Divergent/mods/Boomsticks and Sharpsticks/gamedata/configs/items/weapons/w_aps_bas.ltx

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2024-03-17 20:18:03 -04:00
;------------------------------------------------------------------------------------------------
[wpn_aps_bas]:identity_immunities,weapon_probability,default_weapon_params,wpn_aps_sounds
GroupControlSection = spawn_group
$npc = on
$prefetch = 8
$spawn = "weapons\aps_bas"
scheduled = off
cform = skeleton
parent_section = wpn_aps_bas
scopes = apsabigo
class = WP_PM
slot = 1
animation_slot = 1
ef_weapon_type = 6
hand_dependence = 1
single_handed = 1
default_to_ruck = false
sprint_allowed = true
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 66
inv_grid_y = 1
icons_texture = ui\ui_icon_bas
inv_name = st_wpn_aps_bas
inv_name_short = st_wpn_aps_bas
description = st_wpn_aps_bas_descr
kind = w_pistol
inv_weight = 1.02
cost = 9380
repair_type = pistol
hud = wpn_aps_bas_hud
visual = dynamics\weapons\wpn_aps_bas\wpn_aps_bas_world.ogf
position = -0.021, 0.0, 0.0 ;x,y,z (left/right, up/down, forward/back )
orientation = 0, 0, 0
fire_point = 0.0, 0.0, 0.161
ph_mass = 1
flame_particles = weapons\generic_weapon03
;smoke_particles = weapons\generic_shoot_00
smoke_particles = ghost_particles\weapons\flame_eft_sks
silencer_smoke_particles = ghost_particles\weapons\generic_smoke_eft_sil
shell_point = 0.0, 0.133, 0.047
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\9x18
light_color = 0.6, 0.5, 0.3
light_range = 3.0
light_time = 0.2
light_var_color = 0.05
light_var_range = 0.5
upgrades = up_gr_firstab_aps, up_gr_seconab_aps, up_gr_thirdab_aps, up_gr_fourtab_aps
installed_upgrades =
upgrade_scheme = upgrade_scheme_pm
upgr_icon_x = 1150
upgr_icon_y = 0
upgr_icon_width = 150
upgr_icon_height = 100
fire_modes = 1, -1
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
ammo_elapsed = 20
ammo_mag_size = 20
scope_status = 0
scope_zoom_factor = 0
silencer_name = wpn_sil_apb
silencer_status = 0
silencer_x = 72
silencer_y = -17
silencer_light_color = 0.6, 0.5, 0.3
silencer_light_range = 0.01
silencer_light_time = 0.2
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
;silencer_smoke_particles = weapons\generic_shoot_00
grenade_launcher_status = 0
hit_impulse = 20
hit_power = 0.45, 0.45, 0.45, 0.45
hit_type = fire_wound
fire_distance = 300
bullet_speed = 290
rpm = 650
rpm_empty_click = 120
use_aim_bullet = false
time_to_aim = 0.0 ; 1.0
zoom_dof = -1000, 1.0, 1000
zoom_enabled = true
zoom_rotate_time = 0.2
reload_dof = 0.0, 0.5, 5, 1.7
control_inertion_factor = 1.0f
crosshair_inertion = 4.3
fire_dispersion_base = 0.65
fire_dispersion_condition_factor = 0.001
misfire_probability = 0.005
misfire_start_condition = 0.7 ; 0.7
misfire_start_prob = 0.01
misfire_end_condition = 0.25
misfire_end_prob = 0.075
condition_queue_shot_dec = 0.001
condition_shot_dec = 0.001
cam_return = 0
cam_relax_speed = 8
cam_dispersion = 2.0
cam_dispersion_frac = 1.0
cam_dispersion_inc = 0.0
cam_max_angle = 50.0
cam_max_angle_horz = 50.0
cam_step_angle_horz = 1.0
zoom_cam_dispersion = 1.5
PDM_disp_accel_factor = 1.355
PDM_disp_base = 0.75
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
PDM_disp_vel_factor = 1.35
cam_relax_speed_ai = 360
holder_fov_modifier = 1.0
holder_range_modifier = 1.0
min_radius = 0
max_radius = 500
hit_probability_gd_novice = 1.00
hit_probability_gd_stalker = 1.00
hit_probability_gd_veteran = 1.00
hit_probability_gd_master = 1.00
kill_msg_x = 161
kill_msg_y = 153
kill_msg_width = 37
kill_msg_height = 24
weapon_lower_speed = 0.2
hud_fov = 0.78
;--------------------------------------------------------------------Sounds-----------------------------------------------------------------------------
snd_shoot = weapons\aps_young_prince\aps_shot_1
snd_shoot1 = weapons\aps_young_prince\aps_shot_2
snd_shoot2 = weapons\aps_young_prince\aps_shot_3
snd_shoot3 = weapons\aps_young_prince\aps_shot_4
snd_shoot4 = weapons\aps_young_prince\aps_shot_5
snd_silncer_shot = weapons\aps\aps_shot_sil
snd_reload = weapons\aps\aps_reload
snd_reload_empty = weapons\aps\aps_reload_empty
snd_draw = weapons\aps\aps_draw
snd_holster = weapons\aps\aps_holster
snd_reload_misfire = weapons\aps\aps_unjam
snd_switch_mode = weapons\generic\switch_mode
;---------------------------------------------------------------------HUD-------------------------------------------------------------------------------
[wpn_aps_bas_hud]:hud_base
item_visual = dynamics\weapons\wpn_aps_bas\wpn_aps_bas_hud.ogf
attach_place_idx = 0
zoom_hide_crosshair = true
hands_position = 0.04,-0.047,0.04
hands_orientation = -0.3,0.2,1.3
safemode_anm =
safemode_anm2 =
lowered_hud_offset_pos = 0,0.1,0
lowered_hud_offset_rot = 0.3,-0.1,0.1
lowered_hud_offset_pos_16x9 = 0,-0.035,0
lowered_hud_offset_rot_16x9 = 0.3,-0.1,0.1
aim_hud_offset_pos = -0.05, 0.0365, -0.1
aim_hud_offset_rot = -0.004, 0.0175, -0.01
gl_hud_offset_pos = 0, 0, 0
gl_hud_offset_rot = 0, 0, 0
lean_hud_offset_pos = 0, 0, 0
lean_hud_offset_rot = 0, 0, 0
;-----------
item_position = -0.000259,0.001486,-0.010234
item_orientation = 1.324207,2.899481,-1.170716
hands_position_16x9 = 0.046001,-0.019298,-0.200000
hands_orientation_16x9 = 1.400002,-0.529999,0.150000
aim_hud_offset_pos_16x9 = -0.045000,0.026700,0.000000
aim_hud_offset_rot_16x9 = 0.047850,0.046700,-0.010000
;------------
anm_bore = blnd_aps_bas_afk_arms
anm_bore_empty = blnd_aps_bas_afk_arms, idle_empty
anm_hide = blnd_mak_bas_holster_arms
anm_hide_empty = blnd_mak_bas_holster_arms, idle_empty
anm_idle = blnd_aps_bas_idle_arms, idle, 0.75
anm_idle_aim = blnd_aps_bas_idleaim_arms, 1.2
anm_idle_aim_empty = blnd_aps_bas_idleaim_arms, idle_empty, 1.2
anm_idle_aim_moving = blnd_aps_bas_idleaim_arms
anm_idle_aim_moving_crouch = blnd_aps_bas_idleaim_arms
anm_idle_aim_moving_crouch_empty = blnd_aps_bas_idleaim_arms, idle_empty
anm_idle_aim_moving_empty = blnd_aps_bas_idleaim_arms, idle_empty, 0.80
anm_idle_empty = blnd_aps_bas_idle_arms, idle_empty, 0.75
anm_idle_moving = blnd_aps_bas_walk_arms, idle, 0.85
anm_idle_moving_crouch = blnd_aps_bas_walk_arms
anm_idle_moving_crouch_empty = blnd_aps_bas_walk_arms, idle_empty
anm_idle_moving_empty = blnd_aps_bas_walk_arms, idle_empty, 0.85
anm_idle_sprint = blnd_aps_bas_sprint_arms
anm_idle_sprint_empty = blnd_aps_bas_sprint_arms, idle_empty
anm_reload = blnd_aps_bas_reload_arms, aps_reload_siber, 1.03
anm_reload_empty = blnd_aps_bas_reloadempty_arms, aps_reload_empty3, 1.1
anm_shot_l = blnd_aps_bas_shoot_arms, shootempty
anm_shots = blnd_aps_bas_shoot_arms, shoot
anm_show = blnd_aps_bas_draw_arms
anm_show_empty = blnd_aps_bas_draw_arms, idle_empty
anm_reload_misfire = blnd_aps_bas_unjam_arms, unjam, 1.05
anm_switch_mode = blnd_aps_bas_firemode_arms, idle
shell_bone = gilza
shell_point = 0.05, -0.05, 0.3
fire_bone = muzzle
fire_point = 0, 0, 0
;-------------------------------------------------------------------Addons------------------------------------------------------------------------------
[wpn_aps_bas_apsabigo]:wpn_aps_bas
inv_weight = 0.995
hud = wpn_aps_bas_apsabigo_hud
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 62
inv_grid_y = 10
parent_section = wpn_aps_bas_apsabigo
inv_name = st_wpn_aps_bas_apsabigo
inv_name_short = st_wpn_aps_bas_apsabigo
description = st_wpn_aps_bas_apsabigo_descr
visual = dynamics\weapons\wpn_aps_bas\wpn_aps_bas_apsabigo_world.ogf
scope_status = 1
silencer_status = 2
silencer_x = 64
silencer_y = -22
[wpn_aps_bas_apsabigo_hud]:wpn_aps_bas_hud
item_visual = dynamics\weapons\wpn_aps_bas\wpn_aps_bas_apsabigo_hud.ogf
;-------------------------------------------------------------------------------------------------------------------------------------------------------