[wpn_ksvk]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection = spawn_group
$spawn = "weapons\ksvk" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_SVU
description = st_wpn_ksvk_descr
ef_main_weapon_type = 3
ef_weapon_type = 11
default_to_ruck = false
sprint_allowed = true
;-------------------------------------------------------------------------------
cost = 200000
weapon_class = sniper_rifle
inv_weight = 15.4
;----TTX------------------------------------------------------------------------
hit_power = 350
hit_impulse = 3525
hit_type = fire_wound
fire_distance = 2000
bullet_speed = 700 ;800 ;начальная скорость пули
rpm = 40
rpm_empty_click = 200
use_aim_bullet = false ;Поддерживается ли первая суппер пуля
time_to_aim = 1.0
hud = wpn_ksvk_hud
misfire_probability = 0.00000005 ;вероятность осечки при максимальном износе !!!old - now not working
;изношенность, при которой появляется шанс осечки
misfire_start_condition = 0.000006
;изношеность при которой шанс осечки становится константным
misfire_end_condition = 0.0000001
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob = 0.0000065
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob = 0.0000000065
;увеличение изношености при одиночном выстреле
condition_shot_dec = 0.000000065
;увеличение изношености при выстреле очередью
condition_queue_shot_dec = 0.000000065
ammo_elapsed = 10
ammo_mag_size = 5
fire_modes = 1;, -1
ammo_class = ammo_7.62x54_7h1
hand_dependence = 1
single_handed = 0
;---дисперсия-------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base = 0.01 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.7
crosshair_inertion = 6.15
;отдача
cam_return = 1
cam_relax_speed = 3.0 ;скорость возврата в исходное положение
cam_relax_speed_ai = 360 ;скорость возврата в исходное положение
cam_dispersion = 1.8 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc = 1.8 ;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 = 12.0 ;максимальный угол отдачи
cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.5 ;(degree) size of step camera moved in horizontal position while shooting
;PDM_disp_base = 0.85
;PDM_disp_vel_factor = 3.4
;PDM_disp_accel_factor = 3.4
;PDM_disp_crouch = 1.0
;PDM_disp_crouch_no_acc = 1.0
PDM_disp_base = 2.0
PDM_disp_vel_factor = 4.0
PDM_disp_accel_factor = 4.0
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
zoom_cam_relax_speed = 0.7 ; scope & ironsight
zoom_cam_relax_speed_ai = 120.75
zoom_cam_dispersion = 0.65
zoom_cam_dispersion_inc = 0.65
zoom_cam_dispersion_frac = 1.0
zoom_cam_max_angle = 10.0
zoom_cam_max_angle_horz = 5.0
zoom_cam_step_angle_horz = 0.5
fire_dispersion_condition_factor = 10 ;увеличение дисперсии в процентах при максимальном износе
;---DOF-------------------------------------------------------------------------
;zoom_dof = 0.5, 1.0, 350
reload_dof = 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------
holder_range_modifier = 2.15 ; во сколько раз увеличивается eye_range
holder_fov_modifier = 1.0 ; во сколько раз увеличивается eye_fov
min_radius = 5
max_radius = 250
hit_probability_gd_novice = 1
hit_probability_gd_stalker = 1
hit_probability_gd_veteran = 1
hit_probability_gd_master = 1
;-------------------------------------------------------------------------------
slot = 1 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = st_wpn_ksvk
inv_name_short = st_wpn_ksvk
inv_grid_width = 6
inv_grid_height = 2
inv_grid_x = 7
inv_grid_y = 34
upgr_icon_x = 594
upgr_icon_y = 395
upgr_icon_width = 294
upgr_icon_height = 80
kill_msg_x = 0
kill_msg_y = 59
kill_msg_width = 80
kill_msg_height = 26
;-------------------------------------------------------------------------------
position = -0.026, 0.0, -0.02
orientation = 0, 0, 0
fire_point = 0.0, 0.128, 0.522
fire_point2 = 0.0, 0.128, 0.522
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
rpm_empty_click = 200
shell_point = 0.0, 0.128, 0.0
shell_dir = 0.0, 0.0, 0.4
shell_particles = weapons\generic_shells
;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation = -15,-9,110 ; (3rd person view in degrees)
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
startup_ammo = 10
visual = dynamics\weapons\wpn_ksvk\wpn_ksvk.ogf
light_disabled = true
light_color = 0.6,0.5,0.3
light_range = 4.0
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ph_mass = 3
;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 0
zoom_enabled = true
zoom_rotate_time = 0.35
scope_zoom_factor = 10 ;ПСО-1 4X
scope_texture = wpn_crosshair
scope_name = wpn_addon_scope
scope_x = 60
scope_y = -2
;звуки
snd_draw = weapons\svu_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\n_svu_shot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\svu_reload
snd_close = weapons\generic_close
[wpn_ksvk_hud]:hud_base
zoom_hide_crosshair = true
attach_place_idx = 0
item_visual = dynamics\weapons\wpn_ksvk\wpn_ksvk_hud
hands_position = -0.044500,-0.209998,0.273998
hands_orientation = 1.800001,-0.600001,0.200002
hands_position_16x9 = 0.005000,-0.227498,0.332498
hands_orientation_16x9 = 3.649998,2.150000,-0.250000
item_position = 0,0,-0.02
item_orientation = 0,0,0
shell_point = 0.025,0.05,0.124
shell_dir = 0.0, 1.0, 0.0
shell_bone = wpn_body
fire_point = 0.0,0.043,0.795
fire_bone = wpn_body
aim_hud_offset_pos = -0.071000,0.031999,-0.103000
aim_hud_offset_rot = -0.002500,0.020000,0.000000
aim_hud_offset_pos_16x9 = -0.143500,0.024000,-0.120500
aim_hud_offset_rot_16x9 = -0.005000,-0.005000,0.000000
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
anm_show = svu_draw
anm_hide = svu_holster
anm_shots = svu_shoot
anm_reload = svu_reload
anm_bore = svu_idle_bore
anm_idle = svu_idle
anm_idle_aim = svu_idle_aim
anm_idle_moving = svu_idle_moving
anm_idle_sprint = svu_idle_moving