Divergent/mods/Boomsticks and Sharpsticks/gamedata/configs/items/weapons/w_akm_bas.ltx

295 lines
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;------------------------------------------------------------------------------------------------
[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
;------------------------------------------------------------------------------------------------