;Штурмовая винтовка ФН2000 с комьютерезированым прицелом под патрон 5.45х39
;Fn2000 from build 2215 by zereset
;-----------------------------------------------------------------------------------
[wpn_fn2000_comp]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\fn2000_comp" ; option for Level Editor
$npc = off
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = W_VINT;WP_BINOC
min_radius = 100
max_radius = 150
description = enc_weapons1_wpn-fn2000_comp
ef_main_weapon_type = 3
ef_weapon_type = 8
;--- scope weapons -----------------------------------------------------------------
holder_range_modifier = 2.0 ; во сколько раз увеличивается eye_range
holder_fov_modifier = 0.3 ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------
cost = 12000
weapon_class = assault_rifle
ammo_limit = 180
ammo_current = 90
ammo_elapsed = 30
ammo_mag_size = 30
hand_dependence = 1
single_handed = 0
ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_ap
fire_modes = 1, -1
launch_speed = 0
grenade_class = ammo_vog-25, ammo_vog-25p
hand_dependence = 1
single_handed = 0
slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used
inv_name = wpn-fn2000_comp
inv_name_short = wpn-fn2000_comp
inv_weight = 3.2
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 22
inv_grid_y = 17
kill_msg_x = 98
kill_msg_y = 0
kill_msg_width = 78
kill_msg_height = 25
;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base = 0.05 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.04f
;отдача
cam_relax_speed = 6.5 ;скорость возврата в исходное положение
cam_dispersion = 0.25 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc = 0.2 ;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac = 1.0 ;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle = 9.0 ;максимальный угол отдачи
cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree
cam_step_angle_horz = 1.2;0.3 ;(degree) size of step camera moved in horizontal position while shooting
fire_dispersion_condition_factor = 5 ;увеличение дисперсии в процентах при максимальном износе
misfire_probability = 0.005 ;вероятность осечки при максимальном износе
misfire_condition_k = 0.05
condition_shot_dec = 0.0008 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------
direction = 0, 0, 1
fire_point = 0.0, 0.127, 0.559
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
shell_point = 0.0, 0.127, 0.10
shell_dir = 0.0, 1.0, 0.0
shell_particles = weapons\generic_shells
rpm_empty_click = 200
PDM_disp_base = 1.0
PDM_disp_vel_factor = 1.2
PDM_disp_accel_factor = 1.2
PDM_crouch = 1.0
PDM_crouch_no_acc = 1.0
;;;;;;;;; NAR2009 ;;;;;;;;;;;
hit_power = 0.58, 0.58, 0.59, 0.59
hit_rate = 1.88
hit_impulse = 1
hit_type = fire_wound
fire_distance = 180
bullet_speed = 840
rpm = 850
grenade_vel = 76
; end ttc
use_aim_bullet = true ;Поддерживается ли первая суппер пуля
time_to_aim = 1.0
hud = wpn_fn2000_comp_hud
normal = 0, 1, 0
position = -0.026, -0.132, 0.0
orientation = 0, 0, 0
;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position = -0.26,-0.11,0.20 ; 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 = 1000
visual = weapons\fn2000\wpn_fn2000_old.ogf
light_disabled = true
ph_mass = 4
;cost = 5000
;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 1
zoom_enabled = true
scope_texture = wpn\wpn_crosshair_fn2000-comp
zoom_enabled = true
scope_zoom_factor = 15 ;ПСО-1 4X
;звуки
snd_draw = weapons\generic_draw
snd_holster = weapons\generic_holster
;snd_shoot = weapons\t_fn2000_shot ;fn2000_shoot ;weapons\generic_shoot
snd_shoot = weapons\t_fn2000_shot ;fn2000_shoot ;weapons\generic_shoot
snd_shoot1 = weapons\t_fn2000_shot ;fn2000_shoot ;weapons\generic_shoot
snd_shoot2 = weapons\t_fn2000_shot ;fn2000_shoot ;weapons\generic_shoot
snd_shoot3 = weapons\t_fn2000_shot ;fn2000_shoot ;weapons\generic_shoot
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\fn2000_reload, 0.8, 0.3
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 1.0
vision_present = true
vis_frame_speed = 5 ; скорость, с которой наводится рамка на цель
vis_frame_color = 0.7,0.7,0.7,1.0 ; цвет рамки RGBA (A) Не учитывается
found_snd = detectors\bomb_timer
[wpn_fn2000_comp_hud]
shell_point = 00.00, -0.03, 0.05
shell_dir = 0.0, 1.0, 0.0
fire_point = -0.050000,-0.090000,0.020000
fire_bone = rifle
grenade_bone = grenade
orientation = 0, 0, 0
position = 0, 0, 0
visual = weapons\fn2000\wpn_fn2000_old_hud.ogf
anim_idle = idle
anim_idle_aim = idle
anim_reload = reload
anim_draw = draw
anim_holster = holster
anim_shoot = shoot
anim_idle_g = idle
anim_idle_g_aim = idle
anim_reload_g = reload
anim_shoot_g = shoot
anim_switch_grenade_on = reload
anim_switch_grenade_off = reload
anim_draw_g = draw
anim_holster_g = holster
; attached grenade launcher [NORMAL fire mode]
anim_idle_gl = idle
anim_idle_gl_aim = idle
anim_reload_gl = reload
anim_draw_gl = draw
anim_holster_gl = holster
anim_shoot_gl = shoot
;смещения HUD для режима приближения
zoom_offset = -0.030000,-0.010000,-0.050000
zoom_rotate_x = 0.000000
zoom_rotate_y = 0.000000
;тоже самое, но для подствольника
grenade_zoom_offset = -0.137300,-0.127600,0.000000
grenade_zoom_rotate_x = -0.203700
grenade_zoom_rotate_y = 0.035000
zoom_hide_crosshair = true