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Akinaro

Stalker Weapon Template

Jul 27th, 2019
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  1. [wpn_xxx]:identity_immunities,weapon_probability,default_weapon_params
  2. GroupControlSection                 = spawn_group
  3. $spawn                              = "weapons\svd"             ;The location when searching for it in the SDK Level Editor. Unnecessary, but it doesn't hurt to define it.
  4. $npc                                = on                        ;Whether or not npcs can use this weapon. For Call of Pripyat, it is highly recommended to leave this ON.
  5. $prefetch                           = 8                         ;Not necessary to modify, unless you don't want it to preload.
  6. scheduled                           = off                       ;Option for ALife Simulator
  7. cform                               = skeleton                  ;Used for animations, another item you DO NOT modify.
  8. class                               = WP_SVD                    ;Class of gun affects many things, including type of animations, and some settings like tri-stage reload option.
  9. description                         = st_wpn_xxx
  10. ;------------------
  11. ef_main_weapon_type                 = 3                         ;The weapon type. All weapons in Cell are '2', meaning they can be equipped in either inventory slot.
  12. ef_weapon_type                      = 11                        ;Similar to main_weapon_type.
  13. ;------------------
  14. default_to_ruck                     = false                     ;Can fire while sprinting?
  15. sprint_allowed                      = true                      ;Can the user sprint while wielding?
  16. ;------------------
  17. cost                                = 220000                    ;Base price (traders multiply it by a certain value).
  18. weapon_class                        = sniper_rifle
  19. inv_weight                          = 3.2
  20. ph_mass                             = 3                         ;Mass of gun (in world) //Its probably outdated and not used.
  21.  
  22. ;------------------
  23. visual                              = dynamics\weapons\xxx\xxx.ogf  ;Model displayed when droped and when handled by NPC.
  24. hud                                 = wpn_xxx_hud           ;Reference to settings for player gun.
  25. ;------------------
  26.  
  27. ;------------------
  28. ;-----Upgrades-----
  29. ;------------------
  30. ;upgrades                           =
  31. ;installed_upgrades                 =
  32. ;upgrade_scheme                     =
  33. ;------------------
  34. repair_type                         = rifle_7
  35. parent_section                      = wpn_svd
  36.  
  37. ;------------------
  38. ;----Fire Stuff----
  39. ;------------------
  40. hit_power                           = 8.00, 8.00, 8.00, 8.00    ;The amount of damage dealt by the bullet. 0.3 equals roughly a third of an unprotected Stalker's health.
  41. hit_impulse                         = 150                       ;The physical force of a round. Higher values cause more dramatic ragdoll deaths.
  42. hit_type                            = fire_wound                ;The type of wound - you can create chemical, electrical, and 'slash' weapons by modifying this.
  43.  
  44. fire_distance                       = 600                       ;The distance in meters before the bullet 'dies' - anything beyond this range will not be hit.
  45. bullet_speed                        = 800                       ;The velocity, in meters per second.
  46. rpm                                 = 40                        ;The rate of fire, in rounds per minute. Weirdly it can affect animation of shoot/reload.
  47. rpm_empty_click                     = 200                       ;The rate at which the 'empty' sound file will play, if one tries to fire while empty.
  48.  
  49. use_aim_bullet                      = false                     ;The 'railgun' effect of the gauss rifle.
  50. time_to_aim                         = 1.0                       ;The time it takes for a player to zoom in.
  51. ;------------------
  52. misfire_probability                 = 0.005                     ;The probability of a misfire occurring at ANY time.
  53. misfire_start_condition             = 0.91                      ;The point at which the misfire chance starts to rise.
  54. misfire_end_condition               = 0.11                      ;The point where misfire chance stops rising.
  55. misfire_start_prob                  = 0.007                     ;The starting chance of misfiring.
  56. misfire_end_prob                    = 0.11                      ;The ending chance of misfire.
  57. ;------------------
  58. condition_shot_dec                  = 0.0040                    ;How much condition is lost per shot.
  59. condition_queue_shot_dec            = 0.0040                    ;How much condition is lost per shot in full-auto fire.
  60. ;------------------
  61. ammo_elapsed                        = 1                         ;The size of the magazine.
  62. ammo_mag_size                       = 1                         ;This number must equal the 'elapsed' variable - otherwise the value may not be either!
  63. fire_modes                          = 1                         ;Firing modes. 1, 2, 3 equal semi-automatic, double-burst, and triple-burst. -1 is fully automatic.
  64. startup_ammo                        = 1                         ;As you might guess, the starting amount of cartridges (in a single player does not affect anything).
  65. ammo_class                          = ammo_xxx                  ;Type of ammo gun use
  66. ;------------------
  67. hand_dependence                     = 1                         ;True/false, effects the weapon on ladders and in vehicles.
  68. single_handed                       = 0                         ;True/false, effects whether or not you can carry a detector - with normally two-handed weapons, can lead to amusing three-hands or awkward hand animations.
  69. ;------------------
  70. slot                                = 2                         ;Slot in inventory for gun.
  71. animation_slot                      = 2                         ;Type of the animation that will be used.
  72.  
  73. ;------------------
  74. ;-----Handling-----
  75. ;------------------
  76. fire_dispersion_base                = 0.392                     ;Angle (in degrees) of the base dispersion of the weapon.
  77. control_inertion_factor             = 2.42f                     ;How difficult it is to turn quickly and reliably. The higher the number the worse the handling is.
  78. crosshair_inertion                  = 9.3                       ;The amount of inertia from maneuvering the camera - how likely your aim is to drift off target if you jerk. Affects handling statistic.
  79.  
  80. ;------------------
  81. ;------Camera------
  82. ;------------------
  83. cam_return                          = 0                         ;Does the camera return to your target afterwards?
  84. cam_relax_speed                     = 4.5                       ;The speed at which your crosshairs return to 'neutral'
  85. cam_relax_speed_ai                  = 360                       ;How quickly the AI's aim restores after a burst.
  86. cam_dispersion                      = 2.78                      ;Dispersion when zoomed into ironsights.
  87. cam_dispersion_inc                  = 2.78                      ;How much is added to dispersion with each shot.
  88. cam_dispersion_frac                 = 1.1                       ;Another factor into dispersion. ( cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac) ).
  89. cam_max_angle                       = 50.0                      ;(degree) The maximum angle recoil can carry your crosshair from origin - in this case, 50 degrees up.
  90. cam_max_angle_horz                  = 50.0                      ;(degree) maximum shot horizontal degree.
  91. cam_step_angle_horz                 = 0.8                       ;(degree) size of step camera moved in horizontal position while shooting.
  92.  
  93. PDM_disp_base                       = 1.45                      ;Dependence of swinging arms in the hands of Player on standing and not moving.
  94. PDM_disp_vel_factor                 = 3.05                      ;Dependence of swinging arms in the hands of Player steps.
  95. PDM_disp_accel_factor               = 3.05                      ;Dependence of swinging arms in the hands of Player when moving and shooting.
  96. PDM_disp_crouch                     = 1.0                       ;Dependence of swinging arms in the hands of Player when crouching.
  97. PDM_disp_crouch_no_acc              = 1.0                       ;Dependence of swinging arms in the hands of Player when crouching but not moving.
  98.  
  99. zoom_cam_relax_speed                = 0.75                      ;The speed at which your ironsights/scopes return to neutral.
  100. zoom_cam_relax_speed_ai             = 120.75                    ;The speed at which an AI restores aim after firing in ironsights/scopes.
  101. zoom_cam_dispersion                 = 1.97                      ;Same as above, only affecting ironsights/scopes.
  102. zoom_cam_dispersion_inc             = 1.97                      ;Same as above, only affecting ironsights/scopes.
  103. zoom_cam_dispersion_frac            = 1.0                       ;Same as above, only affecting ironsights/scopes.
  104. zoom_cam_max_angle                  = 50.0                      ;Same as above, only affecting ironsights/scopes.
  105. zoom_cam_max_angle_horz             = 50.0                      ;Same as above, only affecting ironsights/scopes.
  106. zoom_cam_step_angle_horz            = 0.65                      ;Same as above, only affecting ironsights/scopes.
  107.  
  108. fire_dispersion_condition_factor    = 0.001                     ;How much condition effects dispersion - higher numbers result in more dramatic degradation.
  109.  
  110. ;------------------
  111. ;--------DOF-------
  112. ;------------------
  113. zoom_dof                            = 0.5, 1.0, 350             ;Depth of field modifier when using iron-sights.
  114. reload_dof                          = 0.0, 0.5, 5, 2.2          ;Depth of field during reload.
  115. ;------------------
  116. ;-----AI Stats-----
  117. ;------------------
  118. holder_range_modifier               = 2.15                      ;An AI's effective seeing range when carrying the weapon. It multiplies the range of the bots with this weapon in their hands.
  119. holder_fov_modifier                 = 1.0                       ;An AI's field of view when carrying the weapon. 1.0 gives it a roughly 180 field of view. There are problems with it. NPC may not see the Enemies at close range.
  120.  
  121. min_radius                          = 0                         ;Min radius in which you can be seen, in meters. Is used to ensure that NPC switch gun when the enemy approach, and also do not throw grenades at their feet.
  122. max_radius                          = 500                       ;Make it large as possible, taking into account the accuracy of the weapon. Limit this option is for pistols, shotguns. Its important setting so NPC dont bug out when are far.
  123.  
  124. hit_probability_gd_novice           = 0.80                      ;Probability of a bullet getting full damage on Novice.
  125. hit_probability_gd_stalker          = 0.80                      ;Probability of a bullet getting full damage on Stalker.
  126. hit_probability_gd_veteran          = 0.80                      ;Probability of a bullet getting full damage on Veteran.
  127. hit_probability_gd_master           = 0.80                      ;Probability of a bullet getting full damage on Master.
  128.  
  129. ;------------------
  130. ;-------Icons------
  131. ;------------------
  132. inv_name                            = st_wpn_xx
  133. inv_name_short                      = st_wpn_xxx
  134.  
  135. inv_grid_width                      = 6
  136. inv_grid_height                     = 2
  137. inv_grid_x                          = 44
  138. inv_grid_y                          = 10
  139.  
  140. upgr_icon_x                         = 1724
  141. upgr_icon_y                         = 802
  142. upgr_icon_width                     = 167
  143. upgr_icon_height                    = 159
  144.  
  145. kill_msg_x                          = 0
  146. kill_msg_y                          = 0
  147. kill_msg_width                      = 98
  148. kill_msg_height                     = 23
  149.  
  150. ;------------------
  151. ;-----Particles----
  152. ;------------------
  153. position                            = -0.026, -0.077, 0.00
  154. orientation                         = 0, 0, 0
  155. ;------------------
  156. fire_point                          = 0.0, 0.129, 0.942
  157. fire_point2                         = 0.0, 0.129, 0.942
  158. ;------------------
  159. flame_particles                     = weapons\generic_weapon06
  160. smoke_particles                     = weapons\generic_shoot_00
  161. ;------------------
  162. shell_point                         = 0.0, 0.129, 0.192
  163. shell_dir                           = 0.0, 0.0, 0.4
  164. shell_particles                     = weapons\762x54
  165. ;------------------
  166. light_disabled                      = false                     ;Should gun not use flash light when shooting?
  167. light_color                         = 0.6,0.5,0.3               ;Obviously, you set color here.
  168. light_range                         = 4.0                       ;Size of blob of ligt when shooting.
  169. light_var_color                     = 0.05                      ;Variation of light colors.
  170. light_var_range                     = 0.5                       ;Color range offset.
  171. light_time                          = 0.2                       ;Time of gun flash. Dont know if its mesures in ms.
  172. ;------------------
  173. silencer_smoke_particles            = weapons\generic_shoot_00
  174. silencer_light_color                = 0.6,0.5,0.3
  175. silencer_light_range                = 0.01
  176. silencer_light_var_color            = 0.05
  177. silencer_light_var_range            = 0.5
  178. silencer_light_time                 = 0.2
  179.  
  180. ;------------------
  181. ;-------Strap------
  182. ;------------------
  183. strap_position                      = -0.15,-0.15,0.45          ;Position (offset) and orientation of the weapon when it is strapped.
  184. strap_orientation                   = -25,-189,65               ;(3rd person view in degrees).
  185. strap_bone0                         = bip01_spine2              ;Place of gun on NPC/Player model.
  186. strap_bone1                         = bip01_spine1              ;Place of gun on NPC/Player model.
  187.  
  188. ;------------------
  189. ;------Addons------
  190. ;------------------
  191. scope_status                        = 0                         ;0 means it can not be attached. 1 means it's a permanent, integral attachment. 2 is an attachment point.
  192. silencer_status                     = 0
  193. grenade_launcher_status             = 0
  194. ;------------------
  195. zoom_enabled                        = true
  196. zoom_rotate_time                    = 0.25                      ;Zoom in/out time.
  197. scope_zoom_factor                   = 74.3                      ;Zoom factor(33 is about 1.8x).
  198. scopes                              = 1p29, kobra, ps01
  199. ;------------------
  200. silencer_name                       = wpn_sil_kzrzp             ;Name for the attachable silencer.
  201. silencer_x                          = 273                       ;Offset in inventory icon.
  202. silencer_y                          = 15                        ;Offset in inventory icon.
  203. ;------------------
  204. scope_name                          = wpn_addon_scope
  205. scope_x                             = 44
  206. scope_y                             = -3
  207. ;------------------
  208.  
  209. ;------------------
  210. ;------Sounds------
  211. ;------------------
  212. snd_draw                            =
  213. snd_holster                         =
  214. snd_shoot                           =
  215. snd_shoot1                          =
  216. snd_empty                           =
  217. snd_reload                          =
  218. snd_silncer_shot                    = $no_sound
  219.  
  220.  
  221. ;------------------------------------------------
  222. ;------------------HUD SETTINGS------------------
  223. ;------------------------------------------------
  224.  
  225. [wpn_xxx_hud]:hud_base
  226.  
  227. ;------------------------
  228. item_visual                         = dynamics\weapons\wpn_xxx\xxx_hud.ogf  ;Model with _hud in name
  229. ;------------------------
  230.  
  231. zoom_hide_crosshair                 = true                      ;Obvious thing is obvious.
  232. attach_place_idx                    = 0                         ;No idea, but its always here and its (almost) always 0.
  233.  
  234. ;------------------------
  235. hands_position_16x9                 = -0.1475,-0.15,0.06        ;Position of gun. Firs is Horizontal position, Vertical  and Front/Back.
  236. hands_orientation_16x9              = 2,2,0                     ;Rotation of gun. Firs is Horizontal rotation, Vertical and Front/Back. Pivot is set center of character so those rotation can be a bit awkwart and one rotation can affect other.
  237. hands_position                      = 0.01,-0.11,0.05           ;Same as above but for 4:3 aspect monitor.
  238. hands_orientation                   = 2,2,0            
  239. ;------------------------
  240. item_position                       = 0,0,0                     ;It should not be edited for most of time if you set gun position. Just use hand_ values.
  241. item_orientation                    = 0,0,0
  242. ;------------------------
  243. aim_hud_offset_pos                  = -0.081,0.043,0.05         ;The same as above but set position when aiming a gun.
  244. aim_hud_offset_rot                  = 0.037,0.0349,0.0
  245. aim_hud_offset_pos_16x9             = -0.088,0.025,0
  246. aim_hud_offset_rot_16x9             = 0.017,0.0385,0
  247. ;------------------------
  248. shell_point                         = 0,0,0                     ;Position of shell eject.
  249. shell_dir                           = 0,1,0
  250. shell_bone                          = bend_reload               ;Bone of shell eject.
  251. ;------------------------
  252. fire_point                          = 0,0,0                     ;From where shoot should appear.
  253. fire_bone                           = muzzle                    ;From what bone shoot should appear.
  254. ;------------------------
  255. anm_show                            =
  256. anm_hide                            =
  257. anm_shots                           =
  258. anm_reload                          =
  259. anm_bore                            =
  260. anm_idle                            =
  261. anm_idle_aim                        =
  262. anm_idle_moving                     =
  263. anm_idle_sprint                     =
  264. ;------------------------
  265. gl_hud_offset_pos                   = 0,0,0
  266. gl_hud_offset_rot                   = 0,0,0
  267. ;------------------------
  268. lean_hud_offset_pos                 = 0,0,0
  269. lean_hud_offset_rot                 = 0,0,0
  270. ;------------------------
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