295 lines
15 KiB
Plaintext
295 lines
15 KiB
Plaintext
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;------------------------------------------------------------------------------------------------
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[wpn_akms_bas]:identity_immunities,weapon_probability,default_weapon_params;wpn_akm_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\ak-74"
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scheduled = off
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cform = skeleton
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parent_section = wpn_akms_bas
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class = WP_AK74
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slot = 2
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animation_slot = 2
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ef_main_weapon_type = 2
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ef_weapon_type = 8
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hand_dependence = 1
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single_handed = 0
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default_to_ruck = false
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sprint_allowed = true
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inv_grid_width = 5
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inv_grid_height = 2
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inv_grid_x = 8
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inv_grid_y = 30
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icons_texture = ui\ui_icon_bas
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inv_name = st_wpn_akms_bas
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inv_name_short = st_wpn_akms_bas
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description = st_wpn_akms_bas_descr
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kind = w_rifle
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inv_weight = 3.3
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cost = 8780
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repair_type = rifle_7
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weapon_class = assault_rifle
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hud = wpn_akms_bas_hud
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visual = dynamics\weapons\wpn_akms_bas\wpn_akms_bas_world.ogf
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position = -0.026, -0.015, -0.010
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orientation = 0, 0, 0
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fire_point = 0, 0, 0.656
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fire_point2 = 0, 0.161, 0.583
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strap_bone0 = bip01_spine2
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strap_bone1 = bip01_spine1
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strap_position = -0.26, -0.11, 0.25
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strap_orientation = -15, -9, 110
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ph_mass = 4
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flame_particles = weapons\generic_weapon05
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;smoke_particles = weapons\generic_shoot_00
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grenade_flame_particles = weapons\generic_weapon01
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smoke_particles = ghost_particles\weapons\flame_eft_ak
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shell_point = 0, 0.216, 0.174
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shell_dir = 0, 0, 0.4
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shell_particles = weapons\762x39
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light_disabled = false
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light_color = 0.6, 0.5, 0.3
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light_range = 5
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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_akm, up_gr_seconab_akm, up_gr_thirdab_akm, up_gr_fourtab_akm, up_gr_fifthab_akm, up_gr_fifthcd_akm
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installed_upgrades =
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upgrade_scheme = upgrade_scheme_ak74
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upgr_icon_x = 300
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upgr_icon_y = 0
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upgr_icon_width = 300
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upgr_icon_height = 100
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fire_modes = 1, -1
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ammo_class = ammo_7.62x39_fmj, ammo_7.62x39_fmj_bad, ammo_7.62x39_fmj_verybad, ammo_7.62x39_ap, ammo_7.62x39_ap_bad, ammo_7.62x39_ap_verybad
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ammo_elapsed = 30
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ammo_mag_size = 30
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startup_ammo = 90
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scopes = none
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scope_status = 0
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scope_zoom_factor = 0
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silencer_name = wpn_sil_pbs1
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silencer_status = 2
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silencer_x = 242
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silencer_y = 5
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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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silencer_smoke_particles = ghost_particles\weapons\generic_smoke_eft_sil
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grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
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grenade_launcher_name = wpn_addon_grenade_launcher
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grenade_launcher_status = 0
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grenade_launcher_x = 127
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grenade_launcher_y = 12
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launch_speed = 0
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hit_impulse = 34
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hit_power = 0.58, 0.58, 0.58, 0.58
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hit_type = fire_wound
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fire_distance = 900
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bullet_speed = 715
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rpm = 600
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rpm_empty_click = 200
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use_aim_bullet = false
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time_to_aim = 0.0 ; 3.0
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zoom_dof = 0.5, 1.0, 180
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zoom_enabled = true
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zoom_rotate_time = 0.30
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reload_dof = 0.0, 0.5, 5, 2
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control_inertion_factor = 1.0f
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crosshair_inertion = 5.8
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fire_dispersion_base = 0.45
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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 = 0.007
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misfire_end_condition = 0.05
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misfire_end_prob = 0.11
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condition_queue_shot_dec = 0.0008
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condition_shot_dec = 0.0008
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cam_return = 0
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cam_relax_speed = 10
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cam_dispersion = 1.845
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cam_dispersion_frac = 1.1
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cam_dispersion_inc = 0.0006
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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 = 1.59
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zoom_cam_relax_speed = 10
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zoom_cam_dispersion = 1.745
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zoom_cam_dispersion_frac = 0.9
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zoom_cam_dispersion_inc = 0.0003
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zoom_cam_max_angle = 50.0
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zoom_cam_max_angle_horz = 50.0
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zoom_cam_step_angle_horz = 1.06
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PDM_disp_accel_factor = 2.5
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PDM_disp_base = 1.15
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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 = 2.5
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cam_relax_speed_ai = 360
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zoom_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 = 0
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kill_msg_y = 28
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kill_msg_width = 84
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kill_msg_height = 28
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hud_fov = 0.78
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;---------------------------------------------------------------------------------------------SND-----------------------------------------------------------------------------------------------------------
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snd_bore = $no_sound
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_draw
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snd_empty = weapons\ak12custom\ak12_empty
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snd_reload = weapons\akm_blindside\akm_reload
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snd_reload_empty = weapons\akm_blindside\akm_reload_empty
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snd_reload_misfire = weapons\akm_blindside\akm_unjam
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snd_shoot = weapons\akm_young_prince\akm_shot_1
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snd_shoot1 = weapons\akm_young_prince\akm_shot_2
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snd_shoot2 = weapons\akm_young_prince\akm_shot_3
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snd_silncer_shot = weapons\akm_young_prince\akm_shot_sil_1
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snd_silncer_shot1 = weapons\akm_young_prince\akm_shot_sil_2
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snd_silncer_shot2 = weapons\akm_young_prince\akm_shot_sil_3
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snd_switch_mode = weapons\generic\switch_mode
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snd_reload_grenade = weapons\ak74_blindside\ak74_grenload
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snd_shoot_grenade = weapons\generic\gp30_grenshoot
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snd_switch = $no_sound
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;---------------------------------------------------------------------------------------------HUD-----------------------------------------------------------------------------------------------------------
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[wpn_akms_bas_hud]:hud_base
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item_visual = dynamics\weapons\wpn_akms_bas\wpn_akms_bas_hud.ogf
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attach_place_idx = 0
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zoom_hide_crosshair = true
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;-------------------------------------------------------------
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item_position = 0, 0, 0
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item_orientation = 0, 0, 0
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hands_position_16x9 = 0.058300,-0.025400,-0.013700
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hands_orientation_16x9 = 1.000000,1.000000,0.000000
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aim_hud_offset_pos_16x9 = -0.057700,0.024700,-0.036598
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aim_hud_offset_rot_16x9 = 0.016400,0.018000,-0.010000
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;-------------------------------------------------------------
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gl_hud_offset_pos_16x9 = -0.077001,-0.089201,-0.126901
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gl_hud_offset_rot_16x9 = -0.229737,0.016750,-0.010000
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hands_position = 0.06,-0.035,0.1
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hands_orientation = 1,1,0
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aim_hud_offset_pos = -0.0621,0.037,-0.13
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aim_hud_offset_rot = 0.02,0.018,-0.01
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gl_hud_offset_pos = -0.028, 0, -0.05
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gl_hud_offset_rot = -0.091, 0.013, -0.01
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lowered_hud_offset_pos = 0.19,0.02,0
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lowered_hud_offset_rot = 0.1,-0.8,0.1
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lowered_hud_offset_pos_16x9 = 0.1,0,0
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lowered_hud_offset_rot_16x9 = 0.1,-0.8,0.1
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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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anm_bore = blnd_akm_afk_arms, blnd_akm_idle_gun
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anm_bore_g = blnd_akm_afkgl_w_arms, blnd_akm_idle_gun
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anm_bore_w_gl = blnd_akm_afkgl_arms, blnd_akm_idle_gun
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anm_hide = blnd_akm_holster_arms, blnd_akm_idle_gun
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anm_hide_g = blnd_akm_holstergl_w_arms, blnd_akm_idle_gun
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anm_hide_w_gl = blnd_akm_holstergl_arms, blnd_akm_idle_gun
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anm_idle = blnd_akm_idle_arms, blnd_akm_idle_gun, 0.75
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anm_idle_aim = blnd_akm_idle_ads_arms, blnd_akm_idle_gun
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anm_idle_aim_moving = blnd_akm_walk_arms, blnd_akm_idle_gun, 0.50
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anm_idle_aim_moving_crouch = blnd_akm_walk_arms, blnd_akm_idle_gun, 0.50
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anm_idle_g = blnd_akm_idlegl_w_arms, blnd_akm_idle_gun
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anm_idle_g_aim = blnd_akm_idlegl_w_arms, blnd_akm_idle_gun
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anm_idle_moving = blnd_akm_walk_arms, blnd_akm_idle_gun, 0.92
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anm_idle_moving_crouch = blnd_akm_walk_arms, blnd_akm_idle_gun, 0.88
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anm_idle_moving_crouch_g_aim = blnd_akm_walkgl_w_arms, blnd_akm_idle_gun, 0.92
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anm_idle_moving_crouch_w_gl_aim = blnd_akm_walkgl_arms, blnd_akm_idle_gun, 0.92
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anm_idle_moving_crouch_w_gl = blnd_akm_walkgl_arms, blnd_akm_idle_gun, 0.88
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anm_idle_moving_g = blnd_akm_walkgl_w_arms, blnd_akm_idle_gun, 0.92
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anm_idle_moving_g_aim = blnd_akm_walkgl_w_arms, blnd_akm_idle_gun, 0.92
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anm_idle_moving_w_gl = blnd_akm_walkgl_arms, blnd_akm_idle_gun, 0.92
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anm_idle_moving_w_gl_aim = blnd_akm_walkgl_arms, blnd_akm_idle_gun, 0.92
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anm_idle_sprint = blnd_akm_sprint_arms, blnd_akm_idle_gun, 1.2
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anm_idle_sprint_g = blnd_akm_sprintgl_w_arms, blnd_akm_idle_gun, 1.2
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anm_idle_sprint_w_gl = blnd_akm_sprintgl_arms, blnd_akm_idle_gun, 1.2
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anm_idle_w_gl = blnd_akm_idle_gl_arms, blnd_akm_idle_gun, 0.75
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anm_idle_w_gl_aim = blnd_akm_idle_adsgl_arms, blnd_akm_idle_gun, 0.75
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anm_reload = blnd_akm_reload_tac_arms, blnd_akm_reload_tac_gun, 1.1
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anm_reload_empty = blnd_akm_reload_arms, blnd_akm_reload_gun, 1.1
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anm_reload_g = blnd_akm_reload_grenade_arms, blnd_akm_reload_grenade_gun, 1.06
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anm_reload_w_gl = blnd_akm_reload_tacgl_arms, blnd_akm_reload_tac_gun, 1.1
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anm_reload_empty_w_gl = blnd_akm_reloadgl_arms, blnd_akm_reload_gl_gun, 1.1
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anm_shots = blnd_akm_shoot_arms, blnd_akm_shoot_gun
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anm_shots1 = blnd_akm_shoot1_arms, blnd_akm_shoot_gun
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anm_shots_g = blnd_akm_shootgl_w_arms, blnd_akm_idle_gun
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anm_shots_g1 = blnd_akm_shootgl1_w_arms, blnd_akm_idle_gun
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anm_shots_w_gl = blnd_akm_shootgl_arms, blnd_akm_shoot_gun
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anm_show = blnd_akm_draw_arms, blnd_akm_idle_gun
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anm_show_g = blnd_akm_drawgl_w_arms, blnd_akm_idle_gun
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anm_show_w_gl = blnd_akm_drawgl_arms, blnd_akm_idle_gun
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anm_switch = blnd_akm_switch_to_gun_arms, blnd_akm_idle_gun
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anm_switch_g = blnd_akm_switch_to_gl_arms, blnd_akm_idle_gun
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anm_reload_misfire = blnd_akm_unjam_arms, blnd_akm_unjam_gun, 1.2
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anm_reload_misfire_w_gl = blnd_akm_unjam_gl_arms, blnd_akm_unjam_gun, 1.2
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anm_switch_mode = blnd_akm_firemode_arms, blnd_akm_idle_gun, 1
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;-------
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shell_bone = wpn_body
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shell_dir = 0, 1, 0
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shell_point = 0.04, 0.024, 0.2
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fire_bone = wpn_body
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fire_bone2 = wpn_body
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fire_point = 0, 0.051841, 0.535482
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fire_point2 = 0, -0.011, 0.553
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freelook_z_offset_mul = 0.4
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;------------------------------------------------------------------------------------------------
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