; qo_as_items.ltx ; Custom Quest Overhaul and Artifact Swap items [ecolog_outfit_psi_coll]:ecolog_outfit $spawn = "outfit\uniq\ecolog_outfit_psi_coll" inv_name = ecolog_outfit_psi_coll_name inv_name_short = ecolog_outfit_psi_coll_name description = ecolog_outfit_psi_coll_description burn_protection = 0.5 strike_protection = 0.4 shock_protection = 0.5 wound_protection = 0.2 radiation_protection = 0.45 telepatic_protection = 0.65 chemical_burn_protection = 0.5 explosion_protection = 0.4 fire_wound_protection = 0 cost = 25000 inv_grid_x = 18 inv_grid_y = 27 [wpn_vintorez_coll]:wpn_vintorez $spawn = "weapons/uniq/wpn_vintorez_coll" description = enc_weapons1_wpn-vintorez_coll inv_name = wpn-vintorez_coll inv_name_short = wpn-vintorez_coll ; ammo_mag_size = 15 ; QO; use default of 10 instead fire_modes = -1, 1 cost = 18500 inv_grid_x = 12 inv_grid_y = 27 fire_dispersion_base = 0.01 ;0.05 for vintar bc, 0.03 for svd cam_relax_speed = 2.0 ;4.75 cam_max_angle = 5.0 ;9.0 cam_step_angle_horz = 0.3 ;0.4 ;(degree) size of step camera moved in horizontal position while shooting fire_dispersion_condition_factor = 1 ;if condition_shot_dec used ;5 misfire_probability = 0.0 condition_shot_dec = 0.0000 ; Sniper version - shoots straight, but loud ; cam_dispersion = 0.9 ;more recoil ;0.125 ; same bullet weight as 7.62x54 at high velocity = high momentum ; hit_power = 0.80, 0.87, 0.94, 1.01 ;~ like SVU ;0.65 is vintar ; hit_impulse = 40 ;87 ;goes right through ; fire_distance = 1000 ; bullet_speed = 2000 ; snd_shoot = weapons\t_svu_shot ;supersonic bullet now ; snd_shoot1 = weapons\t_svu_shot ; snd_shoot2 = weapons\t_svu_shot ; snd_shoot3 = weapons\t_svu_shot ; end Sniper version ;time_to_aim = 0.1 ;1.0 ;test flame_particles = ;enable/disable this to hide/show the weapon in the grid on searches and trades ; quest_item = true [wpn_sig_m3]:wpn_sig550 ;Штурмовой SiG $spawn = "weapons\uniq\wpn_sig_m1" description = enc_weapons1_wpn-sig_m3 inv_name = wpn-sig_m3 inv_name_short = wpn-sig_m3 cost = 8000 control_inertion_factor = 1.15f PDM_disp_vel_factor = 1.05 PDM_disp_accel_factor = 1.05 scope_status = 2 silencer_status = 0 grenade_launcher_status = 0 inv_weight = 2.4 ;2.2 condition_shot_dec = 0.0000 inv_grid_x = 0 inv_grid_y = 32 ;modified (pistol slot) mp5 with silencer, lightweight [wpn_mp5_niphty_m1]:wpn_mp5 $spawn = "weapons\uniq\wpn_mp5_m1" description = enc_weapons1_wpn-mp5-niphty_m1 inv_name = wpn-mp5-niphty_m1 inv_name_short = wpn-mp5-niphty_m1 ammo_class = ammo_9x19_fmj, ammo_9x19_pbp ; inv_grid_x = 5 ; inv_grid_y = 33 inv_grid_x = 5 inv_grid_y = 33 ;22 ;;inv_grid_width = 4 ;no, use base weapon default of 3 for slot 1 weapon cost = 2400 ammo_mag_size = 30 ;100 slot = 1 animation_slot = 1 ;----------------------------------------------------------------------------------- fire_dispersion_base = 0.05 control_inertion_factor = 1.02f cam_relax_speed = 2.2 cam_dispersion = 0.4 ;0.04 cam_dispersion_inc = 0.1 ;0.01 cam_dispertion_frac = 0.5 cam_max_angle = 3.5 cam_max_angle_horz = 5.0 cam_step_angle_horz = 0.2 misfire_probability = 0.0 condition_shot_dec = 0.0 ;----------------------------------------------------------------------------------- ;hit_power = 0.31, 0.35, 0.38, 0.41 ;same as regular mp5 fire_distance = 600 bullet_speed = 900 silencer_status = 1 light_disabled = true flame_particles = snd_shoot = weapons\silencer4a, 0.5 ;weapons\w_ak74_shot1 ;enable/disable this to hide/show the weapon in the grid on searches and trades ; quest_item = true ; used by both old and new versions of Ziphty Viper V2-5.56 [wpn_mp6_hud]:wpn_mp5_hud visual = weapons\mp6\wpn_mp6_hud.ogf ;weapons\mp5\wpn_mp5_hud.ogf ;modified Ziphty Viper V2-5.56, lightweight (pistol slot) [wpn_mp5_niphty_m2]:wpn_mp5 $spawn = "weapons\uniq\wpn_mp5_m2" ; option for Level Editor description = enc_weapons1_wpn-mp5-niphty_m2 inv_name = wpn-mp5-niphty_m2 inv_name_short = wpn-mp5-niphty_m2 inv_weight = 1.5 ;2.5 - it's special ammo_class = ammo_5.56x45_ss190, ammo_5.56x45_ap inv_grid_x = 12 ;dependent on new ui_icon_equipment.dds ;5 inv_grid_y = 23 ;dependent on new ui_icon_equipment.dds ;33 cost = 8500 ammo_mag_size = 30 slot = 1 animation_slot = 1 visual = weapons\mp6\wpn_mp6.ogf ;----------------------------------------------------------------------------------- fire_dispersion_base = 0.14 ;G36/GP37 ;original 0.25; 0.33 control_inertion_factor = 1.02f ;original 1.07f cam_relax_speed = 2.2 ;0.65 ;original 6.5;0.2 cam_dispersion = 0.2 ;0.04 ;original 0.2 cam_dispersion_inc = 0.1 ;original 0.05 cam_dispertion_frac = 0.70 ;cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac) cam_max_angle = 2.5 ;0.6 ;original 6.0 cam_max_angle_horz = 4.0 ;0.9 ;original 9.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.2 ;original 0.5;0.3 ;(degree) size of step camera moved in horizontal position while shooting ;fire_dispersion_condition_factor = 5 misfire_probability = 0.0 ;original 0.003 misfire_condition_k = 0.05 condition_shot_dec = 0.0 ;----------------------------------------------------------------------------------- hit_power = 0.50, 0.54, 0.57, 0.60 ;GP37 ;0.60, 0.64, 0.67, 0.70 ;FN2000 hit_impulse = 40 ;140 fire_distance = 1000 bullet_speed = 1000 ;rpm = 850 ;GP37 silencer_status = 0;1 light_disabled = true flame_particles = snd_shoot = weapons\t_fn2000_shot, 0.6 ;weapons\w_ak74_shot1 ; hack to put scoped weapon in first slot ;enable scope_status to use a scope texture ; scope_status = 1 scope_zoom_factor = 40 ;30 ;2X ;40 lower zoom gain to 1.5X scope_texture = wpn\wpn_crosshair_l85 hud = wpn_mp6_hud ; enable this to reduce settling time on subsequent shots ; time_to_aim = 0.01 ;enable/disable this to hide/show the weapon in the grid on searches and trades ; quest_item = true [wpn_addon_scope_m1]:wpn_addon_scope $spawn = "weapons\addons\scope" ; option for Level Editor description = enc_weapons1_wpn-addon-scope_m1 cost = 500 holder_range_modifier = 1.2 holder_fov_modifier = 0.3 inv_name = wpn-addon-scope_m1 inv_name_short = wpn-addon-scope_m1 inv_weight = .2 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 13 ;18 inv_grid_y = 29 ;2 scope_texture = wpn\wpn_crosshair scope_zoom_factor = 15 ; 4X [wpn_val_m2]:wpn_val ; special Sniper Val $spawn = "weapons\uniq\wpn_val_m1" description = enc_weapons1_wpn-val_m2 inv_name = wpn-val_m2 inv_name_short = wpn-val_m2 fire_modes = -1, 1 cost = 12500 ;9000 scope_status = 2 scope_name = wpn_addon_scope_m1 ; ;scope_zoom_factor = 15 ; 4X condition_shot_dec = 0.0 inv_grid_x = 5 inv_grid_y = 31 fire_dispersion_base = 0.01 ;0.14 ;0.05 for vintar bc, 0.03 for svd cam_relax_speed = 2.0 ;4.75 cam_dispersion = 0.9 ;0.125 cam_dispersion_inc = 0.2 cam_dispertion_frac = 1.0 ;cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac) cam_max_angle = 5.0 ;9.0 cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.3 ;(degree) size of step camera moved in horizontal position while shooting fire_dispersion_condition_factor = 5 misfire_probability = 0.0 ; same bullet weight as 7.62x54 at high velocity = high momentum hit_power = 0.80, 0.87, 0.94, 1.01 ;~ like SVU ;0.65 is vintar hit_impulse = 40 ;87 ;goes right through fire_distance = 1200 bullet_speed = 4000 snd_shoot = weapons\t_svu_shot ;supersonic bullet now snd_shoot1 = weapons\t_svu_shot snd_shoot2 = weapons\t_svu_shot snd_shoot3 = weapons\t_svu_shot flame_particles = ; enable this to reduce settling time on subsequent shots ; time_to_aim = 0.1 ;enable/disable this to hide/show the weapon in the grid on searches and trades ; quest_item = true [wpn_val_m3]:wpn_val ; special Sniper Val $spawn = "weapons\uniq\wpn_val_m1" description = enc_weapons1_wpn-val_m3 inv_name = wpn-val_m3 inv_name_short = wpn-val_m3 scope_status = 2 scope_name = wpn_addon_scope_m1 ; scope_texture = wpn\wpn_crosshair condition_shot_dec = 0.0000 cost = 14500 fire_modes = -1, 1 inv_grid_x = 5 inv_grid_y = 31 ; enable these for FPS tweak fire_dispersion_base = 0.01 ;0.14 cam_relax_speed = 2.0 ;5 cam_step_angle_horz = 0.3 ;0.5 cam_max_angle = 5.0 ;7.0 cam_max_angle_horz = 5.0 ;10.0 hit_power = 0.65, 0.69, 0.72, 0.75 ;Vintorez numbers ; enable/disable this to hide/show the weapon in the grid on searches and trades ; quest_item = true ;derived from Niphty's artifact testing facility! yay \o/ [af_niphty]:af_soul description = enc_zone_artifact_af-niphty inv_name = af-niphty inv_name_short = af-niphty particles = anomaly2\artefact\artefact_electra inv_grid_x = 11 inv_grid_y = 25 cost = 10000 ;50 health_restore_speed = 0.00024 ;240% ;0.0004 ;400% 0.0006 ;600% radiation_restore_speed = -0.002 ;-20 ;-0.006 ; -60 ;-0.02 ;-200 radiation/tick ;satiety_restore_speed = 0.2 power_restore_speed = 0.004 ;73% flash ;0.006 ;109% ;0.033 ;600 ;0.0825 ;1500% ;0.165 = 3000% bleeding_restore_speed = 0.01 ;333% ;0.04 = 1333% ;0.2 = 6667% Bleed restoration hit_absorbation_sect = af_niphty_absorbation ;enable/disable this to hide/show the artifact in the grid on searches and trades ; quest_item = true [af_niphty_absorbation] burn_immunity = 1.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 1.0 radiation_immunity = 0.7 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 1.0 fire_wound_immunity = 1.0 [af_niphty_shield]:af_dummy_glassbeads description = enc_zone_artifact_af-niphty_shield inv_name = af-niphty_shield inv_name_short = af-niphty_shield visual = physics\anomaly\artefact_electra2.ogf particles = anomaly2\artefact\artefact_puxx inv_grid_x = 12 inv_grid_y = 9 cost = 12000 ;50 jump_height = 0.0 hit_absorbation_sect = af_niphty_shield_absorbation ;enable/disable this to hide/show the artifact in the grid on searches and trades ; quest_item = true [af_niphty_shield_absorbation] burn_immunity = 1.0 strike_immunity = 0.72 ; 28% shock_immunity = 0.75 ; 50% ;use 0.40 x 2 for armor repair in electro anomalies wound_immunity = 0.94 ; 6% radiation_immunity = 1.0 ; 30% telepatic_immunity = 0.90 ; 10% chemical_burn_immunity = 1.0 ; 30% explosion_immunity = 0.925 ; 7.5% fire_wound_immunity = 0.95 ; 5% [af_supershield]:af_dummy_glassbeads description = enc_zone_artifact_af-supershield inv_name = af-supershield inv_name_short = af-supershield visual = physics\anomaly\artefact_electra2.ogf particles = anomaly2\artefact\artefact_ameba inv_weight = 1.0 ; inv_grid_x = 12 ; inv_grid_y = 9 inv_grid_x = 10 inv_grid_y = 25 cost = 24000 ;50 jump_height = 0.0 health_restore_speed = 0.00024 ;240% ;0.0004 ;400% meat chunk 0.0006 ;600% radiation_restore_speed = -0.002 ;-20 ;-0.006 ; -60 ;-0.02 ;-200 radiation/tick ;satiety_restore_speed = 0.2 power_restore_speed = 0.004 ;73% flash ;0.006 ;109% ;0.009 ;164% bleeding_restore_speed = 0.01 ;333% ;0.04 = 1333% ;0.2 = 6667% Bleed restoration hit_absorbation_sect = af_supershield_absorbation ;enable/disable this to hide/show the artifact in the grid on searches and trades ; quest_item = true [af_supershield_absorbation] burn_immunity = 0.7 ; 30% strike_immunity = 0.72 ; 28% shock_immunity = 0.50 ; 50% wound_immunity = 0.94 ; 6% radiation_immunity = 0.7 ; 30% telepatic_immunity = 0.90 ; 10% chemical_burn_immunity = 0.7 ; 30% explosion_immunity = 0.925 ; 7.5% fire_wound_immunity = 0.95 ; 5% [af_ultrashield]:af_dummy_glassbeads description = enc_zone_artifact_af-ultrashield inv_name = af-ultrashield inv_name_short = af-ultrashield visual = physics\anomaly\artefact_electra2.ogf particles = anomaly2\artefact\artefact_electra inv_weight = 1.5 ; inv_grid_x = 12 ; inv_grid_y = 9 inv_grid_x = 10 inv_grid_y = 26 cost = 33000 ;50 jump_height = 0.0 health_restore_speed = 0.0004 ;400% ;0.00048 ;480% ;0.0006 ;600% soul radiation_restore_speed = -0.004 ;-40 ;-0.01 ; -100 ;-0.02 ;-200 radiation/tick ;satiety_restore_speed = 0.2 power_restore_speed = 0.006 ;109% moonlight ;0.009 ;164% bleeding_restore_speed = 0.012 ;400% ;0.2 = 6667% Bleed restoration hit_absorbation_sect = af_ultrashield_absorbation ;enable/disable this to hide/show the artifact in the grid on searches and trades ; quest_item = true [af_ultrashield_absorbation] burn_immunity = 0.6 ; 40% strike_immunity = 0.64 ; 36% shock_immunity = 0.40 ; 60% wound_immunity = 0.92 ; 8% radiation_immunity = 0.6 ; 40% telepatic_immunity = 0.80 ; 20% chemical_burn_immunity = 0.6 ; 40% explosion_immunity = 0.90 ; 10% fire_wound_immunity = 0.93 ; 7% ; this is the invulnerability artifact per barin with fatrap's help ; for test purposes and for those demanding a trainer or a walk in the park [af_ultimashield]:af_dummy_glassbeads description = enc_zone_artifact_af-ultimashield inv_name = af-ultimashield inv_name_short = af-ultimashield visual = physics\anomaly\artefact_electra2.ogf particles = anomaly2\artefact\artefact_electra inv_weight = 0.5 ; inv_grid_x = 12 ; inv_grid_y = 9 inv_grid_x = 10 inv_grid_y = 26 cost = 50 jump_height = 0.0 health_restore_speed = 0.01 ;10000% soul radiation_restore_speed = -0.02 ;-200 radiation/tick ;satiety_restore_speed = 0.2 power_restore_speed = 0.1 ;~18000% ;0.006 ;109% moonlight ;0.009 ;164% bleeding_restore_speed = 0.2 ;6667% hit_absorbation_sect = af_ultimashield_absorbation ;enable/disable this to hide/show the artifact in the grid on searches and trades ; quest_item = true [af_ultimashield_absorbation] 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 = 0.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 [wpn_fake_missile3]:identity_immunities visual = weapons\ammo\ammo_m209.ogf cform = skeleton class = G_FAKE $prefetch = 32 cost = 150 blast = 2.00 ;150 blast_r = 5 blast_impulse = 150 ;250 ;delete blast_impulse_factor = 1 frags = 6 frags_r = 15 ;20 frag_hit = 0.9 ;1.50 frag_hit_impulse = 90 ;200 hit_type_blast = explosion hit_type_frag = fire_wound up_throw_factor = 0.7 ;trail = weapons\rpg_trail_01, weapons\rpg_trail_02 explode_particles = explosions\explosion_01 light_color = 0.4, 1.9, 1.9 ;1.9, 1.2, 0.5 light_range = 25.0 light_time = 0.5 ph_mass = 0.01 ;1 ;5 ;engine_f = 530 ;engine_u = 90 jump_height = 0 wm_size = 0.1 ;трассы от осколков fragment_speed = 100 explode_duration = 4 ;5 ;подолжительность взрыва (с) ;звуки snd_explode = weapons\f1_explode ;wallmarks wallmark_section = explosion_marks ;свойства которые читаются, но не используются inv_name = ammo-pellet inv_name_short = ammo-pellet inv_weight = .01 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 11 ;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 = true;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_color = 0.4, 1.9, 1.9 ;0.2, 1.0, 1.0 trail_light_range = 8.0 force_explode_time = 4000 engine_work_time = 4000 engine_impulse = 1000 engine_impulse_up = 0;137.34 engine_particles = weapons\rpg_trail_01 [ammo_pellet]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_9x39_ap" ; option for Level Editor (dummy) class = A_M209 ;AMMO cform = skeleton visual = weapons\ammo\ammo_m209.ogf ;ammo_gauss.ogf ;ammo_9x39_ap.ogf description = enc_weapons1_ammo_pellet $prefetch = 64 cost = 300 box_size = 24 inv_name = ammo-pellet inv_name_short = ammo-pellet inv_weight = 0.24 inv_grid_width = 1 ;2 inv_grid_height = 1 ; inv_grid_x = 5 ; inv_grid_y = 12 inv_grid_x = 11 inv_grid_y = 10 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 = on ;off wm_size = 0.1 fake_grenade_name = wpn_fake_missile3 ;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут can_be_unlimited = true ;false [wpn_eagle_m2]:wpn_desert_eagle ;Большой Бэн $spawn = "weapons\uniq\wpn_eagle_m1" description = enc_weapons1_wpn-eagle_m2 inv_name = wpn-eagle_m2 inv_name_short = wpn-eagle_m2 class = WP_RG6 weapon_class = heavy_weapon ;ef_main_weapon_type = 4 ;ef_weapon_type = 9 cost = 180 ammo_limit = 24 ammo_current = 24 ammo_elapsed = 0 ammo_class = ammo_pellet ammo_mag_size = 24 launch_speed = 250 ;76 sprint_allowed = true shell_particles = ;none ;shell_particles = weapons\generic_shells startup_ammo = 24 condition_shot_dec = 0.0 inv_grid_x = 9 inv_grid_y = 22 kill_msg_x = 0 kill_msg_y = 172 kill_msg_width = 68 kill_msg_height = 30 hit_power = 0.75 hit_impulse = 210 hit_type = fire_wound fire_point = -0.005000,0.130000,0.220000 fire_distance = 300 bullet_speed = 250 ;начальная скорость пули rpm = 100 hud = wpn_desert_eagle_hud_m2 snd_draw = weapons\fort_draw snd_holster = weapons\generic_holster snd_shoot = weapons\t_mp53_shot, 0.4 ;weapons\gen_grenshoot snd_empty = weapons\pistol_empty snd_close = weapons\generic_close snd_reload = weapons\pm_reload, 0.8 snd_shoot_duplet = weapons\t_mp53_shot, 0.4 ;weapons\toz34_shoot_both snd_open_weapon = weapons\pistol_empty ;change me snd_add_cartridge = weapons\w1300_load ;was gen_grenload snd_close_weapon = weapons\pistol_empty ;change me [wpn_desert_eagle_hud_m2]:wpn_desert_eagle_hud anim_shoot_both = shoot ;for the NPCs [wpn_eagle_pg]:wpn_eagle_m2 rpm = 30 ammo_limit = 4 ammo_current = 4 ammo_mag_size = 4 inv_grid_x = 14 inv_grid_y = 8 [outfit_specnaz_m2]:specops_outfit ;Модифицированный армейский бронекостюм $spawn = "outfit\uniq\outfit_specnaz_m1" inv_name = specnaz_outfit_name_m2 inv_name_short = specnaz_outfit_name_m2 description = specnaz_outfit_description_m2 inv_grid_x = 18 inv_grid_y = 24 nightvision_sect = effector_nightvision_good cost = 18000 immunities_sect = sect_specnaz_outfit_immunities burn_protection = 0.2 ;0.3 strike_protection = 0.2 shock_protection = 0.2 ;0.3 wound_protection = 0.5 ;0.4 ;0.7 for military outfit radiation_protection = 0.2 ;0.3 telepatic_protection = 0.0 chemical_burn_protection = 0.2 ;0.3 explosion_protection = 0.5 ;0.4 fire_wound_protection = 0.5 ;0.45 ;0.55 for military outfit [sect_specnaz_outfit_immunities] burn_immunity = 0.2 ;0.02 strike_immunity = 0.01 shock_immunity = 0.2 ;0.02 wound_immunity = 0.005 ;0.01 radiation_immunity = 0.00 telepatic_immunity = 0.00 chemical_burn_immunity = 0.2 ;0.02 explosion_immunity = 0.01 fire_wound_immunity = 0.003 ;0.005