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  1. ;------------------------------------------------------------------------------------------------
  2. [wpn_binoc]:identity_immunities,weapon_probability,default_weapon_params,wpn_binoc_sounds
  3. GroupControlSection = spawn_group
  4. discovery_dependency =
  5. $npc = on
  6. $prefetch = 8
  7. $spawn = "weapons\binocular"
  8. scheduled = off
  9. cform = skeleton
  10.  
  11. class = WP_BINOC
  12. slot = 4
  13. animation_slot = 13
  14. ef_main_weapon_type = 5
  15. ef_weapon_type = 0
  16. hand_dependence = 2
  17. single_handed = 0
  18.  
  19. default_to_ruck = true
  20. sprint_allowed = true
  21. show_ammo = false
  22. show_condition = false
  23.  
  24. inv_grid_height = 1
  25. inv_grid_width = 2
  26. inv_grid_x = 14
  27. inv_grid_y = 9
  28. inv_name = st_binocular_name
  29. inv_name_short = st_binocular_name
  30. description = st_binocular_descr
  31. highlight_equipped = true
  32.  
  33. kind = w_misc
  34. inv_weight = 1.0
  35. cost = 1580
  36. repair_type = lens
  37.  
  38. hud = wpn_binoc_hud
  39. visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf
  40. normal = 0, 1, 0
  41. position = -0.08, -0.05, 0.05
  42. orientation = 0, -90, 70
  43. direction = 0, 0, 1
  44. fire_point = 0.0, 0.133, 0.161
  45. ph_mass = 1
  46.  
  47. attach_bone_name = bip01_r_hand
  48. attach_position_offset = 0.080000, 0.021273, 0.100000
  49. attach_angle_offset = 3.080506, -1.493053, -1.202040
  50. auto_attach = false
  51.  
  52. catch_snd = none
  53. found_snd = none
  54. vis_frame_color = 0.7, 0.7, 0.7, 1.0 ;0.0, 0.0, 0.0, 0.0
  55. vis_frame_speed = 4 ;0
  56. vision_present = true
  57.  
  58. flame_particles = weapons\generic_weapon05
  59. smoke_particles = weapons\generic_shoot_00
  60.  
  61. light_color = 0.6, 0.5, 0.3
  62. light_range = 3.0
  63. light_time = 0.2
  64. light_var_color = 0.05
  65. light_var_range = 0.5
  66.  
  67. upgrades = up_gr_firstab_binoc, up_gr_seconab_binoc, up_gr_thirdab_binoc
  68. installed_upgrades =
  69. upgrade_scheme = upgrade_scheme_binoculars
  70. upgr_icon_x = 300
  71. upgr_icon_y = 1950
  72. upgr_icon_width = 150
  73. upgr_icon_height = 100
  74. upgr_icon_path = ui\ui_actor_weapons
  75.  
  76. ammo_class = ammo_binoc
  77. ammo_current = 0
  78. ammo_elapsed = 0
  79. ammo_limit = 0
  80. ammo_mag_size = 0
  81.  
  82. scope_status = 1
  83. scope_texture = wpn_crosshair_bino
  84. scope_zoom_factor = 20
  85.  
  86. silencer_status = 0
  87.  
  88. grenade_launcher_status = 0
  89.  
  90. hit_impulse = 0
  91. hit_power = 0
  92. hit_type = fire_wound
  93. fire_distance = 0
  94. bullet_speed = 0
  95. rpm = 0
  96. rpm_empty_click = 0
  97.  
  98. zoom_enabled = true
  99. reload_dof = 0.0, 0.5, 5, 1.7
  100. control_inertion_factor = 1.1
  101. fire_dispersion_base = 1
  102. fire_dispersion_condition_factor = 0
  103.  
  104. misfire_start_condition = 0
  105. misfire_start_prob = 0.003
  106. misfire_end_condition = 0
  107. misfire_end_prob = 0.02
  108.  
  109. condition_queue_shot_dec = 0
  110. condition_shot_dec = 0
  111.  
  112. cam_return = 0
  113. cam_relax_speed = 7
  114. cam_dispersion = 1.9
  115. cam_dispersion_frac = 1.1
  116. cam_dispersion_inc = 1.9
  117. cam_max_angle = 10.0
  118. cam_max_angle_horz = 10.0
  119. cam_step_angle_horz = 1.2
  120.  
  121. PDM_disp_accel_factor = 1.1
  122. PDM_disp_base = 0.5
  123. PDM_disp_crouch = 1.0
  124. PDM_disp_crouch_no_acc = 1.0
  125. PDM_disp_vel_factor = 1.1
  126. disp_crouch_factor = 0
  127. disp_jump_factor = 0
  128. disp_vel_factor = 0
  129.  
  130. cam_relax_speed_ai = 360
  131. min_radius = 0
  132. max_radius = 500
  133.  
  134. snd_close = weapons\generic_close
  135. snd_on_take = other
  136.  
  137.  
  138. [wpn_binoc_hud]:hud_base
  139. item_visual = dynamics\devices\dev_binoculars\dev_binoculars_hud
  140. attach_place_idx = 0
  141. zoom_hide_crosshair = true
  142.  
  143. item_position = 0, 0, 0
  144. item_orientation = 180, 0, 0
  145.  
  146. hands_position = 0, -0.155, 0.2
  147. hands_position_16x9 = 0, -0.155, 0.2
  148. hands_orientation = 0, 0, 0
  149. hands_orientation_16x9 = 0, 0, 0
  150.  
  151. aim_hud_offset_pos = 0, 0, 0
  152. aim_hud_offset_pos_16x9 = 0, 0, 0
  153. aim_hud_offset_rot = 0.0, 0.0, 0.0
  154. aim_hud_offset_rot_16x9 = 0.0, 0.0, 0.0
  155.  
  156. gl_hud_offset_pos = 0, 0, 0
  157. gl_hud_offset_rot = 0, 0, 0
  158.  
  159. lean_hud_offset_pos = 0, 0, 0
  160. lean_hud_offset_rot = 0, 0, 0
  161.  
  162. anm_bore = binoculars_idle_bore
  163. anm_hide = binoculars_holster
  164. anm_idle = binoculars_idle
  165. anm_idle_aim = binoculars_idle_aim
  166. anm_idle_moving = binoculars_idle_moving
  167. anm_idle_moving_crouch = binoculars_idle_moving
  168. anm_idle_sprint = binoculars_idle_sprint
  169. anm_show = binoculars_draw
  170.  
  171. ;------------------------------------------------------------------------------------------------
  172. [wpn_binoc_inv]:identity_immunities,weapon_probability,default_weapon_params,wpn_binoc
  173. animation_slot = 2
  174. hand_dependence = 1
  175.  
  176. hud = wpn_binoculars_hud
  177. ph_mass = 3
  178.  
  179. scope_dynamic_zoom = off
  180.  
  181. control_inertion_factor = 1.28
  182. fire_dispersion_base = 1
  183.  
  184. holder_fov_modifier = 0.7
  185. holder_range_modifier = 2.0
  186.  
  187.  
  188. [wpn_binoculars_hud]:wpn_binoc_hud
  189. attach_place_idx = 0
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