

[mounted_weapon]
GroupControlSection			= spawn_group
class						= W_MOUNTD
$spawn						= "weapons\mounted_weapon"
cform   	                = skeleton
visual  	                = weapons\mounted_weapons\wpn_pkm_trenoga.ogf  

;-----------------------------------------------------------------------------------

;params of weapon recoil
fire_dispersion_base		= 1 		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         	= 3.0		;скорость возврата в исходное положение
cam_dispersion          	= 0.7		;увеличения угла (в градусах) с каждым выстрелом
cam_max_angle				= 8	    	;максимальный угол отдачи
cam_max_angle_horz			= 9.0   	;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 1.8		;(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 		= 0.0001	;вероятность осечки при максимальном износе 
condition_shot_dec 			= 0.00003	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------


; ttc
hit_power					= 0.60
hit_impulse					= 220
hit_type 					= fire_wound 	

fire_distance  		        = 500
bullet_speed				= 500			;начальная скорость пули
rpm            		        = 500

light_color		 = 0.9,0.9,0.5
light_range		 = 6
light_var_color  = 0.05
light_var_range  = 0.5
light_time 		 = 0.3


flame_particles		    = weapons\generic_weapon08
smoke_particles		    = weapons\generic_shoot_00

shell_point		 = 0.00, 0.0,0
shell_particles	 = weapons\generic_shells00

;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------

snd_shoot					= weapons\weapon_btr
;------------------------------------------------------------------------------------------
ammo_class		 = ammo_7.62x54_7h1

[ammo_btr]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_gauss" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_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			= 10
k_hit			= 1.0
k_impulse		= 10
k_pierce		= 2.5
impair			= 1.0
buck_shot		= 1
tracer			= on
wm_size         = 0.1

explosive		= off ;on


[stationary_mgun]
GroupControlSection			= spawn_group
class						= W_STMGUN
$spawn						= "weapons\stationary_mgun"
cform   	                = skeleton
visual  	                = objects\wpn_pkm_trenoga.ogf 
ph_mass			 		= 10000 

cam_relax_speed         	= 3.0		;скорость возврата в исходное положение
cam_dispersion          	= 0.0007		;увеличения угла (в градусах) с каждым выстрелом
cam_max_angle				= 1	    	;максимальный угол отдачи
snd_shoot					= weapons\weapon_heli
use_aim_bullet				= false

ammo_class					= ammo_btr
fire_dispersion_base		= 1.0 		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
rpm            		        = 300
hit_power					= 100
hit_impulse					= 500
fire_distance  		        = 1000
bullet_speed				= 500			;начальная скорость пули

light_color					= 0.9,0.9,0.5
light_range					= 6
light_var_color				= 0.05
light_var_range				= 0.5
light_time 					= 0.3

flame_particles				= weapons\generic_weapon_btr
smoke_particles				= weapons\generic_shoot_00
shell_point					= 0.0, 0.0, 0.0
shell_particles				= weapons\generic_shells00

tracer_trail_scale	 = 1.0
tracer_start_length	 = 1.0
tracer_width		 = 1.0

inv_name	        	= Mounted Weapon								; name in inventory	
inv_name_short			= Mounted Weapon

[turret_mgun]
GroupControlSection		= spawn_group
$spawn				= "weapons\turret_mgun"
$prefetch			= 1
cform				= skeleton
class				= TURRETMG
script_binding			= turret_mgun.bind
visual				= weapons\mounted_weapons\wpn_pkm_trenoga.ogf

wallmarks			= explosion_marks

// SHeliMovementState::Load
path_angular_sp_pitch		= 0.35
path_angular_sp_heading		= 0.75
path_linear_acc_fw		= 6
path_linear_acc_bk		= 4
on_point_range_dist		= 10.0
velocity			= 30
min_altitude			= -15
path_angular_sp_pitch_0		= 0.2
path_angular_sp_heading_0	= 1
safe_altitude			= -10

// SHeliBodyState::Load
model_angular_sp_bank		= 0.5
model_angular_sp_pitch		= 0.1
model_pitch_koef		= 0.016
model_bank_koef			= 0.018

// SHeliEnemy::Load
use_fire_trail			= false
fire_trail_length		= 0

death_angular_vel		= 0.1,6.0,0.2
death_lin_vel_koeff		= 1

immunities_sect			= turret_mgun_immunities

// CShootingObject::Load
rpm				= 500
// CShootingObject::LoadFireParams
fire_dispersion_base		= 0.8
hit_power			= 0.60
hit_impulse			= 220
fire_distance			= 500
bullet_speed			= 500
use_aim_bullet			= false

// CShootingObject::LoadLights
light_color			= 0.9,0.8,0.4
light_range			= 5
light_var_color			= 0.05
light_var_range			= 0.5
light_time			= 0.2

// CShootingObject::LoadShellParticles
shell_particles			= weapons\generic_shells00
shell_point			= 0.0,0.0,0.0

// CShootingObject::LoadFlameParticles
flame_particles			= weapons\generic_weapon08
smoke_particles			= weapons\generic_shoot_00
;shot_particles			=

snd_shoot			= weapons\pkm_shot

snd_shoot_rocket		= weapons\heli_rocket_shoot

// CRocketLauncher::Load
launch_speed			= 60

// CHelicopter::UseFireTrail
fire_dispersion_null		= 1.0

ammo_class			= ammo_7.62x54_7h1 ;ammo_7.62x54_ap
rocket_class			= wpn_rpg7_missile
use_rocket			= false
use_mgun			= true
min_rocket_attack_dist		= 0
max_rocket_attack_dist		= 0
min_mgun_attack_dist		= 3
max_mgun_attack_dist		= 200
time_between_rocket_attack	= 0
syncronize_rocket		= false
barrel_dir_tolerance		= 2

smoke_particle			= damage_fx\heli_burn

// хе-хе, конфликт имён?
;light_range			= 10.0
light_brightness		= 5.0
;light_color			= 0.9,0.9,0.5
light_color_animmator		= koster_00

// CHelicopter::MoveStep
magic_angle			= 0.3

// CHelicopter::OnShot
fire_trace_width		= 0.1

// CHelicopter::DieHelicopter
broken_snd			= $no_sound


[turret_mgun_immunities]
burn_immunity			= 0.2
strike_immunity			= 0.05
shock_immunity			= 0.8
wound_immunity			= 0.01
radiation_immunity		= 0.005
telepatic_immunity		= 0.0
chemical_burn_immunity		= 0.01
fire_wound_immunity		= 0.06
explosion_immunity		= 0.55

[turret_army]:turret_mgun

visual				= weapons\mounted_weapons\wpn_turret_pkm.ogf


[turret_nato]:turret_mgun

visual				= weapons\mounted_weapons\wpn_turret_nato.ogf
ammo_class			= ammo_5.56x45_ap
snd_shoot			= weapons\lr300_shoot2
rpm				= 700
fire_dispersion_base		= 0.4
hit_power			= 0.5
hit_impulse			= 180
fire_distance			= 500
bullet_speed			= 800