;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;; New Ordnance MISERY v2 Edition ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;; 30.03.2013 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;; _xXxTWiST3DxXx_ (concept & weapon GFX assets) ;;;;;;;;;;;;;;;;; ;;;;;;;; N.Aaroe (additional texture work) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;; alundaio (scripting) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;; trojanuch (implementation & factional loadout configs) ;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NOTICE FOR MODDERS ;; ; unless you need to edit already existing guns, do NOT edit the "w_*" files but make a new one that defines your new guns ; eg. "w_mygun.ltx" ; it will be automatically included and won't cause conflict with other mods that add/edit guns #include "upgrades_properties.ltx" #include "weapon_addons.ltx" #include "weapon_silencers.ltx" #include "weapon_scopes.ltx" #include "weapon_sounds.ltx" #include "weapon_ammo.ltx" ;-- Weapons upgrades #include "upgrades\upgrade_presets.ltx" ;-- Weapons #include "w_*.ltx" ;include "w_aps.ltx" ;include "w_beretta.ltx" ;include "w_bizon.ltx" ;include "w_colt1911.ltx" ;include "w_cz75.ltx" ;include "w_desert_eagle.ltx" ;include "w_fn57.ltx" ;include "w_fnp45.ltx" ;include "w_fort.ltx" ;include "w_glock.ltx" ;include "w_grach.ltx" ;include "w_gsh18.ltx" ;include "w_hpsa.ltx" ;include "w_mp412.ltx" ;include "w_mp5.ltx" ;include "w_oc33.ltx" ;include "w_p90.ltx" ;include "w_pb.ltx" ;include "w_pm.ltx" ;include "w_pp2000.ltx" ;include "w_ppsh41.ltx" ;include "w_sig220.ltx" ;include "w_tt33.ltx" ;include "w_ump45.ltx" ;include "w_usp45.ltx" ;include "w_kiparis.ltx" ;include "w_vz61.ltx" ;include "w_vityaz.ltx" ;include "w_walther.ltx" ; ;include "w_bm16.ltx" ;include "w_mossberg590.ltx" ;include "w_mp133.ltx" ;include "w_mp153.ltx" ;include "w_protecta.ltx" ;include "w_saiga.ltx" ;include "w_spas12.ltx" ;include "w_toz34.ltx" ;include "w_toz194.ltx" ;include "w_usas12.ltx" ;include "w_vepr12.ltx" ; ;include "w_9a91.ltx" ;include "w_abakan.ltx" ;include "w_aek.ltx" ;include "w_ak.ltx" ;include "w_ak12.ltx" ;include "w_ak74.ltx" ;include "w_ak74m.ltx" ;include "w_ak101.ltx" ;include "w_ak102.ltx" ;include "w_ak103.ltx" ;include "w_ak104.ltx" ;include "w_ak105.ltx" ;include "w_akm.ltx" ;include "w_aks74.ltx" ;include "w_aks74u.ltx" ;include "w_aug.ltx" ;include "w_fn2000.ltx" ;include "w_g36.ltx" ;include "w_galil.ltx" ;include "w_groza.ltx" ;include "w_hk416.ltx" ;include "w_l85.ltx" ;include "w_lr300.ltx" ;include "w_m4.ltx" ;include "w_m4a1.ltx" ;include "w_m16.ltx" ;include "w_scar.ltx" ;include "w_sig550.ltx" ;include "w_sig552.ltx" ;include "w_sks.ltx" ;include "w_type63.ltx" ;include "w_val.ltx" ;include "w_vihr.ltx" ;include "w_vsk94.ltx" ;include "w_famas3.ltx" ; Not used ; ;include "w_m249.ltx" ;include "w_m79.ltx" ;include "w_pkm.ltx" ;include "w_rg6.ltx" ;include "w_rpd.ltx" ;include "w_rpg7.ltx" ;include "w_rpk.ltx" ; ;include "w_g3sg1.ltx" ;include "w_gauss.ltx" ;include "w_l96a1.ltx" ;include "w_m98b.ltx" ;include "w_mosin.ltx" ;include "w_sr25.ltx" ;include "w_sv98.ltx" ;include "w_svd.ltx" ;include "w_svt40.ltx" ;include "w_svu.ltx" ;include "w_vintorez.ltx" ;include "w_vssk.ltx" ;include "w_g43.ltx" ;include "w_k98.ltx" ;include "w_m24.ltx" ;include "w_trg.ltx" ;-- STCoP 3.0 + more mods ;include "w_cz52.ltx" ;include "w_mp7.ltx" ;include "w_m60.ltx" ; Not used ;include "w_hk417.ltx" ; Not used ;include "w_fnc.ltx" ;include "w_ash12.ltx" ;include "w_aug_a3.ltx" ; Not used ;include "w_fal.ltx" ;include "w_fort500.ltx" ;include "w_mk14.ltx" ;include "w_m82.ltx" ;include "w_remington700.ltx" ;include "w_remington870.ltx" ;include "w_wa2000.ltx" ;include "w_xm8.ltx" ;-- CEASAR LFO XM8 ;-- Misc #include "m_*.ltx" ;include "m_binoc.ltx" ;include "m_f1.ltx" ;include "m_knife.ltx" ;include "m_mounted.ltx" ;include "m_rgd5.ltx" ;include "m_gd5.ltx" ;include "m_gsmoke.ltx" ;include "m_bolt.ltx" ;include "m_upd.ltx" ;include "m_dynamo_hand.ltx" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; ������������� ������ ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [bullet_manager] tracer_shader = effects\bullet_tracer ;hud\default tracer_texture = fx\fx_tracer_weapons fire_circle_k = 2.0f ; means tracer_width*2 tracer_width = 0.065 ;0.08 tracer_length_max = 1.5 ;225 ;24.0 ;14.0 tracer_length_min = 0 ;1.6 ;0.2 ;���������� ����� �������� ����������� hit_probabilty ��������� hit_probability_max_dist = 3; gravity_const = 9.81 ;������������� �������, �������, ������� ���������� �� �������� ������ ���� air_resistance_k = 1 ;������ ���� ������� (� ������������), �� �������� ������������� time_step = 33 ;����������� �������� (�/�), �� ������� ���� ��� ��������� � ������������ min_bullet_speed = 3.0 ;c������ ��������� ������� �������� ���� ��� ������������ � ���������� (��� ������� ��� ������ �����) collision_energy_min = 0.8 ;������� ��������� ������� ��������� � ���� ��� ����� ������������ collision_energy_max = 0.5 whine_sounds = weapons\_cracks\mono\_new\NewCrack_1, weapons\_cracks\mono\_new\NewCrack_2, weapons\_cracks\mono\_new\NewCrack_3, weapons\_cracks\mono\_new\NewCrack_4, weapons\_cracks\mono\_new\NewCrack_5, weapons\_cracks\mono\_new\NewCrack_6, weapons\_cracks\mono\_new\NewCrack_8, weapons\_cracks\mono\_new\NewCrack_9, weapons\_cracks\mono\_new\NewCrack_10, weapons\_cracks\mono\_new\NewCrack_11, weapons\_cracks\mono\_new\NewCrack_12, weapons\_cracks\mono\_new\NewCrack_13, weapons\_cracks\mono\_new\NewCrack_14, weapons\_cracks\mono\_new\NewCrack_15, weapons\_cracks\mono\_new\NewCrack_16, weapons\_cracks\mono\_new\NewCrack_17, weapons\_cracks\mono\_new\NewCrack_18, weapons\_cracks\mono\_new\NewCrack_19, weapons\_cracks\mono\_new\NewCrack_20, weapons\_cracks\mono\_new\NewCrack_21, weapons\_cracks\mono\_new\NewCrack_22; explode_particles = explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01 [tracers_color_table] color_0 = 255, 130, 0, 255 ; Vanilla yellow color_1 = 38, 247, 129, 255 ; Green (Russia) color_2 = 255, 30, 115, 255 ; Red (NATO) color_3 = 255, 222, 0, 255 ; Yellow (Helicopters) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Fake Missiles and Grenades ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [wpn_fake_missile]:identity_immunities,default_weapon_params visual = dynamics\weapons\wpn_ammo\ammo_vog_25.ogf cform = skeleton class = G_FAKE $prefetch = 32 inv_weight = 0 cost = 150 blast = 4.8 ;3.0 blast_r = 4.3 ;4 blast_impulse = 150 ;100 ;delete blast_impulse_factor = 1 frags = 85 ;10 frags_r = 20 ;10 frag_hit = 0.07 ;0.50 frag_hit_impulse = 34 ;50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.41 ;trail = weapons\rpg_trail_01, weapons\rpg_trail_02 explode_particles = explosions\explosion_01 light_color = 1.9,1.2,0.5 light_range = 25.0 light_time = 0.5 ph_mass = 5 ;engine_f = 530 ;engine_u = 90 jump_height = 0.1 ;0 wm_size = 0.05 ;������ �� �������� fragment_speed = 184 explode_duration = 5 ;���������������� ������ (�) ;����� snd_explode = wpn_fake_vog-25_explode ;wallmarks wallmark_section = explosion_marks ;�������� ������� ��������, �� �� ������������ inv_name = ammo-vog-25 inv_name_short = ammo-vog-25 inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 31 inv_grid_y = 60 kill_msg_x = 17 kill_msg_y = 232 kill_msg_width = 21 kill_msg_height = 22 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; �������� CustomRocket ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; engine_present = false ;������������ �� � ������ ��������� lights_enabled = false ;���� ������ ������, �� ����� ������ force_explode_time = 10000 [wpn_fake_missile1]:identity_immunities,default_weapon_params $prefetch = 32 visual = dynamics\weapons\wpn_ammo\ammo_vog_25p.ogf cform = skeleton class = G_FAKE inv_weight = 0 cost = 150 blast = 5.8 ;3.0 blast_r = 5.3 ;4 blast_impulse = 187 ;100 ;delete blast_impulse_factor = 1 frags = 140 ;10 frags_r = 34 ;10 frag_hit = 0.066 ;0.50 frag_hit_impulse = 35 ;50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.42 ;trail = weapons\rpg_trail_01, weapons\rpg_trail_02 explode_particles = explosions\explosion_01 light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ph_mass = 5 ;engine_f = 530 ;engine_u = 90 jump_height = 1 ;������ �� �������� fragment_speed = 240 wm_size = 0.05 ;wallmarks wallmark_section = explosion_marks explode_duration = 5 ;���������������� ������ (�) ;����� snd_explode = wpn_fake_vog-25_explode ;�������� ������� ��������, �� �� ������������ inv_name = ammo-vog-25p inv_name_short = ammo-vog-25p inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 31 inv_grid_y = 59 kill_msg_x = 38 kill_msg_y = 233 kill_msg_width = 21 kill_msg_height = 22 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; �������� CustomRocket ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; engine_present = false ;������������ �� � ������ ��������� lights_enabled = true ;���� ������ ������, �� ����� ������ trail_light_color = 0.6,0.5,0.3 trail_light_range = 8.0 force_explode_time = 10000 [wpn_fake_missile2]:identity_immunities,default_weapon_params $prefetch = 32 visual = dynamics\weapons\wpn_ammo\ammo_m209.ogf cform = skeleton class = G_FAKE description = inv_weight = 0 cost = 150 blast = 5.2 ;3.0 blast_r = 4.7 ;4 blast_impulse = 174 ;100 ;delete blast_impulse_factor = 1 frags = 94 ;10 frags_r = 28 ;10 frag_hit = 0.074 ;0.50 frag_hit_impulse = 44 ;50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.36 ;trail = weapons\rpg_trail_01, weapons\rpg_trail_02 explode_particles = explosions\explosion_01 light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ph_mass = 5 ;engine_f = 530 ;engine_u = 90 jump_height = 1 ;������ �� �������� fragment_speed = 190 ;wallmarks wallmark_section = explosion_marks wm_size = 0.1 ;0.05 explode_duration = 5 ;���������������� ������ (�) ;����� snd_explode = wpn_fake_vog-25_explode ;�������� ������� ��������, �� �� ������������ inv_name = ammo-m209 inv_name_short = "M209" inv_weight = .2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 5 kill_msg_x = 61 kill_msg_y = 232 kill_msg_width = 19 kill_msg_height = 22 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; �������� CustomRocket ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; engine_present = false ;������������ �� � ������ ��������� lights_enabled = true ;���� ������ ������, �� ����� ������ trail_light_color = 0.6,0.5,0.3 trail_light_range = 8.0 force_explode_time = 10000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Explosive Inventory Items ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [explosive_tank]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\tank" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\kanistra.ogf description = st_jerrycan_fuel_descr inv_name = st_jerrycan_item inv_name_short = st_jerrycan_item inv_weight = .1 inv_grid_width = 2 inv_grid_height = 2 inv_grid_x = 2 inv_grid_y = 30 ;���� ���������� ��������� can_take = true cost = 50 ;------------------------------------------------------------------------------- blast = 4.6 blast_r = 6.4 blast_impulse = 130 ;delete blast_impulse_factor = 1 frags = 28 frags_r = 36 frag_hit = 0.11 frag_hit_impulse = 66 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.54 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_mobiltank light_color = 1.9,1.3,0.5 light_range = 30.0 light_time = 1 ;������ �� �������� fragment_speed = 224 ;�������� �������� (�/�) explode_duration = 2 ;���������������� ������ (�) ;wallmarks wallmark_section = explosion_marks ;����� snd_explode = wpn_fake_vog-25_explode immunities_sect = explosive_tank_immunities_sect [explosive_tank_immunities_sect] ;������������ ��� ��������� ���������� ������ ����� burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.14 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.77 fire_wound_immunity = 0.68 [explosive_barrel_low]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\barrel_low" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\bochka_fuel.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;���� ���������� ��������� can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 4.9 blast_r = 7.6 blast_impulse = 188 ;delete blast_impulse_factor = 1 frags = 66 frags_r = 37 frag_hit = 0.11 frag_hit_impulse = 51 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.66 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_barrel light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;������ �� �������� fragment_speed = 186 ;�������� �������� (�/�) explode_duration = 5 ;���������������� ������ (�) ;wallmarks wallmark_section = explosion_marks ;����� snd_explode = wpn_fake_vog-25_explode immunities_sect = explosive_barrel_low_new_immunities_sect [explosive_barrel_low_new_immunities_sect] ;������������ ��� ��������� ���������� ������ ����� burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.11 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.74 fire_wound_immunity = 0.61 ;time_to_explode = 0.f [explosive_grenade]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\explosive_grenade" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;���� ���������� ��������� can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 2.50 blast_r = 3 blast_impulse = 250 ;delete blast_impulse_factor = 1 frags = 15 frags_r = 5 frag_hit = 0.75 frag_hit_impulse = 150 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_01 light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;������ �� �������� fragment_speed = 204 ;�������� �������� (�/�) explode_duration = 2 ;���������������� ������ (�) ;wallmarks wallmark_section = explosion_marks ;����� snd_explode = wpn_fake_vog-25_explode immunities_sect = explosive_explosive_grenade_immunities_sect ;time_to_explode = 0.f ;------------------------ pri_a25_enter_door_explosive_grenade -------------- [pri_a25_enter_door_explosive_grenade]:explosive_grenade $spawn = "dynamic_objects\scene_objects\pri_a25_enter_door_explosive_grenade" story_id = pri_a25_enter_door_explosive_grenade hit_type_blast = chemical_burn hit_type_frag = chemical_burn visual = dynamics\light\light_signal.ogf ;------------------------- pri_a25_antenna_grenade -------------- [pri_a25_antenna_grenade]:explosive_grenade $spawn = "dynamic_objects\scene_objects\pri_a25_antenna_grenade" story_id = pri_a25_antenna_grenade visual = dynamics\light\light_signal.ogf [explosive_explosive_grenade_immunities_sect] burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 [explosive_hide]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\explosive_hide" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;���� ���������� ��������� can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 1.00 blast_r = 30 blast_impulse = 500 ;delete blast_impulse_factor = 1 frags = 15 frags_r = 20 frag_hit = 0.05 frag_hit_impulse = 50 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 1.0 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_01 light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;������ �� �������� fragment_speed = 200 ;�������� �������� (�/�) explode_duration = 5 ;���������������� ������ (�) ;wallmarks wallmark_section = explosion_marks ;����� snd_explode = wpn_fake_vog-25_explode immunities_sect = explosive_hide_immunities_sect ;time_to_explode = 0.f [explosive_hide_immunities_sect] ;������������ ��� ��������� ���������� ������ ����� burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 [explosive_particle]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\explosive_particle" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\weapons\wpn_grenades\wpn_f1.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;���� ���������� ��������� can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 3.6 blast_r = 5.2 blast_impulse = 138 ;delete blast_impulse_factor = 1 frags = 52 frags_r = 36 frag_hit = 0.08 frag_hit_impulse = 51 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.47 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_concrete_box light_color = 0,0,0 light_range = 0.0 light_time = 0.85 ;������ �� �������� fragment_speed = 195 ;�������� �������� (�/�) explode_duration = 2 ;���������������� ������ (�) ;wallmarks wallmark_section = explosion_marks ;����� snd_explode = weapons\f1_explode_ immunities_sect = explosive_barrel_low_immunities_sect ;time_to_explode = 0.f [explosive_barrel_low_immunities_sect] ;������������ ��� ��������� ���������� ������ ����� burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.11 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.74 fire_wound_immunity = 0.61 [explosive_barrel]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\barrel" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\bochka_fuel.ogf inv_name = inv_name_short = inv_weight = .1 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;���� ���������� ��������� can_take = false cost = 500 ;------------------------------------------------------------------------------- blast = 5.4 blast_r = 8.2 blast_impulse = 196 ;delete blast_impulse_factor = 1 frags = 78 frags_r = 42 frag_hit = 0.13 frag_hit_impulse = 51 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.73 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_barrel light_color = 1.9,1.4,0.5 light_range = 14.0 light_time = 0.85 ;������ �� �������� fragment_speed = 215 ;�������� �������� (�/�) explode_duration = 3 ;���������������� ������ (�) ;����� snd_explode = barrel_explode_snd immunities_sect = explosive_barrel_immunities_sect ;wallmarks wallmark_section = explosion_marks [explosive_barrel_immunities_sect] ;������������ ��� ��������� ���������� ������ ����� burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.08 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.61 fire_wound_immunity = 0.52 [explosive_fuelcan]:explosive_barrel $spawn = "weapons\explosive\fuelcan" visual = dynamics\balon\balon_01.ogf [explosive_gaz_balon]:explosive_fuelcan $spawn = "weapons\explosive\gaz_balon" visual = dynamics\balon\gaz_balon.ogf [explosive_mobiltank]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\mobiltank" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\balon\kanistra.ogf description = st_jerrycan_fuel_descr inv_name = st_jerrycan_item inv_name_short = st_jerrycan_item inv_weight = .1 inv_grid_width = 2 inv_grid_height = 2 inv_grid_x = 2 inv_grid_y = 30 ;���� ���������� ��������� can_take = true cost = 500 ;------------------------------------------------------------------------------- blast = 4.6 blast_r = 7.5 blast_impulse = 166 ;delete blast_impulse_factor = 1 frags = 57 frags_r = 34 frag_hit = 0.09 frag_hit_impulse = 46 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.66 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_mobiltank light_color = 1.9,1.2,0.5 light_range = 30.0 light_time = 1 ;������ �� �������� fragment_speed = 208 ;�������� �������� (�/�) explode_duration = 2 ;���������������� ������ (�) ;����� snd_explode = barrel_explode_snd immunities_sect = explosive_mobiltank_immunities_sect ;wallmarks wallmark_section = explosion_marks [explosive_mobiltank_immunities_sect] ;������������ ��� ��������� ���������� ������ ����� burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.11 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.67 fire_wound_immunity = 0.56 [explosive_dinamit]:identity_immunities,delayed_action_fuse,default_weapon_params GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\dinamit" $prefetch = 16 class = S_EXPLO cform = skeleton visual = dynamics\box\expl_dinamit.ogf inv_name = inv_name_short = inv_weight = 10.0 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 9 inv_grid_y = 9 ;���� ���������� ��������� can_take = false cost = 50 ;------------------------------------------------------------------------------- blast = 4.3 blast_r = 6.7 blast_impulse = 153 ;delete blast_impulse_factor = 1 frags = 84 frags_r = 46 frag_hit = 0.03 frag_hit_impulse = 31 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.44 ;------------------------------------------------------------------------------- wm_size = 0.1 explode_particles = explosions\explosion_dynamite light_color = 1.9,1.3,0.5 light_range = 30.0 light_time = 1.5 ;������ �� �������� fragment_speed = 220 explode_duration = 3 ;���������������� ������ (�) ;����� snd_explode = weapons\f1_explode immunities_sect = dinamit_immunities_sect ;condition_to_explode =0.f ;wallmarks wallmark_section = explosion_marks [dinamit_immunities_sect] ;������������ ��� ��������� ���������� ������ ����� burn_immunity = 0.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.03 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.88 fire_wound_immunity = 0.13 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [gl_test_shell]:delayed_action_fuse,grenade_rgd5,wpn_fake_missile class = II_EXPLO visual = grenadier\ammo_vog-25.ogf inv_name = . inv_name_short = . inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 50 inv_grid_y = 50 immunities_sect = gl_test_shell_immunities wm_size = 0.1 ph_mass = 5 [gl_test_shell_ammo_vog-25]:gl_test_shell visual = grenadier\ammo_vog-25.ogf [gl_test_shell_ammo_vog-25p]:gl_test_shell visual = grenadier\ammo_vog-25p.ogf [gl_test_shell_ammo_m209]:gl_test_shell visual = grenadier\ammo_m209.ogf [gl_fake_missile]:delayed_action_fuse GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\explosive\gl_fake_missile" $prefetch = 16 class = II_EXPLO cform = skeleton cost = 0 inv_name = . inv_name_short = . inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 50 inv_grid_y = 50 can_take = true immunities_sect = gl_test_shell_immunities ;gl_fake_missile_immunities time_to_explode = 0.f wm_size = 0.1 ph_mass = 5 explode_duration = 3 [gl_fake_missile_ammo_vog-25]:wpn_fake_missile,gl_fake_missile inv_grid_x = 15 inv_grid_y = 5 [gl_fake_missile_ammo_vog-25p]:wpn_fake_missile1,gl_fake_missile inv_grid_x = 31 inv_grid_y = 59 [gl_fake_missile_ammo_m209]:wpn_fake_missile2,gl_fake_missile inv_grid_x = 16 inv_grid_y = 5 [gl_fake_missile_immunities] burn_immunity = 0.6 strike_immunity = 1 shock_immunity = 1 wound_immunity = 0.1 radiation_immunity = 0 telepatic_immunity = 0 chemical_burn_immunity = 0.3 explosion_immunity = 1 fire_wound_immunity = 0.7 [gl_test_shell_immunities] burn_immunity = 0 strike_immunity = 0 shock_immunity = 0 wound_immunity = 0 radiation_immunity = 0 telepatic_immunity = 0 chemical_burn_immunity = 0 explosion_immunity = 0 fire_wound_immunity = 0