[wpn_val]:identity_immunities,weapon_probability,default_weapon_params, wpn_val_sounds GroupControlSection = spawn_group $npc = off $prefetch = 8 $spawn = "weapons\val" scheduled = off cform = skeleton parent_section = wpn_val class = WP_VAL 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 = 6 inv_grid_y = 22 inv_name = str_wpn_val inv_name_short = str_wpn_val description = str_wpn_val_descr kind = w_rifle inv_weight = 2.5 cost = 11000 repair_type = weapon weapon_class = assault_rifle tier = 4 hud = wpn_val_hud visual = dynamics\weapons\wpn_val\wpn_val.ogf position = -0.026, -0.08, 0.0 orientation = 0, 0, 0 fire_point = 0, 0.174, 0.562 fire_point2 = 0, 0.097, 0.722 strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 strap_position = -0.26, -0.11, 0.25 strap_orientation = -15, -9, 110 ph_mass = 3 flame_particles = weapons\generic_weapon05 smoke_particles = weapons\generic_shoot_00 grenade_flame_particles = weapons\generic_weapon01 light_disabled = true light_color = 0.6, 0.5, 0.3 light_range = 0.01 light_time = 0.2 light_var_color = 0.05 light_var_range = 0.5 upgrades = up_gr_firstab_val, up_gr_seconab_val, up_gr_thirdab_val, up_gr_fourtab_val, up_gr_fifthab_val installed_upgrades = upgrade_scheme = upgrade_scheme_val upgr_icon_x = 297 upgr_icon_y = 739 upgr_icon_width = 292 upgr_icon_height = 99 fire_modes = 1, -1 ammo_class = ammo_9x39_pab9, ammo_9x39_ap ammo_elapsed = 20 ammo_mag_size = 20 startup_ammo = 90 scopes_sect = scope_val_computerized scopes = pso, pso_blue scope_status = 2 scope_zoom_factor = 0 silencer_name = wpn_addon_silencer silencer_status = 1 silencer_x = 221 silencer_y = 16 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_launcher_status = 0 launch_speed = 0 hit_power = 0.42, 0.42, 0.42, 0.42 hit_impulse = 100 hit_type = fire_wound fire_distance = 600 bullet_speed = 300 rpm = 900 rpm_empty_click = 200 use_aim_bullet = true time_to_aim = 0.0 ; 3.0 zoom_dof = 0.5, 1.0, 180 zoom_enabled = true zoom_rotate_time = 0.25 reload_dof = 0.0, 0.5, 5, 2 control_inertion_factor = 1.0f crosshair_inertion = 4.8 fire_dispersion_base = 0.3 fire_dispersion_condition_factor = 0.001 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 = 0.004 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.057 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.00055 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.00065 ;--дисперсия---------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.2 ;0.15 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.2f crosshair_inertion = 5.65 ;отдача cam_return = 0 cam_relax_speed = 4 ;скорость возврата в исходное положение cam_relax_speed_ai = 360 cam_dispersion = 0.5 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 0.25 ;увеличениe cam_dispersion с каждым выстрелом cam_dispersion_frac = 0.7 ;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 = 0.7 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 0.5 PDM_disp_vel_factor = 1.5 PDM_disp_accel_factor = 1.5 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 zoom_cam_relax_speed = 4 ; scope & ironsight zoom_cam_relax_speed_ai = 120.75 zoom_cam_dispersion = 0.45 zoom_cam_dispersion_inc = 0.22 zoom_cam_dispersion_frac = 0.7 zoom_cam_max_angle = 50.0 zoom_cam_max_angle_horz = 50.0 zoom_cam_step_angle_horz = 0.5 fire_dispersion_condition_factor = 16 ;увеличение дисперсии в процентах при максимальном износе 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 = 154 kill_msg_width = 78 kill_msg_height = 21 shell_point = 0,0.216,0.174 shell_dir = 0, 0, 0.4 shell_particles = weapons\9x39 [wpn_val_hud]:hud_base item_visual = dynamics\weapons\wpn_val\wpn_val_hud.ogf attach_place_idx = 0 zoom_hide_crosshair = true hands_position = -0.022,-0.15,0.2 hands_orientation = 2,2,0 hands_position_16x9 = -0.022,-0.15,0.2 hands_orientation_16x9 = 2,2,0 aim_hud_offset_pos = -0.139000,0.074800,-0.166000 aim_hud_offset_rot = 0.031650,0.035300,-0.001000 aim_hud_offset_pos_16x9 = -0.139000,0.074800,-0.166000 aim_hud_offset_rot_16x9 = 0.031650,0.035300,-0.001000 item_position = 0,0,0 item_orientation = 0,0,0 shell_point = 0,0,0 shell_dir = 0.0, 1.0, 0.0 shell_bone = gilza fire_point = 0,0,0 fire_bone = muzzle fire_point2 = 0,0,0 fire_bone2 = muzzle anm_show = val_draw anm_hide = val_holster anm_idle = val_idle anm_idle_sprint = val_idle_sprint anm_idle_moving = val_idle_moving anm_idle_moving_crouch = val_idle_crouch anm_shots = val_shoot, shoot anm_reload = val_reload, reload anm_reload_empty = val_reload_empty, reload_empty anm_idle_aim = val_idle_aim anm_bore = val_idle_aim 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 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 grenade_bone = grenade [wpn_val_pso]:wpn_val 1icon_layer = pso 1icon_layer_x = 48 1icon_layer_y = 01 inv_weight = 3 hud = wpn_val_pso_hud scope_status = 1 scope_dynamic_zoom = off scope_texture = wpn_owa_crosshair scope_zoom_factor = 40 zoom_rotate_time = 0.25 scope_zoom_factor_alt = 0 use_alt_aim_hud = true [wpn_val_pso_hud]:wpn_val_hud aim_hud_offset_pos = -0.06,0.015,-0.17 aim_hud_offset_pos_16x9 = -0.06,0.015,-0.17 aim_hud_offset_rot = 0.02,0,0 aim_hud_offset_rot_16x9 = 0.02,0,0 [wpn_val_pso_blue]:wpn_val 1icon_layer = pso_blue 1icon_layer_x = 48 1icon_layer_y = 01 inv_weight = 3 hud = wpn_val_pso_blue_hud scope_status = 1 scope_dynamic_zoom = on scope_texture = wpn_owa_crosshair_blue scope_zoom_factor = 10 scope_zoom_factor_alt = 0 use_alt_aim_hud = true zoom_rotate_time = 0.25 [wpn_val_pso_blue_hud]:wpn_val_hud aim_hud_offset_pos = -0.06,0.015,-0.17 aim_hud_offset_pos_16x9 = -0.06,0.015,-0.17 aim_hud_offset_rot = 0.02,0,0 aim_hud_offset_rot_16x9 = 0.02,0,0 [scope_val_computerized] scope_name = pso_green scope_x = 48 ; offset in inventory icon scope_y = 1