Tourism portal - Paratourism

Stalker clear sky silencer where to find. Material from S.T.A.L.K.E.R

Carved Weapons Part 1

  • 1) AKMS - the first predecessor of the AKM-74/2. Was cut from the game, but has a model in early builds. I used 5.45x39 FMJ and 5.45x39 AP cartridges (instead of 7.62x39). It was possible to install a silencer and an under-barrel grenade launcher (although the silencer was installed only on AKMB, and the possibility of installing the GP-25 “Koster” on AKMB was not available, but was possible on AKM/AKMS
  • 2) TOZ-34 (Hunting rifle)

    A hunting rifle is a double-barreled shotgun with a vertical barrel arrangement. Used mainly by newbies, bandits or those with little money. Common among hunters.
    Found in ChN and ZP. However, it is also in PM, it can be found in the game archives of the game and you can get it by registering it for sale to merchants or arming NPCs.
    In the final trailer for PM the weapon was shown, but it was removed just before the release.

  • 3) Minigun M134
    M134 Minigun - light machine gun, cut out in the very early stages of the game's development (2002). Found in builds 1098, 1114, 1096.

    It is a multi-barreled aircraft machine gun assembled according to the Gatling scheme. The rotation drive of the barrel block is electric. The rate of fire is controlled by the rheostat of the electric drive and varies from 2500 to 6000 rounds per minute. The mass of the installation is 22.7 kg excluding ammunition systems.

    Ammunition used: 7.62 NATO cartridge. The cartridges can be fed from a standard loose belt or using a linkless cartridge feeding mechanism. In the first case, a special “delinker” mechanism is installed on the machine gun, which removes cartridges from the belt before feeding them into the machine gun. The tape is fed to the machine gun through a special metal flexible hose from boxes with a typical capacity of 1500 (total weight: 58 kg) to 4500 (total weight: 134 kg) cartridges. On heavy helicopters (CH-53, CH-47), the capacity of the cartridge boxes to power one machine gun can reach 10,000 or even more rounds.

    Interesting Facts:
    1.This unit was cut due to the fact that it did not fit into the atmosphere and concept of the game.
    2.The machine gun is presented in the main menu of S.T.A.L.K.E.R.: Clear Sky.
    In fact, it could only be used in an exoskeleton due to its large mass and bulkiness.
    3. Despite the absence of the machine gun itself in the final version of the game, its model remained in the files.
    4.Could well be used by Monolith.

    The double-barreled shotgun is a shotgun cut from S.T.A.L.K.E.R.: Shadow of Chernobyl; only its sawed-off shotgun is present in the final version. You can use a double-barreled shotgun in several early builds of the game.
    "A horizontal hunting rifle. Quite powerful, just right for hunting"
    Initially, the Hunter in the bar gave a quest to find a double-barreled shotgun. But due to the fact that this weapon was cut, a regular sawn-off shotgun began to appear in the quest.
    The description of build 2205 stated that the double-barreled shotgun reloads more slowly than the hunting rifle.
    It does not have a rear sight, but the front sight is present.
    It is from this gun that sawn-off shotguns are made.

    Bulldog-6 M209 is a modification of the Bulldog-6 grenade launcher, the main feature of which is that it uses NATO M209 grenades for firing. Bulldog-6 M209 is cut from S.T.A.L.K.E.R.: Shadow of Chernobyl, however it can be registered for sale to traders, because the model is ready.

  • 6) Anomalous AKS-74U (aka Radioactive AKS-74U) - a unique example of the AKM-74/2U assault rifle. Cut from the game S.T.A.L.K.E.R.: Shadow of Chernobyl. It can be found in assembly resources.

    The description is different in different assemblies:

    Assembly 2559 and 2571
    “According to rumors, this trunk was found in a pile of rust at the Landfill - in the very place where the gravitational anomaly was located for three months. It's surprising that the barrel itself hasn't rusted. On the contrary, we’ve been shooting at it for so long, but the wear and tear is still not noticeable.”
    Build 2604
    “According to rumors, this machine gun was found in a pile of rusty iron at the Landfill, and in the very place where the gravitational anomaly “lived” for three months. Oddly enough, the AKS turned out to be in excellent condition, and being in the anomaly affected it in a surprising way: the bullets fired from this weapon have significantly more energy.

    Machine gun - RPK-74 (apparently, hence the game name RP-74). In early alpha builds it had a texture similar to that of the AKM-74/2, a box magazine for 45 5.45x39 rounds, the ability to mount a sight and an under-barrel grenade launcher.

  • 8) SVDm-2 "Long-range driver"

    SVDm-2 “Long-Range Driver” - the optics have been modified, thereby increasing the magnification factor. Improved weapon balance, resulting in reduced recoil. Sample cut from PM.

  • 9) AN-94 "Abakan" weighted

    AN-94 “Abakan” is weighted - in this example, due to the lead bars in the butt, the weight of the barrel is increased. Although it has become heavier to carry, the recoil has decreased. Cut from PM

  • 10) FN 2000 (Bildovsky)
    In his builds he had a completely different model, the differences are simply huge

    Build 1114 on it, in yellow, was the inscription of a monologue from one of the developers:
    “What are you going to do today? Don’t tell me you’re going to work :)”

    In the early builds of the game it was possible to attach Domestic gadgets, for example the PSO-1 sight and the GP-5 Koster under-barrel grenade launcher
    May have been planned as a unique weapon.

    The P90 is a Belgian submachine gun planned for S.T.A.L.K.E.R.: Shadow of Chernobyl. It was cut during development for unknown reasons. What is known is that the FN P90 appears in the 1935 build, where a model, texture, characteristics and icon have already been made for it. Cartridges were specially created that are suitable only for the P90. The archive contains the 3D model, the icon and its texture.

    The cartridges from this PP have been preserved in the PM - they can be restored in the game. They have a glitchy inventory icon, but have their own box texture that says "FN P90" to match. There is no benefit from them.

  • 13) SGI -5k Sturmovoy (Assault SIP)

    The assault SIP is a unique example of the SGI-5k assault rifle. Was supposed to appear in S.T.A.L.K.E.R.: Shadow of Chernobyl, but was cut from the game for unknown reasons. Perhaps the developers forgot to register the rifle in the game
    According to the characteristics, it is known that the weapon has become noticeably lighter: the weight has become 2.2 kilograms. But as a sacrifice to this, neither an under-barrel grenade launcher nor a sight can be attached to the weapon

Carved Weapons Part 2

GSh-18 is a Russian pistol developed in the late 1990s by designers Gryazev and Shipunov, hence the abbreviation. Designed to arm special forces of the Russian Federation.

It is an unimplemented weapon; in builds it has its own icon and texture template

A Western-style pistol, quite popular in the Zone. Quite a reliable and powerful weapon.
Found in ChN and ZP. Cut from PM, but it can be prescribed for sale or equipped with NPCs

The only hand grenade launcher in the series, although the GM-94 appeared in builds. It was cut by the developers, but for what reason is unknown.

  • 17) RPG-7u
    A modified version of the RPG, differing in power and appearance compared to the original
  • 18) Thunder C14 (Thunderstorm)
    This weapon has also undergone a significant change. The build version is provided here
    Thunderstorms.
  • 20) Personalized Vintar-VS

    "Otboynik" is a smooth-bore combat shotgun manufactured in South Africa. Designed according to a revolving design. Appears only in the game S.T.A.L.K.E.R.: Call of Pripyat.
    It was planned for PM, but did not go beyond the early builds.

  • This article is devoted to the possibility of attaching body kits to weapons that simply do not have them in the HUD model. That is, if you do everything below, it will be possible to attach a silencer to the SVD, a sight to the TOZ-34, etc. (At the moment, it will not be possible to install the grenade launcher - no matter what you say, you will need a new animation). And one more nuance - the addon on the gun can be made either non-removable or absent (when you try to make the body kit removable, the game crashes with a banal “stack trace” log). I did it with a swing at ZP, CHN, but it is also suitable for PM - the differences are only due to the separation of meshes and animations - the hands from the weapon.

    Well, let's actually get down to business.

    Minimum Required

    • The most important thing is straight arms growing from the shoulders and a head that can think.
    • Ability to work with 3D editors and weapon configs or the desire to learn how to work there and at least a little time.
    • Milkshape 3D or any other editor with the necessary import\export plugins.
    • Stalker SDK It doesn’t matter which one.
    • Mess Converter(needed to extract animations and the .bones file) and the ability to work with it.
    • Unpacked Stalker archives.

    Stage I - editing the model

    • First, let's import the desired model.
    • Import the addons you require (if new bones are imported with them, delete them), edit them to your liking and place them where you like best.
    • Next, create a new bone for the addon (wpn_scope - for optics and wpn_silenser for the silencer) on the joint that should not move relative to the body kit. For example, both addons for TOZ-34 will be tied to a breaking barrel - a bone called bend_reload. The new bone must be at the same coordinate as the base bone. Do not move the original joints!!!
    • All that remains is to bind the addons to the corresponding bones and export them to .object.
    • And for the World model, you simply create additional joints, it doesn’t matter where.
    • The editing stage is completed.

    Stage II - setting up the model in the SDK

    Importing the .bones file and animations

    Let's start with the formats. .bones is a format for the contact zones of meshes with the outside world. Contained in the world model. .skls is a multiple animation format (1 file - several animations). Contained either in the HUD model (mostly PM), or in the .omf file that looks like wpn_(weapon name)_hud_animation.omf

    Now I will talk about creating the .bat file required to work with the Bardak converter, since quite a few people got burned here. The technology is quite simple - create a .txt file, enter the required command (for example: converter -skls wpn_svd_hud_animation.omf) and “save as”.

    Put this in the appropriate lines:

    File name: (any).bat

    File type: all files

    And save. Ready.

    Setting up in the SDK

    Load the previously created .object and customize the surfaces and object tabs to your liking.

    Settings for the HUD model - motions tab. Import the extracted skls via edit\append (via motion reference you will get a crash in the game). Export to replace the original wpn_(name)_hud.ogf

    Settings for the World model - bones tab. Load .bones via file\load and configure. Export to replace the original wpn_(name).ogf

    More details about setting up in the SDK can be found in this article. And about setting up configs in this and this article.

    From the author

    Now, if you haven't messed up anything, everything should work. Good luck to you in your creative endeavors! And also, if anyone finds a way to eliminate the crash that prevents the new addon from being removable, please add to this article.

    Thank you in advance!

    Addition: editing PM models

    Unfortunately, the method described above will not work when editing models PM– for two reasons:

    • V Milkshape if you just add bones using a tool Joint– when viewing animations, the model will tie itself into a knot;
    • when importing animations SDK will produce something like " I can't find the bone in animation "and, accordingly, will refuse to import.

    We'll have to do things differently. Among the tools, in addition to the above, you will need.

    Procedure:

    1. Create a copy of the original model.
    2. We add the necessary bones to the copies.

    3. Turn the added bones to -90 degrees along the X axis relative to the parent bone (later you will see why). Unfortunately the bones turn in Milkshape works in a strange way - so you have to manually place the bones as if the entire set of bones had been rotated.


    4. By using Hierarchy Editor’and in the copy we disconnect the eldest of the created bones from its parent.


    5. We remove all the original geometry and the entire original skeleton in the copy (this way only the created bones should remain).
    6. Open the original and load ( Merge) copy.
    7. In the original model using Hierarchy Editor’and we bind the created bones to the required parents.

    As you can see, the set of created bones has rotated to +90 degrees and turned out to be located where required. Save (+ export to .object).
    8. We import and resave all the animations one by one with the modified skeleton.

    After this, from the received .object And .skl files in SDK As usual, we assemble the model. Now you can easily attach addons to the created bones - the animations will be correct, addons will be put on/taken off.

    Explanation: the process of "creating bones - detaching - removing the original geometry and skeleton - combining models - attaching bones" is necessary to solve the first of these problems - tying the model into a knot. The second problem is solved by resaving all animations.

    Important Note: In order for removable addons to work correctly, the created bones need to be given standard names:

    • wpn_silencer– for the muffler;
    • wpn_scope– for an optical sight;
    • wpn_grenade_launcher And wpn_grenade– for an under-barrel grenade launcher (you may need more bones for the sight and trigger).

    Today we will look at how you can edit weapons in the game - from characteristics to descriptions. Weapon characteristics are stored here:

    ...\S.T.A.L.K.E.R\gamedata\config\weapons\w_[...].ltx

    Parsing the config structure

    Let's take, for example, the config w_g36.ltx. It is divided into sections:

    First section

    General information about weapons, spawn links, etc. are stored here. We are interested in the following lines:

    • description= enc1weapons1_wpn_g36 - link to string_id from which the game loads the description of this weapon.
    • ef_main_weapon_type= 2 - the main type to which the weapon belongs
    • ef_weapon_type= 6 - subtype to which the weapon belongs
    • default_to_ruck= false - this means that if there is an empty cell for the machine, select the machine, it will be placed in the cell; if true the machine will not be placed in the cell.
    • sprint_allowed= true - this line means that you can run with a weapon.

    Second section

    Contains modifiers that are given to the visual angle/distance of the NPC holding this weapon in his hands:

    • holder_range_modifier= 1.85 - how many times the eye_range of bots increases. It multiplies the viewing range of bots with this weapon in their hands.
    • holder_fov_modifier= 0.3 - how many times the eye_fov of bots increases. When editing this parameter, problems occur with the NPC's visibility - they may not be able to see the monster at point-blank range.

    The following values ​​may be in another part of the file, but they are relevant to the overview.

    • min_radius= 30 - the minimum distance from which bots start using this weapon. For all weapons except sniper rifles, grenades and grenade launchers, it is recommended to set 0. It is used to ensure that bots with grenade launchers and snipers switch to a second weapon when an enemy approaches, and also do not throw grenades at their feet.
    • max_radius= 100 - the maximum distance at which bots use this weapon. It is recommended to make it as large as possible, taking into account the accuracy of the weapon. You've probably often encountered situations when you shoot bots from a long distance; they aim at you, walk from side to side, but don't shoot. These bugs are associated with the insufficient size of this parameter. This parameter should be limited for pistols, shotguns and flamethrowers.

    Third section

    Contains data about the weapon itself and some of its characteristics:

    • cost= 2200000 - base price (traders multiply it by a certain coefficient)
    • weapon_class= assault_rifle - weapon class (here - assault rifle)
    • ammo_mag_size= 300 - magazine size
    • ammo_class= ammo_5.56x45_ss190, ammo_5.56x45_ap - types of cartridges used
    • grenade_class= ammo_m209 - type of grenades used
    • fire_modes= 1, -1 - firing modes (single and endless bursts, respectively)
    • hand_dependence= 1 - dependence on the hands (?) - perhaps we are talking about the swing of the barrel
    • single_handed= 0 - whether it is held in only one hand
    • slot= 2 - slot in inventory
    • animation_slot= 2 - type of animation (for pistol/for rifle)
    • inv_name= wpn-g36 - a link to the name displayed in the inventory is also taken from the string table, as is the description
    • inv_name_short= wpn-g36 - the name displayed when aiming the sight at an object, for example, lying on the ground; in this case the same thing is used
    • inv_weight= 3.6 - weight
    • inv_grid_width= 5 - icon length (number of cells x)
    • inv_grid_height= 2 - icon height (number of cells by y)
    • inv_grid_x= 0 - x coordinates of the first corner of the icon
    • inv_grid_y= 10 - y coordinates of the first corner of the icon

    Fourth section

    The fourth section stores information about weapon wear/recoil. Almost all parameters there are provided with comments, so I will give only the most interesting ones:

    • cam_relax_speed= 5.7 - speed of return to the starting position
    • cam_dispersion= 0.2 - increase in angle (in degrees) at the first shot
    • fire_dispersion_condition_factor= 5 - percentage increase in dispersion at maximum wear. Few people understand, but this parameter is not indicated in degrees - it is a multiplier. 5 is 5000% spread at maximum wear. Such a spread of IRL can only be obtained by drilling out the PM with a hammer drill. All guns in the original game have a multiplier of 5, and starting with CS, the insanity of the developers began to grow stronger and many guns received a value of 15. In CoP, this trend intensified and even more guns received a value of 15. Every normal modder will reduce this value. For pistols it is recommended 3 - 4, machine guns 2 - 2.5, snipers 1 - 1.5
    • misfire_probability= 0.003 - probability of misfire at maximum wear
    • misfire_condition_k= 0.05 - coefficient. It's easier not to touch, because... It’s much easier to configure two parameters for each barrel in a weapon pack than three. It may only be needed for weapons with a small shot of the BCC type.
    • condition_shot_dec= 0.0002 - increase in wear with each shot. If you enter -1, the weapon will be completely repaired after the first shot.

    Fifth section

    Many parameters are stored here, of which the most interesting are these: (PDM is the parameter for swinging the barrel in the GG’s hands when moving in aiming mode. added Uncle Sasha [email protected])

    • PDM_disp_base= 3.0 - multiplier by which the base variance of the weapon is multiplied when the GG (Main Character) stands still at full height;
    • PDDM_disp_vel_factor= 1.3 - multiplier by which the base variance of the weapon is multiplied when the player swings the weapon or runs;
    • PDM_disp_accel_factor= 1.3 - multiplier by which the base variance of the weapon is multiplied when the player is sprinting;
    • PDM_crouch= 1.0 - multiplier by which the base variance of the weapon is multiplied when the GG is crouched;
    • PDM_crouch_no_acc= 1.0 - multiplier by which the base variance of the weapon is multiplied when the GG is standing still, crouched;
    • hit_power= 0.50, 0.54, 0.57, 0.60 - shot strength, depends on the rank: beginner, experienced, veteran and master, respectively.
    • hit_impulse= 105 - bullet impulse (the force that a flying bullet transfers to the victim affects the behavior of the ragdoll body. The more you put, the further it will fly. If you make a large negative value, then the victims will fly to the GG)
    • hit_type= fire_wound - type of damage caused, in this case - bullet wounds (the parameter in single player does not affect anything)
    • fire_distance= 600 - the maximum flight distance of the bullet, then it falls to the ground and disappears. It is logical to set the value of effective fire (submachine guns 50-200m, pistols 50m, shotguns 30m and a knife half a meter), but it makes no sense to set a value greater than the alife radius: after all, there is no one outside it.)
    • bullet_speed= 925 - initial bullet speed
    • rpm= 600 - rate of fire shot/minute
    • hud= wpn_g36_hud - weapon appearance from 1st person

    Sixth section

    • = x, y, z
    • position= -0.026, -0.132, 0.0 - position of the weapon on the back in relation to the NPC when viewed from the 3rd person
    • orientation= 0, 0, 0 - rotation of the weapon on the back of the NPC when viewed from the 3rd person

    Note In CHN\ZP it will look like this:

    • position= -0.026, -0.132, 0.0 - position of the weapon in the hands of the NPC
    • orientation= 0, 0, 0 - rotation of the weapon in the hands of the NPC
    • strap_position= -0.26,-0.11,0.25 - position of the weapon on the back in relation to the NPC when viewed from the 3rd person
    • strap_orientation= -15,-9,110 - rotation of the weapon on the back of the NPC when viewed from the 3rd person

    Seventh section

    Contains descriptions of the visual side of the weapon and some other parameters:

    • startup_ammo= 90 - as you might guess, the starting number of cartridges (in single player does not affect anything)
    • visual= weapons\g36\wpn_g36.ogf - weapon model used by NPCs, as well as by the player in third-person view
    • ph_mass= 4 - physical mass used in calculations
    • scope_status= 2 - situation with a detachable sight
    • silencer_status= 1 - situation with a non-removable muffler
    • grenade_launcher_status= 0 - situation with a missing underbarrel grenade launcher
    • Options:
      • 0 - no, you cannot attach a new one
      • 1 - already there, non-removable
      • 2 - no, but you can install it
    • zoom_enabled= true - whether there is zoom (aiming)
    • scope_zoom_factor= 33.3 - what zoom does aiming give (here 60/33.3 = 1.8x)
    • scope_texture= wpn\wpn_crosshair_g36 - reticle texture
    • shell_point= 0.15, 0.0, -0.05 - point of departure of the sleeves
    • shell_dir= 0.0, 1.0, 0.0 - point of release of powder gases from the receiver
    • fire_point= -0.000000,0.062000,0.134000 - shot point
    • fire_point2= 0.30, 0.00, 0.05 - firing point from an under-barrel grenade launcher
    • fire_bone= wpn_body
    • orientation= 0, 0, 0 - orientation of the weapon barrel in the direction of the point of impact of the bullet (this is the center of the monitor). Some modders orient the weapon along the aiming line - this is not correct, because the bullet flies out of the barrel, and not from the sight.
    • position= 0, 0, 0 - position. The first coordinate is responsible for lateral movement (positive - right, negative - left), the second - vertical movement (positive - up, negative - down), the third - horizontal movement (positive - forward, negative - backward)
    • visual= weapons\g36\wpn_g36_hud.ogf - the model displayed in our hands
    • grenade_bone= grenade

    Next are various animations for various actions of the player with weapons (shooting, reloading, etc.). But we don't really need them. But that’s not the point, the point is that for a long time, no one noticed several lines, namely, 3 lines that are responsible for the position of the weapon when aiming:

    • zoom_offset= -0.123900,0.012450,-0.1377700000 - everything here is exactly the same as with the position (which comes after fire_bone)
    • zoom_rotate_x = 0.024750
    • zoom_rotate_y = 0.001300

    They also need to be adjusted if the position of the weapon itself has been changed, otherwise the GG will not aim at the center of the screen, but lower/higher and to the left/right. To configure this feature, hud_adjust_mode was made, but for some reason it was not left... Partially, something like this can help you:

    • zoom_hide_crosshair- whether to hide the crosshair when aiming

    Changing descriptions

    Weapon descriptions are stored in the file: ...\S.T.A.L.K.E.R\gamedata\config\text\rus\string_table_enc_weapons.xml

    It stores strings with names and descriptions that are referenced by weapon configs. For example, the same G36 links here:

    [...] A German-made assault rifle, which is a first-class example of a modern weapon - lightweight, reliable and ergonomic.\n Ammunition:\n regular 5.56x45 mm SS109,\n armor-piercing 5.56x45 mm AR. [...] GP37 [...]

    By changing their contents, we change the descriptions/names of these weapons.

    Innovations in the salary

    HUD

    The HUD model was divided into 2 parts - the hands and, in fact, the weapon itself. This was done in order to achieve a change in hand visuals when changing overalls. Because of this (and not only because of this), most of the config located under “:hud_base” has undergone some changes - I’ll tell you about them.

    Added:

    • hands_position= 0.020500,-0.206999,0.261999 - position of hands and weapons
    • hands_orientation= 3.349998,2.599999,-0.050000 - direction (orientation) of hands and weapons
    • hands_position_16x9= 0.020500, -0.165999,0.209500 - position of hands and weapons for 16x9 monitors
    • hands_orientation_16x9= 3.649998,1.050001, -0.050000 - direction (orientation) of hands and weapons for 16x9 monitors
    • item_position= 0,0,0 - position of the weapon relative to the hands
    • item_orientation= 0,0,0 - orientation of the weapon relative to the hands
    • aim_hud_offset_pos= -0.129000,0.017000,-0.001500 - displacement of hands with weapons when aiming
    • aim_hud_offset_rot= -0.012500,0.040000,0.020000 - orientation of hands with weapons when aiming
    • aim_hud_offset_pos_16x9= -0.129000,0.017000,-0.001500 - displacement of hands with weapons when aiming for 16x9 monitors
    • aim_hud_offset_rot_16x9= -0.012500,0.040000,0.020000 - orientation of hands with weapons when aiming for 16x9 monitors
    • gl_hud_offset_pos= 0,0,0 - displacement of hands with weapons when aiming from a grenade launcher
    • gl_hud_offset_rot= 0,0,0 - orientation of hands with weapons when aiming from a grenade launcher
    • gl_hud_offset_pos_16x9= 0,0,0 - displacement of hands with weapons when aiming from a grenade launcher for 16x9 monitors
    • gl_hud_offset_rot_16x9= 0,0,0 - orientation of hands with weapons when aiming from a grenade launcher for 16x9 monitors

    Upgrades and wear and tear

    As you know, in the ZP there is the possibility of upgrading weapons. The following lines are responsible for selecting schemes when upgrading:

    • upgrades= up_gr_firstab_ak74, up_gr_seconab_ak74, up_gr_thirdab_ak74, up_gr_fourtab_ak74, up_gr_fifthab_ak74, * up_gr_fifthcd_ak74- parts of the upgrade circuit
    • installed_upgrades= - installed upgrades
    • upgrade_scheme= upgrade_scheme_ak74 - upgrade scheme

    Also in the ZP a more thoughtful wear and tear scheme was created, here are the lines that are responsible for this:

    • misfire_start_condition= 0.6 - wear, at which there is a chance of misfire
    • misfire_end_condition= 0.1 - wear at which the chance of misfire becomes constant
    • misfire_start_prob= 0.003 - chance of misfire when worn is greater than misfireStartCondition
    • misfire_end_prob= 0.043 - chance of misfire when worn is greater than misfireEndCondition
    • condition_shot_dec= 0.001 - increase in wear with a single shot
    • condition_queue_shot_dec= 0.0012 - increase in wear when firing a burst

    New barrel wear = 1.0

    Main config

    Not many changes here:

    Icon used when upgrading. Coordinates are counted from the upper left corner in pixels. The icon file is on the path textures\ui\ui_actor_weapons.dds

    • upgr_icon_x= 304 - x coordinates (horizontal)
    • upgr_icon_y= 627 - y coordinates (vertical)
    • upgr_icon_width= 295 - icon width
    • upgr_icon_height= 110 - icon height
    • * scopes_sect= scope_ak74, scope_x2.7_ak74, scope_live_detector_ak74, scope_night_ak74 - links to the secondary scope config
    • - the secondary config itself
    • scope_name= wpn_addon_scope - link to the scope config
    • scope_x= 47 - location of the installed sight icon on the weapon icon by x (in pixels)
    • scope_y= 0 - according to y

    Authors

    Article created by:

    The article is average, but it doesn’t say anything about the “explosive” ammo parameter. There are no grenade launchers and missiles, namely cartridges! Even in the original file "weapons.ltx" in the properties of 5.45x39 cartridges for AK there is always the line "explosive = off" at the end. It is enough to change it to “explosive = on” and when such a projectile is fired, we will see how an orange flame flares up and goes out at the point of impact. But this is just an animation, so if you make such cartridges, do not forget to increase their armor-piercing ability and stopping effect. By the way, this can be done not only for AK cartridges, but for any cartridges in just one line. Good luck!

    Related publications