Może posiadać większe lub mniejsze błędy jako że pisze go w nocy i jestem śpiący
1. Dodawanie gotowej broni do gry.
2. Wycinanie broni z modów.
3. ikony broni, opisy, uzbrajanie stalkerów i inne ważne rzeczy
4. Najczęstsze błędy
5. Dodawanie nowej amunicji
6. Dodawanie unikatowych broni
1.
przyjmijmy że ściągnęliśmy nową broń z jakiejś strony i chcemy ją dodać. Niby nic trudnego (wystarczy skopiować gamedate zmienić linijkę w fsgame i powinno działać
Przyjmijmy że ściągnęliśmy z jakiejś strony np. G3
- wypakowujemy broń do jakiegokolwiek folderu
- następnie szukamy pliku odpowiedzialnego za konfiguracje broni najczęściej jest w folderze gamedata/config/weapons i nazywa się nazwa_naszej_broni.ltx lub w_nazwa_naszej_broni.ltx u mnie jest to w_g3.ltx
- wchodzimy do folderu głównego gry i wrzucamy plik konfiguracyjny do folderu gamedata/config/weapons (jeśli nie masz takiego folderu to go zrób
- kopiujemy dokładnie całą nazwe pliku
- otwieramy plik gamedata/config/weapons/weapons.ltx (jeśli nie masz tego pliku to musisz wypakować gamedate ja w późniejszym czasie postaram się umieścić oryginalny) i piszemy takie coś
Kod: Zaznacz cały
#include "tu wklej nazwę"Kod: Zaznacz cały
#include "w_g3.ltx"- wchodzimy do folderu gdzie wypakowaliśmy broń, następnie zaznaczamy i kopiujemy foldery
Kod: Zaznacz cały
gamedata/meshes
gamedata/sounds
gamedata/texturesBroń jest już prawie dodana, teraz przechodzimy do punktu trzeciego
2.
Wycinanie broni z innych modów jest proste tylko czasami bardziej czasochłonne. Musimy być przygotowani na różne Bugtrapy i inne małe problemy
Przyjmijmy że chcemy wyciąć np. z DM:F pistolet maszynowy MP-7
- na początku musimy w folderze gamedata/config/weapons znaleźć odpowiedniego configa (najczęściej w nazwie pliku jest nazwa danej broni) czasami w niektórych modach plik konfiguracyjny jest ukryty w jakimś folderze ale pamiętajmy że ten folder musi znajdować się w gamedata/config/weapons
u mnie plik ten nazywa się w_mp7.ltx
- gdy znajdziemy ten plikto wchodzimy do folderu głównego gry i wrzucamy plik konfiguracyjny do folderu gamedata/config/weapons (jeśli nie masz takiego folderu to go zrób
- kopiujemy dokładnie całą nazwe pliku
- otwieramy plik gamedata/config/weapons/weapons.ltx (jeśli nie masz tego pliku to musisz wypakować gamedate ja w późniejszym czasie postaram sie umieścić oryginalny) i piszemy takie coś
Kod: Zaznacz cały
#include "tu wklej nazwe"Kod: Zaznacz cały
#include "w_mp7.ltx"- otwieramy plik konfiguracyjny (np. Notatnikiem lub inny edytorem tekstu) i szukamy następujących linijek:
Kod: Zaznacz cały
visual = weapons\mp_7a3\wpn_mp7a3.ogfKod: Zaznacz cały
[wpn_mp7a3_hud]Kod: Zaznacz cały
visual = weapons\mp_7a3\wpn_mp7a3_hud.ogflinijki te zawierają adres do modelu naszej broni, wchodzimy do katalogu moda gamedata/meshes i szukamy odpowiednich plików, następnie wchodzimy do głównego folderu gry i wrzucamy je do folderów gamedata/meshes/ścieżka_z_linijki_visual
- następnie w pliku konfiguracyjnym szukamy linijek:
Kod: Zaznacz cały
snd_draw = weapons\usp_draw, 0.5
snd_holster = weapons\generic_holster, 0.5
snd_shoot = weapons\t_mp53_shot, 0.9
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\pm_reload, 0.7, 0.3
snd_close = weapons\generic_close, 0.5
snd_silncer_shot = weapons\w_ak74_shot1, 0.6
snd_shoot_grenade = weapons\m203_shot
snd_reload_grenade = weapons\m203_reloadGdy już znajdziemy odpowiednie linijki to wchodzimy do folderu z modem gamedata/sounds i szukamy odpowiednich plików tylko trzeba pamiętać że: wiele modeli broni korzysta z dźwięków oryginalnych więc nie zawsze znajdziemy je w folderze z modem, wtedy po prostu omijamy te pliki, następnie gdy już znajdziemy te pliki to wrzucamy je do odpowiednich folderów w katalogu gry, czyli gamedata/sounds/wpis_z_linijki_snd
- teraz najtrudniejsza część zadania, czyli tekstury
Czemu najtrudniejsza? ponieważ nie wiadomo których tekstur broń może używać. Można skorzystać z tego poradnika: http://forum.clearsky.pl/viewtopic.php?f=17&t=368 lub robić metodą prób i błędów. Najczęściej tekstury są w folderze gamedata\textures\wpn (lub dla broni z arsenal moda jest to gamedata\textures\Arsenal_Mod) więc wchodzimy tam i szukamy pliku lub folderu z nazwą naszej broni. Jeśli znajdziemy to wrzucamy je wszystkie do odpowiednich folderów w katalogu gry gamedata\textures\ , jeśli nie znaleźliśmy to znaczy że będziemy mieli trochę zabawy
Następnie przechodzimy do punktu trzeciego
3.
Dodawanie rangi
Jest to dość ważne ponieważ gdy nie dodamy rangi gra może sie wysypać po upuszczeniu broni przez nas lub przez innego Stalkera
Otwieramy plik gamedata\config\mp\mp_ranks.ltx szukamy linijki
Kod: Zaznacz cały
available_items = mp_wpn_addon_acog,mp_wpn_addon_scope1,mp_wpn_addon_sil_9_p,mp_wpn_addon_sil_545_ar,
mp_wpn_addon_sil_556_ar,mp_wpn_addon_sil_762_ar,mp_wpn_addon_sil_762_p,mp_wpn_addon_sil_762_pms,
mp_wpn_addon_sil_1143_p,mp_wpn_knife,mp_wpn_pm,mp_wpn_pb,mp_wpn_fort,mp_wpn_walther,
mp_wpn_colt1911,mp_wpn_usp,mp_wpn_sig220,mp_wpn_desert_eagle,mp_wpn_bm16,mp_wpn_ak74uKod: Zaznacz cały
,mp_nazwa_systemowa_broniZmiana amunicji
W niektórych broniach może być problem z amunicją, więc żeby zaoszczędzić problemów xmieńmy ją na np. 5.45 lyb 5.56. Otwieramy plik konf. i szukamy linijki
Kod: Zaznacz cały
ammo_class = coś_tamKod: Zaznacz cały
ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_apKod: Zaznacz cały
ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_apDodawanie broni handlarzom:
pliki handlarzy znajdują się w gamedata\config\misc i są to:
trade_barman.ltx
Kod: Zaznacz cały
trade_dolg.ltx
trade_ecolog.ltx
trade_freedom.ltx
trade_trader.ltx -Sidorowiczżeby dodać jakąś broń musimy ją odpowiednio wpisać w odpowiednim miejscu. Zauważmy że pliki te podzielone są na 3 sekcje: buy
supplies
trader
co oznaczają wytłumaczone jest tu: http://www.forum.stalker.pl/viewtopic.php?f=66&t=4523
Zauważmy że każda z tych sekcji jest podzielona na podsekcje odpowiedzialne za asortyment po różnych misjach (jeśli przeszliśmy stalkera powinniśmy załapać o jakie misje chodzi). Najlepiej jest dodać wszystkie nowe bronie do Sidorowicza w sekcjach:
Kod: Zaznacz cały
[supplies_start]
[trader_start_sell] Jak wpisywać daną broń? otóż otwieramy plik konfiguracyjny i na samym początku powinna być linijka:
Kod: Zaznacz cały
[jakaś_nazwa]:identity_immunitiesKod: Zaznacz cały
cost = 0Gdy już mamy odpowiednią nazwę otwieramy plik np. trade_trader.ltx i zaraz za sekcją supplies_start wpisujemy nazwę w taki sposób:
Kod: Zaznacz cały
[supplies_start]
nazwa_broni = 1, 1Kod: Zaznacz cały
[trader_start_sell]
nazwa_broni = 1, 1
W tym momencie możemy przejść do punktu czwartego żeby sprawdzić broń, a po sprawdzeniu wrócić do tego punktu i postępować dalej
Uzbrajanie Stalkerów
Postępujemy według tego tutoriala: http://www.forum.stalker.pl/viewtopic.php?f=68&t=6441 i zmieniamy nazwę broni np. zamiast wpn_ak74u wpisujemy nazwę naszej broni, gdy już zmienimy bronie wszystkim co chcemy, zapisujemy. I w ten sposób Stalkerzy będą chodzili z naszą bronią
Ikony broni
Wszystko opisane jest tutaj: viewtopic.php?f=68&t=14301
Opis broni
Otwieramy plik konfiguracyjny i szukamy linijki:
Kod: Zaznacz cały
inv_name = cośtamKod: Zaznacz cały
inv_name = "Super wypasiona spluwa"Następnie szukamy linijki:
Kod: Zaznacz cały
description = cośtamKod: Zaznacz cały
description = "Super wypasiona broń strzelająca laserem i granatami z ładunkiem jądrowym, dostępna tylko w zonie i takie tam"Zmiana osiągów broni
W różnych modach bronie są różnie zbalansowane i dobrze jest poprawić osiągi naszej broni żeby nie odstępowała za bardzo od reszty lub żeby nie była za dobra. O edycji osiągów wszystko jest napisane tutaj: http://www.forum.stalker.pl/viewtopic.php?f=68&t=626
i to wystarczy żeby broń dobrze wyglądała w grze
4.
Broń jest już dodana włączamy nową grę iii... widzimy nasz fajny pulpit
zjeżdżamy do linijki FATAL ERROR i czytamy co pisze
Can't find texture 'wpn\cośtam\cośtam
błąd najczęściej spotykany gdy wycinamy jakąś broń (jeśli nie znaleźliśmy wcześniej wszystkich tekstur błąd ten może wyskoczyć parę razy aczkolwiek z innymi teksturami). Rozwiązanie jest proste wchodzimy do folderu z modem do gamedata/textures/ścieżka_z_errora i kopiujemy teksturę do odpowiedniego folderu w katalogu gry
Can't find sound 'wpn\cośtam\cośtam
błąd gdy nie skopiowaliśmy wszystkich dźwięków, wchodzimy do folderu z modem gamedata\sounds\ścieżka_z_loga i kopiujemy odpowiedni plik do odpowiedniego folderu w katalogu gry
Can't find particle '\cośtam\cośtam
Rozwiązaniem tego problemu jest albo skopiować plik gamedata\particles.xr z moda do folderu gamedata w głównym katalogu, lub, jeśli już są jakieś inne particles.xr zmienić w pliku konfiguracyjnym linijki
Kod: Zaznacz cały
flame_particles = weapons\cośtam
smoke_particles = weapons\cośtam
shell_particles = weapons\cośtamKod: Zaznacz cały
flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
shell_particles = weapons\generic_shells5.
Żeby dodać nową amunicję należy postępować podobnie jak w przypadku dodawania broni to znaczy:
-otwieramy plik weapons.ltx który jest w modzie z którego chcemy wyciąć amunicję
-szukamy sekcji od amunicji która nas interesuje, wygląda ona na przykład tak:
Kod: Zaznacz cały
[ammo_5.45x39_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.45x39_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_545x39_fmj.ogf
description = enc_weapons1_ammo_ammo-5.45x39-fmj
$prefetch = 64
cost = 200 ;150
box_size = 30 ;60
inv_name = ammo-5.45x39-fmj
inv_name_short = ammo-5.45x39-fmj_s
inv_weight = .32
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 11
k_dist = 1
k_disp = 1.7
k_hit = 1.34
k_impulse = 1.0
k_pierce = 1.0
impair = 1.0
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off kopiujemy ją i wklejamy do naszego pliku weapnos.ltx (trzeba pamiętać żeby wkleić między innymi sekcjami, a najlepiej na samym końcu)
-szukamy pliku .ogf odpowiedzialnego za wygląd paczki z amunicją określa to linijka
Kod: Zaznacz cały
visual = weapons\ammo\ammo_545x39_fmj.ogf-z teksturą robimy podobnie jak w przypadku broni
-z opisem też postępujemy podobnie
-dalej modyfikujemy ikonke w ekwipunku (tak samo jak w broni)
-dodajemy do sklepów oraz zmieniamy odpowiednio konfig broni w którym ma się dana amunicja znaleźć (nazwa systemowa znajduje się w linijce
Kod: Zaznacz cały
[ammo_5.45x39_fmj]:ammo_baseKod: Zaznacz cały
ammo_5.45x39_fmj6
Z mundurami możemy postępować w ten sam sposób
Żeby dodać unikatową broń należy otworzyć plik \gamedata\config\misc\unique_items.ltx i na początke wklejamy tam odpowiednio zmienione oczywiście następujące linijki:
Kod: Zaznacz cały
[wpn_ak74_m1]:wpn_ak74
$spawn = "weapons\uniq\wpn_ak74_m1"
description = enc_weapons1_wpn-ak74_m1
inv_name = wpn-ak74_m1
inv_name_short = wpn-ak74_m1
inv_grid_x = 0
inv_grid_y = 30i teraz co oznaczają te linijki:
[wpn_ak74_m1]:wpn_ak74 w nawiasach kwadratowych [] wpisujemy nazwę systemową naszej broni po dwukropku nazwę systemową broni na której się wzorujemy
$spawn = "weapons\uniq\xxxxxxxx" zamiast xxxxxxxx wpisujemy nazwę systemową nowej broni
linijki description, inv_name, inv_name_short odpowiadają za opis naszej broni i postępujemy z nimi tak samo jak wyżej opisałem
linijki inv_grid_x i inv_grid_y odpowiadają za pozycje ikonki do naszej broni
gdy to już zrobimy to dalej dodajemy tylko te linijki w których chcemy wprowadzić zmiany i na przykład jeśli chcemy zmienić szybkostrzelność dodajemy linijkę
Kod: Zaznacz cały
rpm = 950Kod: Zaznacz cały
ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_apKod: Zaznacz cały
ammo_mag_size = 30Zapisujemy plik, dodajemy do handlarza i gotowe
To by było puki co na tyle
Pamiętajmy że jeśli dodamy nową broń do naszego moda i jeśli chcemy go gdzieś wydać, musimy mieć pozwolenie od twórcy broni/moda
Wszelkie prawa zastrzeżone, gdyby ktoś chciał umieścić gdzieś ten tutorial (w co wątpie
-
- Posty: 26
- Rejestracja: 20 mar 2011, 16:28
- Ostatnio: 05 wrz 2011, 16:46
- Ulubiona broń: Gauss Gun
-
- Posty: 59
- Rejestracja: 27 wrz 2009, 23:41
- Ostatnio: 08 maja 2016, 02:43
- Ulubiona broń: Vintar BC
Kod: Zaznacz cały
ammo_12x70_buck = 0.9, 0.1Kod: Zaznacz cały
wpn_scar = 1, 1W ogóle to handlarz z Kordonu przestał ze mną rozmawiać albo zaczął tylko nie było tych broni u niego albo coś się że tak powiem zacięło ?
Jeżeli handlarz z Tobą nie rozmawia tzn że masz niezsynchronizowane sekcje supplies i sell
w supplies pierwsza cyfra to ilość na sprzedaż druga to prawdopodobieństwo że będzie dostępne
broń ma mieć = 1 (lub więcej), 1(lub 0.5 - to 50%, czy 0.1 to 10% szansy na to że będzie na stanie)
amunicję najlepiej zrobić tak samo
w sell dajesz = 3, 1 czyli 3 x cena za 1 szt. - jak dasz 5, 1 to będzie pięciokrotna cena a jak dasz 0.5, 1 to sprzeda Ci za połowę ceny
na przykładzie ak74 i amunicji do niego
supplies
wpn_ak74 = 1, 0.3 (30% szans na 1szt kałacha)
ammo_5.45x39_fmj = 5, 0.5 (50% szans na 5 paczek)
sell
wpn_ak74 = 3, 1 (cena x3 za szt.)
ammo_5.45x39_fmj = 3, 1 (cena x3 za paczkę)
Postawili kozaka za ten post (1):
-
- Posty: 59
- Rejestracja: 27 wrz 2009, 23:41
- Ostatnio: 08 maja 2016, 02:43
- Ulubiona broń: Vintar BC
Kod: Zaznacz cały
FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\patch_1_0004\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'wpn_mp7'1. Masz plik w_mp7.ltx ?
2. Dopisałeś do weapons.ltx sekcję
Kod: Zaznacz cały
#include "w_mp7.ltx"-
- Posty: 59
- Rejestracja: 27 wrz 2009, 23:41
- Ostatnio: 08 maja 2016, 02:43
- Ulubiona broń: Vintar BC
gamedata>config>misc>trade_trader.ltx :
Kod: Zaznacz cały
[supplies_start]
;Ŕěěóíčöč˙
ammo_5.45x39_fmj = 1, 0.1
ammo_9x18_fmj = 0.9, 0.1
ammo_9x18_pmm = 0.9, 0.1
ammo_9x19_pbp = 0.9, 0.1
ammo_9x19_fmj = 0.9, 0.1
ammo_11.43x23_hydro = 0.9, 0.1
ammo_11.43x23_fmj = 0.9, 0.1
ammo_12x70_buck = 0.9, 0.1
ammo_12x76_dart = 0.9, 0.1
ammo_12x76_zhekan = 0.9, 0.1
ammo_5.45x39_ap = 0.9, 0.1
ammo_5.45x39_fmj = 0.9, 0.1
ammo_9x39_sp5 = 0.9, 0.1
ammo_9x39_ap = 0.9, 0.1
ammo_9x39_pab9 = 0.9, 0.1
ammo_5.56x45_ss190 = 0.9, 0.1
ammo_5.56x45_ap = 0.9, 0.1
ammo_7.62x54_7h14 = 0.9, 0.1
ammo_7.62x54_7h1 = 0.9, 0.1
ammo_7.62x54_ap = 0.9, 0.1
ammo_og-7b = 0.9, 0.1
ammo_vog-25p = 0.9, 0.1
ammo_vog-25 = 0.9, 0.1
grenade_f1 = 0.9, 0.1
grenade_rgd5 = 0.9, 0.1
ammo_m209 = 0.9, 0.1czy w tym miejscu dopisać np. wpn_scar = 1, 0,5 czy zamiast 1 (0,1)
czy w tej ,,sekcji"
Kod: Zaznacz cały
;Îđóćčĺ
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
czy tutaj na dole po grozie dopisać np. wpn_scar =1,0.5 czy ma być taki odstęp od nazwy i czy ma być odstęp po przecinku (jedna spacja) ?
Kod: Zaznacz cały
wpn_groza = 1, 0.1albo czy tutaj wpisać w [trader_start_sell] za artefaktami :
Kod: Zaznacz cały
;Ŕđňĺôŕęňű
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_rusty_thorn ;NO TRADE
af_rusty_kristall ;NO TRADE
af_rusty_sea-urchin ;NO TRADE
af_ameba_slime ;NO TRADE
af_ameba_slug ;NO TRADE
af_ameba_mica ;NO TRADE
af_drops ;NO TRADE
af_fireball ;NO TRADE
af_cristall ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_dummy_pellicle ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_dummy_spring ;NO TRADE
af_fuzz_kolobok ;NO TRADE
czy w
Kod: Zaznacz cały
;ÎđóćčĺKod: Zaznacz cały
[trader_start_sell]
;Ŕđňĺôŕęňű
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_rusty_thorn ;NO TRADE
af_rusty_kristall ;NO TRADE
af_rusty_sea-urchin ;NO TRADE
af_ameba_slime ;NO TRADE
af_ameba_slug ;NO TRADE
af_ameba_mica ;NO TRADE
af_drops ;NO TRADE
af_fireball ;NO TRADE
af_cristall ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_dummy_pellicle ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_dummy_spring ;NO TRADE
af_fuzz_kolobok ;NO TRADE
;Ŕěěóíčöč˙
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_dart ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj = 1, 3
ammo_9x39_sp5 ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h14 ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_7.62x54_ap ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25p ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
;Îđóćčĺ
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
Jeżeli tu nie masz to nie pójdziesz dalej:
Kod: Zaznacz cały
#include "delayed_action_fuse.ltx"
#include "Arsenal.ltx"
#include "w_ak47.ltx"
#include "w_ak74.ltx"
#include "w_ak74u.ltx"
#include "w_fn2000.ltx"
#include "w_rpg7.ltx"
#include "w_knife.ltx"
#include "w_bolt.ltx"
#include "w_f1.ltx"
#include "w_rgd5.ltx"
#include "w_rg6.ltx"
#include "w_wolf_m16.ltx"
#include "w_vintorez.ltx"
#include "w_lr300.ltx"
#include "w_mp5.ltx"
#include "w_val.ltx"
#include "w_gauss.ltx"
#include "w_groza.ltx"
#include "w_hpsa.ltx"
#include "w_pm.ltx"
#include "w_pb.ltx"
#include "w_walther.ltx"
#include "w_ups.ltx"
#include "w_fort.ltx"
#include "w_toz34.ltx"
#include "w_svd.ltx"
#include "w_svu.ltx"
#include "w_binoc.ltx"
#include "w_l85.ltx"
#include "w_bm16.ltx"
#include "w_spas12.ltx"
#include "w_wincheaster1300.ltx"
#include "w_mounted.ltx"
#include "w_colt1911.ltx"
#include "w_beretta.ltx"
#include "w_desert_eagle.ltx"
#include "w_sig220.ltx"
#include "w_sig550.ltx"
#include "w_abakan.ltx"
#include "w_g36.ltx"
#include "w_flame.ltx"
#include "w_saiga12c.ltx"
#include "arsenal\ammo\762x25.ltx"
#include "arsenal\tt33_sk1.ltx"
#include "w_bizon.ltx"
#include "w_kriss_super_v.ltx"
#include "w_mp7.ltx"
#include "w_m1891_30_scope.ltx"
#include "g36c_sk1.ltx"
#include "famas_p3_sk1.ltx"
#include "w_ak.ltx"
#include "w_aug_a3.ltx"
#include "w_l86.ltx"
#include "w_sayga12k.ltx"
#include "w_svd_c.ltx"
#include "w_m4.ltx"
#include "w_m14.ltx"
#include "w_tavor.ltx"
#include "w_colt_python.ltx"
#include "w_pkm.ltx"
#include "w_w2000.ltx"
#include "w_m82a3.ltx"
#include "c96.ltx"
#include "w_ppsh.ltx"
#include "w_g3_camo.ltx"
#include "w_benellim4super90.ltx"
#include "w_thompson.ltx"
#include "type97.ltx"
#include "lewis.ltx"
#include "mp40.ltx"
#include "mp41.ltx"
#include "stg44.ltx"
#include "m1918.ltx"
#include "fnc_red_dote.ltx"
#include "g43.ltx"
#include "scar.ltx"
#include "w1200.ltx"
#include "w_scorpion.ltx"
#include "w_vint.ltx"
#include "w_obrez.ltx"
#include "w_remington_870.ltx"
#include "w_ak104T.ltx"
#include "w_m79.ltx"
#include "w_grozz.ltx"
#include "w_grozm.ltx"
#include "w_m134.ltx"
#include "w_ak75.ltx"
#include "w_g37.ltx"
#include "w_wincheaster1100.ltx"
#include "arisaka44.ltx"
#include "w_protecta.ltx"
#include "w_gravigun.ltx"
#include "w_fw900k.ltx"
#include "m4a1.ltx"
#include "m4_taktik.ltx"
#include "sks_s.ltx"
#include "w_dynamite.ltx"
#include "usas12.ltx"
#include "w_rg10_ognemet.ltx"
#include "w_mauzer.ltx"
#include "w_vihlop.ltx"
#include "oicw.ltx"
#include "w_valcobra.ltx"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Îăíĺńňđĺëüíîĺ îđóćčĺ
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bullet_manager]
tracer_width = 0.08
tracer_length_max = 10.0 ;24.0 ;14.0
tracer_length_min = 2 ;0.2
;đŕńńňî˙íčĺ ďîńëĺ ęîňîđîăî ó÷čňűâŕĺňń˙ hit_probabilty ďîëíîńňüţ
hit_probability_max_dist = 10;
gravity_const = 9.81
;ńîďđîňčâëĺíčĺ âîçäóőŕ, ďđîöĺíň, ęîňîđűé îňíčěŕĺňń˙ îň ńęîđîńňč ďîëĺňŕ ďóëč
air_resistance_k = 1.82
;đŕçěĺđ řŕăŕ âđĺěĺíč (â ěčëčńĺęóíäŕő), ďî ęîňîđîěó ďđîčăđűâŕţňń˙
time_step = 1 ;33
;ěčíčěŕëüíŕ˙ ńęîđîńňü (ě/ń), íŕ ęîňîđîé ďóë˙ ĺůĺ ń÷čňŕĺňń˙ č ďîęŕçűâŕĺňń˙
min_bullet_speed = 0.3
;cęîëüęî ďđîöĺíňîâ ýíĺđăčč ďîňĺđ˙ĺň ďóë˙ ďđč ńňîëęíîâĺíčč ń ěŕňĺđčŕëîě (ďđč ďŕäĺíčč ďîä ďđ˙ěűě óăëîě)
collision_energy_min = 0.7 ;0.80 ;0.75; 0.90
;ńęîëüęî ďđîöĺíňîâ ýíĺđăčč îńňŕíĺňń˙ ó ďóëč ďđč ëţáîě ńňîëęíîâĺíčč
collision_energy_max = 0.6 ;0.5 ;0.7;0.50
whine_sounds = weapons\whine_1, weapons\whine_2, weapons\whine_3, weapons\whine_4, weapons\whine_5,
weapons\whine_6, weapons\whine_7, weapons\whine_8, weapons\whine_9, weapons\whine_10,
weapons\whine_11, weapons\whine_12, weapons\whine01, weapons\whine02
explode_particles = amk\flame ;explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01
[tracers_color_table] ;color_table
color_0 = 1.0, 0.54, 0.0 ; yellow
color_1 = 1.0, 1.0, 1.0 ; white
color_2 = 1.0, 0.1, 0.0 ; red
color_3 = 0.3, 1.0, 0.3 ; green
color_4 = 0.0, 0.0, 0.1 ; blue
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AMUNITION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_base]:identity_immunities
;belt = true;
[ammo_binoc_dummy]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
description = binocular
$prefetch = 64
cost = 0
box_size = 0
inv_name = binocular
inv_name_short = binocular
inv_weight = .1
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 8
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.01
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x18_fmj.ogf
description = enc_weapons1_ammo_ammo-9x18-fmj
$prefetch = 64
cost = 70
box_size = 20 ;50
inv_name = ammo-9x18-fmj
inv_name_short = ammo-9x18-fmj_s
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 12
k_dist = 1
k_disp = 3
k_hit = 1.2
k_impulse = 2
k_pierce = 1
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pbp]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_pbp" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x18_pbp.ogf
description = enc_weapons1_ammo_ammo-9x18-pbp
$prefetch = 64
cost = 100
box_size = 20 ;50
inv_name = "9x18 PBP"
inv_name_short = "JSP-AP"
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 13
inv_grid_y = 12
k_dist = 1
k_disp = 3
k_hit = 1.4
k_impulse = 2.2
k_pierce = 1.35
impair = 1.15
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pmm]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_pmm" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x18_pmm.ogf
description = enc_weapons1_ammo_ammo-9x18-pmm
$prefetch = 64
cost = 80
box_size = 20 ;50
inv_name = ammo-9x18-pmm
inv_name_short = ammo-9x18-pmm_s
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 12
k_dist = 1.1
k_disp = 3
k_hit = 1.6
k_impulse = 1.5
k_pierce = 1.1
impair = 1.5
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;____________________________________________________________________________________
[ammo_9x19_pbp]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x19_pbp" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x19_pbp.ogf
description = enc_weapons1_ammo_ammo-9x19-pbp
$prefetch = 64
cost = 120
box_size = 20 ;50
inv_name = ammo-9x19-pbp
inv_name_short = ammo-9x19-pbp_s
inv_weight = .24
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 12
k_dist = 1.1
k_disp = 1.4
k_hit = 1.5
k_impulse = 2.1
k_pierce = 10 ;1.35
impair = 1.15
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;____________________________________________________________________________________
[ammo_9x19_ucen]:ammo_9x19_pbp
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x19_ucen" ; option for Level Editor
description = ammo_9x19_ucen_desc
inv_name = ammo_9x19_ucen
inv_name_short = ammo_9x19_ucen
k_hit = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;_______________________________________________________________________________
[ammo_9x19_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x19_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x19_fmj.ogf
description = enc_weapons1_ammo_ammo-9x19-fmj
$prefetch = 64
cost = 100
box_size = 20 ;50
inv_name = ammo-9x19-fmj
inv_name_short = ammo-9x19-fmj_s
inv_weight = .24
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 12
k_dist = 1
k_disp = 1.5
k_hit = 1.4
k_impulse = 2.2
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------5,45x39 AP--(AMK_________________________________TEMP_______________________
[ammo_5.45x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.45x39_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_545x39_ap.ogf
description = enc_weapons1_ammo_ammo-5.45x39-ap
$prefetch = 64
cost = 360
box_size = 30 ;60
inv_name = ammo-5.45x39-ap
inv_name_short = ammo-5.45x39-ap_s
inv_weight = .32
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 11
k_dist = 1.2
k_disp = 1.5
k_hit = 1.8
k_impulse = 2.5
k_pierce = 1.0
impair = 1.2
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------5,45x39 BASE--(AMK_________________________________TEMP_______________________
[ammo_5.45x39_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.45x39_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_545x39_fmj.ogf
description = enc_weapons1_ammo_ammo-5.45x39-fmj
$prefetch = 64
cost = 200 ;150
box_size = 30 ;60
inv_name = ammo-5.45x39-fmj
inv_name_short = ammo-5.45x39-fmj_s
inv_weight = .32
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 11
k_dist = 1.1
k_disp = 1.1
k_hit = 1.5
k_impulse = 2.7
k_pierce = 1.0
impair = 1.0
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------REM .223 AP--(AMK_________________________________TEMP_______________________
[ammo_5.56x45_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.56x45_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_556x45_ap.ogf
description = enc_weapons1_ammo_ammo-5.56x45-ap
$prefetch = 64
cost = 380
box_size = 30 ;60
inv_name = ammo-5.56x45-ap
inv_name_short = ammo-5.56x45-ap_s
inv_weight = .33
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 11
k_dist = 1.2
k_disp = 1.45 ;0.000001
k_hit = 1.9
k_impulse = 2.8
k_pierce = 1.0
impair = 1.1
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------REM .223 SS190(AMK_________________________________TEMP_______________________
[ammo_5.56x45_ss190]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.56x45_ss190" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_556x45_ss190.ogf
description = enc_weapons1_ammo_ammo-5.56x45-ss190
$prefetch = 64
cost = 320
box_size = 30 ;60
inv_name = ammo-5.56x45-ss190
inv_name_short = ammo-5.56x45-ss190_s
inv_weight = .33
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 11
k_dist = 1.0
k_disp = 1.6
k_hit = 1.6
k_impulse = 1.0
k_pierce = 1.0
impair = 1.0 ;1.2
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.7x28_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_57x28_fmj.ogf
description = enc_weapons1_ammo_ammo-5.7x28-fmj
$prefetch = 64
cost = 50
box_size = 30 ;60
inv_name = "5.7x28 FMJ"
inv_name_short = "5.7x28 FMJ"
inv_weight = .25
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 10
k_dist = 1
k_disp = 2.4 ;3
k_hit = 1.2
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.7x28_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_57x28_ap.ogf
description = enc_weapons1_ammo_ammo-5.7x28-ap
$prefetch = 64
cost = 50
box_size = 30 ;60
inv_name = "5.7x28 AP"
inv_name_short = "5.7x28 AP"
inv_weight = .25
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 11
k_dist = 1.2
k_disp = 2.5;3
k_hit = 1.8
k_impulse = 1.2
k_pierce = 1.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;
;;;; P90 MOD AMMO 5.7x28 ammo
;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_ss190]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_57x28_ss190" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\p90\ammo_57x28_ss190.ogf
description = enc_weapons1_ammo_ammo-5.7x28
$prefetch = 64
cost = 50
box_size = 50
inv_name = ammo-5.7x28_name
inv_name_short = ammo-5.7x28_s
inv_weight = 0.25
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 22
inv_grid_y = 23
k_dist = 1
k_disp = 2.5;3
k_hit = 1.3
k_impulse = 1
k_pierce = 1.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;
;;;; PKM MOD AMMO 7.62x54R BOX
;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54r]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54r" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\pkm\ammo_762x54r_box.ogf
description = enc_weapons1_ammo_ammo-7.62x54r
$prefetch = 64
cost = 1500
box_size = 250
inv_name = ammo-7.62x54r_s
inv_name_short = ammo-7.62x54r_s
inv_weight = 3.6
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 37
k_dist = 1.3
k_disp = 1.5;3
k_hit = 2.3
k_impulse = 1.5
k_pierce = 2.5
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_762x54_ap.ogf
description = enc_weapons1_ammo_ammo-7.62x54-7h14
$prefetch = 64
cost = 1150
box_size = 10
inv_name = ammo-7.62x54-ap
inv_name_short = ammo-7.62x54-ap_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 9
k_dist = 1.2
k_disp = 1.02 ;0.89
k_hit = 4.85
k_impulse = 1.2
k_pierce = 3.25 ;???
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.04
explosive = off ;on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------7H14-- (AMK SNIPER ADDON v1.0RC)
[ammo_7.62x54_7h14]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_7h14" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_762x54_7h14.ogf
description = enc_weapons1_ammo_ammo-7.62x54-7h13
$prefetch = 64
cost = 1000
box_size = 10
inv_name = ammo-7.62x54-7h13
inv_name_short = ammo-7.62x54-7h13_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 10
k_dist = 1.1
k_disp = 1.02 ;0.89
k_hit = 4.85 ;22.1
k_impulse = 1.2
k_pierce = 3.25 ;???
impair = 1.05
buck_shot = 1
tracer = off
wm_size = 0.04
explosive = off ;on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_ucen]:ammo_7.62x54_7h14
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_ucen" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_762x54_7h14.ogf
description = enc_weapons1_ammo_ammo-7.62x54-ucen
$prefetch = 64
cost = 1000
box_size = 10
inv_name = ammo-7.62x54-ucen
inv_name_short = ammo-7.62x54-ucen
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 24
inv_grid_y = 14
k_dist = 1.1
k_disp = 1.02 ;0.89
k_hit = 0.05
k_impulse = 1.2
k_pierce = 3.25 ;???
impair = 1.05
buck_shot = 1
tracer = off
wm_size = 0.04
explosive = off ;on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------7H13-- (AMK SNIPER ADDON v1.0RC)
[ammo_7.62x54_7h1]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_7h1" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_762x54_7h1.ogf
description = enc_weapons1_ammo_ammo-7.62x54-7h1
$prefetch = 64
cost = 900
box_size = 10
inv_name = ammo-7.62x54-7h1
inv_name_short = ammo-7.62x54-7h1_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 9
k_dist = 1.1
k_disp = 1.2 ;3.1
k_hit = 4.55 ;22.1
k_impulse = 1.5
k_pierce = 1 ;???
impair = 1.15
buck_shot = 1
tracer = off
wm_size = 0.05
explosive = off ;on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------ŃĎ-5-- (AMK SNIPER ADDON v1.0RC)
[ammo_9x39_sp5]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x39_sp5" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x39_sp5.ogf
description = enc_weapons1_ammo_ammo-9x39-sp5
$prefetch = 64
cost = 375
box_size = 30 ;60
inv_name = ammo-9x39-sp5
inv_name_short = ammo-9x39-sp5_s
inv_weight = .7
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 11
k_dist = 1.2
k_disp = 1.02 ;0.89
k_hit = 5.3 ;7.0
k_impulse = 1
k_pierce = 1.25
impair = 2.0 1.0 ;1.25
buck_shot = 1
tracer = off
wm_size = 0.04
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------ŃĎ-6-- (AMK SNIPER ADDON v1.0RC)
[ammo_9x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x39_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x39_ap.ogf
description = enc_weapons1_ammo_ammo-9x39-ap
$prefetch = 64
cost = 400
box_size = 30 ;60
inv_name = ammo-9x39-ap
inv_name_short = ammo-9x39-ap_s
inv_weight = .7
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 12
k_dist = 1
k_disp = 2.5
k_hit = 6.3 ;22.1
k_impulse = 1
k_pierce = 3.0 ;1.25
impair = 2.5 ;1.05
buck_shot = 1
tracer = off
wm_size = 0.04
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;___9ő39 ĎŔÁ -- (AMK SNIPER ADDON v1.0RC) -- âđĺěĺííűé_(ďîňîě ďđŕâčňü ń Ăđîçîé)___
[ammo_9x39_pab9]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x39_pab9" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x39_pab9.ogf
description = enc_weapons1_ammo_ammo-9x39-pab9
$prefetch = 64
cost = 340
box_size = 30 ;60
inv_name = ammo-9x39-pab9
inv_name_short = ammo-9x39-pab9_s
inv_weight = .7
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 10
k_dist = 1.1
k_disp = 2.75
k_hit = 4.3 ;4.4
k_impulse = 1
k_pierce = 1
impair = 10.0 ;0.7
buck_shot = 1
tracer = off
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_gauss]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_gauss" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_gauss.ogf
description = enc_weapons1_ammo_ammo-gauss
$prefetch = 64
cost = 750
box_size = 10
inv_name = ammo-gauss
inv_name_short = ammo-gauss_s
inv_weight = .5
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 14
k_dist = 1.3
k_disp = 1.5
k_hit = 8.0
k_impulse = 10
k_pierce = 2.5
impair = 0.7
buck_shot = 1
tracer = off
wm_size = 0.05
explosive = off
[ammo_super_gauss]:ammo_gauss
description = enc_weapons1_ammo_super_gauss
cost = 1550
box_size = 1
inv_name = super_gauss
inv_name_short = super_gauss
inv_weight = .5
k_dist = 1.5
k_hit = 50
k_impulse = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_11.43x23_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_1143x23_fmj.ogf
description = enc_weapons1_ammo_ammo-11.43x23-fmj
$prefetch = 64
cost = 200
box_size = 20 ;50
inv_name = ammo-11.43x23-fmj
inv_name_short = ammo-11.43x23-fmj_s
inv_weight = .3
inv_grid_width = 2;1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 12
k_dist = 1
k_disp = 3
k_hit = 1.3
k_impulse = 1.2
k_pierce = 1
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_hydro]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_11.43x23_hydro" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_1143x23_Hydro.ogf
description = enc_weapons1_ammo_ammo-11.43x23-hydro
$prefetch = 64
cost = 215
box_size = 20 ;50
inv_name = ammo-11.43x23-hydro
inv_name_short = ammo-11.43x23-hydro_s
inv_weight = .3
inv_grid_width = 2;1
inv_grid_height = 1
inv_grid_x = 7
inv_grid_y = 12
k_dist = 1.1
k_disp = 3
k_hit = 1.6
k_impulse = 1.4
k_pierce = 1.35
impair = 1.15
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_dart]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x76_dart" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_12x76_dart.ogf
description = enc_weapons1_ammo_ammo-12x76-dart
$prefetch = 64
cost = 500
box_size = 10
inv_name = ammo-12x76-dart
inv_name_short = ammo-12x76-dart_s
inv_weight = .50
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 13
inv_grid_y = 10
k_dist = 1.4
k_disp = 3.5 ;0.8
k_hit = 4.3
k_impulse = 1.4
k_pierce = 2.25
impair = 1.2
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x76_zhekan" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_12x76_zhekan.ogf
description = enc_weapons1_ammo_ammo-12x76-zhekan
$prefetch = 64
cost = 350
box_size = 10
inv_name = ammo-12x76-zhekan
inv_name_short = ammo-12x76-zhekan_s
inv_weight = .50
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 10
k_dist = 1.3
k_disp = 4.0
k_hit = 3.8
k_impulse = 1.5
k_pierce = 1
impair = 1.15
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off ;on
[ammo_12x76_zhekan_heli]:ammo_12x76_zhekan
$spawn = "weapons\ammo\ammo_12x76_zhekan_heli" ; option for Level Editor
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x70_buck]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x70_buck" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_12x70_buck.ogf
description = enc_weapons1_ammo_ammo-12x70-buck
$prefetch = 64
cost = 500
box_size = 10
inv_name = ammo-12x70-buck
inv_name_short = ammo-12x70-buck_s
inv_weight = .45
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 13
inv_grid_y = 9
k_dist = 0.9
k_disp = 10;
k_hit = 1.0
k_impulse = 0.7
k_pierce = 0.8
impair = 1
buck_shot = 9
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x39_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x39_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo_762x39_fmj.ogf
description ="Radziecki automatowy nabój kalibru 7.62mm. Zwykła pełnopłaszczowa kula."
$prefetch = 64
cost = 500
box_size = 30 ;60
inv_name ="7.62x39 mm CMO"
inv_name_short ="7.62x39 mm CMO"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 20
inv_grid_y = 11
k_dist = 1.1
k_disp = 1.1
k_hit = 3
k_impulse = 3
k_pierce = 1.25
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x39_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo_762x39_ap.ogf
description ="Radziecki automatowy nabój kalibru 7.62mm. Kula ze stalowym rdzeniem, polepszona siła przebicia."
$prefetch = 64
cost = 650
box_size = 30 ;60
inv_name ="7.62x39 mm BP"
inv_name_short ="7.62x39 mm BP"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 20
inv_grid_y = 12
k_dist = 1.2
k_disp = 1.1
k_hit = 4
k_impulse = 4
k_pierce = 2.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_og-7b]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_og-7b" ; option for Level Editor
class = A_OG7B
cform = skeleton
visual = weapons\ammo\ammo_og-7b.ogf
description = enc_weapons1_ammo_ammo-og-7b
$prefetch = 64
cost = 1000
box_size = 1
inv_name = ammo-og-7b
inv_name_short = ammo-og-7b
inv_weight = 1.0
inv_grid_width = 3
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 19
k_dist = 1
k_disp = 1
k_hit = 2.5
k_impulse = 1
k_pierce = 1.25
impair = 1.15
buck_shot = 0
tracer = off
wm_size = 0.1
;ěîăóň ëč áîĺďđčďŕńű áűňü íĺîăđŕíč÷ĺííűěč : 1 - ěîăóň, 0 - íĺ ěîăóň
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades for Attachable grenade launcher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25p]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_vog-25p" ; option for Level Editor
class = A_VOG25
cform = skeleton
visual = weapons\ammo\ammo_vog-25p.ogf
description = enc_weapons1_ammo_ammo-vog-25p
$prefetch = 64
cost = 170
box_size = 1
inv_name = ammo-vog-25p
inv_name_short = ammo-vog-25p_s
inv_weight = .08
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 10
kill_msg_x = 17
kill_msg_y = 232
kill_msg_width = 21
kill_msg_height = 22
k_dist = 1.1
k_disp = 1.5
k_hit = 9.0
k_impulse = 2.7
k_pierce = 1.85
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
jump_height = 1.5
fake_grenade_name = wpn_fake_missile1
;ěîăóň ëč áîĺďđčďŕńű áűňü íĺîăđŕíč÷ĺííűěč : 1 - ěîăóň, 0 - íĺ ěîăóň
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_vog-25" ; option for Level Editor
class = A_VOG25
cform = skeleton
visual = weapons\ammo\ammo_vog-25.ogf
description = enc_weapons1_ammo_ammo-vog-25
$prefetch = 64
cost = 150
box_size = 1
inv_name = ammo-vog-25
inv_name_short = ammo-vog-25_s
inv_weight = .08
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 9
kill_msg_x = 38
kill_msg_y = 233
kill_msg_width = 21
kill_msg_height = 22
k_dist = 1.1
k_disp = 1.5
k_hit = 8.0
k_impulse = 2.8
k_pierce = 1.55
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
fake_grenade_name = wpn_fake_missile
;ěîăóň ëč áîĺďđčďŕńű áűňü íĺîăđŕíč÷ĺííűěč : 1 - ěîăóň, 0 - íĺ ěîăóň
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_m209]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_m209" ; option for Level Editor
class = A_M209
cform = skeleton
visual = weapons\ammo\ammo_m209.ogf
description = enc_weapons1_ammo_ammo-m209
$prefetch = 64
cost = 155
box_size = 1
inv_name = ammo-m209
inv_name_short = ammo-m209_s
inv_weight = .08
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 13
kill_msg_x = 61
kill_msg_y = 232
kill_msg_width = 19
kill_msg_height = 22
k_dist = 1.1
k_disp = 1.5
k_hit = 9.3
k_impulse = 5.3
k_pierce = 2.15
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
fake_grenade_name = wpn_fake_missile2
;ěîăóň ëč áîĺďđčďŕńű áűňü íĺîăđŕíč÷ĺííűěč : 1 - ěîăóň, 0 - íĺ ěîăóň
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_fake_missile]:identity_immunities
visual = weapons\ammo\ammo_vog-25.ogf
cform = skeleton
class = G_FAKE
$prefetch = 32
inv_weight = 0
cost = 150
blast = 3
blast_r = 12
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 15
frags_r = 25
frag_hit = 2.0
frag_hit_impulse = 200
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.8
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.2,0.5
light_range = 25.0
light_time = 0.5
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 0.2
wm_size = 0.05
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 300
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\grenade_vog25_boom
;------------------------------------------------------------------------------------------
;wallmarks
wallmark_section = explosion_marks
;ńâîéńňâŕ ęîňîđűĺ ÷čňŕţňń˙, íî íĺ čńďîëüçóţňń˙
inv_name = ammo-vog-25
inv_name_short = ammo-vog-25
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 10
kill_msg_x = 17
kill_msg_y = 232
kill_msg_width = 21
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Ńâîéńňâŕ CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;ďđčńóňńňâóĺň ëč â đŕęĺňĺ äâčăŕňĺëü
lights_enabled = false ;ńâĺň âîęđóă đŕęĺňű, âî âđĺě˙ ďîëĺňŕ
force_explode_time = 10000
[wpn_fake_missile1]:identity_immunities
$prefetch = 32
visual = weapons\ammo\ammo_vog-25p.ogf
cform = skeleton
class = G_FAKE
inv_weight = 0
cost = 150
blast = 3
blast_r = 15
blast_impulse = 300
;delete
blast_impulse_factor = 1
frags = 20
frags_r = 25
frag_hit = 2.0
frag_hit_impulse = 250
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.8
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 1.5
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 300
wm_size = 0.05
;wallmarks
wallmark_section = explosion_marks
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\grenade_vog25p_boom
;------------------------------------------------------------------------------------------
;ńâîéńňâŕ ęîňîđűĺ ÷čňŕţňń˙, íî íĺ čńďîëüçóţňń˙
inv_name = ammo-vog-25p
inv_name_short = ammo-vog-25p
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 9
kill_msg_x = 38
kill_msg_y = 233
kill_msg_width = 21
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Ńâîéńňâŕ CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;ďđčńóňńňâóĺň ëč â đŕęĺňĺ äâčăŕňĺëü
lights_enabled = true ;ńâĺň âîęđóă đŕęĺňű, âî âđĺě˙ ďîëĺňŕ
trail_light_color = 0.6,0.5,0.3
trail_light_range = 8.0
force_explode_time = 10000
[wpn_fake_missile2]:identity_immunities
$prefetch = 32
visual = weapons\ammo\ammo_m209.ogf
cform = skeleton
class = G_FAKE
inv_weight = 0
cost = 150
blast = 3
blast_r = 15
blast_impulse = 300
;delete
blast_impulse_factor = 1
frags = 15
frags_r = 25
frag_hit = 1.5
frag_hit_impulse = 200
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.0
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 1
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 300
;wallmarks
wallmark_section = explosion_marks
wm_size = 0.1 ;0.05
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\grenade_m406_boom
;------------------------------------------------------------------------------------------
;ńâîéńňâŕ ęîňîđűĺ ÷čňŕţňń˙, íî íĺ čńďîëüçóţňń˙
inv_name = ammo-m209
inv_name_short = "M209"
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 13
kill_msg_x = 61
kill_msg_y = 232
kill_msg_width = 19
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Ńâîéńňâŕ CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;ďđčńóňńňâóĺň ëč â đŕęĺňĺ äâčăŕňĺëü
lights_enabled = true ;ńâĺň âîęđóă đŕęĺňű, âî âđĺě˙ ďîëĺňŕ
trail_light_color = 0.6,0.5,0.3
trail_light_range = 8.0
force_explode_time = 10000
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Explosive Inventory Items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[explosive_fuelcan]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\fuelcan"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\balon_01.ogf
inv_name = Fuelcan
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
can_take = false
cost = 50
;-----------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;-----------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_fuelcan
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1.5
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\fuelcan_boom
;------------------------------------------------------------------------------------------
immunities_sect = explosive_fuelcan_immunities_sect
[explosive_fuelcan_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_tank]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\tank"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\bomb_01.ogf
inv_name = Fuelcan
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
can_take = false
cost = 50
;-----------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;-----------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_mobiltank
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\mobiltank_boom
;------------------------------------------------------------------------------------------
immunities_sect = explosive_tank_immunities_sect
[explosive_tank_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_barrel_low]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\barrel_low"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\bochka_fuel.ogf
inv_name = Barrel
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
can_take = false
cost = 500
;-----------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;-----------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_barrel
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;wallmarks
wallmark_section = explosion_marks
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\barrel_boom
;------------------------------------------------------------------------------------------
immunities_sect = explosive_barrel_low_immunities_sect
;time_to_explode = 0.f
[explosive_barrel_low_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
burn_immunity = 1
strike_immunity = 1
shock_immunity = 1
wound_immunity = 1
radiation_immunity = 1
telepatic_immunity = 1
chemical_burn_immunity = 1
explosion_immunity = 1
fire_wound_immunity = 5
[explosive_barrel]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\barrel"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\bochka_fuel.ogf
inv_name = Barrel
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
can_take = false
cost = 500
;-----------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;-----------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_barrel
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\barrel_boom
;------------------------------------------------------------------------------------------
immunities_sect = explosive_barrel_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_barrel_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
burn_immunity = 1
strike_immunity = 1
shock_immunity = 1
wound_immunity = 1
radiation_immunity = 1
telepatic_immunity = 1
chemical_burn_immunity = 1
explosion_immunity = 1
fire_wound_immunity = 0.7
[explosive_mobiltank]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\mobiltank"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\kanistra.ogf
inv_name = Barrel
inv_name_short =
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
can_take = false
cost = 500
;-----------------------------------------------------------------------------------
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;-----------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_mobiltank
light_color = 1.9,1.2,0.5
light_range = 30.0
light_time = 1
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100 ;ńęîđîńňü îńęîëęîâ (ě/ń)
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\mobiltank_boom
;------------------------------------------------------------------------------------------
immunities_sect = explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_mobiltank_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_dinamit]:delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\dinamit"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\box\expl_dinamit.ogf
inv_name = Dynamit
inv_name_short =
inv_weight = 10.0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;âĺůü íĺâîçěîćíî ďîäîáđŕňü
can_take = false
cost = 50
;-----------------------------------------------------------------------------------
blast = 2.00
blast_r = 5
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 8
frag_hit = 0.55
frag_hit_impulse = 150
hit_type_blast = chemical_burn ;explosion
hit_type_frag = burn
up_throw_factor = 1.0
;-----------------------------------------------------------------------------------
wm_size = 0.1
explode_particles = explosions\explosion_dynamite
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1.5
;ňđŕńńű îň îńęîëęîâ
fragment_speed = 100
explode_duration = 5 ;ďîäîëćčňĺëüíîńňü âçđűâŕ (ń)
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;çâóęč
snd_explode = weapons\explo\dynamite_boom
;------------------------------------------------------------------------------------------
immunities_sect = dinamit_immunities_sect
;condition_to_explode =0.f
;wallmarks
wallmark_section = explosion_marks
[dinamit_immunities_sect]
;ęîýôôčöčĺíňű äë˙ ďîďŕäŕíčé đŕçëč÷íűěč ňčďŕěč őčňîâ
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; WEAPON ADDON
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------4-Dot-- (AMK SNIPER ADDON v1.0RC)_____________________________________________
[wpn_addon_scope]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = weapons\upgrade\wpn_scope.ogf
$prefetch = 32
description = enc_weapons1_wpn-addon-scope
cost = 200
holder_range_modifier = 1.2
holder_fov_modifier = 0.3
inv_name = wpn-addon-scope
inv_name_short = wpn-addon-scope
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 2
scope_texture = wpn\wpn_crosshair_4-Dot
scope_zoom_factor = 30 ;4.26666 ;4.5 ;Kahles CSX 1.1-4x24, 2x
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope_susat]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_susat" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = weapons\upgrade\wpn_scope_susat.ogf
description = enc_weapons1_wpn-addon-scope-susat
;$prefetch = 64
cost = 200
holder_range_modifier = 1.3
holder_fov_modifier = 0.3
inv_name = wpn-addon-scope-susat
inv_name_short = wpn-addon-scope-susat
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 1
scope_texture = wpn\SUSAT-AMK
scope_zoom_factor = 30 ;4.27 ;4.5 ;30 ;SUSAT 2X
[wpn_addon_scope_n1]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_n1" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = weapons\upgrade\wpn_addon_scope_n1.ogf
description ="Celownik noktowizyjny SU-87/PVS-4 jest przenośnym, zasilanym bateriami, elektro-optycznym przyrządem wykorzystywanym do obserwacji i prowadzenia skutecznego ostrzału celów w warunkach ograniczonej widzialności. Zasada działania polega na wzmocnieniu światła odbitego, emitowanego przez księżyc i gwiazd. Dzieki temu cel staje się wyraźnie widoczny dla operatora."
;$prefetch = 64
cost = 200
holder_range_modifier = 1.3
holder_fov_modifier = 0.3
inv_name ="Celownik noktowizyjny SU-87/PVS-4"
inv_name_short ="Celownik noktowizyjny SU-87/PVS-4"
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 39
inv_grid_y = 7
scope_texture = wpn\wpn_crosshair_n1
scope_zoom_factor = 15 ;SUSAT 4X
[wpn_addon_silencer]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\silencer" ; option for Level Editor
class = W_SILENC
cform = skeleton
visual = weapons\upgrade\wpn_silencer.ogf
description = enc_weapons1_wpn-addon-silencer
$prefetch = 32
cost = 100;150
inv_name = wpn-addon-silencer
inv_name_short = wpn-addon-silencer
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 1
bullet_hit_power_k = 0.7 ;0.9
bullet_speed_k = 1.0 ;0.9
fire_dispersion_base_k = 1.25 ;2
cam_dispersion_k = 0.8
[wpn_addon_grenade_launcher]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\grenade_launcher" ; option for Level Editor
class = W_GLAUNC
cform = skeleton
visual = weapons\upgrade\wpn_grenade_launcher.ogf
description = enc_weapons1_wpn-addon-grenade-launcher
$prefetch = 32
cost = 1050
inv_name = wpn-addon-grenade-launcher
inv_name_short = wpn-addon-grenade-launcher
inv_weight = 1.3
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 0
grenade_vel = 76
[wpn_addon_grenade_launcher_m203]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\grenade_launcher_m203" ; option for Level Editor
class = W_GLAUNC
cform = skeleton
visual = weapons\upgrade\wpn_grenade_launcher_m203.ogf
description = enc_weapons1_wpn-addon-grenade-launcher-m203
$prefetch = 32
cost = 1250
inv_name = wpn-addon-grenade-launcher-m203
inv_name_short = wpn-addon-grenade-launcher-m203
inv_weight = 1.36
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 3
grenade_vel = 71
;;;;;;;;;;;;;;;;;;;;;;;;;357 ěŕăíóě ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;-------------------------------------------
; ďŕňđîí .357 Smith & Wesson Magnum (9x32ěě R)
; Ňčď ďóëč: JHP (Ďîëóîáîëî÷ĺ÷íŕ˙ ń ýęńďŕíńčâíîé âűĺěęîé)
; Âĺń ďóëč, ăđ: 8.125
; Äčŕěĺňđ ďóëč, ěě: 9.02
; Äóëüíŕ˙ ńęîđîńňü, ě\ń: 442
; Ýíĺđăč˙, Äć: 793
; Âĺń ďŕňđîíŕ, ăđ: ---
;-------------------------------------------
[ammo_357sw_jhp]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_357sw_jhp" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_1143x23_Hydro.ogf
description = enc_weapons1_ammo_ammo-357sw-jhp
$prefetch = 64
cost = 515
box_size = 6
inv_weight = 0.25
inv_name = ammo-357sw-jhp
inv_name_short = ammo-357sw-jhp_s
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 40
inv_grid_y = 2
k_dist = 1.1
k_disp = 1.5
k_hit = 5.3
k_impulse = 3.0
k_pierce = 0.9
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.06
;-------------------------------------------
; ďŕňđîí .357 Smith & Wesson Magnum (9x32ěě R)
; Ňčď ďóëč: Jacketed Flat Point (Îáîëî÷ĺ÷íŕ˙ ń ďëîńęîé ăîëîâíîé ÷ŕńňüţ)
; Âĺń ďóëč, ăđ: 10.27
; Äčŕěĺňđ ďóëč, ěě: 9.02
; Äóëüíŕ˙ ńęîđîńňü, ě\ń: 377
; Ýíĺđăč˙, Äć: 728
; Âĺń ďŕňđîíŕ, ăđ: ---
;-------------------------------------------
[ammo_357sw_jfp]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_357sw_jfp" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_1143x23_Hydro.ogf
description = enc_weapons1_ammo_ammo-357sw-jfp
$prefetch = 64
cost = 725
box_size = 6
inv_name = ammo-357sw-jfp
inv_name_short = ammo-357sw-jfp_s
inv_weight = 0.26
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 40
inv_grid_y = 3
k_dist = 1.2
k_disp = 1.5
k_hit = 6.2
k_impulse = 3.5
k_pierce = 1
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.06
---------------------------------------------------------------------
[ammo_12.7x99_bmg]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12.7x99_bmg" ; option for Level Editor
class = AMMO
cform = skeleton
visual = Arsenal_Mod\ammo\127x99_AP.ogf
description = enc_weapons1_ammo_50BMG
$prefetch = 64
cost = 990
box_size = 10
inv_name = ammo-50BMG
inv_name_short = ammo-50BMG
inv_weight = 1.9
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 26
inv_grid_y = 37
k_dist = 1.5
k_disp = 1
k_hit = 8.5
k_impulse = 5
k_pierce = 1.5
impair = 1.5
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = off ;on
--------------------------------------------------------------------
[ammo_new]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_new" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo_new.ogf
description = "Specnabój Doktora, wypełniony mieszaniną prochu i zmielonego na proszek artefaktu "Ognista Kula"."
$prefetch = 64
cost = 1500
box_size = 10 ;60
inv_name = "Specnabój Doktora"
inv_name_short = "Specnabój Doktora"
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 35
k_dist = 1.3
k_disp = 1.5
k_hit = 1000.0
k_impulse = 1.5
k_pierce = 2.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
-------------------------------------------------------------------
[ammo_balon_rg10]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_balon" ; option for Level Editor
class = A_OG7B
cform = skeleton
visual = weapons\ammo\ammo_vog-25m.ogf
description = "Granat zapalajacy VOG-40. Z wyglądu zewnętrznego niczym nie różni się od granatu VOG-25. Zawiera substancje zapalajacą stosowana w Miotaczu płomieni Grom-10."
$prefetch = 64
cost =1000
box_size =20
inv_name = "Granat zapalajacy VOG-40"
inv_name_short = VOG-40
inv_weight =1.0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 40
inv_grid_y = 4
k_dist =1
k_disp =3 ;10
k_hit =3 ;5.4
k_impulse =3 ;3.3
k_pierce =10
impair =1
buck_shot =20 ;50
tracer =off
wm_size = 0.55
explosive =on
;ěîăóň ëč áîĺďđčďŕńű áűňü íĺîăđŕíč÷ĺííűěč : 1 - ěîăóň, 0 - íĺ ěîăóň
can_be_unlimited = true ;false
-
- Posty: 59
- Rejestracja: 27 wrz 2009, 23:41
- Ostatnio: 08 maja 2016, 02:43
- Ulubiona broń: Vintar BC

