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Daemonion

ak74 for panzer

Apr 29th, 2014
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  1. [wpn_ak74]:identity_immunities
  2. GroupControlSection     = spawn_group
  3. discovery_dependency    =
  4. $spawn                  = "weapons\ak-74"   ; name and section in level editor
  5. $npc                    = on               
  6. $prefetch               = 8
  7. scheduled               = off               ;[] option for ALife Simulator
  8. cform                   = skeleton
  9. class                   = WP_AK74           ; class of the weapon that corresponding to CPP class
  10. min_radius              = 30                ; [] for AI
  11. max_radius              = 100               ; [] for AI
  12. description             = enc_weapons1_wpn-ak74
  13.    
  14. ef_main_weapon_type     = 2
  15. ef_weapon_type          = 6
  16.  
  17. ;-----------------------------------------------------------------------------------
  18. holder_range_modifier   = 1.0              ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range
  19. holder_fov_modifier     = 0.65              ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov
  20. ;-----------------------------------------------------------------------------------
  21.  
  22. cost                    = 2000              ; the price of the item
  23. weapon_class            = assault_rifle     ; the type of the box that will be used in buy-menu in multiplayer mode
  24.    
  25. ammo_limit              = 999               ; obsolete
  26. ammo_elapsed            = 30                ; obsolete
  27.    
  28. ammo_mag_size           = 30                ; clip (magazine) size
  29. fire_modes              = 1, -1
  30.  
  31. ammo_class              = ammo_5.45x39_fmj, ammo_5.45x39_ap   ; name of the ltx-section of used ammo
  32. grenade_class           = ammo_vog-25, ammo_vog-25p         ; name of the ltx-section of used grenades
  33. launch_speed            = 0
  34.  
  35. hand_dependence         = 1                                 ; how many hands (1 or 2) we used to hold weapon in
  36. single_handed           = 0
  37.    
  38. slot                    = 2                                 ; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
  39. animation_slot          = 2                                 ; type of the animation that will be used
  40.  
  41. inv_name                = wpn-ak74                          ; name in inventory
  42. inv_name_short          = wpn-ak74
  43. inv_weight          = 3.8                               ; weight in inventory
  44.  
  45. inv_grid_width          = 5  ; position and size of the icon that will be used to display weapon in the inventory menu
  46. inv_grid_height         = 2  ; all icons are on the texture ui_icon_equipment.dds,  
  47. inv_grid_x              = 27  ; position and size are in terms of 64x64 squares
  48. inv_grid_y              = 24
  49.  
  50. kill_msg_x          = 0
  51. kill_msg_y          = 28
  52. kill_msg_width      = 84
  53. kill_msg_height     = 28
  54.  
  55. ;-----------------------------------------------------------------------------------
  56. ; base dispersion
  57. ;
  58. ; === Setting of the weapon shooting dispersal parameter ===
  59. ;Dispersal consists from to basic constituents – dispersal of the weapon (relatively small). In fact, this is a dispersal of a weapon griped in a vice; - dispersal of the weapon behavior in the hands of the host (if he running, or walking or shoots in single shots or in a burst) is another, more significant factor of dispersal.
  60. ;Dispersal of the weapon depends only from basic dispersal, basket case factor ant time of the ammo.
  61. ;Dispersal of the way the host shooting (standing, running and etc.)
  62. ;Two types of shooting modes can be defined: - usual mode and zoomed mode.  
  63. ;Usual mode: - depends from the position of the player while shooting (standing, sitting, walking and running)
  64. ;Zoomed mode – depends from the dispersal of the weapon and do NOT depends from the position of the shooter. In that mode, dispersal of the weapon &laquo switches to;»  sight swinging (created be effector).
  65. ;Weapon recoil in the game also created by recoil effector.
  66. ;
  67. ;-----------------------------------------------------------------------------------
  68. ;params of weapon recoil
  69. fire_dispersion_base            = 0.3       ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ)
  70. control_inertion_factor         = 1.25f
  71.  
  72. ;îòäà÷à
  73. cam_relax_speed                 =5;3.5; 0.15        ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå
  74. cam_dispersion                  = 0.15      ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì
  75. cam_dispersion_inc          = 0.3       ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì
  76. cam_dispertion_frac         = 0.9       ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
  77. cam_max_angle               = 10.0          ;ìàêñèìàëüíûé óãîë îòäà÷è
  78. cam_max_angle_horz          = 20.0      ;(degree) maximum shot horizontal degree
  79. cam_step_angle_horz         = 1.1;1     ;(degree) size of step camera moved in horizontal position while shooting
  80.  
  81. fire_dispersion_condition_factor    = 5         ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå
  82. misfire_probability         = 0.003 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå
  83. misfire_condition_k         = 0.05
  84. condition_shot_dec          = 0.0001    ;óâåëè÷åíèå èçíîñà ïðè êàæäîì âûñòðåëå
  85. ;-----------------------------------------------------------------------------------
  86.  
  87. fire_point                  =  0,0.216,0.638            ; position (3rd person view) for particles of fire
  88. fire_point2                 =  0,0.216,0.730            ; position (3rd person view) for particles of fire (when shooting with secondary fire)
  89.  
  90. flame_particles             = weapons\generic_weapon05  ; particles for shooting effects
  91. smoke_particles             = weapons\generic_shoot_00
  92. grenade_flame_particles     = weapons\generic_weapon01
  93.    
  94. shell_point                 = 0,0.216,0.174             ; position (3rd person view) for shell to throw out
  95. shell_particles             = weapons\generic_shells    ; name of the particles for shells
  96.  
  97. PDM_disp_base               = 1.0
  98. PDM_disp_vel_factor         = 1.3
  99. PDM_disp_accel_factor       = 1.3
  100. PDM_crouch                  = 1.0
  101. PDM_crouch_no_acc           = 1.0
  102.  
  103. ; ttc
  104. hit_power                   = 0.62,0.65,0.69,0.71       ; size of damage by bullet
  105. hit_impulse                 = 140       ; size of physic impulse by bullet 
  106. hit_type                    = fire_wound    ; [] type of the wound
  107. fire_distance               = 1000      ; maximum fire distance that bullet can fly
  108. bullet_speed                = 900       ; starting bullet speed
  109. rpm                         = 600       ; max round per minute
  110.  
  111. use_aim_bullet              = true      ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ
  112. time_to_aim                 = 1.0  
  113.  
  114. ;params when silencer is attached
  115. ;similar to corresponding params without prefix silencer_
  116.  
  117. silencer_hit_power          = 0.70,0.73,0.77,0.79
  118. silencer_hit_impulse        = 120
  119. silencer_fire_distance      = 250
  120. silencer_bullet_speed       = 600
  121.  
  122. hud                         = wpn_ak74_hud              ; name of the section of the hud
  123.  
  124. position                    = -0.026,-0.172,0           ; position (offset) and orientation of the weapon in the hands of character
  125. orientation                 = 0,0,0                     ; (3rd person view)
  126.  
  127. ;--STRAP PARAMETERS-----------------------------------------------------------------
  128. strap_position              = -0.16,-0.40,0.15          ; position (offset) and orientation of the weapon when it is strapped
  129. strap_orientation           = -10,-5,10                 ; (3rd person view in degrees)
  130. strap_bone0                 = bip01_spine2
  131. strap_bone1                 = bip01_spine1
  132.  
  133. visual                      = weapons\ak74\wpn_ak74.ogf ; name of the model for 3rd person view
  134.  
  135. light_color                 = 0.6,0.5,0.3               ; params for light during the fire
  136. light_range                 = 5                         ; radius
  137. light_var_color             = 0.05                     
  138. light_var_range             = 0.5
  139. light_time                  = 0.2                      
  140.  
  141. ph_mass                     = 5                         ; physic mass (kg)
  142.  
  143. ;addons
  144. scope_status                = 2                         ; 0 - no addon
  145. silencer_status             = 2 ;0;2                            ; 1 - permanent
  146. grenade_launcher_status     = 2                         ; 2 - attachable
  147.  
  148. zoom_enabled                = true                      ; (on,off)zoom mode (right mouse button)
  149. scope_zoom_factor           = 90                        ; fov for zoom mode
  150.  
  151. scope_name                  = wpn_addon_scope           ; section name for the attachable scope
  152. scope_x                     = 42                        ; offset in inventory icon
  153. scope_y                     = 3
  154. silencer_name               = wpn_addon_silencer        ; section name for the attachable silencer
  155. silencer_x                  = 218                       ; offset in inventory icon
  156. silencer_y                  = 13                   
  157. grenade_launcher_name       = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
  158. grenade_launcher_x          = 116                       ; offset in inventory icon
  159. grenade_launcher_y          = 23
  160.  
  161. ;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
  162. snd_draw                    = weapons\generic_draw ;weapons\ak74_draw
  163. snd_holster                 = weapons\generic_holster
  164. snd_shoot                   = weapons\ak74_shot_0
  165. snd_shoot1                  = weapons\ak74_shot_1
  166. snd_shoot2                  = weapons\ak74_shot_2
  167. snd_shoot3                  = weapons\ak74_shot_3      
  168. snd_empty                   = weapons\gen_empty, 0.5
  169. snd_reload                  = weapons\ak74_reload, 0.35
  170. snd_shoot_grenade           = weapons\gen_grenshoot
  171. snd_reload_grenade          = weapons\gen_grenload, 0.8
  172. snd_switch                  = weapons\groza_switch, 1.0, 0.5
  173.  
  174.  
  175. ;params when silencer is attached
  176. ;similar to corresponding params without prefix silencer_
  177.  
  178. ;silencer_flame_particles   = weapons\generic_weapon01
  179. silencer_smoke_particles    = weapons\generic_shoot_00
  180.  
  181. snd_silncer_shot            = weapons\w_ak74_shot1, 0.7
  182. snd_silncer_shot1           = weapons\w_ak74_shot2, 0.7
  183.  
  184.  
  185. silencer_light_color        = 0.6,0.5,0.3
  186. silencer_light_range        = 0.01
  187. silencer_light_var_color    = 0.05
  188. silencer_light_var_range    = 0.5
  189. silencer_light_time         = 0.2
  190.  
  191.  
  192. ;-----------------------------------------------------------------------------
  193. ;-- HUD DESCRIPTION
  194. ;-----------------------------------------------------------------------------
  195.  
  196. [wpn_ak74_hud]
  197. allow_inertion              = true
  198.  
  199. ;similar to corresponding params in weapon section but for 1st person view
  200.  
  201. shell_point                 = -0.065000,0.000000,-0.045000
  202. shell_dir                   = 0.0, 1.0, 0.0
  203.  
  204. fire_point                  = 0.09,0.020,-0.06
  205. fire_point2                 = 0.30, 0.00, 0.05
  206. fire_bone                   = wpn_body
  207.  
  208. orientation                 = 0, 0, 0  
  209. position                    = -0.012, -0.0187, 0.16
  210. visual                      = weapons\ak74\wpn_ak74_hud.ogf
  211.  
  212. grenade_bone                = wpn_grenade   ; name of the bone in the model for grenade launcher
  213.  
  214. ; animation names
  215.  
  216. anim_idle                   = idle
  217. anim_idle_aim               = idle_aim
  218. anim_reload                 = reload ;reload_skyl
  219. anim_reload_not_empty                   = reload ;reload_notfull_skyl
  220. anim_draw                   = draw_wo_gl_skyl
  221. anim_holster                = holster_wo_gl_skyl
  222. anim_shoot                  = shoot
  223. anim_idle_sprint            = idle_sprint_skyl
  224.            
  225. ; animation names
  226. ; attached grenade launcher [GRENADE fire mode]
  227. anim_idle_g                 = idle_grenade
  228. anim_idle_g_aim             = idle_g_aim
  229. anim_reload_g               = reload_grenade
  230. anim_shoot_g                = shoot_grenade
  231. anim_switch_grenade_on      = switch_grenade
  232. anim_switch_grenade_off     = switch_grenade_off
  233. anim_draw_g                 = draw_grenade_mode_skyl
  234. anim_holster_g              = holster_grenade_mode_skyl
  235. anim_idle_sprint_g          = idle_sprint_grenade_mode_skyl
  236.  
  237. ; attached grenade launcher [NORMAL fire mode]
  238. anim_idle_gl                = idle_w_gl
  239. anim_idle_gl_aim            = idle_w_g_aim_skyl
  240. anim_reload_gl              = reload_w_gl ;reload_w_gl_skyl
  241. anim_draw_gl                = draw_w_gl_skyl
  242. anim_holster_gl             = holster_w_gl_skyl
  243. anim_shoot_gl               = shoot_w_gl
  244. anim_idle_sprint_gl         = idle_sprint_w_gl_skyl
  245.  
  246. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  247. ;HUD offset in zoom mode (to all)
  248. ;(use CONSOLE: hud_adjust_mode 0,1,2, then keys WSADQE and P to show current value in console)
  249.  
  250. zoom_offset         = -0.102400,0.036000,-0.215000
  251. zoom_rotate_x       = 0.000200
  252. zoom_rotate_y       = 0.017500
  253.  
  254. zoom_hide_crosshair = true                      ;to hide crosshair in zoom
  255.  
  256.  
  257. ; same as above, but for attached grenade launcher for
  258. ; in NORMAL shoot mode
  259.  
  260. grenade_normal_zoom_offset          = -0.102400,0.036000,-0.215000
  261. grenade_normal_zoom_rotate_x        = 0.000200
  262. grenade_normal_zoom_rotate_y        = 0.017500
  263.  
  264. ; same as above, but for attached grenade launcher for
  265. ; in GRENADE mode
  266.  
  267. grenade_zoom_offset         = -0.016000,-0.503100,-0.075000
  268. grenade_zoom_rotate_x       = -0.538700
  269. grenade_zoom_rotate_y       = -0.033800
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