[wpn_fn2000]:identity_immunities,weapon_probability,default_weapon_params,wpn_fn2000_sounds GroupControlSection = spawn_group $npc = on $prefetch = 8 $spawn = "weapons\fn-2000" scheduled = off cform = skeleton class = WP_GROZA 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 = 4 inv_grid_height = 2 inv_grid_x = 0 inv_grid_y = 20 inv_name = str_wpn_fn2000 inv_name_short = str_wpn_fn2000 description = str_wpn_fn2000_descr kind = w_rifle inv_weight = 3.8 cost = 20000 repair_type = weapon weapon_class = assault_rifle tier = 4 hud = wpn_fn2000_hud use_alt_aim_hud = false visual = dynamics\weapons\wpn_fn2000\wpn_fn2000.ogf position = -0.026, -0.132, 0.0 orientation = 0, 0, 0 fire_point = 0.000000, 0.184, 0.35 fire_point2 = 0.0, 0.123, 0.398 strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 strap_position = -0.15, -0.35, 0.27 strap_orientation = -10, -5, 10 ph_mass = 4 flame_particles = weapons\generic_weapon05 smoke_particles = weapons\generic_shoot_00 grenade_flame_particles = weapons\generic_weapon01 shell_point = -0.02,0.186,0.2 shell_dir = 0.0, 1.0, 0.0 shell_particles = weapons\556x45 light_disabled = false light_color = 0.6, 0.5, 0.3 light_range = 4 light_time = 0.2 light_var_color = 0.05 light_var_range = 0.1 upgrades = up_gr_firstab_fn2000, up_gr_seconab_fn2000, up_gr_thirdab_fn2000, up_gr_fourtab_fn2000, up_gr_fourtcd_fn2000, up_gr_fourtef_fn2000 installed_upgrades = upgrade_scheme = upgrade_scheme_fn2000 upgr_icon_x = 300 upgr_icon_y = 395 upgr_icon_width = 292 upgr_icon_height = 118 fire_modes = 1, 3, -1 ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap ammo_elapsed = 30 ammo_mag_size = 30 startup_ammo = 1000 scope_status = 1 scope_texture = wpn_owa_crosshair_f2000 scope_zoom_factor = 50 silencer_name = wpn_addon_silencer silencer_status = 2 silencer_x = 163 silencer_y = 13 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_class = ammo_m209 grenade_launcher_name = wpn_addon_grenade_launcher grenade_launcher_status = 1 grenade_launcher_x = 95 grenade_launcher_y = 25 grenade_vel = 76 launch_speed = 32 hit_power = 0.35, 0.35, 0.35, 0.35 hit_impulse = 100 hit_type = fire_wound fire_distance = 1000 bullet_speed = 920 rpm = 850 rpm_empty_click = 200 use_aim_bullet = true time_to_aim = 0.0 ; 1.0 zoom_enabled = true zoom_rotate_time = 0.25 reload_dof = 0.0, 0.5, 5, 2 control_inertion_factor = 1.0f crosshair_inertion = 6.3 fire_dispersion_condition_factor = 11 ;увеличение дисперсии в процентах при максимальном износе misfire_probability = 0.005 ;вероятность осечки при максимальном износе !!!old - now not working ;изношенность, при которой появляется шанс осечки misfire_start_condition = 0.6 ;изношеность при которой шанс осечки становится константным misfire_end_condition = 0.1 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = 0.005 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.06 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0005 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.0005 ;-дисперсия----------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.2 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.2f crosshair_inertion = 6.30 ;отдача cam_return = 0 cam_relax_speed = 5 ;скорость возврата в исходное положение cam_relax_speed_ai = 120.75 cam_dispersion = 0.3 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 0.15 ;увеличениe cam_dispersion с каждым выстрелом cam_dispersion_frac = 1.0 ;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac) cam_max_angle = 50.0 ;максимальный угол отдачи cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 1.2 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 0.5 PDM_disp_vel_factor = 2.0 PDM_disp_accel_factor = 2.0 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 zoom_cam_relax_speed = 5 ; scope & ironsight zoom_cam_relax_speed_ai = 360 zoom_cam_dispersion = 0.3 zoom_cam_dispersion_inc = 0.15 zoom_cam_dispersion_frac = 1.0 zoom_cam_max_angle = 50.0 zoom_cam_max_angle_horz = 50.0 zoom_cam_step_angle_horz = 1.0 cam_relax_speed_ai = 120.75 zoom_cam_relax_speed_ai = 360 holder_fov_modifier = 1.0 holder_range_modifier = 1.85 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 = 131 kill_msg_y = 123 kill_msg_width = 64 kill_msg_height = 30 [wpn_fn2000_hud]:hud_base item_visual = dynamics\weapons\wpn_fn2000\wpn_fn2000_hud.ogf zoom_hide_crosshair = true ; = true attach_place_idx = 0 hands_position = -0.02,-0.15,0.2 hands_orientation = 2,2,0 hands_position_16x9 = -0.02,-0.15,0.2 hands_orientation_16x9 = 2,2,0 item_position = 0,0,0 item_orientation = 0,0,0 aim_hud_offset_pos = -0.1393,0.001,-0.1 aim_hud_offset_pos_16x9 = -0.1393,0.001,-0.1 aim_hud_offset_rot = 0.0075, 0.035, 0 aim_hud_offset_rot_16x9 = 0.0075, 0.035, 0 gl_hud_offset_pos = -0.18,0.004,0.0 gl_hud_offset_pos_16x9 = -0.18,0.004,0.0 gl_hud_offset_rot = 0.0,0.03275,0.0 gl_hud_offset_rot_16x9 = 0.0,0.03275,0.0 aim_hud_offset_alt_pos = -0.1393,0.001,-0.1 aim_hud_offset_alt_pos_16x9 = -0.1393,0.001,-0.1 aim_hud_offset_alt_rot = 0.0075, 0.035, 0 aim_hud_offset_alt_rot_16x9 = 0.0075, 0.035, 0 lowered_hud_offset_pos = 0.145, 0.0, -0.06 lowered_hud_offset_pos_16x9 = 0.145, 0.0, -0.06 lowered_hud_offset_rot = -0.05, -0.55, 0.4 lowered_hud_offset_rot_16x9 = -0.05, -0.55, 0.4 lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0 anm_show = f2000_draw anm_hide = f2000_holster anm_idle = f2000_idle anm_idle_sprint = f2000_idle_sprint anm_idle_moving = f2000_idle_moving anm_idle_moving_crouch = f2000_idle_crouch anm_shots = f2000_shoot anm_reload = f2000_reload anm_reload_empty = f2000_reload_empty anm_idle_aim = f2000_idle_aim anm_switch = f2000_switch_off anm_switch_g = f2000_switch_on anm_bore = f2000_idle_aim anm_show_w_gl = f2000_draw anm_hide_w_gl = f2000_holster anm_idle_w_gl = f2000_idle anm_shots_w_gl = f2000_shoot anm_reload_w_gl = f2000_reload anm_reload_empty_w_gl = f2000_reload_empty anm_idle_w_gl_aim = f2000_idle_aim anm_idle_sprint_w_gl = f2000_idle_sprint anm_idle_moving_w_gl = f2000_idle_moving anm_idle_moving_crouch_w_gl = f2000_idle_crouch anm_bore_w_gl = f2000_idle_aim anm_show_g = f2000_draw_grenade, f2000_idle_grenade anm_hide_g = f2000_holster_grenade, f2000_idle_grenade anm_idle_g = f2000_idle_grenade, f2000_idle_grenade anm_reload_g = f2000_reload_grenade anm_idle_g_aim = f2000_idle_aim_grenade, f2000_idle_grenade anm_shots_g = f2000_shoot_grenade anm_idle_sprint_g = f2000_idle_sprint_grenade, f2000_idle_grenade anm_idle_moving_g = f2000_idle_moving_grenade, f2000_idle_grenade anm_idle_moving_crouch_g = f2000_idle_crouch_grenade, f2000_idle_grenade anm_bore_g = f2000_idle_aim_grenade, f2000_idle_grenade shell_bone = gilza shell_dir = 0, 0, 0 shell_point = 0, 0, 0 fire_bone = muzzle fire_bone2 = muzzle_gl fire_point = 0, 0, 0 fire_point2 = 0, 0, 0 freelook_z_offset_mul = 0.65