;------------------------------------------------------------------------------------------------ [wpn_mp412]:identity_immunities,weapon_probability,default_weapon_params,wpn_mp412_sounds GroupControlSection = spawn_group discovery_dependency = $npc = on $prefetch = 8 $spawn = "weapons\Desert Eagle" scheduled = off cform = skeleton class = WP_PM slot = 1 animation_slot = 1 ef_weapon_type = 5 hand_dependence = 1 single_handed = 1 default_to_ruck = false sprint_allowed = true inv_grid_height = 1 inv_grid_width = 2 inv_grid_x = 67 inv_grid_y = 77 inv_name = st_wpn_mp412 inv_name_short = st_wpn_mp412 description = st_wpn_mp412_descr kind = w_pistol inv_weight = 0.9 cost = 14680 repair_type = pistol hud = wpn_mp412_hud visual = dynamics\weapons\wpn_mp412\wpn_mp412.ogf position = -0.021, -0.085, 0.0 orientation = 0, 0, 0 fire_point = 0.0, 0.133, 0.22 ph_mass = 1 flame_particles = weapons\generic_weapon03 smoke_particles = weapons\generic_shoot_00 shell_point = 0.0, 0.133, 0.047 shell_dir = 0.0, 0.0, 0.4 ;shell_particles = weapons\45acp 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_mp412, up_gr_seconab_mp412 installed_upgrades = upgrade_scheme = upgrade_scheme_mp412 upgr_icon_x = 750 upgr_icon_y = 1850 upgr_icon_width = 150 upgr_icon_height = 100 fire_modes = 1 ammo_class = ammo_357_hp_mag, ammo_357_hp_mag_bad, ammo_357_hp_mag_verybad ammo_current = 90 ammo_elapsed = 12 ammo_limit = 120 ammo_mag_size = 6 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_launcher_status = 0 hit_impulse = 45 hit_power = 0.6, 0.6, 0.6, 0.6 hit_type = fire_wound fire_distance = 500 bullet_speed = 430 rpm = 225 rpm_empty_click = 120 use_aim_bullet = true time_to_aim = 0.0 ; 1.0 zoom_dof = -1000, 1.0, 1000 zoom_enabled = true zoom_rotate_time = 0.25 reload_dof = 0.0, 0.5, 5, 1.7 control_inertion_factor = 1.0f crosshair_inertion = 3.8 fire_dispersion_base = 0.54 fire_dispersion_condition_factor = 0.001 misfire_start_condition = 0.7 ; 0.85 misfire_start_prob = 0.007 misfire_end_condition = 0.12 misfire_end_prob = 0.11 condition_queue_shot_dec = 0.0024 condition_shot_dec = 0.0024 cam_return = 0 cam_relax_speed = 6 cam_dispersion = 3.5 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 = 1.16 zoom_cam_dispersion = 3.0 PDM_disp_accel_factor = 1.055 PDM_disp_base = 0.7 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 PDM_disp_vel_factor = 1.05 cam_relax_speed_ai = 120.75 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 = 194 kill_msg_y = 123 kill_msg_width = 46 kill_msg_height = 27 weapon_lower_speed = 0.2 [wpn_mp412_hud]:hud_base item_visual = anomaly_weapons\wpn_mp412\wpn_mp412_hud.ogf attach_place_idx = 0 zoom_hide_crosshair = true item_position = 0, 0, 0 item_orientation = 0, 0, 0 hands_position = 0, 0, 0 hands_position_16x9 = 0, 0, 0 hands_orientation = 0, 0, 0 hands_orientation_16x9 = 0, 0, 0 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 = 0,0.1,0 lowered_hud_offset_rot_16x9 = 0.3,-0.1,0.1 aim_hud_offset_pos = -0.08016, 0.04, -0.01 aim_hud_offset_pos_16x9 = -0.08016, 0.04, -0.01 aim_hud_offset_rot = -0.0028, 0, 0 aim_hud_offset_rot_16x9 = -0.0028, 0, 0 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_hide = mp412_b_holster anm_hide_empty = mp412_b_holster anm_idle = mp412_b_idle anm_idle_aim = mp412_b_idle_ads anm_idle_aim_empty = mp412_b_idle_ads anm_idle_aim_moving = mp412_b_idle_ads anm_idle_aim_moving_crouch = mp412_b_idle_ads anm_idle_aim_moving_crouch_empty = mp412_b_idle_ads anm_idle_aim_moving_empty = mp412_b_idle_ads anm_idle_empty = mp412_b_idle anm_idle_moving = mp412_b_walk anm_idle_moving_empty = mp412_b_walk anm_idle_sprint = mp412_b_sprint, idle, 1.2 anm_idle_sprint_empty = mp412_b_sprint, idle, 1.2 anm_reload = mp412_b_reload, reload anm_reload_empty = mp412_b_reload, reload_empty anm_shot_l = mp412_b_shoot1, mp412_b_shoot anm_shots = mp412_b_shoot anm_show = mp412_b_draw anm_show_empty = mp412_b_draw shell_bone = wpn_body shell_point = 0, 0, -50 fire_bone = muzzle fire_point = 0, 0, 0