[mounted_weapon]
GroupControlSection			= spawn_group
class						= W_MOUNTD
$spawn						= "weapons\mounted_weapon"
cform   	                = skeleton
visual  	                = dynamics\weapons\wpn_mounted\wpn_mounted_pkm_trenoga.ogf

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

;params of weapon recoil
fire_dispersion_base		= 0.12 		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         	= 5.0		;скорость возврата в исходное положение
cam_dispersion          	= 0.2		;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        = 0.005 ;вероятность осечки при максимальном износе  !!!old - now not working
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.6
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.1
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0.001
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.02
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.00001
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00002
;-------------------------------------------------------------------------------


; ttc
hit_power					= 0.0
hit_impulse					= 100
hit_type 					= fire_wound

fire_distance  		         = 1000
bullet_speed				= 1500			;начальная скорость пули
rpm            		        = 650

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

snd_shoot			= weapons\pkm_shot

ammo_class		 = ammo_7.62x54_7h1


[stationary_mgun]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection			= spawn_group
class						= W_STMGUN
$spawn						= "weapons\stationary_mgun"
cform   	                = skeleton
visual  	                = dynamics\weapons\wpn_mounted\wpn_mounted_pkm_trenoga.ogf

cam_relax_speed         	= 3.0		;скорость возврата в исходное положение
cam_max_angle				= 8	    	;максимальный угол отдачи
snd_shoot					= weapons\pkm_shot
use_aim_bullet				= false

ammo_class					= ammo_7.62x54_7h1

fire_dispersion_base		= 0.5 ;1 		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
fire_dispersion_null		= 0.5
rpm            		        = 900
hit_power					= 0.6
hit_impulse					= 100
fire_distance  		        = 1000
bullet_speed				= 1000			;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	 = 0.15
tracer_start_length	 = 2
tracer_width		 = 0.07

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

;------------------------------------------------makdm, 2014 for Время Альянса

[turrel_gun]:default_weapon_params
GroupControlSection		= spawn_group
$spawn					= "vehicles\turrel_gun"
$prefetch				= 1
cform                   = skeleton
class					= W_TURREL_S
script_binding          = bind_turrel.bind
visual                  = dynamics\weapons\wpn_mounted\wpn_mounted_pkm_trenoga.ogf

wallmark_section		= explosion_marks

path_linear_acc_fw			=  6
path_linear_acc_bk			=  4

path_angular_sp_pitch		= 0.35
path_angular_sp_pitch_0		= 0.2
path_angular_sp_heading		= 0.75
path_angular_sp_heading_0	= 1

magic_angle					= 0.3

model_angular_sp_bank		= 0.5
model_angular_sp_pitch		= 0.1
model_pitch_koef			= 0.016
model_bank_koef				= 0.018
on_point_range_dist			= 10.0

velocity					= 30
min_altitude				= 15
safe_altitude				= 3.0

use_rocket					= false
use_mgun					= true
use_aim_bullet				= false
min_mgun_attack_dist		= 1
max_mgun_attack_dist		= 150
min_rocket_attack_dist		= 0
max_rocket_attack_dist		= 0
time_between_rocket_attack	= 0
syncronize_rocket			= false
fire_trail_length			= 50
use_fire_trail				= true
barrel_dir_tolerance		= 2
death_angular_vel			= 0.1,6.0,0.2 
death_lin_vel_koeff			= 1 
flame_start_health			= 0.5
fire_time					= 1.5
no_fire_time				= 0.3

immunities_sect			= sect_turrel_immunities

light_range							= 10.0
light_brightness					= 5.0
light_color							= 0.9,0.9,0.5
light_color_animmator				= koster_00

smoke_particle						= explosions\expl_car_smoke_big
explode_particle					= explosions\expl_mushroom_01
explode_sound						= weapons\heli_explosion

fire_dispersion_base	= 5.0;1.0
fire_dispersion_null	= 1.0;0.5
fire_trace_width		= 1.0
hit_power               = 0.5
hit_impulse		 		= 20
fire_distance           = 500
bullet_speed			= 900
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

rpm                     = 1000
ammo_class				= ammo_7.62x54_7h1
flame_particles		    = weapons\heli_weapon
shell_point				= 0.05, 0.22, 0.06
shell_particles			= weapons\generic_shells
snd_shoot				= weapons\weapon_heli

rocket_class			= wpn_rpg7_missile 
launch_speed			= 60

broken_snd				= vehicles\helicopter\helicopter_down

story_id = actor_mobile_turrel


[sect_turrel_immunities]
burn_immunity			= 0.01	
strike_immunity			= 1
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.0
fire_wound_immunity		= 0.1
explosion_immunity		= 0.1
;------------------------------------------------------------------------------
;
;

[actor_turrel_gun]:turrel_gun
story_id = actor_turrel_gun

[laser_turrel_gun]:turrel_gun
GroupControlSection		= spawn_group
$spawn					= "vehicles\laser_turrel_gun"
$prefetch				= 1

barrel_dir_tolerance		= 1

rpm                     = 30
ammo_class				= ammo_gauss
flame_particles         = weapons\generic_weapon_gauss
smoke_particles	 		= weapons\generic_weapon07
shell_point		 		= 0.0, 0.129, 0.192
shell_particles	 		= weapons\generic_shells
snd_shoot				= weapons\gauss_shoot

story_id = actor_laser_turrel
