У меня вот такой лог вылета |
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Страна: Украина Город: Мелитополь Дата регистрации: 07.08.2014 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Город: Санкт-Петербург Дата регистрации: 01.11.2017 |
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IP-адрес: Страна: Город: Дата регистрации: 08.05.2020 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Город: Москва Дата регистрации: 06.09.2020 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Город: Москва Дата регистрации: 25.02.2017 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Город: Дата регистрации: 12.07.2020 |
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IP-адрес: Страна: Украина Город: Мелитополь Дата регистрации: 07.08.2014 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Российская Федерация Город: Санкт-Петербург Дата регистрации: 27.10.2020 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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Если слухи и были, то они были неправильными и давно уже засохли. Я гамаю с 1.0004. Все глобальные моды, кроме Симбиона, на 1.0004.
Mr. Президент
Вот если чё, файл weapons.ltx (у тебя, видимо, не найден параметр скорострельности
#include "delayed_action_fuse.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_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"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Огнестрельное оружие
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bullet_manager]
tracer_width = 0.08
tracer_length_max = 10.0 ;24.0 ;14.0
tracer_length_min = 2 ;0.2
;расстояние после которого учитывается hit_probabilty полностью
hit_probability_max_dist = 10;
gravity_const = 9.81
;сопротивление воздуха, процент, который отнимается от скорости полета пули
air_resistance_k = 0.4;0.3
;размер шага времени (в милисекундах), по которому проигрываются
time_step = 33
;минимальная скорость (м/с), на которой пуля еще считается и показывается
min_bullet_speed = 3.0
;cколько процентов энергии потеряет пуля при столкновении с материалом (при падении под прямым углом)
collision_energy_min = 0.80 ;0.75; 0.90
;сколько процентов энергии останется у пули при любом столкновении
collision_energy_max = 0.5 ;0.7;0.50
whine_sounds = weaponswhine_1, weaponswhine_2, weaponswhine_3, weaponswhine_4, weaponswhine01, weaponswhine02
explode_particles = explosionsexpl_bullet,explosionsexpl_bullet_00,explosionsexpl_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_9x18_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_9x18_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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
k_impulse = 1
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 = "weaponsammoammo_9x18_pbp" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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 = 1.1
k_impulse = 2.5
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 = "weaponsammoammo_9x18_pmm" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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 = 1.5
k_disp = 3
k_hit = 1.1
k_impulse = 1.3
k_pierce = 1.1
impair = 1.5
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_9x19_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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 = 3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_pbp]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_9x19_pbp" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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
k_disp = 3
k_hit = 1.1
k_impulse = 1.5
k_pierce = 1.35
impair = 1.15
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_5.45x39_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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 = 3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_5.45x39_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_545x39_ap.ogf
description = enc_weapons1_ammo_ammo-5.45x39-ap
$prefetch = 64
cost = 250
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
k_disp = 2.5;3
k_hit = 1
k_impulse = 0.95
k_pierce = 1.75
impair = 1.02
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ss190]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_5.56x45_ss190" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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
k_disp = 2.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_5.56x45_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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
k_disp = 2.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1.75
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_5.7x28_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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 = 2.5;3
k_hit = 1
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 = "weaponsammoammo_5.7x28_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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
k_disp = 2.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h1]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_7.62x54_7h1" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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 = 15
inv_grid_y = 9
k_dist = 1
k_disp = 1.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_7.62x54_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_762x54_ap.ogf
description = enc_weapons1_ammo_ammo-7.62x54-ap
$prefetch = 64
cost = 950
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 = 10
k_dist = 1
k_disp = 1.5;3
k_hit = 1.2
k_impulse = 0.95
k_pierce = 2.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h14]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_7.62x54_7h14" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_762x54_7h14.ogf
description = enc_weapons1_ammo_ammo-7.62x54-7h14
$prefetch = 64
cost = 1000
box_size = 10
inv_name = ammo-7.62x54-7h14
inv_name_short = ammo-7.62x54-7h14_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 9
k_dist = 1.25
k_disp = 1
k_hit = 1.1
k_impulse = 1.2
k_pierce = 1.75
impair = 1.25
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_pab9]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_9x39_pab9" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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
k_disp = 2.5;3
k_hit = 1
k_impulse = 1.2
k_pierce = 1
impair = 0.7
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_gauss]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_gauss" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_gauss.ogf
description = enc_weapons1_ammo_ammo-gauss
$prefetch = 64
cost = 550
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 = 1.1
k_disp = 1
k_hit = 1.1
k_impulse = 10
k_pierce = 2.5
impair = 0.7
buck_shot = 1
tracer = off
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_9x39_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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;3
k_hit = 1.2
k_impulse = 0.95
k_pierce = 2.25;1.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_sp5]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_9x39_sp5" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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 = 1.25
k_disp = 2;3
k_hit = 1.1
k_impulse = 1
k_pierce = 1.35
impair = 1.25
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_11.43x23_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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
k_impulse = 1
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 = "weaponsammoammo_11.43x23_hydro" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_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 = 0.95
k_disp = 3
k_hit = 1.1
k_impulse = 1.2
k_pierce = 1.35
impair = 1.15
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x70_buck]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_12x70_buck" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_12x70_buck.ogf
description = enc_weapons1_ammo_ammo-12x70-buck
$prefetch = 64
cost = 50
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 = 0.75;1
k_disp = 10;
k_hit = 0.4
k_impulse = 0.3
k_pierce = 0.8
impair = 1
buck_shot = 10
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_dart]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_12x76_dart" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_12x76_dart.ogf
description = enc_weapons1_ammo_ammo-12x76-dart
$prefetch = 64
cost = 100
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 = 2.5
k_disp = 0.8
k_hit = 1.15
k_impulse = 1.3
k_pierce = 2.25
impair = 1.2
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_12x76_zhekan" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weaponsammoammo_12x76_zhekan.ogf
description = enc_weapons1_ammo_ammo-12x76-zhekan
$prefetch = 64
cost = 60
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 = 1.5
k_disp = 1.0
k_hit = 1.0
k_impulse = 1.5
k_pierce = 1
impair = 1.15
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
[ammo_12x76_zhekan_heli]:ammo_12x76_zhekan
$spawn = "weaponsammoammo_12x76_zhekan_heli" ; option for Level Editor
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_og-7b]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_og-7b" ; option for Level Editor
class = A_OG7B
cform = skeleton
visual = weaponsammoammo_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 = 1
k_impulse = 1
k_pierce = 1.25
impair = 1.15
buck_shot = 0
tracer = off
wm_size = 0.1
;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades for Attachable grenade launcher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25p]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_vog-25p" ; option for Level Editor
class = A_VOG25
cform = skeleton
visual = weaponsammoammo_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 = 1.3
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
jump_height = 1
fake_grenade_name = wpn_fake_missile1
;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_vog-25" ; option for Level Editor
class = A_VOG25
cform = skeleton
visual = weaponsammoammo_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
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
fake_grenade_name = wpn_fake_missile
;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_m209]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsammoammo_m209" ; option for Level Editor
class = A_M209
cform = skeleton
visual = weaponsammoammo_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
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
fake_grenade_name = wpn_fake_missile2
;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_fake_missile]:identity_immunities
visual = weaponsammoammo_vog-25.ogf
cform = skeleton
class = G_FAKE
$prefetch = 32
inv_weight = 0
cost = 150
blast = 2.00;150
blast_r = 5
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 3
frags_r = 20
frag_hit = 1.50
frag_hit_impulse = 200
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weaponsrpg_trail_01, weaponsrpg_trail_02
explode_particles = explosionsexplosion_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
wm_size = 0.05
;трассы от осколков
fragment_speed = 100
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weaponsf1_explode
;wallmarks
wallmark_section = explosion_marks
;свойства которые читаются, но не используются
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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;присутствует ли в ракете двигатель
lights_enabled = false ;свет вокруг ракеты, во время полета
force_explode_time = 10000
[wpn_fake_missile1]:identity_immunities
$prefetch = 32
visual = weaponsammoammo_vog-25p.ogf
cform = skeleton
class = G_FAKE
inv_weight = 0
cost = 150
blast = 2.00;150
blast_r = 6
blast_impulse = 350
;delete
blast_impulse_factor = 1
frags = 4
frags_r = 20
frag_hit = 1.50
frag_hit_impulse = 200
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weaponsrpg_trail_01, weaponsrpg_trail_02
explode_particles = explosionsexplosion_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
;трассы от осколков
fragment_speed = 100
wm_size = 0.05
;wallmarks
wallmark_section = explosion_marks
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weaponsf1_explode
;свойства которые читаются, но не используются
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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;присутствует ли в ракете двигатель
lights_enabled = true ;свет вокруг ракеты, во время полета
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 = weaponsammoammo_m209.ogf
cform = skeleton
class = G_FAKE
inv_weight = 0
cost = 150
blast = 2.00;150
blast_r = 6
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 3
frags_r = 25
frag_hit = 1.50
frag_hit_impulse = 200
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weaponsrpg_trail_01, weaponsrpg_trail_02
explode_particles = explosionsexplosion_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
;трассы от осколков
fragment_speed = 100
;wallmarks
wallmark_section = explosion_marks
wm_size = 0.1 ;0.05
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weaponsf1_explode
;свойства которые читаются, но не используются
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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;присутствует ли в ракете двигатель
lights_enabled = true ;свет вокруг ракеты, во время полета
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 = "weaponsexplosivefuelcan"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physicsbalonbalon_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
;вещь невозможно подобрать
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 = explosionsexplosion_fuelcan
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1.5
;трассы от осколков
fragment_speed = 100
explode_duration = 5 ;подолжительность взрыва (с)
;wallmarks
wallmark_section = explosion_marks
;звуки
snd_explode = weaponsf1_explode
immunities_sect = explosive_fuelcan_immunities_sect
[explosive_fuelcan_immunities_sect]
;коэффициенты для попаданий различными типами хитов
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 = "weaponsexplosivetank"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physicsbalonbomb_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
;вещь невозможно подобрать
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 = explosionsexplosion_mobiltank
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1
;трассы от осколков
fragment_speed = 100 ;скорость осколков (м/с)
explode_duration = 5 ;подолжительность взрыва (с)
;wallmarks
wallmark_section = explosion_marks
;звуки
snd_explode = weaponsf1_explode
immunities_sect = explosive_tank_immunities_sect
[explosive_tank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
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 = "weaponsexplosivebarrel_low"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physicsbalonbochka_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
;вещь невозможно подобрать
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 = explosionsexplosion_barrel
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;трассы от осколков
fragment_speed = 100 ;скорость осколков (м/с)
explode_duration = 5 ;подолжительность взрыва (с)
;wallmarks
wallmark_section = explosion_marks
;звуки
snd_explode = weaponsf1_explode
immunities_sect = explosive_barrel_low_immunities_sect
;time_to_explode = 0.f
[explosive_barrel_low_immunities_sect]
;коэффициенты для попаданий различными типами хитов
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 = "weaponsexplosivebarrel"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physicsbalonbochka_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
;вещь невозможно подобрать
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 = explosionsexplosion_barrel
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;трассы от осколков
fragment_speed = 100 ;скорость осколков (м/с)
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weaponsf1_explode
immunities_sect = explosive_barrel_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_barrel_immunities_sect]
;коэффициенты для попаданий различными типами хитов
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 = "weaponsexplosivemobiltank"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physicsbalonkanistra.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
;вещь невозможно подобрать
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 = explosionsexplosion_mobiltank
light_color = 1.9,1.2,0.5
light_range = 30.0
light_time = 1
;трассы от осколков
fragment_speed = 100 ;скорость осколков (м/с)
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weaponsf1_explode
immunities_sect = explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_mobiltank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
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 = "weaponsexplosivedinamit"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physicsboxexpl_dinamit.ogf
inv_name = Dimanit
inv_name_short =
inv_weight = 10.0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 9
;вещь невозможно подобрать
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 = explosionsexplosion_dynamite
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1.5
;трассы от осколков
fragment_speed = 100
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weaponsf1_explode
immunities_sect = dinamit_immunities_sect
;condition_to_explode =0.f
;wallmarks
wallmark_section = explosion_marks
[dinamit_immunities_sect]
;коэффициенты для попаданий различными типами хитов
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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsaddonsscope" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = weaponsupgradewpn_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 = wpnwpn_crosshair
scope_zoom_factor = 30 ;ПСО-1 2X
[wpn_addon_scope_susat]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsaddonsscope_susat" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = weaponsupgradewpn_scope_susat.ogf
description = enc_weapons1_wpn-addon-scope-susat
;$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 = wpnwpn_crosshair_l85
scope_zoom_factor = 30 ;SUSAT 2X
[wpn_addon_silencer]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsaddonssilencer" ; option for Level Editor
class = W_SILENC
cform = skeleton
visual = weaponsupgradewpn_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 = 0.8
bullet_speed_k = 0.8
fire_dispersion_base_k = 1.25;2
cam_dispersion_k = 0.8
[wpn_addon_grenade_launcher]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weaponsaddonsgrenade_launcher" ; option for Level Editor
class = W_GLAUNC
cform = skeleton
visual = weaponsupgradewpn_grenade_launcher.ogf
description = enc_weapons1_wpn-addon-grenade-launcher
$prefetch = 32
cost = 250
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 = "weaponsaddonsgrenade_launcher_m203" ; option for Level Editor
class = W_GLAUNC
cform = skeleton
visual = weaponsupgradewpn_grenade_launcher_m203.ogf
description = enc_weapons1_wpn-addon-grenade-launcher-m203
$prefetch = 32
cost = 250
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
Call of Chernobyl (архив) |
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У меня вот такой лог вылета |
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Страна: Украина Город: Мелитополь Дата регистрации: 07.08.2014 |
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IP-адрес: Страна: Город: Симферополь Дата регистрации: 29.11.2017 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Город: Симферополь Дата регистрации: 29.11.2017 |
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IP-адрес: Страна: Город: Дата регистрации: 02.09.2017 |
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IP-адрес: Страна: Украина Город: Мелитополь Дата регистрации: 07.08.2014 |
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IP-адрес: Страна: Украина Город: Харьков Дата регистрации: 09.01.2018 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Российская Федерация Город: Мирный Дата регистрации: 19.05.2018 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Российская Федерация Город: Мирный Дата регистрации: 19.05.2018 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Российская Федерация Город: Мирный Дата регистрации: 19.05.2018 |
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IP-адрес: Страна: Город: Уфа Дата регистрации: 06.06.2016 |
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IP-адрес: Страна: Город: Арзамас Дата регистрации: 20.04.2011 |
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IP-адрес: Страна: Российская Федерация Город: Москва Дата регистрации: 12.06.2018 |
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Добро пожаловать, |
Прохождение Call of Chernobyl Legend Returns
(1 чел.) (1) гость
Ответить |
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ПРОХОЖДЕНИЕ Call of Chernobyl Legend Returns Пересмотренное заселение Зоны, расширенные возможности и логические правки симуляции жизни (alife). Игрок переносится в 2012 год со всеми вытекающими : все измотаны войной группировок и сильнейшим выбросом и вынуждены перебираться в новые места, тайна Выжигателя ещё не изучена, персонажи, умершие и пропавшие в ТЧ, целы и невредимы. Основные изменения:
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Спасибо сказали: aleksandrmap, V7KING, FANAT, varikap, Гусар, semen777, DRON, Таня, LAKI, zima59, continent, Воссталкерившийся |
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Всем привет! Столкнулся с вот таким вылетом:
Как с этим бороться? Ставил на чистую СОС. |
Дружба — больше не в счет, а любовь лжет,
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VVL. Вот это надо поставить согласившись на замену.
Потом в опциях когда запустишь игру» видио» ставишь» высокое» и иконки проявляются в продаже и в рюкзаке четко. Я поставил чит в» main menu sript» что бы можно было прописать вещи в свой рюкзак, но это отдельная тема. |
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Доброго всем дня! |
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VVL. В этом моде нет сюжета как такового. Можешь идти куда хочешь и когда хочешь. Выполняй задания заработай репу и деньги а потом х16 и выжигатель дальше к доктору и по лабам. В любой последовательности. |
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Всем здравствуйте. Что-то форум коротковат, моего случая точно нет. Всех, кто в теме, прошу дать совет, что делать в моём случае?
P.S. Может что в инвентаре влияет? До этого же бегал! За идею СоС, кстати, ребятам спасибо. Преогромное! Не думал, что можно так в Сталкере всё повернуть. |
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Всем привет!_При старте вылет._Прошу помощи!
Ставь пробел, после каждого знака препинания. |
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Привет любителям приключений! Кто подскажет какой алгоритм установки игры, уже раз 15 ставлю, а игра не запускается. Хотя делал как советовал автор. У меня сложилось мнение, что игра — мертворожденное дитя. |
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Всем привет и крепкого здоровья. Область моста на Кордоне открылась (писал выше), просто переустановил всё с нуля и на старых сохранках (это если у кого такая же проблема будет). Новый вопрос. Подскажите, где на локации запрятался Шустрый? Ну всё облазил, а флешку передать не могу. |
Ответить |
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