[wpn_ak104u]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\ak-104u"	; 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          	= 30				; [] for AI
max_radius          	= 100				; [] for AI
description				= enc_weapons1_wpn-ak104u
	
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					= 30500				; 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				= 210				; obsolete
ammo_elapsed			= 30				; obsolete
	
ammo_mag_size			= 30				; clip (magazine) size
fire_modes				= 1, -1

ammo_class				= ammo_7.62x54_7h1, ammo_7.62x54_7h14, ammo_7.62x54_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	        	= wpn-ak104u								; name in inventory	
inv_name_short			= wpn-ak104u	
inv_weight			= 2.7								; weight in inventory

inv_grid_width			= 4	 ; 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				= 0  ; position and size are in terms of 64x64 squares
inv_grid_y				= 16

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		= 0.015	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.04f

;отдача
cam_relax_speed         	= 4.75	;скорость возврата в исходное положение
cam_dispersion          	= 0.0525	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.2	;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			= 1.0	;максимальный угол отдачи
cam_max_angle_horz		= 5.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.4;0.3	;(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 			= 0.000003	;вероятность осечки при максимальном износе 
condition_shot_dec 			= 0.0000001	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point             		=  0.0, 0.262, 0.447		; 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_weapon05	; 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               = 2.15, 2.15, 2.15, 2.15		;size of damage by bullet
hit_impulse		 		= 140		;size of physic impulse by bullet	
hit_type 				= fire_wound 	;[] type of the wound

fire_distance            		= 2000 ;1000		;maximum fire distance that bullet can fly
bullet_speed				= 1000		;starting bullet speed
rpm                      		= 1000;735		;max round per minute

use_aim_bullet				= true		;Поддерживается ли первая суппер пуля
time_to_aim					= 1.0	

silencer_hit_power       		= 0.58
silencer_hit_impulse	 		= 120
silencer_fire_distance   		= 250
silencer_bullet_speed	 		= 600

hud                      	= wpn_ak104u_hud				; name of the section of the hud

position         	        = -0.026,-0.215,0			; position (offset) and orientation of the weapon in the hands of character
orientation      	        = 0,0,0						; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.18,-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\ak-74u\ak74u.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				= 1
silencer_status				= 0
grenade_launcher_status		= 0
zoom_enabled				= true

zoom_enabled			= true
scope_zoom_factor	    = 40		;ПСО-1 4X

scope_texture			= wpn\wpn_crosshair_n

scope_zoom_factor	    	= 50						; fov for zoom mode

;scope_name 				= wpn_addon_scope			; section name for the attachable scope
;scope_x 					= 60						; offset in inventory icon
;scope_y 					= -2
silencer_name  			= wpn_addon_silencer			; section name for the attachable silencer
silencer_x 				= 168							; offset in inventory icon
silencer_y 				= -3					
;grenade_launcher_name 		= wpn_addon_grenade_launcher; section name for the attachable grenade launcher
;grenade_launcher_x 		= 112						; offset in inventory icon
;grenade_launcher_y 		= 17

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw					= weapons\ak74_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\ak74u_shot_0
snd_shoot1					= weapons\ak74u_shot_1
snd_shoot2					= weapons\ak74u_shot_2
snd_shoot3					= weapons\ak74u_shot_3
snd_empty					= weapons\gen_empty, 0.5
snd_reload					= weapons\ak74u_reload, 0.7, 0.75
snd_shoot_grenade			= weapons\gen_grenshoot
snd_reload_grenade			= weapons\gen_grenload, 1.0, 0.8
snd_switch					= weapons\groza_switch, 1.0, 0.5


;params when silencer is attached 
;similar to corresponding params without prefix silencer_


;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

snd_silncer_shot			= weapons\w_ak74_shot1 

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_ak104u_hud]


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

shell_point     	   	 	= 0.15, 0.0, -0.05
shell_dir			     	= 0.0, 1.0, 0.0

fire_point			= 0.090000,0.000000,-0.060000
fire_point2              	= 0.30, 0.00, 0.05
fire_bone               	= wpn_body

orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\ak-74u\wpn_ak74u_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			= -0.137700,0.033800,-0.115100
zoom_rotate_x		= -0.005000
zoom_rotate_y		= 0.017900


zoom_hide_crosshair	= true						;to hide crosshair in zoom 