[wpn_pkm_tactic]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\pkm_tactic"	; 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          	= 250				; [] for AI
max_radius          	= 250				; [] for AI
description				= enc_weapons1_wpn-pkm
	
ef_main_weapon_type		= 2
ef_weapon_type			= 6

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0		       ; во скьJЃEЃEраЃEувеличивается eye_range 
holder_fov_modifier		= 0.7              ; во скьJЃEЃEраЃEувеличивается eye_fov
;-----------------------------------------------------------------------------------

upg = nil
upg_last = nil

cost					= 120000				; 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_7.62x39_fmj, ammo_7.62x39_ap

hand_dependence			= 1									; how many hands (1 or 2) we used to hold weapon in
single_handed			= 0

sprint_allowed					= true
	
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_tactic_name								; name in inventory	
inv_name_short			= wpn-pkm_tactic_name	
inv_weight			= 8.21							; 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			= 20	 ; position and size are in terms of 64x64 squares
inv_grid_y			= 13

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

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.00 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.4f

;отдача
cam_relax_speed         	= 2.6		;скорость возврата в исходное положение
cam_relax_speed_ai      	= 360
cam_dispersion          	= 0.5	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.1	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.1	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 10.0	;максимальный угол отдачи
cam_max_angle_horz			= 10.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 0.1	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor 	= 2.000
misfire_probability 				= 0.0045
misfire_condition_k					= 0.15
condition_shot_dec 					= 0.0001
;-----------------------------------------------------------------------------------

fire_point              = 0.0, 0.27109, 0.75 ;0.000000,0.137000,0.649000
fire_point2             = 0.0, 0.097, 0.722

flame_particles				= weapons\generic_weapon03	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 			= 0.00, 0.262, 0.189			; 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               = 3.0                     	;size of damage by bullet
hit_impulse		 		= 300		;size of physic impulse by bullet	
hit_type 				= fire_wound 	;[] type of the wound

fire_distance            		= 1000		;maximum fire distance that bullet can fly
bullet_speed				= 855		;starting bullet speed
rpm                      		= 650		;max round per minute

sprint_allowed          = false

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_pkm_tactic_hud				; name of the section of the hud

position                = -0.027, -0.215, -0.03
orientation             = 0, -2, 0
character

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.18,-0.45,0.2			; 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         		        = weapons\pkm_tactic\wpn_pkm_tactic.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\draw
snd_holster					= weapons\holster
snd_shoot					= weapons\pkm_shot_1
snd_empty					= weapons\empty
snd_reload					= weapons\pkm_reload


snd_switch					= weapons\groza_switch, 1.0, 0.5

;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_pkm_tactic_hud]


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

shell_point		= 0.013,0.033,0.128
shell_dir               = 0.0, 1.0, 0.0
shell_bone              = wpn_body

fire_point		=-0.03,0.09,0.13
fire_bone               = wpn_body
fire_point2             = -0.014000,0.010000,-0.037000
fire_bone2              = wpn_body

orientation             = 2,5.375,-8.100014
position                = -0.0,-0.19,0.1395
visual			= weapons\pkm_tactic\wpn_pkm_tactic_hud.ogf

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

; animation names

anim_idle		= pkm_idle
anim_idle_aim		= pkm_idle_aim
anim_reload		= pkm_reload
anim_draw		= pkm_draw
anim_holster		= pkm_holster
anim_shoot		= pkm_shoot
anim_idle_sprint	= pkm_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 
