[detectart_simple]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "devices\detector_simple"
$prefetch 		= 32
class			= DET_SIMP
cform			= skeleton
visual			= dynamics\devices\dev_detector_1\dev_detector_1.ogf

slot			= 17
cost			= 1500
charge_cost		= 500
charge_supply	= torch_battery

animation_slot	= 7
default_to_ruck	= false	;true
script_binding	= m_items.bind_device

inv_weight		= 0.4
inv_volume		= 0.6

inv_name		= st_detector1
inv_name_short	= st_detector1
description		= st_detector1_descr
hud				= detectart_simple_hud

inv_grid_width	= 1
inv_grid_height	= 1
inv_grid_x		= 22
inv_grid_y		= 5

; Detector
ef_detector_type	= 1
charge_dec			= 3.0	;hours
radiation_charge_affect = 0.25	;скорость потери заряда под воздействием радиации

af_radius			= 40
af_vis_radius		= 3
af_fade_factor		= 1.0
af_max_rank			= 2	;3

pull_mode			= on
pull_distance		= 9
pull_force			= 50
pull_velocity		= 0.1
pull_charge_dec		= 1.5	;hours
pull_snd_switch		= detectors\contact_3, 0.6

; Упрощенный вариант записи классов с общими настройками
af_list_common		= detectart_list_simple
af_freq_common		= 0.07, 4
af_sound_common_	= detectors\art_beep1

;af_class_1			= af_cristall
;af_sound_1_		= detectors\art_beep1
;af_freq_1			= 0.05, 2
;af_radius_1		= 0.8

attach_angle_offset		= -1.303,-1.493,-1.202
attach_position_offset	= 0.110,-0.019,0.000

attach_bone_name	= bip01_l_hand
auto_attach			= false
snd_draw			= weapons\detector\detector_draw,	1,	0.02
snd_draw_fast		= weapons\detector\detector_8_draw,	0.75, 0.1
snd_holster			= weapons\detector\detector_holster

[detectart_list_simple]	; section = radius (от 0 до 1)
af_stone
af_blank
af_ham

af_medusa
af_cristall_flower
af_night_star

af_vyvert
af_gravi
af_gold_fish

af_drops
af_fireball
af_cristall

af_blood
af_mincer_meat
af_soul

af_electra_sparkler
af_electra_flash
af_electra_moonlight

af_ameba_slime
af_ameba_slug
af_ameba_mica

af_rusty_thorn
af_rusty_kristall
af_rusty_sea-urchin

;af_fuzz_kolobok
;af_dummy_spring
;af_dummy_dummy
;af_dummy_battery
;af_dummy_pellicle

[detectart_base_hud]:hud_base
attach_place_idx			= 1

hands_position				= 0.0305,-0.2320,-0.0250
hands_orientation			= -0.3500,3.9500,-0.2000
hands_position_16x9			= 0.0105,-0.2150,-0.0250
hands_orientation_16x9		= -0.1500,2.7000,-0.2000

aim_hud_offset_pos			= -0.0212,-0.2370,-0.1345
aim_hud_offset_rot			= -0.4625,0.1100,-0.0875

scope_hud_offset_pos		= -0.11820,0.10400,0.10050
scope_hud_offset_rot		= 0.24750,0.21500,0.08250

hud2world_trans_scale		= 1.25

lean_dist					= 0.25, 0.65
lean_dist_aim				= 0.25, 0.5
;lean_hud_fov				= 0.55	;0.5
lean_hud_fov_aim			= 1
lean_aim_allow_offset		= true

lean_hud_offset_pos			= 0.0120,-0.4780,-0.1150
lean_hud_offset_rot			= -0.6250,-0.0725,-0.1950

inertion_offset				= -0.05
inertion_roll				= 0
inertion_speed				= 5.0
aim_inertion_offset			= 0.03
aim_inertion_roll			= 0.05
aim_inertion_speed			= 7.5

; additional parameters:	#p1, #p2
prm_preshow				=	0,	1
prm_show				=	0,	0.1
prm_show_fast			=	0,	0.1
prm_hide				=	0,	1
prm_hide_fast			=	0,	1

syn_idle_moving			= 0.07
syn_idle_moving_walk	= 0.07
syn_idle_sprint			= 0.95

[detectart_simple_hud]:detectart_base_hud
item_visual				= dynamics\devices\dev_detector_1\dev_detector_1_hud

hands_position			= 0.0105,-0.2150,0.0065
hands_orientation		= -2.4000,2.8500,-0.2000
hands_position_16x9		= 0.0105,-0.2150,0.0065
hands_orientation_16x9	= -0.1500,2.8500,-0.2000

item_position			= -0.072424,0.030392,-0.012213
item_orientation		= 324.640503,-189.627350,-183.009415

fire_point				= 0,0,-0.025	;0,0,-0.05
fire_bone				= light_bone_2
fire_point2				= 0,0,0
fire_bone2				= light_bone_1

anm_switch				= d1_draw, move, 1.5, 1.0
anm_preshow				= d1_draw, 0.01
anm_show				= d1_draw, draw
anm_show_fast			= d1_draw, draw_quick, 1.2, 1.0
anm_hide				= d1_holster, holster
anm_hide_fast			= d1_holster, holster, 1.7
anm_idle				= d1_idle, idle
anm_idle_moving			= d1_move, move
anm_idle_moving_walk	= d1_move, move, 0.85
;anm_idle_moving_crouch	= d1_crouch, move
anm_idle_sprint			= d1_sprint, sprint
anm_bore				= d1_bore, 0.75

mrk_show				= 0.55
mrk_switch				= 0.18

flash_light_range		= 0.09
onoff_light_range		= 0		;0.1

[detectart_advanced]:detectart_simple
$spawn			= "devices\detector_advanced"
class			= DET_ADVA
visual			= dynamics\devices\dev_detector_2\dev_detector_2.ogf

cost			= 5000
inv_weight		= 0.5
inv_volume		= 0.5

inv_name		= st_detector2
inv_name_short	= st_detector2
description		= st_detector2_descr

inv_grid_width	= 1
inv_grid_height	= 1
inv_grid_x		= 23
inv_grid_y		= 5
hud				= detectart_advanced_hud

snd_draw		= weapons\detector\detector_draw,	1,	0.02
snd_draw_fast	= weapons\detector\detector_draw,	0.75

ef_detector_type = 2
charge_dec		= 2.0	;hours

pull_distance	= 12
pull_force		= 70
pull_velocity	= 0.1
pull_charge_dec	= 1.0	;hours
pull_snd_switch	= detectors\contact_6, 0.6

af_radius		= 50
af_vis_radius	= 4
af_fade_factor	= 0.8
af_max_rank		= 3	;2


[detectart_advanced_hud]:detectart_base_hud
item_visual				= dynamics\devices\dev_detector_2\dev_detector_2_hud

hands_position			= 0.0105,-0.2150,-0.0250
hands_orientation		= -4.0500,2.3000,-0.2000
hands_position_16x9		= 0.0105,-0.2150,-0.0250	;-0.0185,-0.2055,0.0020
hands_orientation_16x9	= -2.2000,2.3000,-0.2000	;-3.0000,2.1500,1.5500

;item_position			= -0.0789,0.0392,-0.0192
;item_orientation		= 323.3091,-194.7112,-182.8936
item_position			= -0.0792,0.0405,-0.0199
item_orientation		= 321.2958,-196.3985,-178.6483

scope_hud_offset_pos	= -0.13470,0.11950,0.10050
scope_hud_offset_rot	= 0.24750,0.22500,0.14250

anm_switch				= d2_draw, move, 1.5, 1.0
anm_preshow				= d2_draw, 0.01
anm_show				= d2_draw, draw
anm_show_fast			= d2_draw, draw, 1.3
anm_hide				= d2_holster, holster
anm_hide_fast			= d2_holster, holster_quick, 1.7, 1.0
anm_idle				= d2_idle, idle
anm_idle_moving			= d2_move, move
anm_idle_moving_walk	= d2_move, move, 0.85
;anm_idle_moving_crouch	= d2_crouch, move
anm_idle_sprint			= d2_sprint, sprint
anm_bore				= d2_bore, 0.75

mrk_show				= 0.6
mrk_switch				= 0.23

[detectart_elite]:detectart_advanced
$spawn 			= "devices\detector_elite"
class			= DET_ELIT
visual			= dynamics\devices\dev_detector_3\dev_detector_3.ogf

cost			= 25000
inv_weight		= 0.5
inv_volume		= 0.5

inv_name		= st_detector3
inv_name_short	= st_detector3
description		= st_detector3_descr
hud				= detectart_elite_hud

inv_grid_width	= 1
inv_grid_height	= 1
inv_grid_x		= 24
inv_grid_y		= 5

snd_draw		= weapons\detector\detector_draw,	0.8, 0.3
snd_draw_fast	= weapons\detector\detector_draw,	0.7
snd_holster		= weapons\detector\detector_holster,0.8

; elite x="0.00096" y="0.0035"
ui_p			= -0.02904,0.008,0.0364
ui_r			= 0,90,0

ef_detector_type = 3
charge_dec		= 2.0	;hours

pull_distance	= 20
pull_force		= 150
pull_velocity	= 0.25
pull_charge_dec	= 0.8	;hours
pull_snd_switch	= detectors\contact_8, 1.0

af_radius		= 50
af_vis_radius	= 5
af_fade_factor	= 0.4
af_max_rank		= 4

af_list_common	= detectart_list_elite
af_sound_common_ =

[detectart_list_elite]:detectart_list_simple	; section = radius (от 0 до 1)
af_fuzz_kolobok
af_dummy_spring
af_dummy_dummy
af_dummy_battery
af_dummy_pellicle
af_dummy_glassbeads

[detectart_elite_hud]:detectart_base_hud
item_visual				= dynamics\devices\dev_detector_3\dev_detector_3_hud

;item_position			= -0.0662,0.0411,-0.0079
item_position			= -0.0650,0.0448,-0.0083
item_orientation		= 314.5892,-186.4208,-189.3237

scope_hud_offset_pos	= -0.11070,0.03750,0.10050
scope_hud_offset_rot	= 0.12250,0.18500,0.08000

anm_switch				= d3_draw, idle, 1.5
anm_preshow				= d3_draw, 0.01
anm_show				= d3_draw, draw
anm_show_fast			= d3_draw, draw, 1.3
anm_hide				= d3_holster, holster
anm_hide_fast			= d3_holster, holster, 1.7
anm_idle				= d3_idle, idle
anm_idle_moving			= d3_move, move
anm_idle_moving_walk	= d3_move, move, 0.85
;anm_idle_moving_crouch	= d3_crouch, move
anm_idle_sprint			= d3_sprint, sprint
;anm_bore				= d2_bore

mrk_show				= 0.65
mrk_switch				= 0.45

[detectart_scientific]:detectart_elite
$spawn			= "devices\detector_scientific"
class			= DET_SCIE
visual			= dynamics\devices\dev_detector_4\dev_detector_4.ogf

cost			= 50000
inv_weight		= 0.5
inv_volume		= 0.5

inv_name		= st_detector4
inv_name_short	= st_detector4
description		= st_detector4_descr
hud				= detectart_scientific_hud

inv_grid_width	= 1
inv_grid_height	= 1
inv_grid_x		= 25
inv_grid_y		= 5

; elite x="0.00096" y="0.0035"
ui_p			= -0.02904,0.01,0.0364
ui_r			= 0,90,0

ef_detector_type = 4
charge_dec		= 2.5	;hours

pull_distance	= 25
pull_force		= 150
pull_velocity	= 0.3
pull_charge_dec	= 0.8	;hours

af_radius		= 45
af_vis_radius	= 6
af_max_rank		= 4
af_fade_factor	= 0.2
af_flashing_rank = 3

; Упрощенный вариант записи классов с общими настройками
af_sound_common_	= detectors\art_beep2
zone_list_common	= detectart_zones_list_sci
zone_freq_common	= 0.05, 2

[detectart_zones_list_sci]
; Требуется также прописать в ui_detector_artefact.xml
zone_buzz_weak
zone_buzz_average
zone_buzz_strong

zone_zharka_static_weak
zone_zharka_static_average
zone_zharka_static_strong

fireball_zone
fireball_acidic_zone
fireball_electric_zone

zone_field_acidic_weak
zone_field_acidic_average
zone_field_acidic_strong

zone_field_thermal_weak
zone_field_thermal_average
zone_field_thermal_strong

zone_field_psychic_weak
zone_field_psychic_average
zone_field_psychic_strong

zone_witches_galantine
zone_witches_galantine_weak
zone_witches_galantine_average
zone_witches_galantine_strong

zone_gravi_zone_weak
zone_gravi_zone_weak_noart
zone_gravi_zone_average
zone_gravi_zone_strong

zone_mincer_weak
zone_mincer_weak_noart
zone_mincer_average
zone_mincer_strong

zone_mosquito_bald_weak
zone_mosquito_bald_weak_noart
zone_mosquito_bald_average
zone_mosquito_bald_strong
zone_mosquito_bald_strong_noart

zone_thrasher_weak
zone_thrasher_strong

zone_no_gravity
zone_no_gravity_large

zone_ameba
zone_catcher
zone_catcher_weak
zone_liana_tree
zone_roots
zone_roots_sm

zone_radioactive_weak
zone_radioactive_average
zone_radioactive_strong
zone_radioactive_killing


[detectart_scientific_hud]:detectart_elite_hud
item_visual				= dynamics\devices\dev_detector_4\dev_detector_4_hud

