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« on: June 04, 2006, 05:20:53 pm »
here's mine translation, maybe it looks quite chaotic, but I've tryied hard to translate it....
//`w_slot [slot_nr] // enable placing into slot
//`w_eqp [bes name] [eqp name] // if the character has that item, render it as addition
//`w_animgroup [anim group] // which basic animations are being used (A,B,C,D,E,F,G,....)
//`w_model [*.bes]
//`w_use [disable in water] [ no aim slowdown ] ] [ai - distance from enemy to switch on pistol]
// [disable in water] - 0 - can use in water
// 1 - cannot use in water
// [ no aim slowdown ] - 0 - normal status, with aim is playing animation with moving and aiming
// 1 - no animation while moving and aiming (like knive)
//
//`w_magazine [id] [ammotype_id] [size] [reload_time] id: 0,1
//`w_mag_reload [id] [time] [nr]
// [id] - magazine id : 0 nebo 1
// [time] - in time from starting reloading
// [ nr ] - ammo count, 0 is for all
//`w_ext [aim_mult_rot_speed] [aim_zoom] [movement slowdown] [no reload in middle]
// aim_mult_rot_speed: how is multiplyed aiming spped while turning, ideal values (0,1>
// aim_zoom : 1 is without zoom, 2 is 2x zoom etc...
// [movement slowdown] - 1 - normal speed, 0.5 - 2 times slower move
// [no reload in middle] - reload is forbidden untill the ammo magazine is empty
//`w_aimswing [stand_size] [stand_time] [crouch_size] [crouch_time] [lie_size] [lie_time] [full_swing_time]
//`w_hud [is weapon] [ammo icon id] [magazine icon id] [render aim cross]
// [is weapon] - 1 for weapons, 0 for the rest
// [ammo icon id] - icon id, first icon is 0
// [magazine icon id] - icon id, first icon is 0
// [render aim cross] - 0 - do not render cross ( snipers, knifes)
// [full_swing_time] - time, when the sight is fully moving
//`w_obstacle [obstacle_size] - size for colliding with obsatacles, default is 0.7
//`w_reload_signal [max distance] [time in anim]
// - [max distance] max distance, when the enemy hear the weapon reload
// - [time in anim] - time from pressing Reload button, when the signal came ( set from first louder sound )
//`w_bayonet [set time] [remove time] [3pv show time] [3pv hide time]
//`w_flashrot [angle in degrees]
// [angle in degrees] - degree, for its multiply does the flash randomly spinning
// - default is 1, m16 for expample.120
// - if set to 0, flash is not spinning
//`w_tracer [interval] [R] [G] [A]
// - color and mount 'traces' after shot
// - interval - which each shot does the trace( 0 - no traces, 1 - each, 5 -each fifth)
// - RGB - color of traces ( 0-255)
// - A - alpha of trace ( 0-1 )
// - previous values was: 1, 255,255,136, 1
//`w_pickinfo [first time] [second time] [second time]
// - speech player says when picking up the weapon
//`w_mp [disable drop] [disable select] [disable speceqp]
//
//Batch
//
//`w_b_new [contfire] [description id] contfire: 0 - for next batch is needed pressing the Shoot button
// description id : id of text describeing this batch (used when switching batches)
//`w_b_heardist [m] [agressive] [danger] m : distance in metres to hear the shot (pro AI)
// agressive: 0 - do not switch player's group ai to agresive mode, 1 - switch it
// danger: 0 - do not cause player's group to stop and aim, 1 - cause it
//`w_b_repeat [batchs per sec] [fullrepeat time] fullrepeat time: when the "rotacak (it means hear the heavy machine gun, probably m60) has the full speed
// v pripade pouziti (hodnota>0) only one possible(this) batch for weapon
//`w_b_snd [snd_id] sound player when batch is shot
//`w_b_magazine [id] [ammos per batch]
//`w_b_accur_run [max] [min]
//`w_b_accur_walk [max] [min]
//`w_b_accur_stand [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_crouch [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_lie [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_aimmove [max] [min]
//`w_b_accur_aimstand [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_aimcrouch [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_aimlie [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_firechng [deg] deg: addition of recoil after each shot
//`w_b_accur_timechng [deg] deg: how many degrees has the weapon goes more accurate per 1 second
//
//`w_b_shot [phase] [missile_id] [spread] [upforce] [upforcetime]
// phase: <0,1) - kdy tato strela vystreli v prubehu batche
// spread: random recoil of shit, independent on w_b_accur
//`w_b_shot_force_move [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_stand [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_crouch [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_lie [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_snd [snd_id] sound played when this shot shooting
//`w_b_shot_light [r] [g] [radius] [radius_rnd] [const_param] [const_rnd] [linear_param] [linear_rnd] [time] [time_rnd]
// r,g,b - interval 0-255
//`w_b_ai_use [min_dist] [max_dist] [first_aim_time] [shoot_time] [pause_time] [shootings_nr]
// min_dist - minimal distance to shoot, when min_dist and max_dist is 0 - version for covering fire
// - when min_dist and max_dist is 0 - version for cover fire
// - when min_dist and max_dist is <0 - version for total attack
// max_dist - max distance to shoot
// first_aim_time - how long to aim before first shoot
// shoot_time - how lond doest first shoot last
// pause_time - time before two shots
// shootings_nr - count of fire in one shooting
//Missile
//
//`m_new [id]
//`m_damage [hp] [dist_mult] [pruraz (means puncture)] hp: damage in HP
// dist_mult: how much damage has the shot after 10m (%)
// pruraz: how much percent left after shot through vest/helm %
//`m_piercing [dw_value] forcibility through materials, if the value is lower,
// then the shot is going longer, else it stops,
//`m_explode [hp] [rad]
//`m_fly [range] [speed] range: ramge, after this distance the shot is gone
// speed: beggining speed, 0 for instant shots
//`m_timelimit [time] time after what missile explodes
//`m_dropext [type] - type of drop effect (scales are defined in materials)
//`m_line [width] [time] [alpha] [color_r] [color_g] [color_b] line drawed past the shot, instant shots only!
//`m_group group_id for missile collision in dependance on material
//`m_spectype [type] 0 - normal missile, default value
// 1 - M72 grenade exploding when collision happen
// OBSOLETE KEYWORDS
//`m_model [*.bes] object, has sence for non instance missiles
//`m_collide [type] [rad] [friction] type : 0 - normal missile, collide in line
// 1 - "grenade" like,
// rad : only for type 1 - radius of collision sphere
// friction : only for type 1