty = blnd_aps_bas_idleaim_arms, idle_empty, 0.80
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anm_idle_empty = blnd_aps_bas_idle_arms, idle_empty, 0.75
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anm_idle_moving = blnd_aps_bas_walk_arms, idle, 0.85
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anm_idle_moving_crouch = blnd_aps_bas_walk_arms
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anm_idle_moving_crouch_empty = blnd_aps_bas_walk_arms, idle_empty
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anm_idle_moving_empty = blnd_aps_bas_walk_arms, idle_empty, 0.85
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anm_idle_sprint = blnd_aps_bas_sprint_arms
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anm_idle_sprint_empty = blnd_aps_bas_sprint_arms, idle_empty
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anm_reload = blnd_aps_bas_reload_arms, aps_reload_siber, 1.03
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anm_reload_empty = blnd_aps_bas_reloadempty_arms, aps_reload_empty3, 1.1
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anm_shot_l = blnd_aps_bas_shoot_arms, shootempty
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anm_shots = blnd_aps_bas_shoot_arms, shoot
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anm_show = blnd_aps_bas_draw_arms
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anm_show_empty = blnd_aps_bas_draw_arms, idle_empty
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anm_reload_misfire = blnd_aps_bas_unjam_arms, unjam, 1.05
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anm_switch_mode = blnd_aps_bas_firemode_arms, idle
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shell_bone = gilza
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shell_point = 0.05, -0.05, 0.3
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fire_bone = muzzle
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fire_point = 0, 0, 0
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;-------------------------------------------------------------------Addons------------------------------------------------------------------------------
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[wpn_aps_bas_apsabigo]:wpn_aps_bas
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inv_weight = 0.995
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hud = wpn_aps_bas_apsabigo_hud
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inv_grid_width = 2
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inv_grid_height = 1
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inv_grid_x = 62
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inv_grid_y = 10
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parent_section = wpn_aps_bas_apsabigo
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inv_name = st_wpn_aps_bas_apsabigo
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inv_name_short = st_wpn_aps_bas_apsabigo
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description = st_wpn_aps_bas_apsabigo_descr
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visual = dynamics\weapons\wpn_aps_bas\wpn_aps_bas_apsabigo_world.ogf
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scope_status = 1
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silencer_status = 2
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silencer_x = 64
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silencer_y = -22
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[wpn_aps_bas_apsabigo_hud]:wpn_aps_bas_hud
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item_visual = dynamics\weapons\wpn_aps_bas\wpn_aps_bas_apsabigo_hud.ogf
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;-------------------------------------------------------------------------------------------------------------------------------------------------------
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