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		<title>Создание броника в ЧН</title>
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				<updated>2011-06-17T20:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;178.44.159.234: категoрия&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Создание модифицированного бронежилета в ЧН&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
И так, в этой статье я опишу как создать модифицируемый бронежилет в ЧН. Для примера создадим комбенизон наёмника. Для этого нам понадобятся вот эти файлы:&lt;br /&gt;
&lt;br /&gt;
gamedata\configs\item_upgrades.ltx&lt;br /&gt;
gamedata\configs\misc\outfit.ltx&lt;br /&gt;
gamedata\configs\misc\inventory_upgrades.ltx&lt;br /&gt;
gamedata\configs\misc\stalkers_upgarde_info.ltx&lt;br /&gt;
gamedata\configs\misc\trade\trade_trader_mar_csky.ltx&lt;br /&gt;
gamedata\configs\ui\inventory_upgrade.xml&lt;br /&gt;
gamedata\configs\ui\inventory_upgrade_16.xml&lt;br /&gt;
gamedata\configs\text\rus\st_items_outfit.xml&lt;br /&gt;
&lt;br /&gt;
И так, приступаем. Открываем файл outfit.ltx и в самый конец добавляем:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;---------------------------------------------------------------------------------------------&lt;br /&gt;
;		КОМБЕНИЗОН НАЁМНИКА&lt;br /&gt;
;---------------------------------------------------------------------------------------------&lt;br /&gt;
[killer_outfit]:outfit_base&lt;br /&gt;
GroupControlSection	= spawn_group&lt;br /&gt;
discovery_dependency =&lt;br /&gt;
$spawn 			= &amp;quot;outfit\killer_outfit&amp;quot;&lt;br /&gt;
;$prefetch 		= 32&lt;br /&gt;
class			= E_STLK&lt;br /&gt;
cform           = skeleton&lt;br /&gt;
visual          = dynamics\outfit\stalker_outfit&lt;br /&gt;
actor_visual	= actors\stalker_neutral\stalker_neutral_2.ogf&lt;br /&gt;
player_hud_section	= actor_hud_01&lt;br /&gt;
&lt;br /&gt;
ef_equipment_type	= 3&lt;br /&gt;
&lt;br /&gt;
inv_name			= killer_outfit_name&lt;br /&gt;
inv_name_short		= killer_outfit_name&lt;br /&gt;
description			= killer_outfit_description&lt;br /&gt;
inv_weight			= 5.0&lt;br /&gt;
inv_grid_width		= 2&lt;br /&gt;
inv_grid_height		= 3&lt;br /&gt;
inv_grid_x			= 4&lt;br /&gt;
inv_grid_y			= 15&lt;br /&gt;
full_icon_name		= npc_icon_stalker_outfit&lt;br /&gt;
&lt;br /&gt;
cost				= 6250&lt;br /&gt;
slot				= 6&lt;br /&gt;
full_scale_icon		= 14,11			;иконка сталкера в костюме в полный рост&lt;br /&gt;
nightvision_sect	= ;effector_nightvision_bad&lt;br /&gt;
&lt;br /&gt;
additional_inventory_weight		= 0		; +max_walk_weight&lt;br /&gt;
additional_inventory_weight2	= 0		;	+40 kg&lt;br /&gt;
artefact_count                  = 2&lt;br /&gt;
&lt;br /&gt;
default_to_ruck     = false&lt;br /&gt;
immunities_sect		= sect_killer_outfit_immunities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; LOW RESISTANCE&lt;br /&gt;
burn_protection 				= 0.015&lt;br /&gt;
shock_protection 				= 0.015&lt;br /&gt;
radiation_protection 			= 0.015&lt;br /&gt;
chemical_burn_protection 		= 0.015&lt;br /&gt;
telepatic_protection 			= 0.0&lt;br /&gt;
strike_protection 				= 0.25&lt;br /&gt;
explosion_protection 			= 0.25&lt;br /&gt;
wound_protection				= 0.25&lt;br /&gt;
fire_wound_protection  			= 0.0&lt;br /&gt;
physic_strike_wound_immunity 	= 0.15&lt;br /&gt;
&lt;br /&gt;
power_loss = 1.0&lt;br /&gt;
bones_koeff_protection = actor_light_armor&lt;br /&gt;
hit_fraction_actor = 0.3&lt;br /&gt;
control_inertion_factor = 1.2&lt;br /&gt;
&lt;br /&gt;
upgrades                = up_gr_ab_killer_outfit, up_gr_cd_killer_outfit, up_gr_ef_killer_outfit, up_gr_gh_killer_outfit, up_gr_i_killer_outfit&lt;br /&gt;
installed_upgrades      =&lt;br /&gt;
upgrade_scheme          = upgrade_killer_outfit       &lt;br /&gt;
&lt;br /&gt;
[sect_killer_outfit_immunities]&lt;br /&gt;
burn_immunity				= 0.03			;коэффициенты иммунитета самого костюма&lt;br /&gt;
strike_immunity				= 0.0&lt;br /&gt;
shock_immunity				= 0.0&lt;br /&gt;
wound_immunity				= 0.03&lt;br /&gt;
radiation_immunity			= 0.0&lt;br /&gt;
telepatic_immunity			= 0.0&lt;br /&gt;
chemical_burn_immunity		= 0.03&lt;br /&gt;
explosion_immunity			= 0.03&lt;br /&gt;
fire_wound_immunity			= 0.015&lt;br /&gt;
&lt;br /&gt;
[sect_killer_outfit_immunities_1]&lt;br /&gt;
burn_immunity				= 0.015			;коэффициенты иммунитета самого костюма&lt;br /&gt;
strike_immunity				= 0.0&lt;br /&gt;
shock_immunity				= 0.0&lt;br /&gt;
wound_immunity				= 0.015&lt;br /&gt;
radiation_immunity			= 0.0&lt;br /&gt;
telepatic_immunity			= 0.0&lt;br /&gt;
chemical_burn_immunity		= 0.015&lt;br /&gt;
explosion_immunity			= 0.015&lt;br /&gt;
fire_wound_immunity			= 0.010&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Далее в этом же файле только в самом верху после строки &amp;lt;code&amp;gt;&amp;quot;#include &amp;quot;outfit_upgrades\o_military_outfit_up.ltx&amp;quot;&amp;lt;/code&amp;gt; ставим новую: &amp;lt;code&amp;gt;&amp;quot;#include &amp;quot;outfit_upgrades\o_killer_outfit_up.ltx&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Всё, теперь сохраняем. Далее открываем &amp;quot;st_items_outfit.xml&amp;quot; и в самом конце прописываем:&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;code&amp;gt;&amp;lt;string id=&amp;quot;killer_outfit_description&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;text&amp;gt;Комбенизон членов группировки наёмников, защитные характеристики костюма очень малы, что крайне не достаточно в условиях зоны.&amp;lt;/text&amp;gt;&lt;br /&gt;
	&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;string id=&amp;quot;killer_outfit_name&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;text&amp;gt;Комбенизон наёмника&amp;lt;/text&amp;gt;&lt;br /&gt;
	&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Так, сохроняем всё теперь и открываем файл item_upgrades.ltx (gamedata/configs), и в самом конце прописываем:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;#include &amp;quot;misc\outfit_upgrades\o_killer_outfit_up.ltx&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Сохраняем всё. Далее открываем по очереди &amp;quot;inventory_upgrade.xml&amp;quot; и &amp;quot;inventory_upgrade_16.xml&amp;quot; и в самом конце прописываем структуру:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;template name=&amp;quot;upgrade_killer_outfit&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;column&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;5&amp;quot;   /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;50&amp;quot;  /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;145&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;195&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;240&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;290&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;335&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;20&amp;quot; y=&amp;quot;385&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/column&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;column&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;120&amp;quot; y=&amp;quot;50&amp;quot;  /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;120&amp;quot; y=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;120&amp;quot; y=&amp;quot;240&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;120&amp;quot; y=&amp;quot;290&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;120&amp;quot; y=&amp;quot;385&amp;quot; /&amp;gt;&lt;br /&gt;
       &amp;lt;/column&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;column&amp;gt;&lt;br /&gt;
        &amp;lt;cell x=&amp;quot;220&amp;quot; y=&amp;quot;385&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/column&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/template&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Далее создаём по такому пути (gamedata\configs\misc) папку с таким названием outfit_upgrades а внутри папки новый конфиг с названием o_killer_outfit_up.ltx, после открываем конфиг и прописываем в нём:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[up_sect_a_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
value2		= st_upg_cevlars_armor_battle&lt;br /&gt;
inv_weight	= 2.0&lt;br /&gt;
bones_koeff_protection = actor_light_armor_1&lt;br /&gt;
&lt;br /&gt;
[up_sect_b_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
value		= +5&lt;br /&gt;
additional_inventory_weight		= 5		; +max_walk_weight&lt;br /&gt;
additional_inventory_weight2	= 5	&lt;br /&gt;
&lt;br /&gt;
[up_sect_c_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
value		= +30&lt;br /&gt;
inv_weight	= 0.5&lt;br /&gt;
strike_protection 			= 0.02	;0.25&lt;br /&gt;
wound_protection			= 0.02	;0.25&lt;br /&gt;
explosion_protection 		= 0.02	;0.25&lt;br /&gt;
;hit_fraction_actor			= -0.05&lt;br /&gt;
&lt;br /&gt;
[up_sect_d_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
value		= +20&lt;br /&gt;
inv_weight	= 0.5&lt;br /&gt;
burn_protection 			= 0.008 ;0.3&lt;br /&gt;
shock_protection 			= 0.008 ;0.3&lt;br /&gt;
&lt;br /&gt;
[up_sect_e_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
value		= +50&lt;br /&gt;
immunities_sect		= sect_stalker_outfit_immunities_1&lt;br /&gt;
&lt;br /&gt;
[up_sect_f_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
value		= +20&lt;br /&gt;
burn_protection 			= 0.008 ;0.3&lt;br /&gt;
shock_protection 			= 0.008 ;0.3&lt;br /&gt;
&lt;br /&gt;
[up_sect_g_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
nightvision_sect = effector_nightvision_bad&lt;br /&gt;
&lt;br /&gt;
[up_sect_h_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
value		= +50&lt;br /&gt;
radiation_protection 		= 0.008 ;0.1&lt;br /&gt;
chemical_burn_protection 	= 0.008 ;0.1&lt;br /&gt;
&lt;br /&gt;
[up_sect_i_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
inv_weight	= 1.0&lt;br /&gt;
artefact_count				= 1&lt;br /&gt;
&lt;br /&gt;
[up_sect_ac_killer_outfit]&lt;br /&gt;
cost 		= 3750&lt;br /&gt;
value2		= st_upg_cevlars_armor_battle&lt;br /&gt;
inv_weight	= 2.0&lt;br /&gt;
bones_koeff_protection = actor_light_armor_2&lt;br /&gt;
&lt;br /&gt;
[up_sect_bd_killer_outfit]&lt;br /&gt;
cost 		= 3750&lt;br /&gt;
value		= +10&lt;br /&gt;
additional_inventory_weight		= 10		; +max_walk_weight&lt;br /&gt;
additional_inventory_weight2	= 10&lt;br /&gt;
&lt;br /&gt;
[up_sect_eg_killer_outfit]&lt;br /&gt;
cost 		= 3750&lt;br /&gt;
value		= +50&lt;br /&gt;
inv_weight	= 0.3 &lt;br /&gt;
strike_protection 			= 0.03	;0.15&lt;br /&gt;
wound_protection			= 0.03	;0.15&lt;br /&gt;
explosion_protection 		= 0.03	;0.15&lt;br /&gt;
;hit_fraction_actor			= -0.05&lt;br /&gt;
&lt;br /&gt;
[up_sect_fh_killer_outfit]&lt;br /&gt;
cost 		= 3750&lt;br /&gt;
value 		= +50&lt;br /&gt;
radiation_protection 		= 0.008 ;0.1&lt;br /&gt;
chemical_burn_protection 	= 0.008 ;0.1&lt;br /&gt;
&lt;br /&gt;
[up_sect_i2_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
inv_weight	= 1.0&lt;br /&gt;
artefact_count				= 1&lt;br /&gt;
&lt;br /&gt;
[up_sect_i3_killer_outfit]&lt;br /&gt;
cost 		= 2500&lt;br /&gt;
inv_weight	= 1.0&lt;br /&gt;
artefact_count				= 1&lt;br /&gt;
&lt;br /&gt;
[up_a_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 0&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_ac_killer_outfit&lt;br /&gt;
section                 = up_sect_a_killer_outfit&lt;br /&gt;
property                = prop_armor&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_cevlars_armor_battle&lt;br /&gt;
description             = st_upg_cevlars_armor_battle_descr&lt;br /&gt;
icon                    = ui_am_upgrade_06&lt;br /&gt;
&lt;br /&gt;
[up_b_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 1&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_bd_killer_outfit&lt;br /&gt;
section                 = up_sect_b_killer_outfit&lt;br /&gt;
property                = prop_tonnage&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_outfit_a_stalk&lt;br /&gt;
description             = st_upg_outfit_a_stalk_descr&lt;br /&gt;
icon                    = ui_am_upgrade_01&lt;br /&gt;
&lt;br /&gt;
[up_c_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 2&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_ac_killer_outfit&lt;br /&gt;
section                 = up_sect_c_killer_outfit&lt;br /&gt;
property                = prop_damage&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_slice_leather_battle&lt;br /&gt;
description             = st_upg_slice_leather_battle_descr&lt;br /&gt;
icon                    = ui_am_upgrade_13&lt;br /&gt;
&lt;br /&gt;
[up_d_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 3&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_bd_killer_outfit&lt;br /&gt;
section                 = up_sect_d_killer_outfit&lt;br /&gt;
property                = prop_thermo_electro&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_polymer_suit_stalk&lt;br /&gt;
description             = st_upg_polymer_suit_stalk_descr&lt;br /&gt;
icon                    = ui_am_upgrade_10&lt;br /&gt;
&lt;br /&gt;
[up_e_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 4&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_eg_killer_outfit&lt;br /&gt;
section                 = up_sect_e_killer_outfit&lt;br /&gt;
property                = prop_durability&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_double_layer_body_armor_battle&lt;br /&gt;
description             = st_upg_double_layer_body_armor_battle_descr&lt;br /&gt;
icon                    = ui_am_upgrade_25&lt;br /&gt;
&lt;br /&gt;
[up_f_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 5&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_fh_killer_outfit&lt;br /&gt;
section                 = up_sect_f_killer_outfit&lt;br /&gt;
property                = prop_thermo_electro&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_spec_coating_stalk&lt;br /&gt;
description             = st_upg_spec_coating_stalk_descr&lt;br /&gt;
icon                    = ui_am_upgrade_11&lt;br /&gt;
&lt;br /&gt;
[up_g_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 6&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_eg_killer_outfit&lt;br /&gt;
section                 = up_sect_g_killer_outfit&lt;br /&gt;
property                = prop_night_vision&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_night_vision_battle&lt;br /&gt;
description             = st_upg_night_vision_battle_descr&lt;br /&gt;
icon                    = ui_am_upgrade_22&lt;br /&gt;
&lt;br /&gt;
[up_h_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 7&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_fh_killer_outfit&lt;br /&gt;
section                 = up_sect_h_killer_outfit&lt;br /&gt;
property                = prop_radio_chem&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_anti_gas_stalk&lt;br /&gt;
description             = st_upg_anti_gas_stalk_descr&lt;br /&gt;
icon                    = ui_am_upgrade_18&lt;br /&gt;
&lt;br /&gt;
[up_i_killer_outfit]&lt;br /&gt;
scheme_index            = 0, 8&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_i2_killer_outfit&lt;br /&gt;
section                 = up_sect_i_killer_outfit&lt;br /&gt;
property                = prop_artefact&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_artefact_slot&lt;br /&gt;
description             = st_upg_artefact_slot_descr&lt;br /&gt;
icon                    = ui_am_upgrade_05&lt;br /&gt;
&lt;br /&gt;
[up_ac_killer_outfit]&lt;br /&gt;
scheme_index            = 1, 0&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = &lt;br /&gt;
section                 = up_sect_ac_killer_outfit&lt;br /&gt;
property                = prop_armor&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_cevlars_armor_battle&lt;br /&gt;
description             = st_upg_cevlars_armor_battle_descr&lt;br /&gt;
icon                    = ui_am_upgrade_06&lt;br /&gt;
&lt;br /&gt;
[up_bd_killer_outfit]&lt;br /&gt;
scheme_index            = 1, 1&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = &lt;br /&gt;
section                 = up_sect_bd_killer_outfit&lt;br /&gt;
property                = prop_tonnage&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_outfit_b_stalk&lt;br /&gt;
description             = st_upg_outfit_b_stalk_descr&lt;br /&gt;
icon                    = ui_am_upgrade_02&lt;br /&gt;
&lt;br /&gt;
[up_eg_killer_outfit]&lt;br /&gt;
scheme_index            = 1, 2&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = &lt;br /&gt;
section                 = up_sect_eg_killer_outfit&lt;br /&gt;
property                = prop_damage&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_sintetic_pillow_battle&lt;br /&gt;
description             = st_upg_sintetic_pillow_battle_descr&lt;br /&gt;
icon                    = ui_am_upgrade_14&lt;br /&gt;
&lt;br /&gt;
[up_fh_killer_outfit]&lt;br /&gt;
scheme_index            = 1, 3&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = &lt;br /&gt;
section                 = up_sect_fh_killer_outfit&lt;br /&gt;
property                = prop_radio_chem&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_active_filter_stalk&lt;br /&gt;
description             = st_upg_active_filter_stalk_descr&lt;br /&gt;
icon                    = ui_am_upgrade_19&lt;br /&gt;
&lt;br /&gt;
[up_i2_killer_outfit]&lt;br /&gt;
scheme_index            = 1, 4&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = up_gr_i3_killer_outfit&lt;br /&gt;
section                 = up_sect_i2_killer_outfit&lt;br /&gt;
property                = prop_artefact&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_artefact_slot&lt;br /&gt;
description             = st_upg_artefact_slot_descr&lt;br /&gt;
icon                    = ui_am_upgrade_05&lt;br /&gt;
&lt;br /&gt;
[up_i3_killer_outfit]&lt;br /&gt;
scheme_index            = 2, 0&lt;br /&gt;
known                   = 1&lt;br /&gt;
effects                 = &lt;br /&gt;
section                 = up_sect_i3_killer_outfit&lt;br /&gt;
property                = prop_artefact&lt;br /&gt;
&lt;br /&gt;
precondition_functor    = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter  = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor          = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter        = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor          = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params           = money(1000), item(habar)&lt;br /&gt;
name                    = st_upg_artefact_slot&lt;br /&gt;
description             = st_upg_artefact_slot_descr&lt;br /&gt;
icon                    = ui_am_upgrade_05&lt;br /&gt;
&lt;br /&gt;
[up_gr_ab_killer_outfit]&lt;br /&gt;
elements                = up_a_killer_outfit, up_b_killer_outfit&lt;br /&gt;
[up_gr_cd_killer_outfit]&lt;br /&gt;
elements                = up_c_killer_outfit, up_d_killer_outfit&lt;br /&gt;
[up_gr_ef_killer_outfit]&lt;br /&gt;
elements                = up_e_killer_outfit, up_f_killer_outfit&lt;br /&gt;
[up_gr_gh_killer_outfit]&lt;br /&gt;
elements                = up_g_killer_outfit, up_h_killer_outfit&lt;br /&gt;
[up_gr_i_killer_outfit]&lt;br /&gt;
elements                = up_i_killer_outfit&lt;br /&gt;
&lt;br /&gt;
[up_gr_ac_killer_outfit]&lt;br /&gt;
elements                = up_ac_killer_outfit&lt;br /&gt;
[up_gr_bd_killer_outfit]&lt;br /&gt;
elements                = up_bd_killer_outfit&lt;br /&gt;
[up_gr_eg_killer_outfit]&lt;br /&gt;
elements                = up_eg_killer_outfit&lt;br /&gt;
[up_gr_fh_killer_outfit]&lt;br /&gt;
elements                = up_fh_killer_outfit&lt;br /&gt;
[up_gr_i2_killer_outfit]&lt;br /&gt;
elements                = up_i2_killer_outfit&lt;br /&gt;
&lt;br /&gt;
[up_gr_i3_killer_outfit]&lt;br /&gt;
elements                = up_i3_killer_outfit&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Осталось ещё немного. Открываем &amp;quot;stalkers_upgarde_info.ltx&amp;quot; и прописываем наш бронежилет на апгрейд любому технику в зоне, которому хотим доверить модифицирование нашего бронежилета, я для примера пропишу Новикову. Для этого в самом конце записи &amp;quot;[mar_csky_tech]&amp;quot;, после stalker_outfit прописываем killer_outfit и сохраняем файл. После открываем &amp;quot;inventory_upgrades.ltx&amp;quot; и в самом конце после dolg_heavy_outfit ставим killer_outfit, сохраняем всё. Теперь осталось только прописать продажу нашего бронежилета торговцам, я для примера взял Суслова на болотах. Открываем файл trade_trader_mar_csky.ltx и прописываем:&lt;br /&gt;
&lt;br /&gt;
В функции: [trade_generic_buy] после:&lt;br /&gt;
dolg_heavy_outfit		= 0.01, 0.01&lt;br /&gt;
Ставим: &amp;lt;code&amp;gt;killer_outfit		= 0.01, 0.01&lt;br /&gt;
&lt;br /&gt;
В функциях: [supplies_generic],[supplies_exp_1],[supplies_exp_2],[supplies_exp_3] где нибудь:&lt;br /&gt;
killer_outfit			= 3,	0.5&lt;br /&gt;
&lt;br /&gt;
В функциях: [trade_generic_sell] и [trade_friend_sell] после:&lt;br /&gt;
dolg_heavy_outfit		;NO TRADE&lt;br /&gt;
Ставим:&lt;br /&gt;
killer_outfit			= 1, 3&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Всё, сохраняем и тестируем.&lt;br /&gt;
&lt;br /&gt;
[[Категория:Неоформленные статьи]][[Категория:Trash]]&lt;/div&gt;</summary>
		<author><name>178.44.159.234</name></author>	</entry>

	<entry>
		<id>http://stalkerin.gameru.net/wiki/index.php?title=%D0%9A%D0%B0%D1%82%D0%B5%D0%B3%D0%BE%D1%80%D0%B8%D1%8F:Trash</id>
		<title>Категория:Trash</title>
		<link rel="alternate" type="text/html" href="http://stalkerin.gameru.net/wiki/index.php?title=%D0%9A%D0%B0%D1%82%D0%B5%D0%B3%D0%BE%D1%80%D0%B8%D1%8F:Trash"/>
				<updated>2011-06-17T20:40:44Z</updated>
		
		<summary type="html">&lt;p&gt;178.44.159.234: Новая страница: «В эту категорию попадают статьи, которые не нравятся нашим участникам - неоформленные, без...»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;В эту категорию попадают статьи, которые не нравятся нашим участникам - неоформленные, безграмотные, пафосные, бессмысленные, но в первую очередь - '''дублирующие статьи по правке конфигов™'''.&lt;br /&gt;
&lt;br /&gt;
Если ваша статья сюда всё же попала - не стоит обижаться, её всегда можно доработать и переосмыслить =)&lt;br /&gt;
&lt;br /&gt;
Не бойтесь отправлять мусор в корзину, для этого допишите &amp;lt;nowiki&amp;gt;[[Категория:Trash]]&amp;lt;/nowiki&amp;gt; в конец ''стотьи''.&lt;/div&gt;</summary>
		<author><name>178.44.159.234</name></author>	</entry>

	<entry>
		<id>http://stalkerin.gameru.net/wiki/index.php?title=%D0%9D%D0%BE%D0%B2%D1%8B%D0%B5_%D0%B4%D0%B5%D1%82%D0%B5%D0%BA%D1%82%D0%BE%D1%80%D1%8B</id>
		<title>Новые детекторы</title>
		<link rel="alternate" type="text/html" href="http://stalkerin.gameru.net/wiki/index.php?title=%D0%9D%D0%BE%D0%B2%D1%8B%D0%B5_%D0%B4%D0%B5%D1%82%D0%B5%D0%BA%D1%82%D0%BE%D1%80%D1%8B"/>
				<updated>2011-06-17T20:25:00Z</updated>
		
		<summary type="html">&lt;p&gt;178.44.159.234: категррия&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== НОВЫЕ ДЕТЕКТОРЫ НА ЗП ==&lt;br /&gt;
нус начнем&lt;br /&gt;
найдите строчки:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[detector_simple]:identity_immunities&lt;br /&gt;
GroupControlSection	= spawn_group&lt;br /&gt;
$spawn 			= &amp;quot;devices\detector_simple&amp;quot;&lt;br /&gt;
$prefetch 		= 32&lt;br /&gt;
class			= DET_SIMP&lt;br /&gt;
cform			= skeleton&lt;br /&gt;
visual			= dynamics\devices\dev_detector_1\dev_detector_1.ogf&lt;br /&gt;
&lt;br /&gt;
hud			= detector_simple_hud&lt;br /&gt;
animation_slot		= 7&lt;br /&gt;
&lt;br /&gt;
inv_name		= st_detector1&lt;br /&gt;
inv_name_short	= st_detector1&lt;br /&gt;
description		= st_detector1_descr&lt;br /&gt;
&lt;br /&gt;
slot			= 8&lt;br /&gt;
ef_detector_type	= 1&lt;br /&gt;
inv_weight		= 0.5&lt;br /&gt;
&lt;br /&gt;
inv_grid_width		= 1&lt;br /&gt;
inv_grid_height		= 1&lt;br /&gt;
inv_grid_x		= 9&lt;br /&gt;
inv_grid_y		= 14&lt;br /&gt;
cost			= 500&lt;br /&gt;
default_to_ruck		= false&lt;br /&gt;
&lt;br /&gt;
af_radius		= 30&lt;br /&gt;
af_vis_radius		= 3&lt;br /&gt;
&lt;br /&gt;
af_class_1		= af_cristall&lt;br /&gt;
af_sound_1_		= detectors\art_beep1&lt;br /&gt;
af_freq_1		= 0.05, 2&lt;br /&gt;
af_class_2		= af_fireball&lt;br /&gt;
af_sound_2_		= detectors\art_beep1&lt;br /&gt;
af_freq_2		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_3		= af_medusa&lt;br /&gt;
af_sound_3_		= detectors\art_beep1&lt;br /&gt;
af_freq_3		= 0.05, 2&lt;br /&gt;
af_class_4		= af_cristall_flower&lt;br /&gt;
af_sound_4_		= detectors\art_beep1&lt;br /&gt;
af_freq_4		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_5		= af_blood&lt;br /&gt;
af_sound_5_		= detectors\art_beep1&lt;br /&gt;
af_freq_5		= 0.05, 2&lt;br /&gt;
af_class_6		= af_mincer_meat&lt;br /&gt;
af_sound_6_		= detectors\art_beep1&lt;br /&gt;
af_freq_6		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_7		= af_electra_sparkler&lt;br /&gt;
af_sound_7_		= detectors\art_beep1&lt;br /&gt;
af_freq_7		= 0.05, 2&lt;br /&gt;
af_class_8		= af_electra_flash&lt;br /&gt;
af_sound_8_		= detectors\art_beep1&lt;br /&gt;
af_freq_8		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_9		= af_quest_b14_twisted&lt;br /&gt;
af_sound_9_		= detectors\art_beep1&lt;br /&gt;
af_freq_9		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_10		= jup_b1_half_artifact&lt;br /&gt;
af_sound_10_		= detectors\art_beep1&lt;br /&gt;
af_freq_10		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_11		= af_compass&lt;br /&gt;
af_sound_11_		= detectors\art_beep1&lt;br /&gt;
af_freq_11		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
attach_angle_offset		= -1.303,-1.493,-1.202&lt;br /&gt;
attach_position_offset	= 0.110,-0.019,0.000&lt;br /&gt;
&lt;br /&gt;
attach_bone_name	= bip01_l_hand&lt;br /&gt;
auto_attach		= false&lt;br /&gt;
snd_draw                = weapons\ak74_draw&lt;br /&gt;
snd_holster             = weapons\generic_holster&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
И после них вставьте это&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[detector_night]:identity_immunities&lt;br /&gt;
GroupControlSection	= spawn_group&lt;br /&gt;
$spawn 			= &amp;quot;devices\detector_simple&amp;quot;&lt;br /&gt;
$prefetch 		= 32&lt;br /&gt;
class			= DET_SIMP&lt;br /&gt;
cform			= skeleton&lt;br /&gt;
visual			= dynamics\devices\dev_detector_1\dev_detector_1.ogf&lt;br /&gt;
&lt;br /&gt;
hud			= detector_simple_hud&lt;br /&gt;
animation_slot		= 7&lt;br /&gt;
&lt;br /&gt;
inv_name		= st_detector8&lt;br /&gt;
inv_name_short	= st_detector8&lt;br /&gt;
description		= st_detector8_descr&lt;br /&gt;
&lt;br /&gt;
slot			= 8&lt;br /&gt;
ef_detector_type	= 1&lt;br /&gt;
inv_weight		= 0.7&lt;br /&gt;
&lt;br /&gt;
inv_grid_width		= 1&lt;br /&gt;
inv_grid_height		= 1&lt;br /&gt;
inv_grid_x		= 9&lt;br /&gt;
inv_grid_y		= 14&lt;br /&gt;
cost			= 5000&lt;br /&gt;
default_to_ruck		= false&lt;br /&gt;
&lt;br /&gt;
af_radius		= 50&lt;br /&gt;
af_vis_radius		= 10&lt;br /&gt;
&lt;br /&gt;
af_class_1		= af_cristall&lt;br /&gt;
af_sound_1_		= detectors\art_beep1&lt;br /&gt;
af_freq_1		= 0.05, 2&lt;br /&gt;
af_class_2		= af_fireball&lt;br /&gt;
af_sound_2_		= detectors\art_beep1&lt;br /&gt;
af_freq_2		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_3		= af_medusa&lt;br /&gt;
af_sound_3_		= detectors\art_beep1&lt;br /&gt;
af_freq_3		= 0.05, 2&lt;br /&gt;
af_class_4		= af_cristall_flower&lt;br /&gt;
af_sound_4_		= detectors\art_beep1&lt;br /&gt;
af_freq_4		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_5		= af_blood&lt;br /&gt;
af_sound_5_		= detectors\art_beep1&lt;br /&gt;
af_freq_5		= 0.05, 2&lt;br /&gt;
af_class_6		= af_mincer_meat&lt;br /&gt;
af_sound_6_		= detectors\art_beep1&lt;br /&gt;
af_freq_6		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_7		= af_electra_sparkler&lt;br /&gt;
af_sound_7_		= detectors\art_beep1&lt;br /&gt;
af_freq_7		= 0.05, 2&lt;br /&gt;
af_class_8		= af_electra_flash&lt;br /&gt;
af_sound_8_		= detectors\art_beep1&lt;br /&gt;
af_freq_8		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_9		= af_quest_b14_twisted&lt;br /&gt;
af_sound_9_		= detectors\art_beep1&lt;br /&gt;
af_freq_9		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_10		= jup_b1_half_artifact&lt;br /&gt;
af_sound_10_		= detectors\art_beep1&lt;br /&gt;
af_freq_10		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
af_class_11		= af_compass&lt;br /&gt;
af_sound_11_		= detectors\art_beep1&lt;br /&gt;
af_freq_11		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
attach_angle_offset		= -1.303,-1.493,-1.202&lt;br /&gt;
attach_position_offset	= 0.110,-0.019,0.000&lt;br /&gt;
&lt;br /&gt;
attach_bone_name	= bip01_l_hand&lt;br /&gt;
auto_attach		= false&lt;br /&gt;
snd_draw                = weapons\ak74_draw&lt;br /&gt;
snd_holster             = weapons\generic_holster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Ну вроде все а теперь поподпробнее&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[detector_simple]:identity_immunities в скобках имя которое воспринимает игра а то что после скобок не трогать&lt;br /&gt;
GroupControlSection	= spawn_group не трогать&lt;br /&gt;
$spawn 			= &amp;quot;devices\detector_simple&amp;quot; спавн предмета&lt;br /&gt;
$prefetch 		= 32 не трогать&lt;br /&gt;
class			= DET_SIMP и это тоже&lt;br /&gt;
cform			= skeleton и это&lt;br /&gt;
visual			= dynamics\devices\dev_detector_1\dev_detector_1.ogf модель детектора если нет новой оставьте&lt;br /&gt;
&lt;br /&gt;
hud			= detector_simple_hud ссылка на настройки худа если нет новых моделей оставьте в следующей части мы об этом разберемся&lt;br /&gt;
animation_slot		= 7&lt;br /&gt;
&lt;br /&gt;
inv_name		= st_detector1 ссылка на имя &lt;br /&gt;
inv_name_short	= st_detector1 ссылка на имя&lt;br /&gt;
description		= st_detector1_descr ссылка на описание&lt;br /&gt;
&lt;br /&gt;
slot			= 8 слот не трогать а то место автомата детектор торчать будет и еще глючить&lt;br /&gt;
ef_detector_type	= 1 тип детекции 1-как у отклика-звук 2-как у медведя направление 3-как у велеса точное местоположение если делаете на основе велеса ставьте 3 и так с другими&lt;br /&gt;
inv_weight		= 0.5 вес предмета&lt;br /&gt;
&lt;br /&gt;
inv_grid_width		= 1 кол-во иконок по горизонтали&lt;br /&gt;
inv_grid_height		= 1 кол-во иконок по вертикали&lt;br /&gt;
inv_grid_x		= 9 координата Х иконки&lt;br /&gt;
inv_grid_y		= 14 координата У иконки&lt;br /&gt;
cost			= 500 стоимость&lt;br /&gt;
default_to_ruck		= false сам не знаю&lt;br /&gt;
&lt;br /&gt;
af_radius		= 30 радиус на котором детектор реагирует на артефакт&lt;br /&gt;
af_vis_radius		= 3 радиус на котором артефакт становится видимым для глаз&lt;br /&gt;
&lt;br /&gt;
af_class_1		= af_cristall&lt;br /&gt;
af_sound_1_		= detectors\art_beep1 список артефактов которые находит детектор тут сокращенный&lt;br /&gt;
af_freq_1		= 0.05, 2&lt;br /&gt;
af_class_2		= af_fireball&lt;br /&gt;
af_sound_2_		= detectors\art_beep1&lt;br /&gt;
af_freq_2		= 0.05, 2&lt;br /&gt;
&lt;br /&gt;
attach_angle_offset		= -1.303,-1.493,-1.202 не знаю&lt;br /&gt;
attach_position_offset	= 0.110,-0.019,0.000 не знаю&lt;br /&gt;
&lt;br /&gt;
attach_bone_name	= bip01_l_hand тоже не знаю&lt;br /&gt;
auto_attach		= false тоже&lt;br /&gt;
snd_draw                = weapons\ak74_draw тоже &lt;br /&gt;
snd_holster             = weapons\generic_holster и это тоже не надо трогать&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
ну вроде все&lt;br /&gt;
&lt;br /&gt;
и осталось добавить описания &lt;br /&gt;
добавляем в st_items_equipment папка configs\text \rus&lt;br /&gt;
в конце но перед &amp;lt;string_table\&amp;gt;&lt;br /&gt;
вот это&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;string id=&amp;quot;st_detector8&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;text&amp;gt;Ваше название&amp;lt;/text&amp;gt;&lt;br /&gt;
	&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;string id=&amp;quot;st_detector8_descr&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;text&amp;gt;Ваше описание.&amp;lt;/text&amp;gt;&lt;br /&gt;
	&amp;lt;/string&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
и осталось добавить в рюкзак&lt;br /&gt;
ФАЙЛ character_desc_general папка configs\gameplay&lt;br /&gt;
после строчки [spawn] \n&lt;br /&gt;
вот это &lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
detector_night \n&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Категория:Неоформленные_статьи]][[Категория:Trash]]&lt;/div&gt;</summary>
		<author><name>178.44.159.234</name></author>	</entry>

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