398 lines
18 KiB
TeX
398 lines
18 KiB
TeX
;------------------------------------------------------------------------------------------------
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[wpn_bm16]:identity_immunities,weapon_probability,default_weapon_params,wpn_bm16_sounds
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GroupControlSection = spawn_group
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$npc = on
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$prefetch = 8
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$spawn = "weapons\bm16"
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scheduled = off
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cform = skeleton
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class = WP_BM16
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slot = 2
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animation_slot = 3
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ef_main_weapon_type = 1
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ef_weapon_type = 9
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hand_dependence = 1
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single_handed = 0
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inv_grid_height = 1
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inv_grid_width = 3
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inv_grid_x = 47
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inv_grid_y = 55
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inv_name = st_wpn_bm16
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inv_name_short = st_wpn_bm16
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description = st_wpn_bm16_descr
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kind = w_shotgun
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inv_weight = 1.92
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cost = 9650
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repair_type = shotgun
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weapon_class = shotgun
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hud = wpn_bm16_hud
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visual = dynamics\weapons\wpn_bm16\wpn_bm16.ogf
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position = -0.026, -0.096, 0.045
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orientation = 0, 30, 0
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fire_point = 0, 0.136, 0.39
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fire_point2 = 0, 0.136, 0.39
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strap_bone0 = bip01_spine2
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strap_bone1 = bip01_spine1
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strap_position = -0.26, -0.11, 0.15
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strap_orientation = -15, -9, 110
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ph_mass = 3
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flame_particles = weapons\generic_weapon05
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smoke_particles = amik\weapons\smoke_particles\smoke_particles_pump_01
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light_color = 0.6, 0.5, 0.3
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light_range = 6.0
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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_bm16, up_gr_seconab_bm16, up_gr_thirdab_bm16
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installed_upgrades =
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upgrade_scheme = upgrade_scheme_bm16
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upgr_icon_x = 1450
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upgr_icon_y = 600
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upgr_icon_width = 300
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upgr_icon_height = 100
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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
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ammo_elapsed = 2
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ammo_mag_size = 2
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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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grenade_launcher_status = 0
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hit_impulse = 30
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hit_power = 0.77, 0.77, 0.77, 0.77
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hit_type = fire_wound
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fire_distance = 200
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bullet_speed = 220
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rpm = 1000
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rpm_empty_click = 200
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time_to_aim = 0.0 ; 1.0
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zoom_dof = 0.5, 1.0, 180
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zoom_enabled = true
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zoom_rotate_time = 0.1
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control_inertion_factor = 1.0f
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crosshair_inertion = 4.0
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fire_dispersion_base = 0.40
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fire_dispersion_condition_factor = 0.001
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misfire_start_condition = 0.7 ; 0.85
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misfire_start_prob = 0.007
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misfire_end_condition = 0.1
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misfire_end_prob = 0.11
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condition_queue_shot_dec = 0.0018
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condition_shot_dec = 0.0025
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cam_return = 0
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cam_relax_speed = 10
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cam_dispersion = 20.0
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cam_dispersion_frac = 0.7
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cam_dispersion_inc = 2.0
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cam_max_angle = 30.0
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cam_max_angle_horz = 25.0
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cam_step_angle_horz = 28.0
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zoom_cam_relax_speed = 10
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zoom_cam_dispersion = 20.0
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zoom_cam_dispersion_frac = 0.7
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zoom_cam_dispersion_inc = 2.5
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zoom_cam_max_angle = 30.0
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zoom_cam_max_angle_horz = 30.0
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zoom_cam_step_angle_horz = 20.0
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PDM_disp_accel_factor = 1.355
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PDM_disp_base = 1.35
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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 = 1.35
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cam_relax_speed_ai = 360
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zoom_cam_relax_speed_ai = 120.75
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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 = 0
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kill_msg_y = 104
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kill_msg_width = 54
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kill_msg_height = 16
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[wpn_bm16_hud]:hud_base
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item_visual = anomaly_weapons\wpn_bm16\wpn_bm16_hud.ogf
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attach_place_idx = 0
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zoom_hide_crosshair = true
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item_position = 0, 0, 0
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item_orientation = 0, 0, 0
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hands_position = -0.01, -0.01, 0.03
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hands_position_16x9 = -0.01, -0.01, 0.03
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hands_orientation = 0.9, 0.9, -4
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hands_orientation_16x9 = 0.9, 0.9, -4
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aim_hud_offset_pos = -0.03, 0.05, -0.01
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aim_hud_offset_pos_16x9 = -0.03, 0.05, -0.01
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aim_hud_offset_rot = 0, 0.01, -0.05
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aim_hud_offset_rot_16x9 = 0, 0.01, -0.05
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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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shooting_hud_effect = false
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anm_bore_0 = blnd_bm16sh_afk_arms, bm16sh_idle_both
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anm_bore_1 = blnd_bm16sh_afk_arms, bm16sh_idle_one
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anm_bore_2 = blnd_bm16sh_afk_arms, bm16sh_idle
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anm_hide = blnd_bm16sh_holster_arms, bm16sh_idle, 1.5
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anm_hide_0 = blnd_bm16sh_holster_arms, bm16sh_idle_both, 1.5
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anm_hide_1 = blnd_bm16sh_holster_arms, bm16sh_idle_one, 1.5
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anm_hide_2 = blnd_bm16sh_holster_arms, bm16sh_idle, 1.5
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anm_idle = blnd_bm16sh_idle_arms, bm16sh_idle
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anm_idle_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both
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anm_idle_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one
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anm_idle_2 = blnd_bm16sh_idle_arms, bm16sh_idle
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anm_idle_aim_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both, 1
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anm_idle_aim_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one, 1
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anm_idle_aim_2 = blnd_bm16sh_idle_arms, bm16sh_idle, 1
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anm_idle_aim_moving_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both, 0.90
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anm_idle_aim_moving_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one, 0.90
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anm_idle_aim_moving_2 = blnd_bm16sh_idle_arms, bm16sh_idle, 0.90
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anm_idle_aim_moving_crouch_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both, 0.95
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anm_idle_aim_moving_crouch_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one, 0.95
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anm_idle_aim_moving_crouch_2 = blnd_bm16sh_idle_arms, bm16sh_idle, 0.95
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anm_idle_moving_0 = blnd_bm16sh_walk_arms, bm16sh_idle_both, 0.90
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anm_idle_moving_1 = blnd_bm16sh_walk_arms, bm16sh_idle_one, 0.90
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anm_idle_moving_2 = blnd_bm16sh_walk_arms, bm16sh_idle, 0.90
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anm_idle_moving_crouch_0 = blnd_bm16sh_walk_arms, bm16sh_idle_both, 0.90
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anm_idle_moving_crouch_1 = blnd_bm16sh_walk_arms, bm16sh_idle_one, 0.90
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anm_idle_moving_crouch_2 = blnd_bm16sh_walk_arms, bm16sh_idle, 0.90
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anm_idle_sprint_0 = blnd_bm16sh_sprint_arms, bm16sh_idle_both, 1.2
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anm_idle_sprint_1 = blnd_bm16sh_sprint_arms, bm16sh_idle_one, 1.2
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anm_idle_sprint_2 = blnd_bm16sh_sprint_arms, bm16sh_idle, 1.2
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anm_reload_1 = blnd_bm16sh_reloadone_arms, bm16sh_reloadone, 1.3
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anm_reload_2 = blnd_bm16sh_reloadfull_arms, bm16sh_reloadfull, 1.3
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anm_shot_1 = blnd_bm16sh_shootboth_arms, bm16sh_shootboth
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anm_shot_2 = blnd_bm16sh_shoot_arms, bm16sh_shootone
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anm_show_0 = blnd_bm16sh_draw_arms, bm16sh_idle_both, 1.5
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anm_show_1 = blnd_bm16sh_draw_arms, bm16sh_idle_one, 1.5
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anm_show_2 = blnd_bm16sh_draw_arms, bm16sh_idle, 1.5
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anm_reload_misfire = blnd_bm16sh_unjam_arms, bm16sh_unjam, 1.17
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shell_bone = wpn_body
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shell_dir = 0, 1, 0
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shell_point = 0, 0, 0
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fire_bone = muzzle
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fire_point = 0, 0, 0
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freelook_z_offset_mul = 1
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;------------------------------------------------------------------------------------------------
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[wpn_bm16_alt]:wpn_bm16
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inv_grid_y = 56
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inv_name = st_wpn_bm16_alt
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inv_name_short = st_wpn_bm16_alt
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cost = 12850
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hud = wpn_bm16_sk1_hud
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visual = dynamics\weapons\wpn_bm16\wpn_bm16_sk1.ogf
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installed_upgrades = up_secona_bm16
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fire_dispersion_base = 0.90
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misfire_start_condition = 0.7 ; 0.83
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misfire_start_prob = 0.007
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misfire_end_condition = 0.09
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misfire_end_prob = 0.11
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condition_queue_shot_dec = 0.0017
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condition_shot_dec = 0.0024
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[wpn_bm16_sk1_hud]:wpn_bm16_hud
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item_visual = anomaly_weapons\wpn_bm16\wpn_bm16_sk1_hud.ogf
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;------------------------------------------------------------------------------------------------
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[wpn_bm16_full]:wpn_bm16,wpn_bm16full_sounds
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hand_dependence = 1
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single_handed = 0
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slot = 2
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inv_grid_height = 1
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inv_grid_width = 5
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inv_grid_x = 30
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inv_grid_y = 30
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inv_name = st_wpn_bm16_full
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inv_name_short = st_wpn_bm16_full
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description = st_wpn_bm16_full_descr
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inv_weight = 3.4
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cost = 15480
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hud = wpn_bm16_full_hud
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visual = dynamics\weapons\wpn_bm16\wpn_bm16_full.ogf
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upgrades = up_gr_firstab_bm16_full, up_gr_seconab_bm16_full, up_gr_thirdab_bm16_full
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installed_upgrades =
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upgrade_scheme = upgrade_scheme_bm16
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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
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ammo_elapsed = 2
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ammo_mag_size = 2
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startup_ammo = 10
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time_to_aim = 1.0 ; 1.0
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zoom_rotate_time = 0.33
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control_inertion_factor = 1.0f
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crosshair_inertion = 7.3
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fire_dispersion_base = 0.79
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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 ; 0.85
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misfire_start_prob = 0.007
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misfire_end_condition = 0.1
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misfire_end_prob = 0.11
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condition_queue_shot_dec = 0.0016
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condition_shot_dec = 0.0023
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cam_return = 0
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cam_relax_speed = 4.0
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cam_dispersion = 14.44
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cam_dispersion_frac = 0.9
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cam_dispersion_inc = 3.96
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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 = 10.55
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zoom_cam_relax_speed = 4.0
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zoom_cam_dispersion = 14.72
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zoom_cam_dispersion_frac = 0.7
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zoom_cam_dispersion_inc = 3.18
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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 = 10.53
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PDM_disp_accel_factor = 1.955
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PDM_disp_base = 1.8
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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 = 1.95
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cam_relax_speed_ai = 360
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zoom_cam_relax_speed_ai = 120.75
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[wpn_bm16_full_hud]:wpn_bm16_hud
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item_visual = anomaly_weapons\wpn_bm16\wpn_bm16_full_hud.ogf
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attach_place_idx = 0
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zoom_hide_crosshair = true
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hands_position = -0.01, 0.000, -0.1
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hands_position_16x9 = -0.01, 0.000, -0.1
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hands_orientation = 0.9, 0.9, 0
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hands_orientation_16x9 = 0.9, 0.9, 0
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aim_hud_offset_pos = -0.0435, 0.04, -0.05
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aim_hud_offset_pos_16x9 = -0.0435, 0.04, -0.05
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aim_hud_offset_rot = 0, 0.0156, 0
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aim_hud_offset_rot_16x9 = 0, 0.0156, 0
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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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shooting_hud_effect = false
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anm_bore_0 = blnd_bm16_afk_arms, idle_empty
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anm_bore_1 = blnd_bm16_afk_arms, idle_one
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anm_bore_2 = blnd_bm16_afk_arms, idle
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anm_hide = blnd_bm16_holster_arms, idle, 1.1
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anm_hide_0 = blnd_bm16_holster_arms, idle_empty, 1.1
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anm_hide_1 = blnd_bm16_holster_arms, idle_one, 1.1
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anm_hide_2 = blnd_bm16_holster_arms, idle, 1.1
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anm_idle = blnd_bm16_idle_arms, idle
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anm_idle_0 = blnd_bm16_idle_arms, idle_empty
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anm_idle_1 = blnd_bm16_idle_arms, idle_one
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anm_idle_2 = blnd_bm16_idle_arms, idle
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anm_idle_aim_0 = blnd_bm16_idleads_arms, idle_empty, 0.10
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anm_idle_aim_1 = blnd_bm16_idleads_arms, idle_one, 0.10
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anm_idle_aim_2 = blnd_bm16_idleads_arms, idle, 0.10
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anm_idle_aim_moving_0 = blnd_bm16_idleads_arms, idle_empty, 0.90
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anm_idle_aim_moving_1 = blnd_bm16_idleads_arms, idle_one, 0.90
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anm_idle_aim_moving_2 = blnd_bm16_idleads_arms, idle, 0.90
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anm_idle_aim_moving_crouch_0 = blnd_bm16_idleads_arms, idle_empty, 0.95
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anm_idle_aim_moving_crouch_1 = blnd_bm16_idleads_arms, idle_one, 0.95
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anm_idle_aim_moving_crouch_2 = blnd_bm16_idleads_arms, idle, 0.95
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anm_idle_moving_0 = blnd_bm16_walk_arms, idle_empty, 0.90
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anm_idle_moving_1 = blnd_bm16_walk_arms, idle_one, 0.90
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anm_idle_moving_2 = blnd_bm16_walk_arms, idle, 0.90
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anm_idle_moving_crouch_0 = blnd_bm16_walk_arms, idle_empty, 0.90
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anm_idle_moving_crouch_1 = blnd_bm16_walk_arms, idle_one, 0.90
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anm_idle_moving_crouch_2 = blnd_bm16_walk_arms, idle, 0.90
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anm_idle_sprint_0 = blnd_bm16_sprint_arms, idle_empty, 1.2
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anm_idle_sprint_1 = blnd_bm16_sprint_arms, idle_one, 1.2
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anm_idle_sprint_2 = blnd_bm16_sprint_arms, idle, 1.2
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anm_reload_1 = blnd_bm16_reloadone_arms, reloadone, 1.28
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anm_reload_2 = blnd_bm16_reloadfull_arms, reloadfull, 1.28
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anm_shot_1 = blnd_bm16_shootfull_arms, shootfull
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anm_shot_2 = blnd_bm16_shootone_arms, shootone
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anm_show_0 = blnd_bm16_draw_arms, idle_empty, 1.1
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anm_show_1 = blnd_bm16_draw_arms, idle_one, 1.1
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anm_show_2 = blnd_bm16_draw_arms, idle, 1.1
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anm_reload_misfire = blnd_bm16_unjam_arms, unjam, 1.12
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;------------------------------------------------------------------------------------------------
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[wpn_bm16_full_alt]:wpn_bm16_full
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inv_grid_y = 31
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inv_name = st_wpn_bm16_full_alt
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inv_name_short = st_wpn_bm16_full_alt
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cost = 18250
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hud = wpn_bm16_full_sk1_hud
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visual = dynamics\weapons\wpn_bm16\wpn_bm16_full_sk1.ogf
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installed_upgrades = up_firsta_bm16_full
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fire_dispersion_base = 0.79
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misfire_start_condition = 0.7 ; 0.79
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misfire_start_prob = 0.003
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misfire_end_condition = 0.08
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misfire_end_prob = 0.02
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condition_queue_shot_dec = 0.0016
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condition_shot_dec = 0.0023
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[wpn_bm16_full_sk1_hud]:wpn_bm16_full_hud
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item_visual = anomaly_weapons\wpn_bm16\wpn_bm16_full_sk1_hud.ogf
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