242 lines
11 KiB
TeX
242 lines
11 KiB
TeX
;------------------------------------------------------------------------------------------------
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[wpn_sks_b]:identity_immunities,weapon_probability,default_weapon_params;wpn_sks_sounds
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GroupControlSection = spawn_group
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discovery_dependency =
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$npc = on
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$prefetch = 8
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scheduled = off
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cform = skeleton
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class = WP_ASHTG
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slot = 2
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animation_slot = 2
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ef_main_weapon_type = 3
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ef_weapon_type = 11
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hand_dependence = 1
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single_handed = 0
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default_to_ruck = false
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sprint_allowed = true
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inv_grid_width = 5
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inv_grid_height = 1
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inv_grid_x = 52
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inv_grid_y = 8
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icons_texture = ui\ui_icon_bas
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inv_name = st_wpn_sks_b
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inv_name_short = st_wpn_sks_b
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description = st_wpn_sks_b_descr
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kind = w_sniper
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inv_weight = 3.75
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cost = 19580
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repair_type = rifle_7
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weapon_class = sniper_rifle
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hud = wpn_sks_b_hud
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visual = dynamics\weapons\wpn_sks_b\wpn_sks_b_world.ogf
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position = -0.026, 0.009, -0.07
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orientation = 0, 0, 0
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fire_point = 0.0, 0.129, 0.942
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fire_point2 = 0.0, 0.129, 0.942
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strap_bone0 = bip01_spine2
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strap_bone1 = bip01_spine1
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strap_position = -0.15, -0.15, 0.45
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strap_orientation = -25, -189, 65
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ph_mass = 3
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flame_particles = weapons\generic_weapon06
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;smoke_particles = weapons\generic_shoot_00
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grenade_flame_particles = weapons\generic_weapon01
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smoke_particles = ghost_particles\weapons\flame_eft_sks ;particles remade incomp.
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shell_point = 0, 0.129, 0.192
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shell_dir = 0, 0, 0.4
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;shell_particles = weapons\fake_shells
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shell_particles = weapons\762x39
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light_disabled = false
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light_color = 0.6, 0.5, 0.3
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light_range = 4.0
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light_time = 0.2
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light_var_color = 0.05
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light_var_range = 0.5
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upgrades = up_gr_firstab_sks, up_gr_seconab_sks, up_gr_thirdab_sks
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installed_upgrades =
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upgrade_scheme = upgrade_scheme_toz34
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upgr_icon_x = 1200
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upgr_icon_y = 2000
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upgr_icon_width = 250
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upgr_icon_height = 50
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fire_modes = 1
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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
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ammo_current = 10
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ammo_elapsed = 10
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ammo_limit = 60
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ammo_mag_size = 10
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startup_ammo = 10
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scope_status = 0
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scope_zoom_factor = 0
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silencer_status = 0
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silencer_light_color = 0.6, 0.5, 0.3
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silencer_light_range = 0.01
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silencer_light_time = 0.2
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silencer_light_var_color = 0.05
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silencer_light_var_range = 0.5
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silencer_smoke_particles = weapons\generic_shoot_00
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grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
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grenade_launcher_status = 0
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launch_speed = 0
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hit_impulse = 34
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hit_power = 0.58, 0.58, 0.58, 0.58
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hit_type = fire_wound
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fire_distance = 900
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bullet_speed = 700
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rpm = 350
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rpm_empty_click = 200
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use_aim_bullet = true
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time_to_aim = 0.0 ; 1.0
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zoom_enabled = true
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zoom_rotate_time = 0.25
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reload_dof = 0.0, 0.5, 5, 1.7
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control_inertion_factor = 1.0f
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crosshair_inertion = 8.3
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fire_dispersion_base = 0.204
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fire_dispersion_condition_factor = 0.001
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misfire_probability = 0.005
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misfire_start_condition = 0.7 ; 0.65
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misfire_start_prob = 0.01
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misfire_end_condition = 0.17
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misfire_end_prob = 0.05
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condition_queue_shot_dec = 0.0013
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condition_shot_dec = 0.0013
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cam_return = 0
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cam_relax_speed = 10
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cam_dispersion = 2.845
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cam_dispersion_frac = 1.1
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cam_dispersion_inc = 0.0006
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cam_max_angle = 50.0
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cam_max_angle_horz = 50.0
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cam_step_angle_horz = 1.59
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zoom_cam_relax_speed = 10
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zoom_cam_dispersion = 2.745
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zoom_cam_dispersion_frac = 0.9
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zoom_cam_dispersion_inc = 0.0003
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zoom_cam_max_angle = 50.0
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zoom_cam_max_angle_horz = 50.0
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zoom_cam_step_angle_horz = 1.06
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PDM_disp_accel_factor = 2.75
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PDM_disp_base = 1.45
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PDM_disp_crouch = 1.0
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PDM_disp_crouch_no_acc = 1.0
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PDM_disp_vel_factor = 2.75
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cam_relax_speed_ai = 360
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zoom_cam_relax_speed_ai = 360
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holder_fov_modifier = 1.0
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holder_range_modifier = 1.0
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min_radius = 0
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max_radius = 500
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hit_probability_gd_novice = 1.00
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hit_probability_gd_stalker = 1.00
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hit_probability_gd_veteran = 1.00
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hit_probability_gd_master = 1.00
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kill_msg_x = 259
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kill_msg_y = 293
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kill_msg_width = 114
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kill_msg_height = 22
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hud_fov = 0.78
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;-------------------------------------------------------------------------------------------Sounds----------------------------------------------------------------------------------------------
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snd_bore = $no_sound
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snd_draw = weapons\sks\draw
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snd_holster = weapons\sks\hide
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snd_shoot = weapons\sks\shoot
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snd_empty = weapons\ak74m_beard\trigger_hammer
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snd_reload = weapons\sks_b\sks_reload
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snd_reload_empty = weapons\sks_b\sks_reload_full
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;snd_close = weapons\sks\pistol_empty
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snd_reload_misfire = weapons\sks_b\sks_unjam
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;--------------------------------------------------------------------------------------------HUD------------------------------------------------------------------------------------------------
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[wpn_sks_b_hud]:hud_base
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item_visual = dynamics\weapons\wpn_sks_b\wpn_sks_b_hud.ogf
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attach_place_idx = 0
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zoom_hide_crosshair = true
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;-----------------------------------------------------------------
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aim_hud_offset_pos_16x9 = -0.064900,0.025300,-0.057198
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aim_hud_offset_rot_16x9 = 0.013500,0.013200,-0.010000
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hands_position_16x9 = 0.007900,0.010200,-0.051800
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hands_orientation_16x9 = 0.700000,-0.469999,-0.500000
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item_position = -0.000235,-0.001737,-0.010193
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item_orientation = 0.025203,1.459625,0.025749
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;-----------------------------------------------------------------
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hands_position = 0, -0.005, 0.07
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hands_orientation = 0.7, 0.7, -0.5
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aim_hud_offset_pos = -0.059, 0.0454, -0.19
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aim_hud_offset_rot = 0.016, 0.0132, -0.01
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gl_hud_offset_pos = 0, 0, 0
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gl_hud_offset_rot = 0, 0, 0
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lean_hud_offset_pos = 0, 0, 0
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lean_hud_offset_rot = 0, 0, 0
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;---------------
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anm_bore = blnd_sks_b_afk_arms
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anm_bore_empty = blnd_sks_b_afk_arms, idle_empty
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anm_hide = blnd_sks_b_holster_arms, idle, 1
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anm_hide_empty = blnd_sks_b_holster_arms, idle_empty, 1
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anm_idle = blnd_sks_b_idle_arms, idle, 0.75
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anm_idle_empty = blnd_sks_b_idle_arms, idle_empty, 0.75
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anm_idle_aim = blnd_sks_b_idleads_arms, idle, 0.35
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anm_idle_aim_empty = blnd_sks_b_idleads_arms, idle_empty, 0.35
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anm_idle_aim_moving = blnd_sks_b_idleads_arms, idle, 0.35
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anm_idle_aim_moving_empty = blnd_sks_b_idleads_arms, idle, 0.35
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anm_idle_aim_moving_crouch = blnd_sks_b_idleads_arms, idle, 0.35
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anm_idle_aim_moving_crouch_empty = blnd_sks_b_idleads_arms, idle, 0.35
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anm_idle_moving = blnd_sks_b_walk_arms, idle, 0.87
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anm_idle_moving_empty = blnd_sks_b_walk_arms, idle_empty, 0.87
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anm_idle_sprint = blnd_sks_b_sprint_arms, idle, 1.2
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anm_idle_sprint_empty = blnd_sks_b_sprint_arms, idle_empty, 1.2
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anm_reload = blnd_sks_b_reload_arms, reload, 1
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anm_reload_empty = blnd_sks_b_reloadempty_arms, reload_empty, 1
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anm_shot_l = sks_b_shots_empty
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anm_shots = sks_b_shots
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anm_show = blnd_sks_b_draw_arms, idle, 0.90
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anm_show_empty = blnd_sks_b_draw_arms, idle_empty, 0.90
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anm_reload_misfire = blnd_sks_b_unjam_arms, unjam, 1.12
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;---------------
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shell_bone = wpn_body
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shell_point = -0.02, 0.05, 0.12
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shell_dir = 0, 0, 0.4
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fire_bone = muzzle
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fire_point = 0, 0, 0
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grenade_bone = grenade
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