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[wpn_taktik]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\taktik"	; name and section in level editor
$npc					= on				
$prefetch 				= 8
scheduled				= off               ;[] option for ALife Simulator
cform               	= skeleton
class               	= WP_LR300			; class of the weapon that corresponding to CPP class
min_radius          	= 5				; [] for AI
max_radius          	= 100				; [] for AI
description				= "7.62x39мм и 7.62х39мм БП\nАК-104 в обвесе западных фирм, собран по заказу Волкодава. Были установленны приклад и рукоятка фирмы Magpul Mossoud, установленна Picatinni rail, а также тактическая рукоятка с фонариком Surefire, коллиматор Eeotech551 и 3,25-кратная увеличительная насадка фирмы Eeotech"
	
ef_main_weapon_type		= 2
ef_weapon_type			= 6

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0		       ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.7              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					= 2000				; the price of the item
weapon_class			= assault_rifle		; the type of the box that will be used in buy-menu in multiplayer mode	
	
ammo_limit				= 210				; obsolete
ammo_elapsed			= 30				; obsolete
	
ammo_mag_size			= 30				; clip (magazine) size
fire_modes				= 1, -1

ammo_class				= ammo_7.62x39_fmj, ammo_7.62x39_ap   ; name of the ltx-section of used ammo 


hand_dependence			= 1									; how many hands (1 or 2) we used to hold weapon in
single_handed			= 0
	
slot 					= 2									; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
animation_slot			= 2									; type of the animation that will be used

inv_name	        	= "АК-104 Taktik"						; name in inventory	
inv_name_short			= "АК-104 Taktik"
inv_weight			= 3.3								; weight in inventory

inv_grid_width     = 4
inv_grid_height    = 2
inv_grid_x         = 23
inv_grid_y         = 35


kill_msg_x			= 0
kill_msg_y			= 28
kill_msg_width		= 84
kill_msg_height		= 28

;-----------------------------------------------------------------------------------
; base dispersion
;
; === Setting of the weapon shooting dispersal parameter ===
;Dispersal consists from to basic constituents – dispersal of the weapon (relatively small). In fact, this is a dispersal of a weapon griped in a vice; - dispersal of the weapon behavior in the hands of the host (if he running, or walking or shoots in single shots or in a burst) is another, more significant factor of dispersal. 
;Dispersal of the weapon depends only from basic dispersal, basket case factor ant time of the ammo.
;Dispersal of the way the host shooting (standing, running and etc.)
;Two types of shooting modes can be defined: - usual mode and zoomed mode.  
;Usual mode: - depends from the position of the player while shooting (standing, sitting, walking and running)
;Zoomed mode – depends from the dispersal of the weapon and do NOT depends from the position of the shooter. In that mode, dispersal of the weapon &laquo switches to;&raquo;  sight swinging (created be effector). 
;Weapon recoil in the game also created by recoil effector. 
;
;-----------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base			= 0.2		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.25f

;отдача
cam_relax_speed         		=8		;скорость возврата в исходное положение
cam_dispersion          		= 0.1		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.3		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.5		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 5.0	    	;максимальный угол отдачи
cam_max_angle_horz			= 20.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 1.1;1		;(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 		= 0.003	;вероятность осечки при максимальном износе 
misfire_condition_k			= 0.05
condition_shot_dec 			= 0.0001	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point             		=  0,0.216,0.638			; position (3rd person view) for particles of fire 
fire_point2            		=  0,0.216,0.730			; position (3rd person view) for particles of fire (when shooting with secondary fire)

;flame_particles				= weapons\generic_weapon05	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 			= 0,0.216,0.174				; position (3rd person view) for shell to throw out
shell_particles	 			= weapons\arsenal_shells1	; name of the particles for shells

PDM_disp_base 				= 1.0
PDM_disp_vel_factor 		= 1.3
PDM_disp_accel_factor 		= 1.3
PDM_crouch	 				= 1.0
PDM_crouch_no_acc 			= 1.0

; ttc
hit_power                	= 0.53		; size of damage by bullet
hit_impulse		 			= 4		; size of physic impulse by bullet	
hit_type 					= fire_wound 	; [] type of the wound
hit_rate	                = 1.85
fire_distance            	= 150		; maximum fire distance that bullet can fly
bullet_speed				= 700		; starting bullet speed
rpm                      	=  600 	; max round per minute

use_aim_bullet				= true		;Поддерживается ли первая суппер пуля
time_to_aim					= 1.0	

;params when silencer is attached 
;similar to corresponding params without prefix silencer_

silencer_hit_power       	= 0.38
silencer_hit_impulse	 	= 120
silencer_fire_distance   	= 250
silencer_bullet_speed	 	= 600

hud                      	= wpn_taktik_hud				; name of the section of the hud

position         	        = -0.026,-0.172,0			; position (offset) and orientation of the weapon in the hands of character
orientation      	        = 0,0,0						; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.16,-0.40,0.15			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -10,-5,10					; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

visual         		        = Aaz\AK104T\wpn_ak104T		; name of the model for 3rd person view

light_color					= 0.0,0.0,0.0				; params for light during the fire
light_range					= 1						; radius
light_var_color				= 0.0						
light_var_range				= 0.0
light_time 					= 0.02						

ph_mass						= 3							; physic mass (kg)

;addons
scope_status				= 2							; 0 - no addon
silencer_status				= 0							; 1 - permanent
grenade_launcher_status		= 0							; 2 - attachable

zoom_enabled				= true						; (on,off)zoom mode (right mouse button)
scope_zoom_factor	    	= 70					; fov for zoom mode

scope_name 					= wpn_addon_optik			; section name for the attachable scope
scope_x                     = 51		; offset in inventory icon
scope_y                     = -6

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw					= weapons\ak_74\draw
snd_holster					= weapons\ak_74\holster
snd_shoot					= weapons\ak_74\shot0
snd_shoot1					= weapons\ak_74\shot1
snd_shoot2					= weapons\ak_74\shot2
snd_shoot3					= weapons\ak_74\shot3		
snd_empty					= weapons\ak_74\empty
snd_reload					= weapons\ak_74\reload, 0.7, 1.0

;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_taktik_hud]
allow_inertion				= true

;similar to corresponding params in weapon section but for 1st person view

shell_point					= 0,0,-0.6
shell_dir			     	= 0.0, 1.0, 0.0

fire_point               	= 0,0,-0.65
fire_point2              	= 0,0,-0.65
fire_bone               	= muzzle

orientation             	= 0, 0, 0		
position                	= 0.12,-0.05,-0.05
visual                  	= Aaz\AK104T\wpn_ak104T_hud.ogf


; animation names

anim_idle					= idle
anim_idle_aim				= idle_aim
anim_reload					= reload
anim_draw					= draw
anim_holster				= holster
anim_shoot					= shoot
anim_idle_sprint				= idle_sprint




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;HUD offset in zoom mode (to all)
;(use CONSOLE: hud_adjust_mode 0,1,2, then keys WSADQE and P to show current value in console)

zoom_offset			= -0.12,0.051,-0.05
zoom_rotate_x		= 0.05 
zoom_rotate_y		= 0

zoom_hide_crosshair	= true						;to hide crosshair in zoom 

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[wpn_addon_optik]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\optik" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = Aaz\upgrade\wpn_optik.ogf
$prefetch 		= 32
description		= "3,25-кратная увеличительная насадка фирмы Eeotech"
cost			= 200

holder_range_modifier	= 1.2
holder_fov_modifier		= 0.3

inv_name		= Eeotech
inv_name_short	= Eeotech
inv_weight		= .2

inv_grid_width     = 1
inv_grid_height    = 1
inv_grid_x         = 38
inv_grid_y         = 35
scope_texture		= Aaz\score\wpn_EOTech1
scope_zoom_factor	= 40		



