;------------------------------------------------------------------------------------------------ [wpn_akm_bas]:identity_immunities,weapon_probability,default_weapon_params;wpn_akm_sounds GroupControlSection = spawn_group $npc = on $prefetch = 8 $spawn = "weapons\ak-74" scheduled = off cform = skeleton parent_section = wpn_akm_bas class = WP_AK74 slot = 2 animation_slot = 2 ef_main_weapon_type = 2 ef_weapon_type = 8 hand_dependence = 1 single_handed = 0 default_to_ruck = false sprint_allowed = true inv_grid_width = 5 inv_grid_height = 2 inv_grid_x = 18 inv_grid_y = 26 icons_texture = ui\ui_icon_bas inv_name = st_wpn_akm_bas inv_name_short = st_wpn_akm_bas description = st_wpn_akm_bas_descr kind = w_rifle inv_weight = 3.3 cost = 8780 repair_type = rifle_7 weapon_class = assault_rifle hud = wpn_akm_bas_hud visual = dynamics\weapons\wpn_akm_bas\wpn_akm_bas_world.ogf position = -0.026, -0.175, 0.0 orientation = 0, 0, 0 fire_point = 0, 0.218, 0.656 fire_point2 = 0, 0.161, 0.583 strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 strap_position = -0.26, -0.11, 0.25 strap_orientation = -15, -9, 110 ph_mass = 4 flame_particles = weapons\generic_weapon05 ;smoke_particles = weapons\generic_shoot_00 grenade_flame_particles = weapons\generic_weapon01 smoke_particles = ghost_particles\weapons\flame_eft_ak shell_point = 0, 0.216, 0.174 shell_dir = 0, 0, 0.4 shell_particles = weapons\762x39 light_disabled = false light_color = 0.6, 0.5, 0.3 light_range = 5 light_time = 0.2 light_var_color = 0.05 light_var_range = 0.5 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 installed_upgrades = upgrade_scheme = upgrade_scheme_ak74 upgr_icon_x = 300 upgr_icon_y = 0 upgr_icon_width = 300 upgr_icon_height = 100 fire_modes = 1, -1 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 ammo_elapsed = 30 ammo_mag_size = 30 startup_ammo = 90 scopes = none scope_status = 0 scope_zoom_factor = 0 silencer_name = wpn_sil_pbs1 silencer_status = 2 silencer_x = 240 silencer_y = 5 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 silencer_smoke_particles = ghost_particles\weapons\generic_smoke_eft_sil grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad grenade_launcher_name = wpn_addon_grenade_launcher grenade_launcher_status = 0 grenade_launcher_x = 127 grenade_launcher_y = 12 launch_speed = 0 hit_impulse = 34 hit_power = 0.58, 0.58, 0.58, 0.58 hit_type = fire_wound fire_distance = 900 bullet_speed = 715 rpm = 600 rpm_empty_click = 200 use_aim_bullet = false time_to_aim = 0.0 ; 3.0 zoom_dof = 0.5, 1.0, 180 zoom_enabled = true zoom_rotate_time = 0.30 reload_dof = 0.0, 0.5, 5, 2 control_inertion_factor = 1.0f crosshair_inertion = 5.8 fire_dispersion_base = 0.45 fire_dispersion_condition_factor = 0.001 misfire_probability = 0.005 misfire_start_condition = 0.7 ; 0.7 misfire_start_prob = 0.007 misfire_end_condition = 0.05 misfire_end_prob = 0.11 condition_queue_shot_dec = 0.0008 condition_shot_dec = 0.0008 cam_return = 0 cam_relax_speed = 10 cam_dispersion = 1.845 cam_dispersion_frac = 1.1 cam_dispersion_inc = 0.0006 cam_max_angle = 50.0 cam_max_angle_horz = 50.0 cam_step_angle_horz = 1.59 zoom_cam_relax_speed = 10 zoom_cam_dispersion = 1.745 zoom_cam_dispersion_frac = 0.9 zoom_cam_dispersion_inc = 0.0003 zoom_cam_max_angle = 50.0 zoom_cam_max_angle_horz = 50.0 zoom_cam_step_angle_horz = 1.06 PDM_disp_accel_factor = 2.5 PDM_disp_base = 1.15 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 PDM_disp_vel_factor = 2.5 cam_relax_speed_ai = 360 zoom_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 = 0 kill_msg_y = 28 kill_msg_width = 84 kill_msg_height = 28 hud_fov = 0.78 ;---------------------------------------------------------------------------------------------SND----------------------------------------------------------------------------------------------------------- snd_bore = $no_sound snd_draw = weapons\ak74\ak74_draw snd_holster = weapons\ak74\ak74_draw snd_empty = weapons\ak12custom\ak12_empty snd_reload = weapons\akm_blindside\akm_reload snd_reload_empty = weapons\akm_blindside\akm_reload_empty snd_reload_misfire = weapons\akm_blindside\akm_unjam snd_shoot = weapons\akm_young_prince\akm_shot_1 snd_shoot1 = weapons\akm_young_prince\akm_shot_2 snd_shoot2 = weapons\akm_young_prince\akm_shot_3 snd_silncer_shot = weapons\akm_young_prince\akm_shot_sil_1 snd_silncer_shot1 = weapons\akm_young_prince\akm_shot_sil_2 snd_silncer_shot2 = weapons\akm_young_prince\akm_shot_sil_3 snd_switch_mode = weapons\generic\switch_mode snd_reload_grenade = weapons\ak74_blindside\ak74_grenload snd_shoot_grenade = weapons\generic\gp30_grenshoot snd_switch = $no_sound ;---------------------------------------------------------------------------------------------HUD----------------------------------------------------------------------------------------------------------- [wpn_akm_bas_hud]:hud_base item_visual = dynamics\weapons\wpn_akm_bas\wpn_akm_bas_hud.ogf attach_place_idx = 0 zoom_hide_crosshair = true ;------------------------------------------------------------- item_position = 0, 0, 0 item_orientation = 0, 0, 0 hands_position_16x9 = 0.058300,-0.025400,-0.013700 hands_orientation_16x9 = 1.000000,1.000000,0.000000 aim_hud_offset_pos_16x9 = -0.057700,0.024700,-0.036598 aim_hud_offset_rot_16x9 = 0.016400,0.018000,-0.010000 ;------------------------------------------------------------- gl_hud_offset_pos_16x9 = -0.077001,-0.089201,-0.126901 gl_hud_offset_rot_16x9 = -0.229737,0.016750,-0.010000 hands_position = 0.06,-0.035,0.1 hands_orientation = 1,1,0 aim_hud_offset_pos = -0.0621,0.037,-0.13 aim_hud_offset_rot = 0.02,0.018,-0.01 gl_hud_offset_pos = -0.028, 0, -0.05 gl_hud_offset_rot = -0.091, 0.013, -0.01 lowered_hud_offset_pos = 0.19,0.02,0 lowered_hud_offset_rot = 0.1,-0.8,0.1 lowered_hud_offset_pos_16x9 = 0.1,0,0 lowered_hud_offset_rot_16x9 = 0.1,-0.8,0.1 lean_hud_offset_pos = 0, 0, 0 lean_hud_offset_rot = 0, 0, 0 ;------- anm_bore = blnd_akm_afk_arms, blnd_akm_idle_gun anm_bore_g = blnd_akm_afkgl_w_arms, blnd_akm_idle_gun anm_bore_w_gl = blnd_akm_afkgl_arms, blnd_akm_idle_gun anm_hide = blnd_akm_holster_arms, blnd_akm_idle_gun anm_hide_g = blnd_akm_holstergl_w_arms, blnd_akm_idle_gun anm_hide_w_gl = blnd_akm_holstergl_arms, blnd_akm_idle_gun anm_idle = blnd_akm_idle_arms, blnd_akm_idle_gun, 0.75 anm_idle_aim = blnd_akm_idle_ads_arms, blnd_akm_idle_gun anm_idle_aim_moving = blnd_akm_walk_arms, blnd_akm_idle_gun, 0.50 anm_idle_aim_moving_crouch = blnd_akm_walk_arms, blnd_akm_idle_gun, 0.50 anm_idle_g = blnd_akm_idlegl_w_arms, blnd_akm_idle_gun anm_idle_g_aim = blnd_akm_idlegl_w_arms, blnd_akm_idle_gun anm_idle_moving = blnd_akm_walk_arms, blnd_akm_idle_gun, 0.92 anm_idle_moving_crouch = blnd_akm_walk_arms, blnd_akm_idle_gun, 0.88 anm_idle_moving_crouch_g_aim = blnd_akm_walkgl_w_arms, blnd_akm_idle_gun, 0.92 anm_idle_moving_crouch_w_gl_aim = blnd_akm_walkgl_arms, blnd_akm_idle_gun, 0.92 anm_idle_moving_crouch_w_gl = blnd_akm_walkgl_arms, blnd_akm_idle_gun, 0.88 anm_idle_moving_g = blnd_akm_walkgl_w_arms, blnd_akm_idle_gun, 0.92 anm_idle_moving_g_aim = blnd_akm_walkgl_w_arms, blnd_akm_idle_gun, 0.92 anm_idle_moving_w_gl = blnd_akm_walkgl_arms, blnd_akm_idle_gun, 0.92 anm_idle_moving_w_gl_aim = blnd_akm_walkgl_arms, blnd_akm_idle_gun, 0.92 anm_idle_sprint = blnd_akm_sprint_arms, blnd_akm_idle_gun, 1.2 anm_idle_sprint_g = blnd_akm_sprintgl_w_arms, blnd_akm_idle_gun, 1.2 anm_idle_sprint_w_gl = blnd_akm_sprintgl_arms, blnd_akm_idle_gun, 1.2 anm_idle_w_gl = blnd_akm_idle_gl_arms, blnd_akm_idle_gun, 0.75 anm_idle_w_gl_aim = blnd_akm_idle_adsgl_arms, blnd_akm_idle_gun, 0.75 anm_reload = blnd_akm_reload_tac_arms, blnd_akm_reload_tac_gun, 1.1 anm_reload_empty = blnd_akm_reload_arms, blnd_akm_reload_gun, 1.1 anm_reload_g = blnd_akm_reload_grenade_arms, blnd_akm_reload_grenade_gun, 1.06 anm_reload_w_gl = blnd_akm_reload_tacgl_arms, blnd_akm_reload_tac_gun, 1.1 anm_reload_empty_w_gl = blnd_akm_reloadgl_arms, blnd_akm_reload_gl_gun, 1.1 anm_shots = blnd_akm_shoot_arms, blnd_akm_shoot_gun anm_shots1 = blnd_akm_shoot1_arms, blnd_akm_shoot_gun anm_shots_g = blnd_akm_shootgl_w_arms, blnd_akm_idle_gun anm_shots_g1 = blnd_akm_shootgl1_w_arms, blnd_akm_idle_gun anm_shots_w_gl = blnd_akm_shootgl_arms, blnd_akm_shoot_gun anm_show = blnd_akm_draw_arms, blnd_akm_idle_gun anm_show_g = blnd_akm_drawgl_w_arms, blnd_akm_idle_gun anm_show_w_gl = blnd_akm_drawgl_arms, blnd_akm_idle_gun anm_switch = blnd_akm_switch_to_gun_arms, blnd_akm_idle_gun anm_switch_g = blnd_akm_switch_to_gl_arms, blnd_akm_idle_gun anm_reload_misfire = blnd_akm_unjam_arms, blnd_akm_unjam_gun, 1.2 anm_reload_misfire_w_gl = blnd_akm_unjam_gl_arms, blnd_akm_unjam_gun, 1.2 anm_switch_mode = blnd_akm_firemode_arms, blnd_akm_idle_gun, 1 ;------- shell_bone = wpn_body shell_dir = 0, 1, 0 shell_point = 0.04, 0.024, 0.2 fire_bone = wpn_body fire_bone2 = wpn_body fire_point = 0, 0.051841, 0.535482 fire_point2 = 0, -0.011, 0.553 freelook_z_offset_mul = 0.4 ;------------------------------------------------------------------------------------------------