big_action_ussr_towed_at_zis_3_m_gunner_cockpit{
_extends:t="ussr_towed_at_53k_gunner_cockpit"
cockpit__offset:p3=0.17, 0.26, 0.3
}
big_action_turret_towed_at_76mm_zis_3_m{
_extends:t="su_76m_turret_01_76mm_zis3"
turret__limit:p4=-27.0, 27.0, -5.0, 26.0
"gun__shellsAmmo:array"{
ammo:i=9
ammo:i=10
ammo:i=3
ammo:i=2
ammo:i=1
}
}
big_action_ussr_towed_at_zis_3_m_movable_common{
_extends:t="us_towed_at_m1_movable_common"
animchar__res:t="towed_at_6pdr_char"
collres__res:t="towed_at_6pdr_collision"
"turrets__initAmmoDistribution:array"{
"ammo:object"{
slot:i=0
fill:b=yes
}
"ammo:object"{
slot:i=1
fill:b=yes
}
// 122mm_ussr_APDS
"ammo:object"{
slot:i=2
count:i=3
}
// 76mm_ussr_APCR_1943
"ammo:object"{
slot:i=4
count:i=3
}
}
"animchar__objTexReplace:object"{
"uk_camo_very_dark_drab*":t="ussr_camo_green*"
}
"attach_decorators__entities:list<eid>"{
}
"attach_decorators__templates:array"{
"attach_decorators__templates:object"{
relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [-0, 1, -4.37114e-08] [-1.66, -1.69, 0.22]]
template:t="base_vehicle_ghost_decor+big_action_vehicle_decorator_zis_3_gun_barrel_animchar"
nodeName:t="emtr_gun_flame"
}
}
"disableDMParts:list<t>"{
item:t="gun_barrel"
}
"vehicle_seats__seats:shared:array"{
"seats:object"{
name:t="main_gunner"
adjacentSeat:t="driver"
locName:t="at_position/combat"
attachNode:t="root"
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.2, -0.15, 0.4]]
seatComponent:t="isGunner"
ignoreAttachNodeRotation:b=yes
cameraNodeName:t="bone_camera_gunner"
cameraOffset:p3=-0.0, 0.0, 0.0
directTurretControl:b=yes
cockpitTemplate:t="big_action_ussr_towed_at_zis_3_m_gunner_cockpit"
isHoldGunModeAllowed:b=no
"lockSeats:list<t>"{
locked:t="loader_marching"
}
"turretNames:array"{
turret:t="turret_01"
}
}
"seats:object"{
name:t="driver"
adjacentSeat:t="main_gunner"
locName:t="at_position/march"
seatOwnsEntityControl:b=yes
attachNode:t="root"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.02, 0.205, 0.8]]
cameraOffset:p3=0.3, 0.0, 0.0
cameraType:t="commander"
seatComponent:t="isDriver"
nextSeat:t="main_gunner"
receiveDamageFromDMPart:t="driver"
cameraNodeName:t="root"
isHoldGunModeAllowed:b=no
copySkeletonNodesPostfix:t="_gunner"
"lockSeats:list<t>"{
locked:t="loader"
}
"effectors:object"{
l.hand:t="ik_hand_left001"
r.hand:t="ik_hand_right001"
l.forearm:t="ik_forearm_left001"
r.forearm:t="ik_forearm_right001"
}
"copySkeletonNodesRecursive:array"{
node:t="Bip01 L Hand"
node:t="Bip01 R Hand"
}
}
"seats:object"{
name:t="loader"
adjacentSeat:t="loader_marching"
locName:t="at_position/combat"
entranceNode:t="root"
cameraOffset:p3=0.8, 0.5, 0.0
attachNode:t="root"
ignoreAttachNodeRotation:b=yes
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.2, -0.15, -0.2]]
seatComponent:t="isPassenger"
receiveDamageFromDMPart:t="loader"
cameraNodeName:t="root"
nextSeat:t="main_gunner"
vehicleReloadMult:r=0.7
isHoldGunModeAllowed:b=no
"loaderTurretNames:array"{
turret:t="turret_01"
}
}
"seats:object"{
name:t="loader_marching"
adjacentSeat:t="loader"
locName:t="at_position/march"
entranceNode:t="root"
cameraOffset:p3=0.8, 0.5, 0.0
attachNode:t="root"
ignoreAttachNodeRotation:b=yes
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.0, 0.0, -0.3]]
seatComponent:t="isPassenger"
receiveDamageFromDMPart:t="loader"
cameraNodeName:t="root"
nextSeat:t="main_gunner"
vehicleReloadMult:r=0.7
canPlaceManually:b=no
isHoldGunModeAllowed:b=no
copySkeletonNodesPostfix:t="_loader"
"effectors:object"{
l.hand:t="ik_hand_left"
r.hand:t="ik_hand_right"
l.forearm:t="ik_forearm_left"
r.forearm:t="ik_forearm_right"
}
"copySkeletonNodesRecursive:array"{
node:t="Bip01 L Hand"
node:t="Bip01 R Hand"
}
}
}
"turret_control__turretInfo:shared:array"{
"turretInfo:object"{
turretName:t="turret_01"
gun:t="big_action_turret_towed_at_76mm_zis_3_m+turret_with_several_types_of_shells+main_turret"
barrelDm:t="gun_barrel"
breechDm:t="cannon_breech"
verDriveDm:t="drive_turret_v"
salt:i=1
}
}
}
big_action_vehicle_decorator_zis_3_gun_barrel_animchar{
_extends:t="animchar"
transform:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [0.0, 0.0, 0.0]]
animchar__res:t="su_76m_char"
collres__res:t="grenade_f1_collision"
"disableDMParts:list<t>"{
item:t="@root"
// item:t="bone_gun"
item:t="bone_roll_turret_h"
item:t="bone_roll_turret_v"
item:t="ex_lantern_01"
item:t="ex_lantern_02"
item:t="antenna"
item:t="ex_armor_01"
item:t="ex_armor_02"
item:t="ex_decor_01"
item:t="ex_decor_02"
item:t="ex_decor_03"
item:t="ex_decor_04"
item:t="ex_decor_05"
item:t="ex_decor_06"
item:t="ex_decor_07"
item:t="ex_decor_08"
item:t="ex_decor_09"
item:t="ex_decor_10"
item:t="ex_decor_11"
item:t="ex_decor_12"
item:t="ex_decor_13"
item:t="ex_decor_14"
item:t="ex_decor_15"
item:t="ex_decor_16"
item:t="ex_decor_17"
item:t="ex_decor_18"
item:t="ex_decor_19"
item:t="hatch_01"
item:t="suspension_l_01"
item:t="suspension_r_01"
item:t="suspension_l_02"
item:t="suspension_r_02"
item:t="suspension_l_03"
item:t="suspension_r_03"
item:t="suspension_l_04"
item:t="suspension_r_04"
item:t="suspension_l_05"
item:t="suspension_r_05"
item:t="suspension_l_06"
item:t="suspension_r_06"
item:t="wheel_r_01"
item:t="wheel_r_02"
item:t="wheel_r_03"
item:t="wheel_r_04"
item:t="wheel_r_05"
item:t="wheel_r_06"
item:t="wheel_l_01"
item:t="wheel_l_02"
item:t="wheel_l_03"
item:t="wheel_l_04"
item:t="wheel_l_05"
item:t="wheel_l_06"
item:t="wheel_l_top_01"
item:t="wheel_l_top_02"
item:t="wheel_l_top_03"
item:t="wheel_r_top_01"
item:t="wheel_r_top_02"
item:t="wheel_r_top_03"
item:t="wheel_r_drive"
item:t="wheel_l_drive"
item:t="wheel_r_back"
item:t="wheel_l_back"
item:t="track_l"
item:t="track_r"
}
}
Вам также может потребоваться использовать Vehicle_net_phys__blk, чтобы увеличить вес пистолета, чтобы избежать вибрации при стрельбе.
Я думаю, это, пожалуй, самое близкое к Зис-3, что мы можем сейчас подобрать.