;------------------------------------------------------------------------------------------------ [wpn_sks_b]:identity_immunities,weapon_probability,default_weapon_params;wpn_sks_sounds GroupControlSection = spawn_group discovery_dependency = $npc = on $prefetch = 8 scheduled = off cform = skeleton class = WP_ASHTG slot = 2 animation_slot = 2 ef_main_weapon_type = 3 ef_weapon_type = 11 hand_dependence = 1 single_handed = 0 default_to_ruck = false sprint_allowed = true inv_grid_width = 5 inv_grid_height = 1 inv_grid_x = 52 inv_grid_y = 8 icons_texture = ui\ui_icon_bas inv_name = st_wpn_sks_b inv_name_short = st_wpn_sks_b description = st_wpn_sks_b_descr kind = w_sniper inv_weight = 3.75 cost = 19580 repair_type = rifle_7 weapon_class = sniper_rifle hud = wpn_sks_b_hud visual = dynamics\weapons\wpn_sks_b\wpn_sks_b_world.ogf position = -0.026, 0.009, -0.07 orientation = 0, 0, 0 fire_point = 0.0, 0.129, 0.942 fire_point2 = 0.0, 0.129, 0.942 strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 strap_position = -0.15, -0.15, 0.45 strap_orientation = -25, -189, 65 ph_mass = 3 flame_particles = weapons\generic_weapon06 ;smoke_particles = weapons\generic_shoot_00 grenade_flame_particles = weapons\generic_weapon01 smoke_particles = ghost_particles\weapons\flame_eft_sks ;particles remade incomp. shell_point = 0, 0.129, 0.192 shell_dir = 0, 0, 0.4 ;shell_particles = weapons\fake_shells shell_particles = weapons\762x39 light_disabled = false light_color = 0.6, 0.5, 0.3 light_range = 4.0 light_time = 0.2 light_var_color = 0.05 light_var_range = 0.5 upgrades = up_gr_firstab_sks, up_gr_seconab_sks, up_gr_thirdab_sks installed_upgrades = upgrade_scheme = upgrade_scheme_toz34 upgr_icon_x = 1200 upgr_icon_y = 2000 upgr_icon_width = 250 upgr_icon_height = 50 fire_modes = 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_current = 10 ammo_elapsed = 10 ammo_limit = 60 ammo_mag_size = 10 startup_ammo = 10 scope_status = 0 scope_zoom_factor = 0 silencer_status = 0 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_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad grenade_launcher_status = 0 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 = 700 rpm = 350 rpm_empty_click = 200 use_aim_bullet = true time_to_aim = 0.0 ; 1.0 zoom_enabled = true zoom_rotate_time = 0.25 reload_dof = 0.0, 0.5, 5, 1.7 control_inertion_factor = 1.0f crosshair_inertion = 8.3 fire_dispersion_base = 0.204 fire_dispersion_condition_factor = 0.001 misfire_probability = 0.005 misfire_start_condition = 0.7 ; 0.65 misfire_start_prob = 0.01 misfire_end_condition = 0.17 misfire_end_prob = 0.05 condition_queue_shot_dec = 0.0013 condition_shot_dec = 0.0013 cam_return = 0 cam_relax_speed = 10 cam_dispersion = 2.845 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 = 2.745 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 = 2.75 PDM_disp_base = 1.45 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 PDM_disp_vel_factor = 2.75 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 = 259 kill_msg_y = 293 kill_msg_width = 114 kill_msg_height = 22 hud_fov = 0.78 ;-------------------------------------------------------------------------------------------Sounds---------------------------------------------------------------------------------------------- snd_bore = $no_sound snd_draw = weapons\sks\draw snd_holster = weapons\sks\hide snd_shoot = weapons\sks\shoot snd_empty = weapons\ak74m_beard\trigger_hammer snd_reload = weapons\sks_b\sks_reload snd_reload_empty = weapons\sks_b\sks_reload_full ;snd_close = weapons\sks\pistol_empty snd_reload_misfire = weapons\sks_b\sks_unjam ;--------------------------------------------------------------------------------------------HUD------------------------------------------------------------------------------------------------ [wpn_sks_b_hud]:hud_base item_visual = dynamics\weapons\wpn_sks_b\wpn_sks_b_hud.ogf attach_place_idx = 0 zoom_hide_crosshair = true ;----------------------------------------------------------------- aim_hud_offset_pos_16x9 = -0.064900,0.025300,-0.057198 aim_hud_offset_rot_16x9 = 0.013500,0.013200,-0.010000 hands_position_16x9 = 0.007900,0.010200,-0.051800 hands_orientation_16x9 = 0.700000,-0.469999,-0.500000 item_position = -0.000235,-0.001737,-0.010193 item_orientation = 0.025203,1.459625,0.025749 ;----------------------------------------------------------------- hands_position = 0, -0.005, 0.07 hands_orientation = 0.7, 0.7, -0.5 aim_hud_offset_pos = -0.059, 0.0454, -0.19 aim_hud_offset_rot = 0.016, 0.0132, -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 ;--------------- anm_bore = blnd_sks_b_afk_arms anm_bore_empty = blnd_sks_b_afk_arms, idle_empty anm_hide = blnd_sks_b_holster_arms, idle, 1 anm_hide_empty = blnd_sks_b_holster_arms, idle_empty, 1 anm_idle = blnd_sks_b_idle_arms, idle, 0.75 anm_idle_empty = blnd_sks_b_idle_arms, idle_empty, 0.75 anm_idle_aim = blnd_sks_b_idleads_arms, idle, 0.35 anm_idle_aim_empty = blnd_sks_b_idleads_arms, idle_empty, 0.35 anm_idle_aim_moving = blnd_sks_b_idleads_arms, idle, 0.35 anm_idle_aim_moving_empty = blnd_sks_b_idleads_arms, idle, 0.35 anm_idle_aim_moving_crouch = blnd_sks_b_idleads_arms, idle, 0.35 anm_idle_aim_moving_crouch_empty = blnd_sks_b_idleads_arms, idle, 0.35 anm_idle_moving = blnd_sks_b_walk_arms, idle, 0.87 anm_idle_moving_empty = blnd_sks_b_walk_arms, idle_empty, 0.87 anm_idle_sprint = blnd_sks_b_sprint_arms, idle, 1.2 anm_idle_sprint_empty = blnd_sks_b_sprint_arms, idle_empty, 1.2 anm_reload = blnd_sks_b_reload_arms, reload, 1 anm_reload_empty = blnd_sks_b_reloadempty_arms, reload_empty, 1 anm_shot_l = sks_b_shots_empty anm_shots = sks_b_shots anm_show = blnd_sks_b_draw_arms, idle, 0.90 anm_show_empty = blnd_sks_b_draw_arms, idle_empty, 0.90 anm_reload_misfire = blnd_sks_b_unjam_arms, unjam, 1.12 ;--------------- shell_bone = wpn_body shell_point = -0.02, 0.05, 0.12 shell_dir = 0, 0, 0.4 fire_bone = muzzle fire_point = 0, 0, 0 grenade_bone = grenade