Added, Updated and Removed Mods; Removed Backups

This commit is contained in:
2024-04-05 05:57:24 -04:00
parent 5caee9fba5
commit 6f19f2c70f
1209 changed files with 27057 additions and 41484 deletions
@@ -0,0 +1,111 @@
[itm_campfire]:booster
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "food and drugs\antirad"
$prefetch = 32
;class = II_ANTIR
kind = i_kit
cform = skeleton
visual = dynamics\equipments\sumka2.ogf ;dynamics\equipments\item_tent.ogf
inv_weight = 3.68
description = st_itms_campfire_descr
inv_name = st_itms_campfire_name
inv_name_short = st_itms_campfire_name
icons_texture = ui\ui_campfire_placeable
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0
cost = 550
eat_health = 0
eat_satiety = 0
eat_power = 0
eat_radiation = 0
eat_alcohol = 0
wounds_heal_perc = 0
animation_slot = 4
remove_after_use = false
hud = wpn_vodka_hud
placeable_section = ph_campfiremod
tier = 1
[itm_xcvb_1]:booster
$spawn = "food and drugs\bread"
visual = dynamics\devices\dev_bred\dev_bred.ogf
kind = i_food
description = st_bread_descr
cost = 1
inv_name = st_bread
inv_name_short = st_bread
inv_weight = 0.01
icons_texture = ui\ui_campfire_placeable
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 1
inv_grid_y = 1
attach_angle_offset = -0.287979, 1.560923, 1.544060
attach_position_offset = 0.096910, -0.013594, 0.107925
attach_bone_name = bip01_r_hand
auto_attach = false
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
eat_satiety = -0.225
eat_sleepiness = 0.75
eat_thirstiness = 2.0
use_sound = interface\axe_wood_chop
tier = 1
[itm_xcvb_2]:booster
$spawn = "food and drugs\bread"
visual = dynamics\devices\dev_bred\dev_bred.ogf
kind = i_food
description = st_bread_descr
cost = 1
inv_name = st_bread
inv_name_short = st_bread
inv_weight = 0.01
icons_texture = ui\ui_campfire_placeable
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 1
inv_grid_y = 1
attach_angle_offset = -0.287979, 1.560923, 1.544060
attach_position_offset = 0.096910, -0.013594, 0.107925
attach_bone_name = bip01_r_hand
auto_attach = false
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
eat_satiety = -0.15
eat_sleepiness = 0.5
eat_thirstiness = 1.32
use_sound = interface\axe_wood_chop
tier = 1
[itm_xcvb_3]:booster
$spawn = "food and drugs\bread"
visual = dynamics\devices\dev_bred\dev_bred.ogf
kind = i_food
description = st_bread_descr
cost = 1
inv_name = st_bread
inv_name_short = st_bread
inv_weight = 0.01
icons_texture = ui\ui_campfire_placeable
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 1
inv_grid_y = 1
attach_angle_offset = -0.287979, 1.560923, 1.544060
attach_position_offset = 0.096910, -0.013594, 0.107925
attach_bone_name = bip01_r_hand
auto_attach = false
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
eat_satiety = -0.113
eat_sleepiness = 0.375
eat_thirstiness = 0.99
use_sound = interface\axe_wood_chop
tier = 1
@@ -0,0 +1,683 @@
;***************************************************************
;* ÍÅ ÈÇÌÅÍßÒÜ!!!!!!!!!!!!!!! *
;***************************************************************
[physic_object]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC ;Change to O_PHYS_S if you want to use se_item.se_physic
remove_time = 60; after this time unbreaked removable bone will be removed
script_binding = bind_physic_object.init
[physic_destroyable_object]
GroupControlSection = spawn_group
$spawn = "physics\destroyable_object"
;$prefetch = 8
class = P_DSTRBL ;Change to O_DSTR_S if you want to use se_item.se_physic script binding
remove_time = 60; after this time unbreaked removable bone will be removed
script_binding = bind_physic_object.init
[physic_door]:physic_destroyable_object
GroupControlSection = spawn_group
$spawn = "physics\door"
is_ai_obstacle = false
;*******************************************************************************
;* ÄÀËÜØÅ ÌÎÆÍÎ ÌÅÍßÒÜ:-) *
;*******************************************************************************
;[phys_obj_test]:physic_object
;$spawn = "dynamic_objects\test_object"
;visual = dynamics\equipments\novice_suit
;startup_animation =
;fixed_bones =
;[phys_destroyable_obj_test]:physic_destroyable_object
;$spawn = "dynamic_objects\test_destroyable_object"
;visual = dynamics\equipments\novice_suit
;startup_animation =
;fixed_bones =
;*** scene_objects ***************************************************************
[jup_b43_af_fuzz_kolobok]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b43_af_fuzz_kolobok"
visual = dynamics\artefacts\af_fuzz_kolobok.ogf
startup_animation = idle
fixed_bones = link
[jup_b43_af_mincer_meat]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b43_af_mincer_meat"
visual = dynamics\artefacts\af_mincer_meat.ogf
startup_animation = idle
fixed_bones = link
[jup_b41_af_oasis_heart]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b41_af_oasis_heart"
visual = dynamics\artefacts\af_cristall_plant.ogf
startup_animation = idle
fixed_bones = link
[jup_b41_af_half_artifact]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b41_half_artifact"
visual = dynamics\artefacts\af_psi_field.ogf
startup_animation = idle
fixed_bones = link
[jup_b32_ph_scanner]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b32_ph_scanner"
visual = dynamics\equipments\quest\scanner_artefact.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[jup_b209_ph_scanner]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b209_ph_scanner"
visual = dynamics\equipments\quest\scanner_anomaly.ogf
custom_data = scripts\jupiter\jup_b209_scanner.ltx
startup_animation = idle
fixed_bones = link
story_id = jup_b209_ph_scanner
[jup_b207_depot_cover]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b207_depot_cover"
visual = dynamics\fence\debris_01.ogf
story_id = jup_b207_depot_cover_id
[pri_a28_actor_hideout]:physic_object
$spawn = "dynamic_objects\scene_objects\pri_a28_actor_hideout"
visual = dynamics\fence\debris_01.ogf
[jup_b219_gate]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b219_gate"
visual = dynamics\door\door_katakomb_big_4.ogf
story_id = jup_b219_gate_id
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[pri_a25_explosive_charge]:physic_object
$spawn = "dynamic_objects\scene_objects\pri_a25_explosive_charge"
visual = dynamics\equipments\quest\explosive_charge.ogf
startup_animation = idle
fixed_bones = link
story_id = pri_a25_explosive_charge_id
custom_data = models\objects\ignore_static.ltx
[zat_b57_ph_gas]:physic_object
$spawn = "dynamic_objects\scene_objects\zat_b57_ph_gas"
visual = dynamics\equipments\quest\balloon_poison_gas.ogf
startup_animation = idle
fixed_bones = link
story_id = zat_b57_ph_gas
custom_data = models\objects\ignore_static.ltx
[pri_a28_earth_helli_1]:physic_object
$spawn = "dynamic_objects\scene_objects\pri_a28_earth_helli_1"
visual = dynamics\vehicles\mi24\veh_mi24_u_02.ogf
startup_animation = idle
fixed_bones = korpus1
story_id = pri_a28_earth_helli_1
custom_data = models\objects\ignore_static.ltx
[pri_a28_earth_helli_2]:physic_object
$spawn = "dynamic_objects\scene_objects\pri_a28_earth_helli_2"
visual = dynamics\vehicles\mi24\veh_mi24_u_02.ogf
startup_animation = idle
fixed_bones = korpus1
story_id = pri_a28_earth_helli_2
custom_data = models\objects\ignore_static.ltx
[door_lab_x8]:physic_object
$spawn = "physics\door_lab_x8"
script_binding = bind_door_labx8.bind
[jup_b206_plant_ph]:physic_destroyable_object
$spawn = "dynamic_objects\scene_objects\jup_b206_plant_ph"
visual = dynamics\equipments\quest\anomaly_plant.ogf
startup_animation = idle
fixed_bones = link
story_id = jup_b206_plant_ph
custom_data = models\objects\ignore_static.ltx
;*******************************************************************************
;*** armory_room ***************************************************************
[shooting_target_1]:physic_destroyable_object
$spawn = "dynamic_objects\armory_room\shooting_target_1"
visual = dynamics\armory_room\shooting_target_1.ogf
startup_animation = shooting_target_1_down
fixed_bones = link
;*******************************************************************************
;*** balon *********************************************************************
[balon_01]:physic_destroyable_object
$spawn = "dynamic_objects\balon\balon_01"
visual = dynamics\balon\balon_01.ogf
[balon_02]:physic_destroyable_object
$spawn = "dynamic_objects\balon\balon_02"
visual = dynamics\balon\balon_02.ogf
[balon_02link]:physic_destroyable_object
$spawn = "dynamic_objects\balon\balon_02link"
visual = dynamics\balon\balon_02.ogf
fixed_bones = bone01, bone02, bone03
[balon_02a]:physic_destroyable_object
$spawn = "dynamic_objects\balon\balon_02a"
visual = dynamics\balon\balon_02a.ogf
[bidon]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bidon"
visual = dynamics\balon\bidon.ogf
[bochka_close_1]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bochka_close_1"
visual = dynamics\balon\bochka_close_1.ogf
[bochka_close_2]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bochka_close_2"
visual = dynamics\balon\bochka_close_2.ogf
[bochka_close_3]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bochka_close_3"
visual = dynamics\balon\bochka_close_3.ogf
[bochka_close_4]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bochka_close_4"
visual = dynamics\balon\bochka_close_4.ogf
[gaz_balon]:physic_destroyable_object
$spawn = "dynamic_objects\balon\gaz_balon"
visual = dynamics\balon\gaz_balon.ogf
;*******************************************************************************
;*** box ***********************************************************************
;*******************************************************************************
;*** el_tehnika ****************************************************************
[disel_generator]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\disel_generator"
visual = dynamics\el_tehnika\disel_generator.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[krisagenerator]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\krisagenerator"
visual = dynamics\el_tehnika\krisagenerator.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_01]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_01"
visual = dynamics\el_tehnika\ventilator_01.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_02]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_02"
visual = dynamics\el_tehnika\ventilator_02.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_03]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_03"
visual = dynamics\el_tehnika\ventilator_03.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_04]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_04"
visual = dynamics\el_tehnika\ventilator_04.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_05]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_05"
visual = dynamics\el_tehnika\ventilator_05.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[speakerphone]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\speakerphone"
visual = dynamics\el_tehnika\speakerphone.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[notebook]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\notebook"
visual = dynamics\el_tehnika\notebook.ogf
[priemnik_gorizont]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\priemnik_gorizont"
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
[rupor]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\rupor"
visual = dynamics\el_tehnika\rupor.ogf
fixed_bones = link
[transiver]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\transiver"
visual = dynamics\el_tehnika\transiver.ogf
[tv_1]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\tv_1"
visual = dynamics\el_tehnika\tv_1.ogf
[table_lamp_01]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\table_lamp_01"
visual = dynamics\el_tehnika\table_lamp_01.ogf
fixed_bones = link
[komp_monitor]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\komp_monitor"
visual = dynamics\el_tehnika\komp_monitor.ogf
[komp_klava]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\komp_klava"
visual = dynamics\el_tehnika\komp_klava.ogf
[komp_block]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\komp_block"
visual = dynamics\el_tehnika\komp_blok.ogf
;*******************************************************************************
;*** fence *********************************************************************
;*******************************************************************************
[debris_01]:physic_destroyable_object
$spawn = "dynamic_objects\fence\debris_01"
visual = dynamics\fence\debris_01.ogf
[wood_fence_1]:physic_destroyable_object
$spawn = "dynamic_objects\fence\wood_fence_1"
fixed_bones = link
visual = dynamics\fence\wood_fence_1.ogf
[wood_fence_2]:physic_destroyable_object
$spawn = "dynamic_objects\fence\wood_fence_2"
fixed_bones = link
visual = dynamics\fence\wood_fence_2.ogf
[wood_fence_3]:physic_destroyable_object
$spawn = "dynamic_objects\fence\wood_fence_3"
fixed_bones = link
visual = dynamics\fence\wood_fence_3.ogf
[wood_fence_4]:physic_destroyable_object
$spawn = "dynamic_objects\fence\wood_fence_4"
fixed_bones = link
visual = dynamics\fence\wood_fence_4.ogf
;*** workshop_room *************************************************************
;*******************************************************************************
[banka_kraski_1]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\banka_kraski_1"
visual = dynamics\workshop_room\banka_kraski_1.ogf
[tiski]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\tiski"
visual = dynamics\workshop_room\tiski.ogf
[kanistra_02]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\kanistra_02"
visual = dynamics\workshop_room\kanistra_02.ogf
[vedro_01]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\vedro_01"
visual = dynamics\workshop_room\vedro_01.ogf
[axe]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\axe"
visual = dynamics\workshop_room\axe.ogf
[hammer]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\hammer"
visual = dynamics\workshop_room\hammer.ogf
[hatch_01]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\hatch_01"
visual = dynamics\workshop_room\hatch_01.ogf
[keyga]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\keyga"
visual = dynamics\workshop_room\keyga.ogf
[lopata]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\lopata"
visual = dynamics\workshop_room\lopata.ogf
[molot]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\molot"
visual = dynamics\workshop_room\molot.ogf
[pick]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\pick"
visual = dynamics\workshop_room\pick.ogf
[riffler]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\riffler"
visual = dynamics\workshop_room\riffler.ogf
[saw]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\saw"
visual = dynamics\workshop_room\saw.ogf
;***kitchen_room****************************************************************
[bottle_3L]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\bottle_3L"
visual = dynamics\kitchen_room\bottle_3l.ogf
[freezer]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\freezer"
visual = dynamics\kitchen_room\freezer.ogf
[bludo]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\bludo"
visual = dynamics\kitchen_room\kitchen_bludo.ogf
[kastrula]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\kastrula"
visual = dynamics\kitchen_room\kitchen_kastrula.ogf
[kastrula_up]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\kastrula_up"
visual = dynamics\kitchen_room\kitchen_kastrula_up.ogf
[krujka]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\krujka"
visual = dynamics\kitchen_room\kitchen_krujka.ogf
[lojka]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\lojka"
visual = dynamics\kitchen_room\kitchen_lojka.ogf
[miska]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\miska"
visual = dynamics\kitchen_room\kitchen_miska.ogf
[tarelka1]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\tarelka1"
visual = dynamics\kitchen_room\kitchen_tarelka1.ogf
[tarelka2]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\tarelka2"
visual = dynamics\kitchen_room\kitchen_tarelka2.ogf
[teapot_1]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\teapot_1"
visual = dynamics\kitchen_room\teapot_1.ogf
[gaz_plita]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\gaz_plita"
visual = dynamics\kitchen_room\gaz_plita.ogf
[gaz_plita_small]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\gaz_plita_small"
visual = dynamics\kitchen_room\gaz_plita_small.ogf
;*******************************************************************************
;*** box ***********************************************************************
[box_1a]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_1a"
visual = dynamics\box\box_1a.ogf
[box_1b]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_1b"
visual = dynamics\box\box_1b.ogf
[box_1c]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_1c"
visual = dynamics\box\box_1c.ogf
[box_bottle_1]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_bottle_1"
visual = dynamics\box\box_bottle_1.ogf
[box_metall_01]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_metall_01"
visual = dynamics\box\box_metall_01.ogf
[box_wood_01]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_wood_01"
visual = dynamics\box\box_wood_01.ogf
[box_wood_02]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_wood_02"
visual = dynamics\box\box_wood_02.ogf
[box_paper]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_paper"
visual = dynamics\box\box_paper.ogf
;*******************************************************************************
;***medical_object**************************************************************
[kolyaska_01]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\kolyaska_01"
visual = dynamics\medical_object\kolyaska_01.ogf
[kolyaska_01_braked]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\kolyaska_01_braked"
visual = dynamics\medical_object\kolyaska_01_braked.ogf
[kolyaska_wheel_01_braked]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\kolyaska_wheel_01_braked"
visual = dynamics\medical_object\kolyaska_wheel_01_braked.ogf
[wheel_litter_01]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\wheel_litter_01"
visual = dynamics\medical_object\wheel_litter_01.ogf
[wheel_litter_01_braked]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\wheel_litter_01_braked"
visual = dynamics\medical_object\wheel_litter_01_braked.ogf
[med_stolik_01]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\med_stolik_01"
visual = dynamics\medical_object\med_stolik_01.ogf
;*******************************************************************************
;*** firestation ***************************************************************
[fire_vedro]:physic_destroyable_object
$spawn = "dynamic_objects\firestation\fire_vedro"
visual = dynamics\firestation\fire_vedro.ogf
[ognetushitel]:physic_destroyable_object
$spawn = "dynamic_objects\firestation\ognetushitel"
visual = dynamics\firestation\ognetushitel.ogf
;*******************************************************************************
;*** stul **********************************************************************
[stul_wood_01]:physic_destroyable_object
$spawn = "dynamic_objects\stul\stul_wood_01"
visual = dynamics\stul\stul_wood_01.ogf
[child_bench]:physic_destroyable_object
$spawn = "dynamic_objects\stul\child_bench"
visual = dynamics\stul\child_bench.ogf
[stul_child_01]:physic_destroyable_object
$spawn = "dynamic_objects\stul\stul_child_01"
visual = dynamics\stul\stul_child_01.ogf
[stul_school_01]:physic_destroyable_object
$spawn = "dynamic_objects\stul\stul_school_01"
visual = dynamics\stul\stul_school_01.ogf
[stul_school_01_br]:physic_destroyable_object
$spawn = "dynamic_objects\stul\stul_school_01_br"
visual = dynamics\stul\stul_school_01_br.ogf
[taburet_village]:physic_destroyable_object
$spawn = "dynamic_objects\stul\taburet_village"
visual = dynamics\stul\taburet_village.ogf
[taburet_wood_01]:physic_destroyable_object
$spawn = "dynamic_objects\stul\taburet_wood_01"
visual = dynamics\stul\taburet_wood_01.ogf
;*******************************************************************************
;*** museum weapons ************************************************************
[museum_abakan]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_abakan"
visual = dynamics\weapons\wpn_abakan\wpn_abakan.ogf
fixed_bones = wpn_body
[museum_ak74]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ak74"
visual = dynamics\weapons\wpn_ak74\wpn_ak74.ogf
fixed_bones = wpn_body
[museum_ak74u]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ak74u"
visual = dynamics\weapons\wpn_ak74u\wpn_ak74u.ogf
fixed_bones = wpn_body
[museum_groza]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_groza"
visual = dynamics\weapons\wpn_groza\wpn_groza.ogf
fixed_bones = wpn_body
[museum_lr300]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_lr300"
visual = dynamics\weapons\wpn_lr300\wpn_lr300.ogf
fixed_bones = wpn_body
[museum_rg6]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_rg6"
visual = dynamics\weapons\wpn_rg6\wpn_rg6.ogf
fixed_bones = wpn_body
[museum_rpg7]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_rpg7"
visual = dynamics\weapons\wpn_rpg7\wpn_rpg7.ogf
fixed_bones = wpn_body
[museum_sig550]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_sig550"
visual = dynamics\weapons\wpn_sig550\wpn_sig550.ogf
fixed_bones = wpn_body
[museum_spas12]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_spas12"
visual = dynamics\weapons\wpn_spas12\wpn_spas12.ogf
fixed_bones = wpn_body
[museum_svd]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_svd"
visual = dynamics\weapons\wpn_svd\wpn_svd.ogf
fixed_bones = wpn_body
[museum_bm16]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_bm16"
visual = dynamics\weapons\wpn_bm16\wpn_bm16.ogf
fixed_bones = wpn_body
[museum_toz34]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_toz34"
visual = dynamics\weapons\wpn_toz34\wpn_toz34.ogf
fixed_bones = wpn_body
[museum_val]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_val"
visual = dynamics\weapons\wpn_val\wpn_val.ogf
fixed_bones = wpn_body
[museum_vintorez]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_vintorez"
visual = dynamics\weapons\wpn_vintorez\wpn_vintorez.ogf
fixed_bones = wpn_body
[museum_winchester1300]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_winchester1300"
visual = dynamics\weapons\wpn_winchester1300\wpn_winchester1300.ogf
fixed_bones = wpn_body
[museum_ammo_545x39_fmj]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ammo_545x39_fmj"
visual = dynamics\weapons\wpn_ammo\ammo_545x39_fmj.ogf
fixed_bones = link
[museum_ammo_12x70_buck]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ammo_12x70_buck"
visual = dynamics\weapons\wpn_ammo\ammo_12x70_buck.ogf
fixed_bones = link
[museum_ammo_762x54_7h14]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ammo_762x54_7h14"
visual = dynamics\weapons\wpn_ammo\ammo_762x54_7h14.ogf
fixed_bones = link
;*******************************************************************************
[balloon_poison_gas]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\balloon_poison_gas"
visual = dynamics\equipments\quest\balloon_poison_gas.ogf
fixed_bones = link
;*********************************************************************************
[ph_sleepbag]:physic_destroyable_object
visual = dynamics\equipments\mattress02.ogf
script_binding = bind_physic_object.init
custom_data = scripts\ph_sleepbag.ltx
;custom_data = models\objects\ignore_static.ltx
;fixed_bones = bone01_(1),bone01_(2),bone01_(3),bone02_(1),bone02_(2),bone02_(3),bone03
[ph_tent]:physic_destroyable_object
visual = dynamics\equipments\item_tent.ogf
script_binding = bind_physic_object.init
custom_data = scripts\ph_tent.ltx
[ph_sleepbag_npc]:physic_destroyable_object
visual = dynamics\equipments\mattress02.ogf
script_binding = bind_physic_object.init
custom_data = models\objects\ignore_static.ltx
fixed_bones = bone01_(1),bone01_(2),bone01_(3),bone02_(1),bone02_(2),bone02_(3),bone03
[artefact_monolit_ghost]:physic_destroyable_object
$spawn = "dynamics\anomaly\artefact_monolit_ghost"
visual = dynamics\anomaly\artefact_monolit_ghost.ogf
story_id = artefact_monolit_ghost
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
;************************************* HOLDER ENTITY OBJECT ****************************
[holder_stul]
$spawn = "holders\holder_stul"
GroupControlSection = spawn_group
cform = skeleton
class = O_HLDR_E
visual = dynamics\stul\stul_school_01.ogf
allow_weapon = true
camera_pos = 0,1.5,0
camera_angle = 0,0,0 ;0 to 3.14 (PI)
exit_pos = 0,0,0
lock_enter = false
lock_exit = false
use_action_hint = st_use_action_sit
;************************************* xcvb cringefires ****************************
[ph_campfiremod]:physic_destroyable_object
visual = dynamics\equipments\campfiremod.ogf
script_binding = bind_physic_object.init
custom_data = scripts\ph_campfiremod.ltx
@@ -0,0 +1,8 @@
[logic]
active = ph_idle@open
[ph_idle@open]
nonscript_usable = true
[collide]
ignore_static
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_itms_campfire_name">
<text>Firewood</text>
</string>
<string id="st_itms_campfire_descr">
<text>Although it is easy to find wood in the Zone, but high-quality firewood suitable for a campfire is a rarity. Despite of being rare it is very cheap, but also heavy. It can become an essential thing for hiking and raids. Helps to keep warm at night and gives the opportunity to cook food.
</text>
</string>
<string id="st_bad_surface">
<text>Surface does not suit.</text>
</string>
<string id="st_gather_wood">
<text>Ñhop wood</text>
</string>
</string_table>
@@ -0,0 +1,51 @@
<?xml version="1.0" encoding="windows-1251"?>
<!--
MCM
-->
<string_table>
<string id="ui_mcm_campfire_placeable_title">
<text>Campfires Placeable</text>
</string>
<string id="ui_mcm_menu_campfire_placeable">
<text>Campfires Placeable</text>
</string>
<string id="ui_mcm_campfire_placeable_place_radius">
<text>Fire installation radius</text>
</string>
<string id="ui_mcm_campfire_placeable_place_radius_desc">
<text>The radius of the surface around the player, which should be more or less flat so that it is possible to set a campfire. \n
\n Default: 3.0</text>
</string>
<string id="ui_mcm_campfire_placeable_dot_dist_diff">
<text>Surface control</text>
</string>
<string id="ui_mcm_campfire_placeable_dot_dist_diff_desc">
<text>Difference limit in distance between rays casted to surface, used to figure if surface is flat. Increase slider if you want to be able to place campfires on more uneven surfaces. \n
\n Default: 0.4</text>
</string>
<string id="ui_mcm_campfire_placeable_transition_delete_items">
<text>Delete placed campfires on level change</text>
</string>
<string id="ui_mcm_campfire_placeable_transition_delete_items_desc">
<text>Removes placed campfires on every level transition. \n
\n Default: On</text>
</string>
<string id="ui_mcm_campfire_placeable_delete_items">
<text>DELETE NEW OBJECTS (Addon removal)</text>
</string>
<string id="ui_mcm_campfire_placeable_delete_items_desc">
<text>To prevent save file corruption, this option will delete all new items added by this addon on next load. \n
\n So, if you want to delete addon: \n
\n 1) Enable this option; \n
\n 2) Save, load, save again; \n
\n 3) Quit game and disable addon.</text>
</string>
</string_table>
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_itms_campfire_name">
<text>Дрова</text>
</string>
<string id="st_itms_campfire_descr">
<text>Хотя в Зоне и легко найти древесину, высококачественные дрова, подходящие для костра - большая редкость. Несмотря на свою редкость, они очень дешевые, но так же тяжелые. Может стать незаменимой вещью для походов и рейдов. Помогает согреться ночью и дает возможность приготовить еду.
</text>
</string>
<string id="st_bad_surface">
<text>Поверхность не подходит.</text>
</string>
<string id="st_gather_wood">
<text>Нарубить дров</text>
</string>
</string_table>
@@ -0,0 +1,51 @@
<?xml version="1.0" encoding="windows-1251"?>
<!--
MCM
-->
<string_table>
<string id="ui_mcm_campfire_placeable_title">
<text>Размещаемые костры</text>
</string>
<string id="ui_mcm_menu_campfire_placeable">
<text>Размещаемые костры</text>
</string>
<string id="ui_mcm_campfire_placeable_place_radius">
<text>Радиус установки костра</text>
</string>
<string id="ui_mcm_campfire_placeable_place_radius_desc">
<text>Радиус поверхности от игрока, который должен быть более менее ровным, чтобы была возможность установить костер. \n
\n По умолчанию: 3.0</text>
</string>
<string id="ui_mcm_campfire_placeable_dot_dist_diff">
<text>Контроль поверхности</text>
</string>
<string id="ui_mcm_campfire_placeable_dot_dist_diff_desc">
<text>Предел разницы в расстоянии между лучами, направленными на поверхность, используется для определения того, плоская ли поверхность. Увеличьте ползунок, если вы хотите иметь возможность размещать костры на более неровных поверхностях. \n
\n По умолчанию: 0.4</text>
</string>
<string id="ui_mcm_campfire_placeable_transition_delete_items">
<text>Удаление размещенных костров при изменении уровня</text>
</string>
<string id="ui_mcm_campfire_placeable_transition_delete_items_desc">
<text>Удаляет размещенные костры при каждом переходе уровня. \n
\n По умолчанию: Вкл</text>
</string>
<string id="ui_mcm_campfire_placeable_delete_items">
<text>УДАЛЕНИЕ НОВЫХ ОБЪЕКТОВ (удаление аддона)</text>
</string>
<string id="ui_mcm_campfire_placeable_delete_items_desc">
<text>Чтобы предотвратить повреждение файла сохранения, эта опция удалит все новые предметы, добавленные этим аддоном при следующей загрузке. \n
\n Итак, если вы хотите удалить аддон: \n
\n 1) Включите эту опцию; \n
\n 2) Сохранитесь, загрузитесь и сохранитесь снова; \n
\n 3) Выйдите из игры и отключите аддон.</text>
</string>
</string_table>