[wpn_hk417]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency 	= 
$spawn                  = "weapons\hk417"					; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8
scheduled               = off              ; option for ALife Simulator
cform                   = skeleton
class                   = WP_AK74
min_radius              = 0
max_radius              = 50
description				= enc_arsenal_hk417

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
;-----------------------------------------------------------------------------------
upgrades                = up_gr_firstab_sniper, up_gr_seconab_sniper, up_gr_thirdab_sniper
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_bm16

weapon_class			= assault_rifle

cost					= 35000

ammo_limit		 		= 210
ammo_current			= 30
ammo_elapsed		 	= 30

ammo_mag_size		 	= 20
ammo_class		 		= ammo_7.62x51_fmj, ammo_7.62x51_ap
grenade_class			= ammo_m209
fire_modes				= 1
launch_speed = 0

hand_dependence		 	= 1
single_handed			= 0

inv_name				= ars-hk417
inv_name_short			= ars-hk417
inv_weight				= 5

inv_grid_width				= 6
inv_grid_height			= 2
inv_grid_x				= 5
inv_grid_y				= 30

upgr_icon_x			= 1022
upgr_icon_y			= 144
upgr_icon_width		= 270
upgr_icon_height   	= 128

kill_msg_x			= 72
kill_msg_y			= 82
kill_msg_width		= 56
kill_msg_height		= 23

slot 					= 2		; // secondary
animation_slot			= 2		; type of the animation that will be used


;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.0050	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 2.2f
	
;отдача
cam_relax_speed         	= 0	;скорость возврата в исходное положение
cam_relax_speed_ai         	= 5.2
cam_dispersion          	= 1.5	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.3	;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			= 10.0	;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.25	;(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 
misfire_condition_k			= 0.05
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	     	= 0.003
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.043
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.001
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0012
condition_shot_dec 			= 0.0002 ;увеличение износа при каждом выстреле
;--------------------------------------------------------------------------------

;direction               = 0, 0, 1
position         	    = -0.026,-0.130,0
orientation             = 0, 0, 0

fire_point             	=  0,0.245,2.867
flame_particles			= weapons\generic_weapon05
shell_particles	 		= weapons\generic_shells
grenade_flame_particles		= weapons\generic_weapon01

shell_point             = 0.120000,0.000000,0.070000
shell_dir               = 0.0, 0.0, 0.4

rpm_empty_click 	 	= 200

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 0.8
PDM_disp_accel_factor 		= 0.8
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0
PDM_disp_crouch	 			= 1.0
PDM_disp_crouch_no_acc 		= 1.0

; ttc
hit_power           = 0.9, 0.9, 0.9, 0.9
hit_impulse		 	= 19
hit_type 			= fire_wound
hit_power_critical  = 0.9


hit_probability_gd_novice  = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master  = 0.80

fire_distance          	= 1000
bullet_speed			= 850 ;начальная скорость пули
rpm                     = 250
rpm_empty_click 	 	= 200
; end ttc

use_aim_bullet				= true		;Поддерживается ли первая суппер пуля
use_first_bullet            = true
first_bullet_dispertion     = 1.0 
first_bullet_timeout      = 1.0
first_bullet_velocity_limit = 650
time_to_aim					= 1.0

silencer_hit_power       	= 0.80
silencer_hit_impulse	 	= 17
silencer_fire_distance   	= 500
silencer_bullet_speed	 	= 500

hud                     = wpn_hk417_hud
;normal                  = 0, 1, 0
;position         	    = -0.026,-0.172,0
;orientation             = 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.15,-0.37,0.2 				; 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

startup_ammo            = 1000
visual                  = Arsenal_Mod\wpn_hk417_sk1.ogf

light_disabled          = false
light_color		 		= 0.6,0.5,0.3
light_range		 		= 5
light_var_color		 	= 0.05
light_var_range		 	= 0.1
light_time 		 		= 0.2

ph_mass			 		= 5

;addons
scope_status			= 1
silencer_status			= 2
grenade_launcher_status	= 2

zoom_enabled			= true
scope_zoom_factor			= 15
scope_texture			= wpn_crosshair

silencer_name  				= wpn_addon_sil_762_ar
silencer_x 					= 210
silencer_y 					= 9

grenade_launcher_name 		= wpn_addon_grenade_launcher_m203
grenade_launcher_x 			= 128
grenade_launcher_y 			= 28

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

silencer_light_color		= 1.0, 0.1, 0.0
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.5
silencer_light_time 		= 0.2

;звуки
snd_draw			= weapons\generic_draw, 0.5
snd_holster			= weapons\generic_holster, 0.5
snd_shoot			= weapons\galatz_shot
snd_empty			= weapons\gen_empty, 0.5
snd_reload			= weapons\ar15_reload, 0.5
snd_shoot_grenade			= weapons\m203_shot
snd_reload_grenade			= weapons\m203_reload
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\sr25_silent, 0.5

[wpn_hk417_hud]
zoom_hide_crosshair	= true						;to hide crosshair in zoom
attach_place_idx    = 0
item_visual         = Arsenal_Mod\wpn_hk417_sk1.ogf_hud
;shell_point          	= 0.00, 0.00, 0.00
;shell_dir		 = 0.0, 0.0, 0.0

hands_position				= -0.043000,-0.152999,0.161900
hands_orientation			= -0.550000,0.750001,0.599999

hands_position_16x9				= -0.044000,-0.191999,0.135500
hands_orientation_16x9			= 0.549999,2.399999,0.1499993

item_position				= 0.010053,-0.169848,0.025
item_orientation			= 1.267092,-0.970740,360.237885

shell_point             = 0.021,0.099,0.286
shell_dir               = 0.0, 1.0, 0.0
shell_bone       = wpn_body
fire_bone               = wpn_body
fire_point              = 0.8,-0.02,0.04        ;-- S.M.R.T.E.R. Zone Final Values!!
;fire_point2             = 0.8,-0.02,0.04       ;-- not needed if scope is permanent
;fire_bone2              = wpn_body

;orientation             = 0, 0, 0
;position                = 0, 0, 0
;visual                  = Arsenal_Mod\wpn_hk417_sk1_hud.ogf

grenade_bone            	= grenka1	; 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

; animation names
; attached grenade launcher [GRENADE fire mode]
anim_idle_g					= idle_g
anim_idle_g_aim				= idle_g_aim
anim_reload_g				= reload_g
anim_shoot_g				= shoot_g
anim_switch_grenade_on		= g_on
anim_switch_grenade_off		= g_off
anim_draw_g					= draw_g
anim_holster_g				= holster_g

; attached grenade launcher [NORMAL fire mode]
anim_idle_gl				= idle_w_gl
anim_idle_gl_aim			= idle_w_gl_aim
anim_reload_gl				= reload_w_gl
anim_draw_gl				= draw_w_gl
anim_holster_gl				= holster_w_gl
anim_shoot_gl				= shoot_w_gl

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;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			= -0.126901,0.001499,-0.145
;zoom_rotate_x		= -0.0
;zoom_rotate_y		= 0.0


zoom_hide_crosshair	= true						;to hide crosshair in zoom 

; same as above, but for attached grenade launcher for
; in NORMAL shoot mode

;zoom_offset			= -0.127,-0.025,-0.0145
;zoom_rotate_x		= -0.0
;zoom_rotate_y		= 0.0

grenade_normal_zoom_offset			= -0.126901,0.001499,-0.145
grenade_normal_zoom_rotate_x		= -0.0
grenade_normal_zoom_rotate_y		= 0.0

grenade_zoom_offset			= -0.126901,0.001499,-0.145
grenade_zoom_rotate_x		= 0.0
grenade_zoom_rotate_y		= -0.0

anm_show                = lr300_draw
anm_hide                = lr300_holster
anm_idle                = lr300_idle
anm_idle_sprint         = svd_idle_sprint_2 ;m1891_idle_sprint  ;= lr300_idle_sprint
anm_idle_moving         = lr300_idle_moving
anm_shots               = lr300_shoot

anm_reload              = lr300_reload
anm_idle_aim            = lr300_idle_aim

anm_switch              = lr300_switch_off 				;lr300_switch_off
anm_switch_g            = lr300_switch_on 				;lr300_switch_on
anm_bore                = lr300_idle_bore

anm_hide_w_gl           = lr300_holster_w_gl
anm_show_w_gl           = lr300_draw_w_gl
anm_idle_w_gl           = lr300_idle_w_gl
anm_shots_w_gl          = lr300_shoot_w_gl
anm_reload_w_gl         = lr300_reload_w_gl
anm_idle_w_gl_aim       = lr300_idle_aim_w_gl
anm_idle_sprint_w_gl    = lr300_idle_sprint_w_gl
anm_idle_moving_w_gl    = lr300_idle_moving_w_gl
anm_bore_w_gl           = lr300_idle_bore_w_gl

anm_show_g              = lr300_draw_grenade					;lr300_draw_grenade
anm_hide_g              = lr300_holster_grenade				;lr300_holster_grenade
anm_idle_g              = lr300_idle_grenade					;lr300_idle_grenade
anm_reload_g            = lr300_reload_grenade
anm_idle_g_aim          = lr300_idle_grenade					;lr300_idle_grenade
anm_shots_g             = lr300_shoot_grenade
anm_idle_sprint_g       = lr300_idle_sprint_grenade		;lr300_idle_sprint_grenade
anm_idle_moving_g       = lr300_idle_moving_grenade		;lr300_idle_moving_grenade
anm_bore_g              = lr300_idle_bore_grenade

aim_hud_offset_pos				= -0.122500,0.010000,-0.022500
aim_hud_offset_rot				= -0.010000,0.012500,0.007500

aim_hud_offset_pos_16x9				= -0.119500,0.030000,0.029000
aim_hud_offset_rot_16x9				= 0.012500,0.030000,-0.012504

gl_hud_offset_pos       	= 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot       	= 0,0,0;-0.145000,0.000000,0.000000

gl_hud_offset_pos_16x9    	= 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9    	= 0,0,0;0.052500,0.045000,-0.010000

lean_hud_offset_pos        = 0,0,0
lean_hud_offset_rot        = 0,0,0
