[wpn_pecheneg]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\pkm"	; 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          	= 0				; [] for AI
max_radius          	= 250				; [] for AI
description				= enc_weapons1_wpn-pkm

upg = nil
upg_last = nil
	
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						= 75000				; 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				= 100				; obsolete
ammo_elapsed			= 100				; obsolete
	
ammo_mag_size			= 100				; clip (magazine) size
fire_modes				= -1

ammo_class				= ammo_7.62x54r   ; 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	        	= wpn-pkm_name								; name in inventory	
inv_name_short			= wpn-pkm_name	
inv_weight			= 8.2							; weight in inventory

inv_grid_width			= 6	 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height			= 2	 ; all icons are on the texture ui_icon_equipment.dds,   
inv_grid_x			= 24	 ; position and size are in terms of 64x64 squares
inv_grid_y			= 25

kill_msg_x			= 0
kill_msg_y			= 123
kill_msg_width		= 69
kill_msg_height		= 30

;-----------------------------------------------------------------------------------
; 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 = 0.24 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.95f

;отдача
cam_relax_speed          = 40.5 ;скорость возврата в исходное положение
cam_dispersion           = 1.0 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc = 0.05 ;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac = 0.45 ;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle = 15.5 ;максимальный угол отдачи
cam_max_angle_horz = 15.5 ;(degree) maximum shot horizontal degree 
cam_step_angle_horz = 2.8 ;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 2.5     ;увеличение дисперсии в процентах при максимальном износе 
misfire_probability = 0.0025 ;вероятность осечки при максимальном износе 
misfire_condition_k = 0.002 
condition_shot_dec 			= 0.00005	;увеличение изыMса ЃEЃEЃEждьK выстреЃE
;-----------------------------------------------------------------------------------

fire_point             		= 0.0, 0.274, 0.962		; position (3rd person view) for particles of fire 
;fire_point2            		=  0.0, 0.262, 0.547		; position (3rd person view) for particles of fire (when shooting with secondary fire)

flame_particles				= weapons\generic_weapon03	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 			= 0.0, 0.174, 0.078			; position (3rd person view) for shell to throw out
shell_particles	 			= weapons\generic_shells	; name of the particles for shells

PDM_disp_base 				= 1.0
PDM_disp_vel_factor 		= 0.95
PDM_disp_accel_factor 		= 0.95
PDM_crouch	 				= 1.0
PDM_crouch_no_acc 			= 1.0

; ttc
hit_power                 = 2.0, 1.9, 1.8, 1.7		;size of damage by bullet
hit_impulse		 		= 195		;size of physic impulse by bullet	
hit_type 				= fire_wound 	;[] type of the wound

fire_distance             = 300 ; maximum fire distance that bullet can fly
bullet_speed = 825 ; starting bullet speed
rpm                       = 750 ; max round per minute

use_aim_bullet				= true		;ПьCдерживается ЃE ЃEрвЃE суЃEер ЃEЃE
time_to_aim				= 1.0	

silencer_hit_power       		= 0.32
silencer_hit_impulse	 		= 120
silencer_fire_distance   		= 250
silencer_bullet_speed	 		= 600

hud                      	= wpn_pecheneg_hud				; name of the section of the hud

position        	        = -0.026, -0.200, -0.04
orientation     	        = 0, 0, 0
character

;--STRAP PARAMETERS-----------------------------------------------------------------
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

visual         		        = weapons-new\wpn_pkm_arma\wpn_pecheneg.ogf	; name of the model for 3rd person view

light_color					= 0.6,0.5,0.3				; params for light during the fire
light_range					= 5							; radius
light_var_color				= 0.05						
light_var_range				= 0.5
light_time 					= 0.2						


ph_mass						= 5							; physic mass (kg)


;addons
scope_status				= 0							; 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	    	= 50						; fov for zoom mode

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw					= weapons-new\pkm_arma\pkm_draw
snd_holster				= weapons-new\pkm_arma\pkm_holster
snd_shoot					= weapons-new\pkm_arma\pkm_shoot
snd_shoot1				= weapons-new\pkm_arma\pkm_shoot
snd_shoot2				= weapons-new\pkm_arma\pkm_shoot
snd_shoot3				= weapons-new\pkm_arma\pkm_shoot
snd_empty				= weapons-new\pkm_arma\pkm_empty, 0.5
snd_reload				= weapons-new\pkm_arma\pkm_reload, 1, 0.7


snd_switch					= weapons\groza_switch, 1.0, 0.5

;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_pecheneg_hud]


;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
shell_bone              	= wpn_body

fire_point       	        = 0,-0.01,-0.35
fire_bone               	= wpn_body
fire_point2             	= -0.014000,0.010000,-0.037000
fire_bone2             	= wpn_body

orientation      	        = 0.05, 0.2, 0
position         	        = 0.098, -0.098, 0.1

visual              = weapons-new\wpn_pkm_arma\wpn_pecheneg_hud.ogf

;grenade_bone            	= wpn_grenade	; name of the bone in the model for grenade launcher

; 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
			
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;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 				= -0.097,0.049,-0.1
zoom_rotate_x 		= -0.00
zoom_rotate_y 		= -0.00

zoom_hide_crosshair	= true					;to hide crosshair in zoom 


