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		<title>CryWiki Russia - Вклад участника [ru]</title>
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		<updated>2026-08-07T16:30:46Z</updated>
		<subtitle>Материал из CryWiki Russia</subtitle>
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		<title>Список параметров XML</title>
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				<updated>2013-03-17T11:13:18Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer , Re4arm}}&lt;br /&gt;
&lt;br /&gt;
Прежде всего&amp;amp;nbsp;: данная страница находиться в написании&lt;br /&gt;
&lt;br /&gt;
Здесь вы можете найти все параметры («парам.») найденные в XML файлах для Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
в частности для оружии и транспорте. Crysis использует XML для хранения информации о них, например отдачи и разброса и, скорость и прочие параметры техники, для скорости полета и урона от боеприпасов. Если что-то написано «скрытно»&lt;br /&gt;
&lt;br /&gt;
это параметры, которые не используются в настоящее время в любом XML файлы, но все еще присутствуют в исходном коде игры.&lt;br /&gt;
&lt;br /&gt;
Будте аккуратны в изменение файлов похожих на XML&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; Если параметр написан ''''курсивом'''' это скрытый параметр.&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; Если в описании есть «?» За ним это означает что у кого,кто написал его туда нет уверенности в правильности&amp;amp;nbsp; описания&lt;br /&gt;
&lt;br /&gt;
Настоятельно рекомендуется использовать функцию поиска вашего браузера, чтобы найти параметр вы ищете (Ctrl + F в Firefox , Google Chrome и др., используете IE? Переключитесь на Firefox &amp;amp;nbsp;или Chrome!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 100, 500, 100500, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— оружие будет стрелять таким типом патронов&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Имя типа типа попадания . Это используется для определения ущерба, нанесенного транспортным средствам в XML транспортных средств.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сумма снижения ущерба на метр полета бое припаса&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
Минимальное расстояние которое боеприпас должен пройти, прежде чем начинать снижать урон&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— сколько времени продет после того как вы нажмете кнопку перезарядки и когда вы снова сможете стрелять&lt;br /&gt;
&lt;br /&gt;
Это не повлияет на анимацию перезарядки оружия.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли оружие иметь бое припас в патронной камере после перезагрузки&lt;br /&gt;
&lt;br /&gt;
(экстра бое припас).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество обоим, которые могут быть доступны для оружия (?)&lt;br /&gt;
&lt;br /&gt;
Установите «0», чтобы запретить перезарядку и покупать новые патроны (?)&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp; (?)&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает, что «ближний» звук будет воспроизводиться, если выстрел из оружия только пропускает цель (?)&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли цель игрока постепенно приближаться при стрельбе из оружия в течение более длительного времени.&lt;br /&gt;
&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Это количество патронов которое осталось в обоиме трассирующие патроны (Red Tracer) показывает, во время стрельбы.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват целм всегда доступен или только при увеличении.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество целей могут быть перенесены до захвата цели (в градусах).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' пули так-же означают ракеты''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— путь к файлу звука пули которая пролетает рядом с головой&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;скорость воспроизведения звука&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— путь к файлу звука пули которая рикошетит от объекта&amp;amp;nbsp;&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— скорость воспроизведения звука&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Масса пули в кг&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость с которой пуля будет лететь. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— материал примененный к пуле.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
&lt;br /&gt;
single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— сила гравитации применяемая к пуле в полете. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— сила гравитации применяемая к пуле под водой. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный радиус повреждения от взрыва.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный радиус повреждения от взрыва.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— размер воронки взрыва когда деформация включаена&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— размер воронки взрыва на местности когда деформация вкючена&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— путь к декалю взрыва появившигося при взрыве&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— стандартный эффект взрыва (партикль)&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
the projectile will head directly to the target.&lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== Вертикальный взлет ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Максимальный угол крена возможный для игрока&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XML]] &amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-09T08:20:43Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer , Re4arm}}&lt;br /&gt;
&lt;br /&gt;
Прежде всего : данная страница находиться в написании&lt;br /&gt;
&lt;br /&gt;
Здесь вы можете найти все параметры («парам.») найденные в XML файлах для Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
в частности для оружии и транспорте. Crysis использует XML для хранения информации о них, например отдачи и разброса и, &lt;br /&gt;
скорость и прочие параметры техники, для скорости полета и урона от боеприпасов. Если что-то написано «скрытно»&lt;br /&gt;
&lt;br /&gt;
это параметры, которые не используются в настоящее время в любом XML файлы, но все еще присутствуют в исходном коде игры.&lt;br /&gt;
&lt;br /&gt;
Будте аккуратны в изменение файлов похожих на XML&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; Если параметр написан ''''курсивом'''' это скрытый параметр.&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; Если в описании есть «?» За ним это означает что у кого,кто написал его туда нет уверенности в правильности  описания&lt;br /&gt;
Настоятельно рекомендуется использовать функцию поиска вашего браузера, чтобы найти&lt;br /&gt;
параметр вы ищете (Ctrl + F в Firefox , Google Chrome и др., используете IE? Переключитесь на Firefox  или Chrome!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 100, 500, 100500, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— оружие будет стрелять таким типом патронов&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Имя типа типа попадания . Это используется для определения ущерба, нанесенного транспортным средствам в XML транспортных средств.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сумма снижения ущерба на метр полета бое припаса&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
Минимальное расстояние которое боеприпас должен пройти, прежде чем начинать снижать урон&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— сколько времени продет после того как вы нажмете кнопку перезарядки и когда вы снова сможете стрелять&lt;br /&gt;
Это не повлияет на анимацию перезарядки оружия.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли оружие иметь бое припас в патронной камере после перезагрузки&lt;br /&gt;
(экстра бое припас).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество обоим, которые могут быть доступны для оружия (?)&lt;br /&gt;
Установите «0», чтобы запретить перезарядку и покупать новые патроны (?)&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp; (?)&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает, что «ближний» звук будет воспроизводиться, если выстрел из оружия только пропускает цель (?)&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли цель игрока  постепенно приближаться при стрельбе из оружия в течение более длительного времени.&lt;br /&gt;
&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Это количество патронов которое осталось в обоиме трассирующие патроны (Red Tracer) показывает, во время стрельбы.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват целм всегда доступен или только при увеличении.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество целей могут быть перенесены до захвата цели (в градусах).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== Вертикальный взлет ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Максимальный угол крена возможный для игрока&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-08T21:38:48Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer , Re4arm}}&lt;br /&gt;
&lt;br /&gt;
Прежде всего : данная страница находиться в написании&lt;br /&gt;
&lt;br /&gt;
Здесь вы можете найти все параметры («парам.») найденные в XML файлах для Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
в частности для оружии и транспорте. Crysis использует XML для хранения информации о них, например отдачи и разброса и, &lt;br /&gt;
скорость и прочие параметры техники, для скорости полета и урона от боеприпасов. Если что-то написано «скрытно»&lt;br /&gt;
&lt;br /&gt;
это параметры, которые не используются в настоящее время в любом XML файлы, но все еще присутствуют в исходном коде игры.&lt;br /&gt;
&lt;br /&gt;
Будте аккуратны в изменение файлов похожих на XML&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; Если параметр написан ''''курсивом'''' это скрытый параметр.&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; Если в описании есть «?» За ним это означает что у кого,кто написал его туда нет уверенности в правильности  описания&lt;br /&gt;
Настоятельно рекомендуется использовать функцию поиска вашего браузера, чтобы найти&lt;br /&gt;
параметр вы ищете (Ctrl + F в Firefox , Google Chrome и др., используете IE? Переключитесь на Firefox  или Chrome!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 100, 500, 100500, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— оружие будет стрелять таким типом патронов&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Имя типа типа попадания . Это используется для определения ущерба, нанесенного транспортным средствам в XML транспортных средств.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сумма снижения ущерба на метр полета бое припаса&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
Минимальное расстояние которое боеприпас должен пройти, прежде чем начинать снижать урон&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— сколько времени продет после того как вы нажмете кнопку перезарядки и когда вы снова сможете стрелять&lt;br /&gt;
Это не повлияет на анимацию перезарядки оружия.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли оружие иметь бое припас в патронной камере после перезагрузки&lt;br /&gt;
(экстра бое припас).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество обоим, которые могут быть доступны для оружия (?)&lt;br /&gt;
Установите «0», чтобы запретить перезарядку и покупать новые патроны (?)&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp; (?)&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает, что «ближний» звук будет воспроизводиться, если выстрел из оружия только пропускает цель (?)&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли цель игрока  постепенно приближаться при стрельбе из оружия в течение более длительного времени.&lt;br /&gt;
&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Это количество патронов которое осталось в обоиме трассирующие патроны (Red Tracer) показывает, во время стрельбы.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват целм всегда доступен или только при увеличении.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество целей могут быть перенесены до захвата цели (в градусах).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-08T08:36:59Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer , Re4arm}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%9F%D0%93%D0%9D%D0%BE%D0%B4:AI:AIAnim</id>
		<title>ПГНод:AI:AIAnim</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%9F%D0%93%D0%9D%D0%BE%D0%B4:AI:AIAnim"/>
				<updated>2012-08-07T21:35:43Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Проигрывание анимации&lt;br /&gt;
&lt;br /&gt;
[[Файл:AiAIAnim.png]]&lt;br /&gt;
&lt;br /&gt;
Choose Entity - ID объекта&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-07T21:20:57Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: /* Параметры */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-07T21:19:50Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: /* Взрыв */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
 should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
 the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-07T21:18:27Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: /* Физика */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
 [http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
 should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
 the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
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				<updated>2012-08-07T21:09:00Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: /* spreadMod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
&lt;br /&gt;
 single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
 [http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
 should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
 the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-07T21:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: /* zoomSway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
&lt;br /&gt;
 Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
&lt;br /&gt;
 single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
 [http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
 should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
 the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-07T20:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
Если нужный, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
(возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
(Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
&lt;br /&gt;
 for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
&lt;br /&gt;
 Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
&lt;br /&gt;
 single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
 [http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
 should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
 the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-07T20:48:49Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: /* Zoom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
 such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
 parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
 If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
 If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
 is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
&lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
&lt;br /&gt;
 Если нужны, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
 когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
 когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
 Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
 initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
 This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
 Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
&lt;br /&gt;
 Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
&lt;br /&gt;
 (возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
&lt;br /&gt;
 (Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
&lt;br /&gt;
 независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
&lt;br /&gt;
 Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
&lt;br /&gt;
 Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
&lt;br /&gt;
 for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
&lt;br /&gt;
 Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
&lt;br /&gt;
 single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
 [http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
 should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
 the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML</id>
		<title>Список параметров XML</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php/%D0%A1%D0%BF%D0%B8%D1%81%D0%BE%D0%BA_%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2_XML"/>
				<updated>2012-08-07T20:42:22Z</updated>
		
		<summary type="html">&lt;p&gt;Re4arm: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{в процессе перевода|дата=29 февраля 2012}}&lt;br /&gt;
&lt;br /&gt;
{{О статье|автор=Blablah|сложность=Средне|совместимость=Все|требования=Текстовый редактор (Notepad++, Dreamweaver)|добавлен=29/02/2012|переводчики=Alex626, DCamer}}&lt;br /&gt;
&lt;br /&gt;
First off: '''This article is a Work in Progress.'''&lt;br /&gt;
&lt;br /&gt;
In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars,&lt;br /&gt;
&lt;br /&gt;
 such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and &lt;br /&gt;
&lt;br /&gt;
the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden»&lt;br /&gt;
&lt;br /&gt;
 parameters that are not currently in use in any XML files but still present in the source code of the game.&lt;br /&gt;
&lt;br /&gt;
Everything will be neatly organized in categories similar to the actual XML files.&lt;br /&gt;
&lt;br /&gt;
 If a parameter is listed in ''italics'' it is a hidden parameter.&lt;br /&gt;
 If the description has a «?» behind it it means whoever put it there is uncertain whether the description&lt;br /&gt;
 is correct. It is highly recommended to use your browser’s search function to find the &lt;br /&gt;
&lt;br /&gt;
param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;'''Легенда'''&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;lt;bool&amp;amp;gt; = 1/0 (true/false)&lt;br /&gt;
*&amp;amp;lt;int&amp;amp;gt; = 1, 20, 500, 97574, и так далее. Число.&lt;br /&gt;
*&amp;amp;lt;string&amp;amp;gt; = Слова и буквы, например, «fybullet»&lt;br /&gt;
*&amp;amp;lt;path&amp;amp;gt; = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Предметы (оружие, экипировка) =&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''giveable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет купить, подобрать или «дать» игроку.&lt;br /&gt;
*'''selectable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли выбрать предмет в инвентаре игрока.&lt;br /&gt;
*'''select_override''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates if the time until the weapon can be used will be overridden.&lt;br /&gt;
*'''droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, можно ли предмет выбросить.&lt;br /&gt;
*'''auto_droppable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.&lt;br /&gt;
*'''arms''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли отображены руки для этого предмета.&lt;br /&gt;
*'''two_hand''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, нужно ли игроку две руки, чтобы подобрать предмет.&lt;br /&gt;
&lt;br /&gt;
 Если нужны, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.&lt;br /&gt;
&lt;br /&gt;
*'''has_first_select''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).&lt;br /&gt;
*'''prone_not_usable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, может ли игрок ползти удерживая предмет.&lt;br /&gt;
*'''pose''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет позу модели игрока, которая будет при удерживании предмета.&lt;br /&gt;
*'''mass''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Вес предмета, в кг, и то, насколько он будет замедлять игрока.&lt;br /&gt;
*'''melee_attack_firemode''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Название режима огня, который будет использован для рукопашной атаки.&lt;br /&gt;
*'''attach_to_back''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Визуально присоединяет предмет к спине игрока в виде от третьего лица,&lt;br /&gt;
&lt;br /&gt;
 когда предмет не используется.&lt;br /&gt;
&lt;br /&gt;
*'''raiseable''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Определяет, поднимается ли оружие вверх (при проигрывании соответствующей анимации),&lt;br /&gt;
&lt;br /&gt;
 когда игрок подходит к стене.&lt;br /&gt;
&lt;br /&gt;
*'''raise_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Определяет, как близко игрок должен подойти к стене, оружие поднялось вверх.&lt;br /&gt;
*'''display_name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Определяет отображаемое название.&lt;br /&gt;
&lt;br /&gt;
Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.&lt;br /&gt;
&lt;br /&gt;
=== Боеприпасы ===&lt;br /&gt;
&lt;br /&gt;
*'''name''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Указывает название боеприпасов, которые будут использоваться и даваться оружию.&lt;br /&gt;
&lt;br /&gt;
 Например, «fybullet» даст патроны как у FY71.&lt;br /&gt;
&lt;br /&gt;
*'''extra''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое дается , в счет не идут патроны которые уже в в магазине&lt;br /&gt;
*'''amount''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Сколько боеприпасов вмешается в магазин&lt;br /&gt;
*'''minammo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов,которое обозначает &amp;quot;красный статус&amp;quot; патронов в магазине&lt;br /&gt;
*'''accessoryAmmo''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество боеприпасов, что дается, когда подобрал оружие (кроме по умолчанию)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Стрельба ===&lt;br /&gt;
&lt;br /&gt;
*'''ammo_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The bullet the weapon will fire.&lt;br /&gt;
*'''hit_type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.&lt;br /&gt;
*'''rate''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Количество выстрелов в минуту&lt;br /&gt;
*'''damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Урон от оружия по умолчанию&lt;br /&gt;
*'''damage_drop_per_meter''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount of damage decrease per meter of projectile travel.&lt;br /&gt;
*'''damage_drop_min_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum distance the projectile has to travel before&lt;br /&gt;
&lt;br /&gt;
 initiating damage drop calculations.&lt;br /&gt;
&lt;br /&gt;
*'''reload_time''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— The time between hitting the Reload key and the moment you can fire again.&lt;br /&gt;
&lt;br /&gt;
 This does not affect the reload animation of the weapon.&lt;br /&gt;
&lt;br /&gt;
*'''bullet_chamber''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the weapon has a bullet in the bullet chamber after reload&lt;br /&gt;
&lt;br /&gt;
(basically an extra bullet).&lt;br /&gt;
&lt;br /&gt;
*'''clip_size''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Максимальное количество боеприпасов которое можно носить с собой&lt;br /&gt;
*'''max_clips''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of clips that can be available for the weapon?&lt;br /&gt;
&lt;br /&gt;
 Set to «0» to disallow reloading and buying new ammo?&lt;br /&gt;
&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''nearmiss_signal''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?&lt;br /&gt;
*'''autozoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.&lt;br /&gt;
*'''ooatracer_treshold''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— This is the number of bullets left in clip before&lt;br /&gt;
&lt;br /&gt;
 Out Of Ammo tracer (Red Tracer) shows while shooting.&lt;br /&gt;
&lt;br /&gt;
*'''aim_helper''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether an aim helper, showing where the player needs to aim,&lt;br /&gt;
&lt;br /&gt;
should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.&lt;br /&gt;
&lt;br /&gt;
*'''distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''autoaim''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Указывает, будет ли автоматический захват цели для этого оружия.&lt;br /&gt;
&lt;br /&gt;
 (возможно используется для самонаводящихся ракет?)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_zoom''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether auto-aim is always available or only when zoomed.&lt;br /&gt;
*'''autoaim_locktime''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— время что-бы включилось авто наведение&lt;br /&gt;
*'''autoaim_distance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— максимальная дистанция до транспорта для самонаведения&lt;br /&gt;
*'''autoaim_tolerance''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Amount the aim point can be moved before the lock is lost (in degrees).&lt;br /&gt;
*'''autoaim_minvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Min volume vehicles must be for the autoaim to be able to lock on.&lt;br /&gt;
&lt;br /&gt;
 (Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_maxvolume''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Max volume vehicles may be for the autoaim to be able to lock on.&lt;br /&gt;
*'''autoaim_autofiringdir''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— указывает на то что ракеты будут выпущены в цель,&lt;br /&gt;
&lt;br /&gt;
 независимо от того, какое направление оружия (при условии захвата цели).&lt;br /&gt;
&lt;br /&gt;
*'''autoaim_timeout''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the lock on a vehicle will time out after a certain period of time.&lt;br /&gt;
*'''ai_vs_player_damage''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?&lt;br /&gt;
&lt;br /&gt;
=== Отдача ===&lt;br /&gt;
&lt;br /&gt;
*'''max_recoil''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— максимальная отдача оружия в любой направлении&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сумма отдачи за выстрел. (должна быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой ваше оружие возвращается в свое нормальное положение после выстрела.&lt;br /&gt;
&lt;br /&gt;
 Чем параметр ниже, тем быстрее возвращение в исходное положение.&lt;br /&gt;
&lt;br /&gt;
*'''maxx''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси X (отдача вверх)&lt;br /&gt;
*'''maxy''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальная отдача по оси Y (отдача вбок)&lt;br /&gt;
*'''randomness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Случайность отдачи в любом направлении (?)&lt;br /&gt;
*'''angular_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''back_impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Визуальная отдача от оружия (?)&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи&lt;br /&gt;
&lt;br /&gt;
=== Разброс ===&lt;br /&gt;
&lt;br /&gt;
*'''min''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Минимальный разброс во всех направлениях.&lt;br /&gt;
*'''max''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Максимальный разброс во всех направлениях.&lt;br /&gt;
*'''attack''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила разброса за выстрел. (Должно быть меньше максимальной)&lt;br /&gt;
*'''decay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Скорость, при которой разброс уменьшается. Чем параметр ниже тем быстрее.&lt;br /&gt;
&lt;br /&gt;
 Is active whenever your spread is above minimum, but is more noticable when not firing.&lt;br /&gt;
&lt;br /&gt;
*'''speed_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи получила во время движения.&lt;br /&gt;
*'''rotation_m''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи, полученная при перемещении мыши.&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок на корточках&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Сила отдачи когда игрок наклонился (Q и E)&lt;br /&gt;
&lt;br /&gt;
=== Трассировка ===&lt;br /&gt;
&lt;br /&gt;
*'''geometryFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the first person tracer.&lt;br /&gt;
*'''geometry''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the object file of the third person tracer.&lt;br /&gt;
*'''effectFP''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the particle effect for the first person tracer.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the third person particle effect for the tracer.&lt;br /&gt;
*'''speed''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''speedFP''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)&lt;br /&gt;
*'''frequency''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— How often a new tracer appears per bullet. If 1,&lt;br /&gt;
&lt;br /&gt;
every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.&lt;br /&gt;
&lt;br /&gt;
*'''helper_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''helper_tp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Rapid ===&lt;br /&gt;
&lt;br /&gt;
*'''min_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''max_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''acceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''deceleration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рукопашная атака ===&lt;br /&gt;
&lt;br /&gt;
*'''helper''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Object used for collision detection when performing melee attack?&lt;br /&gt;
*'''offset''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''damage''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Default damage done by a melee hit.&lt;br /&gt;
*'''impulse''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the player will be pushed back when performing a melee attack.&lt;br /&gt;
*'''delay''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time between pressing the Melee button and the damage happens.&lt;br /&gt;
*'''duration''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Duration of the animation?/Duration of time the helper can collide with&lt;br /&gt;
&lt;br /&gt;
objects during animation?&lt;br /&gt;
&lt;br /&gt;
=== Действия ===&lt;br /&gt;
&lt;br /&gt;
*'''&amp;amp;lt;action&amp;amp;gt;''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Refers to an action listed elsewhere (near the top for all Crysis items)&lt;br /&gt;
&lt;br /&gt;
in the document that triggers an animation, sound, or anything else? For example &amp;lt;tt&amp;gt;&amp;amp;lt;param name=&amp;quot;reload_chamber_empty&amp;quot; value=&amp;quot;reload_tac&amp;quot;/&amp;amp;gt;&amp;lt;/tt&amp;gt; refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.&lt;br /&gt;
&lt;br /&gt;
=== Zoom ===&lt;br /&gt;
&lt;br /&gt;
*'''suffix''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix. Example: «suffix name»_&amp;quot;animation name&amp;quot;, without quotes.&lt;br /&gt;
*'''suffix_FC''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom».&lt;br /&gt;
&lt;br /&gt;
 «FCZoom_zoomin» is the animation for zooming with simple ironsights.&lt;br /&gt;
&lt;br /&gt;
*'''support_FC_IronSight''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Sets whether this zoommode is compatible with «Simple Ironsights»&lt;br /&gt;
*'''blur_amount''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— dof_mask multiplier?&lt;br /&gt;
*'''dof_mask''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Path to the blur mask used for the depth of field (DoF) effect.&lt;br /&gt;
*'''zoom_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom in.&lt;br /&gt;
*'''zoom_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of time it takes to zoom out.&lt;br /&gt;
*'''reflex_aimDot''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?&lt;br /&gt;
*'''reflex_dotEffect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)&lt;br /&gt;
*'''hbob_ratio''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of Weapon movement according to the Player&lt;br /&gt;
&lt;br /&gt;
movement while zooming in this zoommode. Low amount = strong movement.&lt;br /&gt;
&lt;br /&gt;
*'''scope_mode''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether this is a scope or an ironsight zoommode.&lt;br /&gt;
*'''scope_nearFov''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Field of view (FoV) when zoomed in. (the lower the more zoomed)&lt;br /&gt;
*'''scope_offset''' &amp;amp;lt;xyz&amp;amp;gt;&amp;amp;nbsp;— Scope offset from the player view. (in x, y, z)&lt;br /&gt;
&lt;br /&gt;
=== zoomSway ===&lt;br /&gt;
&lt;br /&gt;
*'''maxX''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the X (up and down) axis when zoomed in.&lt;br /&gt;
*'''maxY''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum sway on the Y (sideways) axis when zoomed in.&lt;br /&gt;
*'''stabilizeTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time taken (not in seconds, try «50»)&lt;br /&gt;
&lt;br /&gt;
 for sway to stabilize down to minimum when activating scope/ironsight.&lt;br /&gt;
&lt;br /&gt;
*'''minScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum amount of sway at any given time. Will override maxX/maxY settings.&lt;br /&gt;
*'''strengthScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is in strength mode.&lt;br /&gt;
*'''strengthScaleTime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''crouchScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is crouching.&lt;br /&gt;
*'''proneScale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the zoom sway is scaled when the player is proned.&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
&lt;br /&gt;
*'''scope''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_in_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''dark_out_time''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== spreadMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;spread&amp;amp;gt; are multiplied by the matching values here.&lt;br /&gt;
&lt;br /&gt;
 Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
=== recoilMod ===&lt;br /&gt;
&lt;br /&gt;
While the zoom mode is being used the values in &amp;amp;lt;recoil&amp;amp;gt; are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».&lt;br /&gt;
&lt;br /&gt;
= Боеприпасы (пули, ракеты, гранаты) =&lt;br /&gt;
&lt;br /&gt;
'''''Примечание:''' bullet also means rocket here.''&lt;br /&gt;
&lt;br /&gt;
=== Флаги ===&lt;br /&gt;
&lt;br /&gt;
*'''clientonly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the ammo type is only hosted on the client or also on the server.&lt;br /&gt;
*'''ServerOnly''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''serverspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet will spawn server-side?&lt;br /&gt;
*'''predictspawn''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the game will predict where the bullet will go&lt;br /&gt;
&lt;br /&gt;
(Only valid if ServerSpawn is set to true)&lt;br /&gt;
&lt;br /&gt;
=== Свист ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it only just misses your head.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Рикошет ===&lt;br /&gt;
&lt;br /&gt;
*'''sound''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the sound the bullet will make when it ricochets off an object.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== Физика ===&lt;br /&gt;
&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— «particle», «rigid», or «static»&lt;br /&gt;
&lt;br /&gt;
''Particle/Rigid:''&lt;br /&gt;
&lt;br /&gt;
*'''mass''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Weight of the bullet, in kg.&lt;br /&gt;
*'''speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet will fly. (m/s)&lt;br /&gt;
*'''material''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Surface material applied to the bullet.&lt;br /&gt;
*'''single_contact''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicates whether the bullet/rocket will explode on first contact.&lt;br /&gt;
*'''max_logged_collisions''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum amount of collisions before the projectile disappears/explodes.&lt;br /&gt;
&lt;br /&gt;
 single_contact must be set to 0.&lt;br /&gt;
&lt;br /&gt;
*'''traceable''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''spin_random''' &amp;amp;lt;vector&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_roll''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''no_spin''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''on_path_alignment''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
''Particle:''&lt;br /&gt;
&lt;br /&gt;
*'''radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Radius of the projectile, for collision purposes.&lt;br /&gt;
*'''air_resistance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— How much the bullet will be slowed down by air friction,&lt;br /&gt;
&lt;br /&gt;
when in the air. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''water_resistance''' &amp;amp;lt;string&amp;amp;gt; How much the bullet will be slowed down by water friction,&lt;br /&gt;
&lt;br /&gt;
when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*'''gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when in flight. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''water_gravity''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of gravity applied to the bullet when underwater. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''thrust''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Speed at which the bullet leaves the barrel. (m/s)&lt;br /&gt;
*'''lift''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount of upward acceleration the projectile receives. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
*'''min_bounce_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum speed the projectile must be travelling for&lt;br /&gt;
&lt;br /&gt;
the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)&lt;br /&gt;
&lt;br /&gt;
*'''pierceability''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Indicates what surface materials the bullet can penetrate. (Need more info here)&lt;br /&gt;
&lt;br /&gt;
=== Взрыв ===&lt;br /&gt;
&lt;br /&gt;
*'''pressure''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Force of the explosion. (Newtons?)&lt;br /&gt;
*'''min_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Minimum damage radius of the explosion.(meters)&lt;br /&gt;
*'''max_radius''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum damage radius of the explosion.(meters)&lt;br /&gt;
*'''hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''terrain_hole_size''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Related to the hole created when terrain deformation is activated.&lt;br /&gt;
&lt;br /&gt;
 [http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef http://www.crymod.com/thread.php?threadid=39041&amp;amp;hilight=terdef]&lt;br /&gt;
&lt;br /&gt;
*'''decal''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the decal the rocket will spawn on explosion.&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Default explosion effect (particle).&lt;br /&gt;
*'''effect_scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the explosion effect will be scaled. (multiplier)&lt;br /&gt;
*'''type''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Hit type definition for the bullet.&lt;br /&gt;
*'''min_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''max_phys_radius''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum radius for things to be effected by the explosion force.(meters)&lt;br /&gt;
*'''radialblurdist''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Radius in which players vision is blurred by the explosion.(meters)&lt;br /&gt;
&lt;br /&gt;
=== Параметры ===&lt;br /&gt;
&lt;br /&gt;
*'''lifetime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the bullet will stay alive, before disappearing/exploding for grenades and rockets,&lt;br /&gt;
&lt;br /&gt;
after being fired.&lt;br /&gt;
&lt;br /&gt;
*'''showtime''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Time the actual geometry of the bullet/rocket will stay visible after being fired.&lt;br /&gt;
*'''bulletType''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''cruise''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— If set, the projectile will attempt to cruise at an altitude before striking the target.&lt;br /&gt;
*'''cruise_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile will attempt to&lt;br /&gt;
&lt;br /&gt;
cruise at if «cruise» is enabled. (meters)&lt;br /&gt;
&lt;br /&gt;
*'''align_altitude''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Altitude the projectile must reach before it points tword the target,&lt;br /&gt;
&lt;br /&gt;
 should be less than «cruise_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''descend_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— (Causes crash) Distance to the target when cruise will end and&lt;br /&gt;
&lt;br /&gt;
 the projectile will head directly to the target. &lt;br /&gt;
&lt;br /&gt;
Should be less than both «cruise_altitude» and «align_altitude». (meters)&lt;br /&gt;
&lt;br /&gt;
*'''controlled''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Indicated whether the projectile will seek the target or not.&lt;br /&gt;
*'''turn_speed''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum centripetal acceleration the projectile can achieve. (m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
*'''max_target_distance''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Maximum distance for the homing target. (meters)&lt;br /&gt;
*'''lazyness''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).&lt;br /&gt;
*'''hitPoints''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Ammo hitpoints&lt;br /&gt;
*'''noBulletHits''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Shooting the ammo does not remove hit points&lt;br /&gt;
*'''quietRemoval''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;— Will not cause the ammo to explode when they time out&lt;br /&gt;
*'''sleepTime''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
*'''aitype''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the AI will treat the projectile as. «grenade» or «rpg».&lt;br /&gt;
&lt;br /&gt;
=== След ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the trail of the rocket.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the trail effect will be scaled.&lt;br /&gt;
*'''sound''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.&lt;br /&gt;
*'''effect_fp''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— What the effect will look like from the perspective of the shooter?&lt;br /&gt;
*'''prime''' &amp;amp;lt;bool&amp;amp;gt;&amp;amp;nbsp;—&amp;amp;nbsp;?&lt;br /&gt;
&lt;br /&gt;
=== trailUnderWater ===&lt;br /&gt;
&lt;br /&gt;
*'''effect''' &amp;amp;lt;path&amp;amp;gt;&amp;amp;nbsp;— Path to the effect of the bullet trail when the bullet is underwater.&lt;br /&gt;
*'''scale''' &amp;amp;lt;string&amp;amp;gt;&amp;amp;nbsp;— Amount the above is scaled.&lt;br /&gt;
&lt;br /&gt;
= Транспорт =&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
&lt;br /&gt;
*'''waterDensity''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Specific water density. Set high to make vehicle float.&lt;br /&gt;
*'''waterResistance''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Precise water resistance.&lt;br /&gt;
&lt;br /&gt;
Set high to make vehicle stop quicker when it hits the water.&lt;br /&gt;
&lt;br /&gt;
*'''waterDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Simplified water damping. Set high to stop vehicle from moving when submerged.&lt;br /&gt;
&lt;br /&gt;
=== MovementParams ===&lt;br /&gt;
&lt;br /&gt;
StdWheeled&lt;br /&gt;
&lt;br /&gt;
*'''vMaxSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed where steering angle is reduced by full kvSteerMax.&lt;br /&gt;
*'''steerSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Turn speed for wheels at vMax.&lt;br /&gt;
*'''steerSpeedMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Initial turn speed for wheels.&lt;br /&gt;
*'''v0SteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max steering angle for wheels.&lt;br /&gt;
*'''kvSteerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steering angle gets reduced by this amount.&lt;br /&gt;
*'''pedalLimitMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Additional pedal limitation at maximum steer.&lt;br /&gt;
*'''rpmInterpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM interpolation.&lt;br /&gt;
*'''rpmRelaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing to idle.&lt;br /&gt;
*'''rpmGearShiftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for RPM relaxing during gearshift.&lt;br /&gt;
&lt;br /&gt;
Tank&lt;br /&gt;
&lt;br /&gt;
*'''pedalSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for pedal value increasing.&lt;br /&gt;
*'''pedalThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum pedal necessary before it is applied.&lt;br /&gt;
*'''steerLimit''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Optional limit for steering.&lt;br /&gt;
*'''latFricMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMinSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) friction.&lt;br /&gt;
*'''latSlipMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''latFricMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Something about lateral (side-to-side) slipping.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer helper impulse at max speed.&lt;br /&gt;
*'''steeringImpulseMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at 0 speed.&lt;br /&gt;
*'''steeringImpulseMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Steer damping impulse at max speed.&lt;br /&gt;
&lt;br /&gt;
Wheeled&lt;br /&gt;
&lt;br /&gt;
*'''axleFriction''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during driving.&lt;br /&gt;
*'''axleFrictionMax''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque caused by internal friction in axle and gearbox, during idle.&lt;br /&gt;
*'''brakeTorque''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Torque used when pedal is applied in reverse direction.&lt;br /&gt;
*'''brakeImpulse''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Impulse applied when pedal is applied in reverse direction.&lt;br /&gt;
*'''clutchSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Speed for clutch releasing.&lt;br /&gt;
*'''damping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Overall damping in physics, 0 or very small usually.&lt;br /&gt;
*'''engineIdleRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM when engine is idle.&lt;br /&gt;
*'''engineMaxRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum engine RPM.&lt;br /&gt;
*'''engineMinRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Minimum engine RPM before engine stalls.&lt;br /&gt;
*'''enginePower''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Engine power in kW.&lt;br /&gt;
*'''engineShiftDownRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Highest RPM where engine can shift down.&lt;br /&gt;
*'''engineShiftUpRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Smallest RPM where engine can shift up.&lt;br /&gt;
*'''engineStartRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— RPM after engine started.&lt;br /&gt;
*'''stabilizer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for suspension force when opposite susps have different lengths.&lt;br /&gt;
*'''maxBrakingFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum friction during handbrakes.&lt;br /&gt;
*'''rearWheelBrakingFrictionMult''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier applied to rear wheel friction when handbraking&lt;br /&gt;
&lt;br /&gt;
(lower values allow greater sliding).&lt;br /&gt;
&lt;br /&gt;
*'''maxSteer''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum steering angle in radians.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxTimeStep''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max timestep that the entity is allowed to make.&lt;br /&gt;
*'''minEnergy''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Minimum energy before the entity can be put to sleep.&lt;br /&gt;
*'''slipThreshold''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Ratio at which wheels are considered slipping.&lt;br /&gt;
*'''suspDampingMin''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at zero speed.&lt;br /&gt;
*'''suspDampingMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Suspension damping at max speed.&lt;br /&gt;
*'''suspDampingMaxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max speed for susp damping increasing.&lt;br /&gt;
*'''gearDirSwitchRPM''' &amp;amp;lt;int&amp;amp;gt;&amp;amp;nbsp;— Maximum wheel RPM at which gear can be changed.&lt;br /&gt;
*'''dynFriction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for dynamic friction.&lt;br /&gt;
&lt;br /&gt;
=== Вертолёт ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay'''&amp;amp;nbsp;— Time taken for engine to power up and controls to respond.&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Aribtary (?) scaling for the engine power.&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate gyroscoping damping.&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height.&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs.&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to pitch torque.&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque.&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to yaw torque.&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second (high level controller).&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s.&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s.&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed.&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate.&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1.&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning ability as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement.&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt.&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player.&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll.&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force at which extraRollForTurn is applied.&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw.&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians.&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player control input per yaw error.&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error.&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control.&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Force which force back the roll into it’s relax angle.&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per yaw error.&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for yaw control.&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching.&lt;br /&gt;
&lt;br /&gt;
=== VTOL ===&lt;br /&gt;
&lt;br /&gt;
*'''engineWarmupDelay''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''engineIgnitionTime''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''enginePowerMax''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''rotationDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angular damping&amp;amp;nbsp;— should be large to simulate the gyroscopic damping&lt;br /&gt;
*'''angleLift''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Angles which is automatically applied when the player change the altitude&lt;br /&gt;
*'''altitudeMax''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum height&lt;br /&gt;
*'''rotorDiskTiltScale''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— How much the rotor disc tilts with control inputs&lt;br /&gt;
*'''pitchResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Pitch responsiveness of the hugh-level controller&lt;br /&gt;
*'''rollResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Scaling to convert control input to roll torque&lt;br /&gt;
*'''yawResponsiveness''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Yaw responsiveness of the hugh-level controller&lt;br /&gt;
*'''maxYawRate''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max yaw rate in radians/second&lt;br /&gt;
*'''maxFwdSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max forward speed in m/s&lt;br /&gt;
*'''maxLeftSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max sideways (strafe) speed in m/s&lt;br /&gt;
*'''maxSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Approximated maximum speed&lt;br /&gt;
*'''maxUpSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Max ascent/descent rate&lt;br /&gt;
*'''basicSpeedFraction''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Multiplier for normal movement&amp;amp;nbsp;— sprinting is 1&lt;br /&gt;
*'''yawDecreaseWithSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Reduce the turning abililty as we get faster&lt;br /&gt;
*'''tiltPerVelDifference''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Require a tilt angle (radians) of this per m/s desired movement&lt;br /&gt;
*'''maxTiltAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum angle the high-level controller will try to tilt&lt;br /&gt;
*'''extraRollForTurn''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the turning used to generate roll&lt;br /&gt;
*'''rollForTurnForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force at which extraRollForTurn is applied&lt;br /&gt;
*'''yawPerRoll''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Fraction of the rolling to add to the yaw&lt;br /&gt;
*'''pitchActionPerTilt''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per pitch change in radians&lt;br /&gt;
*'''powerInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Control input per altitude error&lt;br /&gt;
*'''powerInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Damping for altitude control&lt;br /&gt;
*'''pitchInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputConst''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Control input per yaw error&lt;br /&gt;
*'''yawInputDamping''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Player Damping for yaw control&lt;br /&gt;
*'''horizFwdForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— forward force when using the horizontal mode&lt;br /&gt;
*'''horizLeftForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— left force when using the horizontal mode&lt;br /&gt;
*'''boostForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the boost force&lt;br /&gt;
*'''strafeForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— normalized value used to add the strafe force&lt;br /&gt;
*'''relaxForce''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— force which force back the roll into it’s relax angle&lt;br /&gt;
*'''maxRollAngle''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Maximum roll angle possible for the player&lt;br /&gt;
*'''impulseHelper''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''wingsSpeed''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— The speed used to rotate the VTOL’s wings&lt;br /&gt;
*'''WingComponentLeft''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''WingComponentRight''' &amp;amp;lt;float&amp;amp;gt; -&lt;br /&gt;
*'''maxPitchAngleMov''' &amp;amp;lt;float&amp;amp;gt;&amp;amp;nbsp;— Limits for pitching&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:XML]] &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Re4arm</name></author>	</entry>

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