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[wpn_vss_tk1]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\vss_tk1"	; name and section in level editor
$npc					= on				
$prefetch 				= 8
scheduled				= off               ;[] option for ALife Simulator
cform               	= skeleton
class               	= WP_VINT			; class of the weapon that corresponding to CPP class
min_radius          	= 5				; [] for AI
max_radius          	= 100				; [] for AI
description				= "Тактический "Винторез" с коллиматорным прицелом "Eeotech" и возможностью установки оптического увеличителя "Elcan Digital Hunting". Вес 3.3кг, Объем магазина - 20 патронов, Боеприпасы: обычный 9x39 мм ПАБ-9,бронебойный 9x39 мм СП-6,снайперский 9х39 мм СП-5."
	
ef_main_weapon_type		= 3
ef_weapon_type			= 8

;-----------------------------------------------------------------------------------
holder_range_modifier	= 2.05		       ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.3              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

upg = nil
upg_last = nil

cost					= 100000				; the price of the item
weapon_class			 	= sniper_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			= 20				; clip (magazine) size
fire_modes				= 1, -1

ammo_class				= ammo_9x39_pab9, ammo_9x39_sp5, ammo_9x39_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	        	= "Винторез TK1"						; name in inventory	
inv_name_short			= "Винторез TK1"
inv_weight			= 3.3								; weight in inventory

inv_grid_width     = 5
inv_grid_height    = 2
inv_grid_x         = 20
inv_grid_y         = 34


kill_msg_x			= 98
kill_msg_y			= 0
kill_msg_width		= 78
kill_msg_height		= 25

;-----------------------------------------------------------------------------------
; 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			= 0.04		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.04f

;отдача
cam_relax_speed         		= 12		;скорость возврата в исходное положение
cam_dispersion          		= 0.04		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.005		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 1.0		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 7.0	    	;максимальный угол отдачи
cam_max_angle_horz			= 4.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 0.3;0.2		;(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 			= 0.00005	;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	 			= amik\weapons\val_shells_r_00	; name of the particles for shells

PDM_disp_base 					= 1.0
PDM_disp_vel_factor 		= 1.2
PDM_disp_accel_factor 		= 1.2
PDM_crouch	 					= 1.0
PDM_crouch_no_acc 			= 1.0

; ttc
hit_power                	= 3.0		; size of damage by bullet
hit_impulse		 		= 100		; size of physic impulse by bullet	
hit_type 					= fire_wound 	; [] type of the wound

fire_distance            = 550		; maximum fire distance that bullet can fly
bullet_speed				= 550		; 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_vss_tk1_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         		        = Arsenal_Mod\vss_tk1\wpn_vss_tk1.ogf		; 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						= 1							; 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

scope_name 				= wpn_addon_scope_elcan			; section name for the attachable scope
scope_x                    = 50		; offset in inventory icon
scope_y                    = 6
silencer_name  		= wpn_addon_eotech		; section name for the attachable silencer
silencer_x                 = 115		; offset in inventory icon
silencer_y                 = 11			
;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw						= weapons\vss_tk1\draw
snd_holster					= weapons\vss_tk1\holster
snd_shoot						= weapons\tm_val_shot_0
snd_shoot1					= weapons\tm_val_shot_1
snd_shoot2					= weapons\tm_val_shot_2
snd_shoot3					= weapons\tm_val_shot_3		
snd_empty					= weapons\vss_tk1\empty
snd_reload					= weapons\vss_tk1\vss_reload ; 0.7, 1.0

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

snd_silncer_shot			= weapons\tm_val_shot_0 

silencer_light_color		= 0.6,0.5,0.3
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.5
silencer_light_time 		= 0.2

;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_vss_tk1_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, 0.0, 0.0

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

orientation             	= 0, 0, 0		
position                	= 0.12,-0.02,-0.05
visual                  	= Arsenal_Mod\vss_tk1\wpn_vss_tk1_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			= -0.12,0.040,-0.05
zoom_rotate_x		= 0.05 
zoom_rotate_y		= 0

zoom_hide_crosshair	= true						;to hide crosshair in zoom 




