Divergent/mods/Blindsides Reanimation Pack/gamedata/configs/items/weapons/w_bm16.ltx

398 lines
18 KiB
TeX

;------------------------------------------------------------------------------------------------
[wpn_bm16]:identity_immunities,weapon_probability,default_weapon_params,wpn_bm16_sounds
GroupControlSection = spawn_group
$npc = on
$prefetch = 8
$spawn = "weapons\bm16"
scheduled = off
cform = skeleton
class = WP_BM16
slot = 2
animation_slot = 3
ef_main_weapon_type = 1
ef_weapon_type = 9
hand_dependence = 1
single_handed = 0
inv_grid_height = 1
inv_grid_width = 3
inv_grid_x = 47
inv_grid_y = 55
inv_name = st_wpn_bm16
inv_name_short = st_wpn_bm16
description = st_wpn_bm16_descr
kind = w_shotgun
inv_weight = 1.92
cost = 9650
repair_type = shotgun
weapon_class = shotgun
hud = wpn_bm16_hud
visual = dynamics\weapons\wpn_bm16\wpn_bm16.ogf
position = -0.026, -0.096, 0.045
orientation = 0, 30, 0
fire_point = 0, 0.136, 0.39
fire_point2 = 0, 0.136, 0.39
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
strap_position = -0.26, -0.11, 0.15
strap_orientation = -15, -9, 110
ph_mass = 3
flame_particles = weapons\generic_weapon05
smoke_particles = amik\weapons\smoke_particles\smoke_particles_pump_01
light_color = 0.6, 0.5, 0.3
light_range = 6.0
light_time = 0.2
light_var_color = 0.05
light_var_range = 0.5
upgrades = up_gr_firstab_bm16, up_gr_seconab_bm16, up_gr_thirdab_bm16
installed_upgrades =
upgrade_scheme = upgrade_scheme_bm16
upgr_icon_x = 1450
upgr_icon_y = 600
upgr_icon_width = 300
upgr_icon_height = 100
ammo_class = ammo_12x70_buck, ammo_12x70_buck_bad, ammo_12x70_buck_verybad, ammo_12x76_zhekan, ammo_12x76_zhekan_bad, ammo_12x76_zhekan_verybad, ammo_12x76_dart, ammo_12x76_dart_bad, ammo_12x76_dart_verybad, ammo_12x70_buck_self
ammo_elapsed = 2
ammo_mag_size = 2
startup_ammo = 10
scope_status = 0
scope_zoom_factor = 0
silencer_status = 0
grenade_launcher_status = 0
hit_impulse = 30
hit_power = 0.77, 0.77, 0.77, 0.77
hit_type = fire_wound
fire_distance = 200
bullet_speed = 220
rpm = 1000
rpm_empty_click = 200
time_to_aim = 0.0 ; 1.0
zoom_dof = 0.5, 1.0, 180
zoom_enabled = true
zoom_rotate_time = 0.1
control_inertion_factor = 1.0f
crosshair_inertion = 4.0
fire_dispersion_base = 0.40
fire_dispersion_condition_factor = 0.001
misfire_start_condition = 0.7 ; 0.85
misfire_start_prob = 0.007
misfire_end_condition = 0.1
misfire_end_prob = 0.11
condition_queue_shot_dec = 0.0018
condition_shot_dec = 0.0025
cam_return = 0
cam_relax_speed = 10
cam_dispersion = 20.0
cam_dispersion_frac = 0.7
cam_dispersion_inc = 2.0
cam_max_angle = 30.0
cam_max_angle_horz = 25.0
cam_step_angle_horz = 28.0
zoom_cam_relax_speed = 10
zoom_cam_dispersion = 20.0
zoom_cam_dispersion_frac = 0.7
zoom_cam_dispersion_inc = 2.5
zoom_cam_max_angle = 30.0
zoom_cam_max_angle_horz = 30.0
zoom_cam_step_angle_horz = 20.0
PDM_disp_accel_factor = 1.355
PDM_disp_base = 1.35
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
PDM_disp_vel_factor = 1.35
cam_relax_speed_ai = 360
zoom_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 = 0
kill_msg_y = 104
kill_msg_width = 54
kill_msg_height = 16
[wpn_bm16_hud]:hud_base
item_visual = anomaly_weapons\wpn_bm16\wpn_bm16_hud.ogf
attach_place_idx = 0
zoom_hide_crosshair = true
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_position = -0.01, -0.01, 0.03
hands_position_16x9 = -0.01, -0.01, 0.03
hands_orientation = 0.9, 0.9, -4
hands_orientation_16x9 = 0.9, 0.9, -4
aim_hud_offset_pos = -0.03, 0.05, -0.01
aim_hud_offset_pos_16x9 = -0.03, 0.05, -0.01
aim_hud_offset_rot = 0, 0.01, -0.05
aim_hud_offset_rot_16x9 = 0, 0.01, -0.05
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
shooting_hud_effect = false
anm_bore_0 = blnd_bm16sh_afk_arms, bm16sh_idle_both
anm_bore_1 = blnd_bm16sh_afk_arms, bm16sh_idle_one
anm_bore_2 = blnd_bm16sh_afk_arms, bm16sh_idle
anm_hide = blnd_bm16sh_holster_arms, bm16sh_idle, 1.5
anm_hide_0 = blnd_bm16sh_holster_arms, bm16sh_idle_both, 1.5
anm_hide_1 = blnd_bm16sh_holster_arms, bm16sh_idle_one, 1.5
anm_hide_2 = blnd_bm16sh_holster_arms, bm16sh_idle, 1.5
anm_idle = blnd_bm16sh_idle_arms, bm16sh_idle
anm_idle_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both
anm_idle_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one
anm_idle_2 = blnd_bm16sh_idle_arms, bm16sh_idle
anm_idle_aim_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both, 1
anm_idle_aim_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one, 1
anm_idle_aim_2 = blnd_bm16sh_idle_arms, bm16sh_idle, 1
anm_idle_aim_moving_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both, 0.90
anm_idle_aim_moving_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one, 0.90
anm_idle_aim_moving_2 = blnd_bm16sh_idle_arms, bm16sh_idle, 0.90
anm_idle_aim_moving_crouch_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both, 0.95
anm_idle_aim_moving_crouch_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one, 0.95
anm_idle_aim_moving_crouch_2 = blnd_bm16sh_idle_arms, bm16sh_idle, 0.95
anm_idle_moving_0 = blnd_bm16sh_walk_arms, bm16sh_idle_both, 0.90
anm_idle_moving_1 = blnd_bm16sh_walk_arms, bm16sh_idle_one, 0.90
anm_idle_moving_2 = blnd_bm16sh_walk_arms, bm16sh_idle, 0.90
anm_idle_moving_crouch_0 = blnd_bm16sh_walk_arms, bm16sh_idle_both, 0.90
anm_idle_moving_crouch_1 = blnd_bm16sh_walk_arms, bm16sh_idle_one, 0.90
anm_idle_moving_crouch_2 = blnd_bm16sh_walk_arms, bm16sh_idle, 0.90
anm_idle_sprint_0 = blnd_bm16sh_sprint_arms, bm16sh_idle_both, 1.2
anm_idle_sprint_1 = blnd_bm16sh_sprint_arms, bm16sh_idle_one, 1.2
anm_idle_sprint_2 = blnd_bm16sh_sprint_arms, bm16sh_idle, 1.2
anm_reload_1 = blnd_bm16sh_reloadone_arms, bm16sh_reloadone, 1.3
anm_reload_2 = blnd_bm16sh_reloadfull_arms, bm16sh_reloadfull, 1.3
anm_shot_1 = blnd_bm16sh_shootboth_arms, bm16sh_shootboth
anm_shot_2 = blnd_bm16sh_shoot_arms, bm16sh_shootone
anm_show_0 = blnd_bm16sh_draw_arms, bm16sh_idle_both, 1.5
anm_show_1 = blnd_bm16sh_draw_arms, bm16sh_idle_one, 1.5
anm_show_2 = blnd_bm16sh_draw_arms, bm16sh_idle, 1.5
anm_reload_misfire = blnd_bm16sh_unjam_arms, bm16sh_unjam, 1.17
shell_bone = wpn_body
shell_dir = 0, 1, 0
shell_point = 0, 0, 0
fire_bone = muzzle
fire_point = 0, 0, 0
freelook_z_offset_mul = 1
;------------------------------------------------------------------------------------------------
[wpn_bm16_alt]:wpn_bm16
inv_grid_y = 56
inv_name = st_wpn_bm16_alt
inv_name_short = st_wpn_bm16_alt
cost = 12850
hud = wpn_bm16_sk1_hud
visual = dynamics\weapons\wpn_bm16\wpn_bm16_sk1.ogf
installed_upgrades = up_secona_bm16
fire_dispersion_base = 0.90
misfire_start_condition = 0.7 ; 0.83
misfire_start_prob = 0.007
misfire_end_condition = 0.09
misfire_end_prob = 0.11
condition_queue_shot_dec = 0.0017
condition_shot_dec = 0.0024
[wpn_bm16_sk1_hud]:wpn_bm16_hud
item_visual = anomaly_weapons\wpn_bm16\wpn_bm16_sk1_hud.ogf
;------------------------------------------------------------------------------------------------
[wpn_bm16_full]:wpn_bm16,wpn_bm16full_sounds
hand_dependence = 1
single_handed = 0
slot = 2
inv_grid_height = 1
inv_grid_width = 5
inv_grid_x = 30
inv_grid_y = 30
inv_name = st_wpn_bm16_full
inv_name_short = st_wpn_bm16_full
description = st_wpn_bm16_full_descr
inv_weight = 3.4
cost = 15480
hud = wpn_bm16_full_hud
visual = dynamics\weapons\wpn_bm16\wpn_bm16_full.ogf
upgrades = up_gr_firstab_bm16_full, up_gr_seconab_bm16_full, up_gr_thirdab_bm16_full
installed_upgrades =
upgrade_scheme = upgrade_scheme_bm16
ammo_class = ammo_12x70_buck, ammo_12x70_buck_bad, ammo_12x70_buck_verybad, ammo_12x76_zhekan, ammo_12x76_zhekan_bad, ammo_12x76_zhekan_verybad, ammo_12x76_dart, ammo_12x76_dart_bad, ammo_12x76_dart_verybad, ammo_12x70_buck_self
ammo_elapsed = 2
ammo_mag_size = 2
startup_ammo = 10
time_to_aim = 1.0 ; 1.0
zoom_rotate_time = 0.33
control_inertion_factor = 1.0f
crosshair_inertion = 7.3
fire_dispersion_base = 0.79
fire_dispersion_condition_factor = 0.001
misfire_probability = 0.005
misfire_start_condition = 0.7 ; 0.85
misfire_start_prob = 0.007
misfire_end_condition = 0.1
misfire_end_prob = 0.11
condition_queue_shot_dec = 0.0016
condition_shot_dec = 0.0023
cam_return = 0
cam_relax_speed = 4.0
cam_dispersion = 14.44
cam_dispersion_frac = 0.9
cam_dispersion_inc = 3.96
cam_max_angle = 50.0
cam_max_angle_horz = 50.0
cam_step_angle_horz = 10.55
zoom_cam_relax_speed = 4.0
zoom_cam_dispersion = 14.72
zoom_cam_dispersion_frac = 0.7
zoom_cam_dispersion_inc = 3.18
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 10.53
PDM_disp_accel_factor = 1.955
PDM_disp_base = 1.8
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
PDM_disp_vel_factor = 1.95
cam_relax_speed_ai = 360
zoom_cam_relax_speed_ai = 120.75
[wpn_bm16_full_hud]:wpn_bm16_hud
item_visual = anomaly_weapons\wpn_bm16\wpn_bm16_full_hud.ogf
attach_place_idx = 0
zoom_hide_crosshair = true
hands_position = -0.01, 0.000, -0.1
hands_position_16x9 = -0.01, 0.000, -0.1
hands_orientation = 0.9, 0.9, 0
hands_orientation_16x9 = 0.9, 0.9, 0
aim_hud_offset_pos = -0.0435, 0.04, -0.05
aim_hud_offset_pos_16x9 = -0.0435, 0.04, -0.05
aim_hud_offset_rot = 0, 0.0156, 0
aim_hud_offset_rot_16x9 = 0, 0.0156, 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
shooting_hud_effect = false
anm_bore_0 = blnd_bm16_afk_arms, idle_empty
anm_bore_1 = blnd_bm16_afk_arms, idle_one
anm_bore_2 = blnd_bm16_afk_arms, idle
anm_hide = blnd_bm16_holster_arms, idle, 1.1
anm_hide_0 = blnd_bm16_holster_arms, idle_empty, 1.1
anm_hide_1 = blnd_bm16_holster_arms, idle_one, 1.1
anm_hide_2 = blnd_bm16_holster_arms, idle, 1.1
anm_idle = blnd_bm16_idle_arms, idle
anm_idle_0 = blnd_bm16_idle_arms, idle_empty
anm_idle_1 = blnd_bm16_idle_arms, idle_one
anm_idle_2 = blnd_bm16_idle_arms, idle
anm_idle_aim_0 = blnd_bm16_idleads_arms, idle_empty, 0.10
anm_idle_aim_1 = blnd_bm16_idleads_arms, idle_one, 0.10
anm_idle_aim_2 = blnd_bm16_idleads_arms, idle, 0.10
anm_idle_aim_moving_0 = blnd_bm16_idleads_arms, idle_empty, 0.90
anm_idle_aim_moving_1 = blnd_bm16_idleads_arms, idle_one, 0.90
anm_idle_aim_moving_2 = blnd_bm16_idleads_arms, idle, 0.90
anm_idle_aim_moving_crouch_0 = blnd_bm16_idleads_arms, idle_empty, 0.95
anm_idle_aim_moving_crouch_1 = blnd_bm16_idleads_arms, idle_one, 0.95
anm_idle_aim_moving_crouch_2 = blnd_bm16_idleads_arms, idle, 0.95
anm_idle_moving_0 = blnd_bm16_walk_arms, idle_empty, 0.90
anm_idle_moving_1 = blnd_bm16_walk_arms, idle_one, 0.90
anm_idle_moving_2 = blnd_bm16_walk_arms, idle, 0.90
anm_idle_moving_crouch_0 = blnd_bm16_walk_arms, idle_empty, 0.90
anm_idle_moving_crouch_1 = blnd_bm16_walk_arms, idle_one, 0.90
anm_idle_moving_crouch_2 = blnd_bm16_walk_arms, idle, 0.90
anm_idle_sprint_0 = blnd_bm16_sprint_arms, idle_empty, 1.2
anm_idle_sprint_1 = blnd_bm16_sprint_arms, idle_one, 1.2
anm_idle_sprint_2 = blnd_bm16_sprint_arms, idle, 1.2
anm_reload_1 = blnd_bm16_reloadone_arms, reloadone, 1.28
anm_reload_2 = blnd_bm16_reloadfull_arms, reloadfull, 1.28
anm_shot_1 = blnd_bm16_shootfull_arms, shootfull
anm_shot_2 = blnd_bm16_shootone_arms, shootone
anm_show_0 = blnd_bm16_draw_arms, idle_empty, 1.1
anm_show_1 = blnd_bm16_draw_arms, idle_one, 1.1
anm_show_2 = blnd_bm16_draw_arms, idle, 1.1
anm_reload_misfire = blnd_bm16_unjam_arms, unjam, 1.12
;------------------------------------------------------------------------------------------------
[wpn_bm16_full_alt]:wpn_bm16_full
inv_grid_y = 31
inv_name = st_wpn_bm16_full_alt
inv_name_short = st_wpn_bm16_full_alt
cost = 18250
hud = wpn_bm16_full_sk1_hud
visual = dynamics\weapons\wpn_bm16\wpn_bm16_full_sk1.ogf
installed_upgrades = up_firsta_bm16_full
fire_dispersion_base = 0.79
misfire_start_condition = 0.7 ; 0.79
misfire_start_prob = 0.003
misfire_end_condition = 0.08
misfire_end_prob = 0.02
condition_queue_shot_dec = 0.0016
condition_shot_dec = 0.0023
[wpn_bm16_full_sk1_hud]:wpn_bm16_full_hud
item_visual = anomaly_weapons\wpn_bm16\wpn_bm16_full_sk1_hud.ogf