[Sammelthread] Crysis 2

nyso

Dass Cryteks Version für aktuelle, teure Gaming-PC's fast genau so aussieht wie die für total veraltete, billige Konsolen stört dich nicht? Ich mein, es sieht zweifellos gut aus, aber für die PC-Version wurde optisch kaum was verbessert, optimiert oder erweitert. Das ist eine einfache Konsolenportierung die auf einem aktuellen PC oh Wunder gut performt. :ugly:
 
Nö. stört mich nicht. Immerhin habe ich aktuell nur einen X4 940 @ 3,7GHz und eine GTX 275 @ 285. Aktuelle HW ist was anderes:ugly:
Und trotzdem kann ich flüssig mit Extreme-Settings spielen, mit dem Tool zum Verändern der Einstellungen geht ja sogar noch mehr:daumen:
 
Aber gerade die Texturen werden doch nur vom Rohmaterial runtergerechnet, wieso spart man ausgerechnet hier? Eine gute Textur macht (neben den Polygonen) den größten Teil einer guten Optik aus. Auch kosten diese nicht wirklich Leistung nur Vram. Hat den schon mal jemand geschaut wie voll dieser wird?
Auch kann man so ziemlich ausschließen das ein kommender Patch irgendetwas an den Texturen dreht, den dieser würde jeden Rahmen sprengen. Klar auch Crysis/WH waren keine Texturwunder, aber ein wenig mehr Kontinuität hätte ich schon erwartet, den wiederum einige Texturen sind ja im zweiten Teil gut.

PS: Was genau macht den eigentlich dieses ominöse Tool an der Grafik besser (außer das man das Blur weg bekommt)?
 
Also ich finde die Grafik vollkommen Ok!

Was mich nur ein bischen stört sind manchmal die kleinen aber peinlichen Bugs im SP.
Da kommt dieser Mini Panzer und bleibt an ner Wand stecken, Gegner rennen vor Wände... lol sowas ist nichtmal in CoD passiert :lol:
 
Kann die autoexec empfehlen, da schaut es halbwegs ansehnlich aus.
Nicht wundern paar Settings sind auf 2 gestellt, dass hat den Vorteil das des Bild nicht so milchig rüber kommt.

con_restricted=0
sys_spec_Full = 2
sys_spec_ObjectDetail=2
sys_spec_Shading=2
sys_spec_VolumetricEffects=2
sys_spec_Shadows=2
sys_spec_Texture=3
sys_spec_Physics=3
sys_spec_PostProcessing=2
sys_spec_Particles=3
sys_spec_Sound=3
sys_spec_Water=2
sys_spec_GameEffects=2
g_battleDust_enable = 1
e_ObjQuality=3
e_ViewDistRatioDetail=100
e_ViewDistRatioVegetation=100
e_VegetationSpritesDistanceRatio=1.25
e_ViewDistRatio=80
e_ViewDistRatioCustom=100
es_DebrisLifetimeScale=1
ca_AttachmentCullingRation=200
e_TerrainOcclusionCullingMaxDist=200
e_VegetationSpritesDistanceCustomRatioMin=1
r_DepthOfField=0
r_MotionBlur=0
r_UseEdgeAA=0
q_ShaderMetal=2
q_ShaderGlass=2
q_ShaderVegetation=2
q_ShaderIce=2
q_ShaderTerrain=2
q_ShaderShadow=2
q_ShaderFX=2
q_ShaderPostProcess=1
q_ShaderHDR=2
q_ShaderSky=2
q_Renderer=2
r_SSAOQuality=3
r_DetailNumLayers=2
e_DynamicLightsMaxEntityLights=20
r_HDRBrightLevel=0.9
e_ShadowsMaxTexRes=1536
e_ShadowsCastViewDistRatio=0.60
e_GsmCache = 0
e_WaterTesselationAmount=10
e_WaterOceanFFT=1
cl_fov=75
pl_movement.power_sprint_targetFov=65
i_mouse_smooth=0
r_HDRGrainAmount=0
 
Zuletzt bearbeitet:
nochmal auf dieses tool hinweisend:

http://extreme.pcgameshardware.de/u...s-2-grafikeinstellungen-selber-vornehmen.html

mit ner anständigen grafikkarte: alles auf hoch, v-sync und blur aus.
fertich :daumen:

die autoexec in den crysis-überordner reintun (nicht bin32 etc)
dort is auch ne andere config drin, da kann man das game auf english stellen

Ja aber ohne AA sieht das ohne Blur schlimmer aus als mit Blur.
Wenn du ohne unschärfe AA willst, kannst das so gut wie knicken, sobalt du AA aktivierst wird das Bild unscharf.


Hab hier noch ein Bild:

http://www.abload.de/img/crysis22011-03-2611-57m7t5.jpg
 
Zuletzt bearbeitet:
Ja aber ohne AA sieht das ohne Blur schlimmer aus als mit Blur.
Wenn du ohne unschärfe AA willst, kannst das so gut wie knicken, sobalt du AA aktivierst wird das Bild unscharf.


Hab hier noch ein Bild:

http://www.abload.de/img/crysis22011-03-2611-57m7t5.jpg

kannst du mal die vollen einstellungen von dem bild posten?

ich werde immernoch nach ein paar min aus den servern geworfen ohne irgendwelche hacks oder modifizierte gamefiles zu benutzen...

finde das sehr bedenklich...
 
Zuletzt bearbeitet von einem Moderator:
kannst du mal die vollen einstellungen von dem bild posten?


Hier:

sys_spec_shading=3
sys_spec_gameeffects=3
sys_spec_objectdetail=3
sys_spec_particles=3
sys_spec_physics=3
sys_spec_postprocessing=3
sys_spec_shadows=3
sys_spec_sound=3
sys_spec_texture=3
sys_spec_water=3
g_skipIntro=1
cl_fov=75
pl_movement.power_sprint_targetFov=75
i_mouse_accel=0
i_mouse_accel_max=100
i_mouse_smooth=0
r_motionblur=0
g_radialBlur=0
cl_zoomToggle=0
r_UseEdgeAA=0
r_TexMaxAnisotropy=16
r_PostMSAA=0
cl_crouchtoggle=0
r_ColorGrading=1
r_SSAO=1
r_VSync=0
r_MotionBlurShutterSpeed=1
e_shadows=1
g_enableInitialLoginScreen=0
r_HDRBloomMul=0
r_HDRBrightLevel=0
e_ViewDistRatioDetail=100
e_ViewDistRatioVegetation=100
e_ShadowsMaxTexRes=2048 ;verbesserte Schatten
e_VegetationSpritesDistanceRatio=1.25
e_ViewDistRatio=80
e_ViewDistRatioCustom=100
es_DebrisLifetimeScale=1
ca_AttachmentCullingRation=200
e_TerrainOcclusionCullingMaxDist=200
e_VegetationSpritesDistanceCustomRatioMin=1
 
Für mich ist im Level Semper Fi erstmal Pause angesagt...mein Counter für die Nano Suit Punkte ist 0 und bleibt auch 0. Ein Bug im Spiel...so macht es keinen Sinn mehr weiterzumachen und ich warte einen weiteren Patch ab.


Scheinbar bin ich auch nicht der Einzige mit dem Problem, habs mal im MyCrysis Forum gepostet.
 
Zuletzt bearbeitet:
danke für die einstellungen!

hat jemand einen plan wie man die .pak files entpacken kann? ich möchte mir gerne mal die textueren schnappen und editieren.

gegen die affen die dann wieder meinen ich wöllte cheaten-sobald man etwas an den pakfiles ändert kommt man eh nicht mehr in den mp!

wäre dankbar für hilfe das die .pak files ja anscheinen gecryptet sind...

##edit##

Scripts.pak\Scripts\Entities\Items\Crysis2\Weapons\Humans

hier lassen sich alle waffen finden und modifizieren-finde das sehr unpraktisch-ist ja wie in crysis 1...

Unbenannt.png

also doch gar nicht so schlecht das sie gecryptet sind und man nach modifizierung von recoil oder spread nicht mehr in den mp gelassen wird ;)

Code:
<item name="DSG1" class="Weapon" category="primary" priority="12" weaponParams="1">
  <params>
    <param name="display_name" value="@mp_edsg1" />
    <param name="giveable"         value="1" />
    <param name="selectable"     value="1" />
    <param name="pose"                 value="dsg1" />
    <param name="itemClass"             value="rifle" />    
    <param name="slidePose"         value="dsg1" />
    <param name="suffix"             value="shoulder" />
    <param name="mass"                value="8" />
    <param name="melee_attack_firemode"        value="melee" />
    <param name="raiseable"        value="1" />
        <param name="attach_to_back" value="1" />
        <param name="bone_attachment_01" value="stow_primary1" />
        <param name="bone_attachment_02" value="stow_primary2" />
        <param name="deselectTime" value="0.5" GAME="SP" />
    <param name="sprintToFireDelay" value="0.2" GAME="SP" />
    <param name="sprintToZoomDelay" value="0.4" GAME="SP" />
    <param name="autoReloadDelay" value="0.5"  />
    <param name="runToSprintBlendTime" value="0.4" />
    <param name="sprintToRunBlendTime" value="0.7" GAME="SP" />
        <param name="sprintToFireDelay" value="0.2" GAME="MP" />
        <param name="sprintToRunBlendTime" value="0.7" GAME="MP" />
        <param name="sprintToZoomDelay" value="0.5" GAME="MP" />
    <param name="fp_offset" value="-0.02,-0.0,-0.05" />
    <param name="fp_rot_offset" value="-1.0,0.0,0.0" />
        <param name="stat_accuracy" value="6" />
        <param name="stat_rate_of_fire" value="4" />        
        <param name="stat_mobility" value="4" />
        <param name="stat_damage" value="8" />    
        <param name="stat_range" value="6" />         
    <animPrecache name="DGS1" >
            <precache DBAFile="animations/weapons/us/dsg1/dsg1.dba" thirdperson="0"/>
            <precache DBAFile="animations/human/male/weapons/dsg1/dsg1_1p.dba" thirdperson="0"/>
            <precache DBAFile="animations/human/male/weapons/dsg1/dsg1_3p.dba" thirdperson="1"/>
        </animPrecache>
        <aimAnims>
      <param name="base"         value="stand_tac_idlePose_dsg1_[suffix]_1p_01" />
      <param name="up"           value="stand_tac_look_up_dsg1_[suffix]_add_1p_01" />
      <param name="down"         value="stand_tac_look_dwn_dsg1_[suffix]_add_1p_01" />
      <param name="left"         value="stand_tac_look_lft_dsg1_[suffix]_add_1p_01" />
      <param name="right"     value="stand_tac_look_rgt_dsg1_[suffix]_add_1p_01" />
      <param name="front"   value="stand_tac_look_up_dsg1_[suffix]_add_1p_01" />
      <param name="back"         value="stand_tac_look_dwn_dsg1_[suffix]_add_1p_01" />
      <param name="strafeLeft"         value="stand_tac_look_lft_dsg1_[suffix]_add_1p_01" />
      <param name="strafeRight"     value="stand_tac_look_rgt_dsg1_[suffix]_add_1p_01" />
      <param name="bump"       value="stand_tac_land_dsg1_add_1p_01" />
      <param name="run"       value="stand_tac_run_rifle_[suffix]_add_1p_01" />
      <param name="idle"       value="stand_tac_idle_rifle_[suffix]_add_1p_01" />
      <param name="sprint"     value="stand_tac_sprint_dsg1_fwd_add_1p_01" />
            <param name="SuperJump"       value="stand_pow_idleSuperJump_dsg1_shoulder_add_1p_01" />
            <param name="ironsightAimAnimFactor"  value="0.2" GAME="MP"/>
    </aimAnims>
  </params>
  <MovementModifiers    speedScale="1.0" rotationScale="1.0" GAME="SP">
    <Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
        <Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
    <Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
    <sniper speedScale="0.4" rotationScale="1.0" coverLeanRotationScale="1.1"  />
    </MovementModifiers>

    <MovementModifiers    speedScale="0.97" rotationScale="1.0" firingSpeedScale="0.97" GAME="MP">
    <Ironsight speedScale="0.6" rotationScale="0.25" mouseRotationScale="0.9" />
        <Reflexsight speedScale="0.6" rotationScale="0.25" mouseRotationScale="0.9" />
        <Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.8" />
        <sniper speedScale="0.4" rotationScale="0.1" mouseRotationScale="0.3" />
  </MovementModifiers>
  <ReloadMagazineParams magazineAttachment="magazine" magazineEvent="magazine" />
  <ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="10" burstPauseTimeMin="0.8" burstPauseTimeMax="3.5" singleFireTriggerTime="2.5" pressureMultiplier="2" />
  <ammos>
    <ammo name="SniperBullet" extra="6" amount="6" minAmmo="6" capacity="18" GAME="SP"/>
    <ammo name="SniperBullet" extra="32" amount="8" capacity="32" GAME="MP"/>
  </ammos>
  <geometry>
    <firstperson name="Objects/weapons/us/dsg1/dsg1_fp.cdf" angles="0,0,0" position="0,0,0" />
    <thirdperson name="Objects/weapons/us/dsg1/dsg1_tp.cgf" angles="0,0,0"/>
    <boneAttachments>
    </boneAttachments>
  </geometry>
  <actions>
    <action name="select">
      <animation target="owner" name="stand_tac_select_dsg1_add_1p_01" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:select_fp" radius="1" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:select_fp" radius="1" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:select_3p" radius="1" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:select_3p" radius="1" GAME="MP" />
    </action>
    <action name="select1">
      <animation target="owner" name="stand_tac_select1_dsg1_add_1p_01" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:select_fp" radius="1" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:select_fp" radius="1" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:select_3p" radius="1" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:select_3p" radius="1" GAME="MP" />
    </action>
    <action name="select2">
      <animation target="owner" name="stand_tac_select2_dsg1_add_1p_01" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:select_fp" radius="1" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:select_fp" radius="1" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:select_3p" radius="1" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:select_3p" radius="1" GAME="MP" />
    </action>
    <action name="deselect">
      <animation target="owner" name="stand_tac_deselect_dsg1_add_1p_01" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:deselect_fp" radius="1" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_fp" radius="1" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:deselect_3p" radius="1" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_3p" radius="1" GAME="MP" />
    </action>
    <action name="deselect1">
      <animation target="owner" name="stand_tac_deselect1_dsg1_add_1p_01" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:deselect_fp" radius="1" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_fp" radius="1" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:deselect_3p" radius="1" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_3p" radius="1" GAME="MP" />
    </action>
    <action name="deselect2">
      <animation target="owner" name="stand_tac_deselect2_dsg1_add_1p_01" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:deselect_fp" radius="1" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_fp" radius="1" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:deselect_3p" radius="1" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_3p" radius="1" GAME="MP" />
    </action>
    <action name="idle" children="1">
      <animation target="firstperson" name="stand_tac_idlePose_dsg1_weapon_1p_01" />
      <animation target="thirdperson" name="stand_tac_idlePose_dsg1_weapon_1p_01" />
      <animation target="ownerGraph" name="idle" />
    </action>
    <action name="idle_break" >
      <animation target="owner" name="stand_tac_idleBreak_rifle_shoulder_add_1p_02" />
      <animation target="owner" name="stand_tac_idleBreak_rifle_shoulder_add_1p_03" />
    </action>
    <action name="pickedup">
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:pickup_fp" radius="2" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:pickup_fp" radius="2" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:pickup_3p" radius="2" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:pickup_3p" radius="2" GAME="MP" />
    </action>
    <action name="pickedup_ammo">
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:pickup_fp" radius="1" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:pickup_fp" radius="1" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:pickup_3p" radius="1" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:pickup_3p" radius="1" GAME="MP" />
    </action>
    <action name="fire">
      <animation target="owner" name="stand_tac_recoilShot_dsg1_[suffix]_add_1p_01" constantInterpolation="1" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:fire_fp" radius="200" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:fire_fp" radius="200" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:fire_3p" radius="200" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:fire_3p" radius="200" GAME="MP" />
      <forceFeedback effectName="weaponfiresinglemassive" />
    </action>
    <action name="fire_silenced">
      <animation target="owner" name="stand_tac_recoilShot_dsg1_[suffix]_add_1p_01" constantInterpolation="1" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:fire_silenced_fp" radius="20" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:fire_silenced_fp" radius="20" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:fire_silenced_3p" radius="20" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:fire_silenced_3p" radius="20" GAME="MP" />
      <forceFeedback effectName="weaponfiresinglemassive" />
    </action>
    <action name="cock">
      <animation target="firstperson" name="stand_tac_pumpAction_dsg1_[suffix]_weapon_1p_01" />
      <animation target="thirdperson" name="stand_tac_pumpAction_dsg1_[suffix]_weapon_1p_01" />
      <animation target="owner" name="stand_tac_pumpAction_dsg1_[suffix]_add_1p_01" />
    </action>

    <action name="change_firemode">
      <animation target="firstperson" name="stand_tac_modeswitchsingle_dsg1_weapon_1p_01" />
      <animation target="thirdperson" name="stand_tac_modeswitchsingle_dsg1_weapon_1p_01" />
      <animation target="owner" name="stand_tac_modeSwitchFull_dsg1_add_1p_01" />
      <!-- no alternate fire mode 
      <sound target="firstperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="1" />
      <sound target="thirdperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="1" />
      -->
    </action>

    <action name="reload_chamber_empty">
      <animation target="firstperson" name="stand_[suitmode]_reloadEmpty_dsg1_weapon_1p_01" />
      <animation target="thirdperson" name="stand_[suitmode]_reloadEmpty_dsg1_weapon_1p_01" />
      <animation target="owner" name="stand_[suitmode]_reloadEmpty_dsg1_add_1p_01" releaseCameraBone="1" />
      <!--<sound target="thirdperson" name="sounds/weapons:dsg1:reload_chamberempty" radius="5" />-->
    </action>

    <action name="reload_chamber_full">
      <animation target="firstperson" name="stand_[suitmode]_reloadFull_dsg1_weapon_1p_01" />
      <animation target="thirdperson" name="stand_[suitmode]_reloadFull_dsg1_weapon_1p_01" />
      <animation target="owner" name="stand_[suitmode]_reloadFull_dsg1_add_1p_01" releaseCameraBone="1" />
      <!--<sound target="thirdperson" name="sounds/weapons:dsg1:reload_chamberfull" radius="2" />-->
    </action>

    <action name="shot_last_bullet">
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:last_bullet_fp" radius="2" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:last_bullet_fp" radius="2" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:last_bullet_3p" radius="2" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:last_bullet_3p" radius="2" GAME="MP" />
    </action>
    <action name="empty_clip">
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:dryfire_fp" radius="2" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:dryfire_fp" radius="2" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:dryfire_3p" radius="2" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:dryfire_3p" radius="2" GAME="MP" />
    </action>

    <action name="melee">
      <animation target="owner" name="stand_[suitmode]_melee_dsg1_add_1p_01" releaseCameraBone="1" />
      <animation target="ownerGraph" name="melee" />
      <sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:melee_fp" radius="5" GAME="SP" />
      <sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:melee_fp" radius="5" GAME="MP" />
      <sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:melee_3p" radius="5" GAME="SP" />
      <sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:melee_3p" radius="5" GAME="MP" />
    </action>

    <action name="melee_superPower">
      <animation target="owner" name="stand_pow_SuperMelee_dsg1_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="hit">
      <sound target="firstperson" name="sounds/physics_bullets:impacts:melee_impact" radius="5" />
      <sound target="thirdperson" name="sounds/physics_bullets:impacts:melee_impact" radius="5" />
    </action>

    <action name="raise">
      <animation target="owner" name="stand_tac_wallRaise_dsg1_add_1p_01" blendTime="0.0" />
      <sound target="firstperson" name="Sounds/physics_foleys:foleys/player:wallraise" radius="5" />
    </action>
    <action name="lower">
      <animation target="owner" name="stand_tac_wallLower_dsg1_add_1p_01" />
      <sound target="firstperson" name="Sounds/physics_foleys:foleys/player:wallraise_off" radius="5" />
    </action>

    <action name="airFrictionOn">
      <animation target="owner" name="stand_pow_idleGlide_dsg1_shoulder_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="meleeReaction">
      <animation target="owner" name="stand_pow_idleGlide_dsg1_shoulder_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="zoom_in">
      <sound target="firstperson" name="sounds/physics_foleys:foleys/player:ironsight_on" radius="2" />
    </action>
    <action name="zoom_lean">
      <sound target="firstperson" name="sounds/physics_foleys:foleys/player:ironsight_lean" radius="2" />
    </action>
    <action name="zoom_out">
      <sound target="firstperson" name="sounds/physics_foleys:foleys/player:ironsight_off" radius="2" />
    </action>

    <action name="enter_modify">
      <animation target="owner" name="stand_tac_toIdleAttach_dsg1_shoulder_add_1p_01" />
    </action>
    <action name="leave_modify">
      <animation target="owner" name="stand_tac_fromIdleAttach_dsg1_shoulder_add_1p_01" />
    </action>
    
    <action name="friendly_enter">
      <animation target="owner" name="stand_tac_toFriendly_rifle_add_1p_01" blendTime="0.0" />
    </action>
    <action name="friendly_leave">
      <animation target="owner" name="stand_tac_fromFriendly_rifle_add_1p_01" />
    </action>

    <action name="weapon_lower_enter">
      <animation target="owner" name="stand_tac_toLowered_dsg1_add_1p_01" blendTime="0.0" />
    </action>
    <action name="weapon_lower_leave">
      <animation target="owner" name="stand_tac_fromLowered_dsg1_add_1p_01" />
    </action>

    <action name="power_melee_hint">
      <sound target="firstperson" name="Sounds/interface:suit:boosted_action_fp" radius="5" />
      <sound target="thirdperson" name="Sounds/interface:suit:boosted_action_3p" radius="5" />
    </action>
    
  </actions>
  <layers>
  </layers>
  <firemodes>
    <firemode name="Sniper" type="Single">
            <tracer>        
                <param name="geometryFP"  value="objects/effects/weapons/tracer_dsg1.cgf" />
                <param name="geometry"       value="objects/effects/weapons/tracer_dsg1.cgf" />
                <!--<param name="effectFP"  value="Crysis2_weapon_dsg1.tracer_fp" />-->
                <param name="effect"         value="Crysis2_weapon_dsg1.tracer_tp" />
                <param name="speed"         value="8000" GAME="MP"/>
                <param name="speed"         value="800" GAME="SP"/>
                <param name="speedFP"   value="8000" GAME="MP"/>
                <param name="speedFP"   value="800" GAME="SP"/>
                <param name="frequency" value="1" />
                <param name="helper_fp" value="weapon_term" />
                <param name="helper_tp" value="weapon_term" />
                <param name="thickness"            value="1.3" GAME="MP" />
                <param name="thicknessFP"        value="1.2" GAME="MP" />
            </tracer>
            <perkModifiers>
              <param name="concentratedFire_rateScale" value="1.2"/>
                <param name="maximumFocusRecoil_recoilScale" value="2.5"/>
                <param name="gunslinger_spreadScale" value="0.75"/>           
            </perkModifiers>            
            <outofammotracer>
                <param name="geometryFP"     value="objects/effects/weapons/tracer_dsg1_red.cgf" />
                <param name="geometry"       value="objects/effects/weapons/tracer_dsg1_red.cgf" />
                <!--<param name="effectFP"  value="Crysis2_weapon_dsg1.tracer_fp" />-->
                <param name="effect"         value="Crysis2_weapon_dsg1.tracer_tp" />
                <param name="speed"         value="800" GAME="MP"/>
                <param name="speed"         value="800" GAME="SP"/>
                <param name="speedFP"   value="800" GAME="MP"/>
                <param name="speedFP"   value="800" GAME="SP"/>
                <param name="frequency" value="1" />
                <param name="helper_fp" value="weapon_term" />
                <param name="helper_tp" value="weapon_term" />
            </outofammotracer>    
      <fire>
        <param name="ammo_type" value="SniperBullet" />
                <param name="rate" value="90" GAME="SP"/>
                <param name="rate" value="90" GAME="MP"/>
        <param name="damage" value="450" GAME="SP"/>
        <param name="damage" value="61" GAME="MP"/>
        <param name="secondary_damage" value="1" />
        <param name="ai_vs_player_damage" value="470"/>
        <param name="bullet_chamber" value="1" />
                <param name="clip_size" value="6" GAME="SP" />
                <param name="clip_size" value="8" GAME="MP" />
                <param name="lowAmmoWarningFraction" value="0.34"/>                
        <param name="helper_tp" value="weapon_term" />
        <param name="nearmiss_signal" value="OnNearMiss" />
        <param name="damage_drop_per_meter" value="10" GAME="SP"/>
        <param name="damage_drop_min_distance" value="100" GAME="SP"/>
                <param name="damage_drop_min_damage" value="250" GAME="SP"/>
                <param name="damage_drop_per_meter" value="0.0" GAME="MP"/>
        <param name="damage_drop_min_distance" value="0" GAME="MP"/>
        <param name="damage_drop_min_damage" value="75" GAME="MP"/>
        <param name="point_blank_amount" value="3" GAME="SP"/>
        <param name="point_blank_distance" value="1" GAME="SP"/>
        <param name="point_blank_falloff_distance" value="2" GAME="SP"/> 
                <param name="fillAmmoReloadFraction" value="0.67" />
                <param name="endReloadFraction" value="0.87" />
        <!--<param name="knocks_target" value="1"/>-->
        <param name="min_damage_for_knockDown" value="260"/>
        <!--<param name="knockdown_chance_leg" value="75"/>-->
        <param name="min_damage_for_knockDown_leg" value="250"/>
        <param name="holdbreath_fire_anim_damp" value="0.9" GAME="SP"/>
        <param name="holdbreath_fire_anim_damp" value="1.0" GAME="MP"/>
        <param name="holdbreath_ffeedback_damp" value="0.75" GAME="SP"/>
        <param name="holdbreath_ffeedback_damp" value="1.0" GAME="MP"/>
                <param name="crosshair"         value="0" GAME="MP"/>
      </fire>
      <proceduralrecoil>
        <param name="duration"        value="0.9" />
        <param name="strength"        value="0.08" />
        <param name="kickIn"        value="0.3" />
      </proceduralrecoil>
      <recoil>
        <param name="max_recoil"    value="1" />
        <param name="attack"         value="1.0" />
        <param name="decay"         value="0.9" />
                <param name="end_decay"     value="0.3" GAME="SP"/>
                <param name="end_decay"     value="0.5" GAME="MP"/>
        <param name="maxx"         value="1.8" />
        <param name="maxy"         value="8.0" GAME="SP"/>
        <param name="maxy"         value="7.0" GAME="MP"/>
        <param name="randomness"     value="0.1" />
                <param name="recoil_holdBreathActive_m"     value="0.75" GAME="SP"/>
                <param name="recoil_holdBreathActive_m"     value="1.0" GAME="MP"/>
                <param name="recoil_crouch_m"         value="1.5" GAME="SP"/>
                <param name="recoil_crouch_m"         value="1.0" GAME="MP"/>
        <!-- these modifiers are applied to the amount of decay reduction per frame, increasing the decay per frame reduces recoil -->
        <param name="recoil_jump_m"         value="0.5" />

        <hints GAME="SP">
          <hint x="0.14"  y="0.29" />
          <hint x="0.20"  y="0.25" />
        </hints>

        <hints GAME="MP">
          <hint x="0.04"  y="0.4" />
          <hint x="-0.14"  y="0.36" />
        </hints>
      </recoil>
      <spread>
        <param name="min" value="1.5" GAME="SP"/>
        <param name="min" value="13.0" GAME="MP"/>
        <param name="max" value="8.0" GAME="SP"/>
        <param name="max" value="13.0" GAME="MP"/>
        <param name="attack" value="8.0" />
        <param name="decay" value="0.6" GAME="SP"/>
        <param name="decay" value="4.0" GAME="MP"/>
        <param name="end_decay" value="0.3" GAME="SP"/>
        <param name="end_decay" value="2.0" GAME="MP"/>
        <param name="speed_m" value="1.25" />
        <!-- this multuplies the current velocity then adds it to the attack - can go above the max spread -->
        <param name="rotation_m" value="0" />
        <param name="spread_jump_m" value="1.0" />
        <param name="spread_crouch_m" value="0.75" GAME="SP"/>
        <param name="spread_crouch_m" value="0.8" GAME="MP"/>
        <param name="speed_holdBreathActive_m" value="0.5" GAME="SP"/>
        <param name="speed_holdBreathActive_m" value="1.0" GAME="MP"/>
        <param name="spread_holdBreathActive_m" value="0.75" GAME="SP"/>
        <param name="spread_holdBreathActive_m" value="1.0" GAME="MP"/>
      </spread>

      <actions>
        <param name="fire" value="fire" />
        <param name="fire_cock" value="fire" />
      </actions>

      <muzzleflash aiVisibilityRadius="2.0" >
        <firstperson effect="Crysis2_weapon_dsg1.muzzle_flash_fp" helper="muzzleflash_effect"  />
        <thirdperson effect="Crysis2_weapon_dsg1.muzzle_flash_tp" helper="muzzleflash_effect"  />
      </muzzleflash>
      <muzzlesmoke>
        <firstperson effect="Crysis2_weapon_dsg1.gun_smoke" helper="smoke_effect" />
        <thirdperson effect="Crysis2_weapon_dsg1.gun_smoke" helper="smoke_effect" />
      </muzzlesmoke>      
      <reject>
                <firstperson effect="Crysis2_weapon_dsg1.shell_eject_fp" helper="shells" GAME="SP" />
                <firstperson effect="Crysis2_weapon_dsg1.shell_eject_mp_fp" helper="shells" GAME="MP" />
        <thirdperson effect="Crysis2_weapon_dsg1.shell_eject" helper="shells" GAME="SP" />
      </reject>
    </firemode>

    <firemode name="melee" type="Melee">
      <melee>
        <param name="helper" value="collision" />
        <param name="offset" value="0.35" />
        <param name="damage" value="300" GAME="SP"/>
        <param name="damage" value="62" GAME="MP"/>
                <param name="slide_damage" value="300" GAME="SP" />
                <param name="slide_damage" value="90" GAME="MP" />
        <param name="damage_AI" value="250" />
        <param name="impulse" value="100" />
        <param name="impulse_AI_to_player" value="300"/>
                <param name="impulse_vehicle" value="400" />
                <param name="impulse_up_percentage" value="0.4" GAME="SP"/>
                <param name="range" value="1.8" />
                <param name="delay" value="0.1" />
                <param name="aiDelay" value="0.45" />
                <param name="duration" value="0.3" GAME="SP"/>
                <param name="duration" value="0.7" GAME="MP"/>
                <PowerAttack>
                    <param name="duration" value="0.6" GAME="SP"/>
                    <param name="duration" value="0.7" GAME="MP"/>
                </PowerAttack>
                
                <CloseAttack>
                    <param name="delay" value="0.25" />
                    <param name="duration" value="0.87" />
                    <param name="range" value="1.5" />
                    <param name="impulse_AI_to_Player" value="300"/>
                </CloseAttack>
      </melee>
      <actions>
        <param name="attack" value="melee" />
        <param name="attack_superPower" value="melee_superPower" />
      </actions>
    </firemode>
  </firemodes>

  <zoommodes>

    <zoommode name="assaultscope" type="Scope" enabled="0" >
      <stereo>
                <param name="eyeDistance" value="0.002" />
                <param name="convergenceDistance" value="0.25" />
      </stereo>
      <zoom>
        <param name="suffix" value="assault" />
        <param name="suffixAG" value="_iron" />
        <param name="fp_offset" value="0.0,0.0,0.004" />
        <param name="dof" value="1" />
        <param name="dof_focusMin" value="1.0" />
        <param name="dof_focusMax" value="200.0" />
        <param name="dof_focusLimit" value="500.0" />
        <!--<param name="blur_amount" value="0.8" />
        <param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->
        <param name="zoom_in_time" value="0.3" GAME="SP"/>
                <param name="zoom_out_time" value="0.25" GAME="SP"/>
                <param name="zoom_in_time" value="0.23" GAME="MP"/>
        <param name="zoom_out_time" value="0.23" GAME="MP"/>
        <param name="zoom_out_delay" value="0.15" GAME="SP"/>
        <param name="scope_mode" value="1" />
                <param name="scope_nearFov" value="5" GAME="SP" />
                <param name="scope_nearFov" value="5" GAME="MP" />
                <param name="hide_weapon" value="1" />
                <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
                <param name="muzzle_flash_scale" value="0.4" GAME="MP"/>
        <param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>
        <param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>
        <param name="ironsightMovementAnimFactor" value="0.7" GAME="SP"/>                                    
        <stages>
                    <stage value="3.5" GAME="SP"/>
                    <stage value="2.5" GAME="MP"/>
        </stages>
      </zoom>
      <zoomSway>
        <param name="maxX" value="0.006" GAME="SP"/>
        <param name="maxY" value="0.008" GAME="SP"/>
        <param name="maxX" value="0.003" GAME="MP"/>
        <param name="maxY" value="0.0035" GAME="MP" />
                <param name="stabilizeTime" value="3.0" GAME="SP" />
                <param name="stabilizeTime" value="1.5" GAME="MP" />
                <param name="minScale" value="0.5" GAME="SP" />
                <param name="minScale" value="0.1" GAME="MP" />
        <param name="coverScale" value="0.25"/>
        <param name="coverScaleTime" value="5.0"/>
        <param name="crouchScale" value="0.25"/>
        <param name="proneScale" value="0.5"/>
        <param name="holdBreathScale" value="0.1" GAME="SP"/>
        <param name="holdBreathTime" value="0.5" GAME="SP"/>            
       </zoomSway>

      <spreadMod GAME="SP">
        <param name="max_mod" value="0.25"/>
        <param name="attack_mod" value="1.0"/>
        <param name="decay_mod" value="1.0"/>
        <param name="speed_m_mod" value="0.5" />
        <param name="min_mod" value="0.0001"/>
        <param name="rotation_m_mod" value="1.0"/>
        <param name="spread_crouch_m_mod" value="0.75"/>
        <param name="spread_prone_m_mod" value="0.5"/>
        <param name="spread_jump_m_mod" value="1.0"/>
        <param name="spread_holdBreathActive_m_mod" value="0.1" />
      </spreadMod>

      <spreadMod GAME="MP">
        <param name="max_mod" value="0.5"/>
        <param name="attack_mod" value="0.0"/>
                <param name="decay_mod" value="0.1"/>
                <param name="end_decay_mod" value="0.1" />
        <param name="speed_m_mod" value="0.0" />
        <param name="min_mod" value="0.0"/>
        <param name="rotation_m_mod" value="0.0"/>
        <param name="spread_crouch_m_mod" value="1.0"/>
                <param name="spread_jump_m_mod" value="1.0"/>
                <param name="spread_holdBreathActive_m_mod" value="1.0" />
                <param name="speed_holdBreathActive_m_mod" value="1.0" />
      </spreadMod>

      <recoilMod>
        <param name="max_recoil_mod" value="1.0" />
                <param name="first_attack_mod" value="0.6" GAME="SP" />
                <param name="first_attack_mod" value="1.0" GAME="MP" />
                <param name="attack_mod" value="0.6" GAME="SP"/>
                <param name="attack_mod" value="1.0" GAME="MP"/>
        <param name="decay_mod" value="2.0" GAME="SP"/>
                <param name="decay_mod" value="1.0" GAME="MP"/>
                <param name="end_decay_mod" value="2.0" GAME="SP" />
                <param name="end_decay_mod" value="1.0" GAME="MP" />
        <param name="impulse_mod" value="1.0" />
        <param name="maxx_mod" value="1.25" GAME="SP"/>
                <param name="maxy_mod" value="1.75" GAME="SP"/>
                <param name="maxx_mod" value="1.0" GAME="MP"/>
        <param name="maxy_mod" value="1.0" GAME="MP"/>
        <param name="randomness_mod"     value="1.0" />
        <param name="angular_impulse_mod" value="1.0" />
        <param name="back_impulse_mod" value="1.0" />
        <param name="recoil_crouch_m_mod" value="0.75" GAME="SP"/>
                <param name="recoil_crouch_m_mod" value="1.0" GAME="MP"/>
                <param name="recoil_prone_m_mod" value="1.0" GAME="SP"/>
        <param name="recoil_jump_m_mod" value="1.0" />
        <param name="recoil_holdBreathActive_m_mod" value="2.0" GAME="SP"/>
        <param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
      </recoilMod>
      <scope>
        <param name="scope" value="scope_assault" />
        <param name="dark_in_time" value="0.15" />
        <param name="dark_out_time" value="0.15" />
      </scope>
    </zoommode>
 
    <zoommode name="reflexsight" type="IronSight" enabled="0">
      <stereo>
                <param name="eyeDistance" value="0.002" />
                <param name="convergenceDistance" value="0.25" />
      </stereo>
      <zoom>
        <param name="suffix" value="assault" />
        <param name="suffixAG" value="_iron" />
        <param name="fp_offset" value="0.0,0.0,0.006" />
        <param name="dof" value="1" />
        <param name="dof_focusMin" value="1.0" />
        <param name="dof_focusMax" value="100.0" />
        <param name="dof_focusLimit" value="300.0" />
        <param name="zoom_in_time" value="0.25" GAME="SP" />
                <param name="zoom_out_time" value="0.25" GAME="SP" />
                <param name="zoom_in_time" value="0.2" GAME="MP" />
        <param name="zoom_out_time" value="0.2" GAME="MP" />
        <param name="zoom_out_delay" value="0.15" GAME="SP"/>        
        <param name="reflex_aimDot" value="0" />
        <param name="reflex_dotEffect" value="Objects/Weapons/Attachments/reflex_rifle/dot.cgf" />
        <param name="scope_mode" value="1" />
                <param name="scope_nearFov" value="12" GAME="SP" />
                <param name="scope_nearFov" value="12" GAME="MP" />
                <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
                <param name="muzzle_flash_scale" value="0.4" GAME="MP"/>                
                <param name="fp_offset" value="0.00,0.00,0.0034" GAME="MP"/>
                <param name="fp_rot_offset" value="0.0,0.0,0.0" GAME="MP"/>
                <stages>
          <stage value="1.4" />
        </stages>
      </zoom>
      <zoomSway>
        <param name="maxX" value="0.006" GAME="SP"/>
                <param name="maxY" value="0.008" GAME="SP"/>
                <param name="maxX" value="0.003" GAME="MP"/>
        <param name="maxY" value="0.0035" GAME="MP" />
        <param name="stabilizeTime" value="0.01" />
        <param name="minScale" value="0.25" />
        <param name="coverScale" value="0.25"/>
        <param name="coverScaleTime" value="5.0"/>
        <param name="crouchScale" value="0.25"/>
        <param name="proneScale" value="0.5"/>
        <param name="holdBreathScale" value="0.1" GAME="SP"/>
        <param name="holdBreathTime" value="0.5" GAME="SP"/>            
      </zoomSway>
      <spreadMod GAME="SP">
        <param name="max_mod" value="0.25"/>
        <param name="attack_mod" value="1.0"/>
        <param name="decay_mod" value="1.0"/>
        <param name="speed_m_mod" value="0.25" />
        <param name="min_mod" value="0.0001" />
        <param name="rotation_m_mod" value="1.0" />
        <param name="spread_crouch_m_mod" value="0.75"/>
        <param name="spread_prone_m_mod" value="0.5"/>
        <param name="spread_jump_m_mod" value="1.0"/>
      </spreadMod>

      <spreadMod GAME="MP">
        <param name="max_mod" value="0.5"/>
        <param name="attack_mod" value="0.0"/>
                <param name="decay_mod" value="0.1"/>
                <param name="end_decay_mod" value="0.1" />
        <param name="speed_m_mod" value="0.0" />
        <param name="min_mod" value="0.0"/>
        <param name="rotation_m_mod" value="0.0"/>
        <param name="spread_crouch_m_mod" value="1.0"/>
                <param name="spread_jump_m_mod" value="1.0"/>
                <param name="spread_holdBreathActive_m_mod" value="1.0" />
                <param name="speed_holdBreathActive_m_mod" value="1.0" />
      </spreadMod>
      
      <recoilMod>
        <param name="max_recoil_mod" value="1.0" />
        <param name="attack_mod" value="1.0" />
        <param name="decay_mod" value="1.0" />
        <param name="end_decay_mod" value="1.0" />
        <param name="impulse_mod" value="1.0" />
        <param name="maxx_mod" value="1.25" GAME="SP"/>
                <param name="maxy_mod" value="0.75" GAME="SP"/>
                <param name="maxx_mod" value="1.0" GAME="MP"/>
        <param name="maxy_mod" value="1.0" GAME="MP"/>
        <param name="angular_impulse_mod" value="1.0" />
        <param name="back_impulse_mod" value="1.0" />
                <param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />
                <param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />
        <param name="recoil_prone_m_mod" value="1.0" GAME="SP" />
        <param name="recoil_jump_m_mod" value="1.0" />
        <param name="recoil_holdBreathActive_m_mod" value="1.0" />
      </recoilMod>

    </zoommode>
   
    <zoommode name="sniper" type="Scope" enabled="0">        
      <stereo>
                <param name="eyeDistance" value="0.002" />
                <param name="convergenceDistance" value="0.25" />
      </stereo>
      <zoom>
        <param name="suffix" value="sniper" />
                <param name="suffixAG" value="_iron" />
        <param name="iron" value="scope_" />
        <param name="target_snap_enabled" value="0" />
        <param name="dof" value="1" />
        <param name="dof_focusMin" value="1.0" />
        <param name="dof_focusMax" value="200.0" />
        <param name="dof_focusLimit" value="500.0" />
        <!--<param name="blur_amount" value="0.8" />
        <param name="blur_mask" value="textures/weapons/sniper_blurmask.dds" />-->
        <param name="zoom_in_time" value="0.3" GAME="SP"/>
        <param name="zoom_out_time" value="0.25" GAME="SP"/>
                <param name="zoom_in_time" value="0.25" GAME="MP"/>
                <param name="zoom_out_time" value="0.25" GAME="MP"/>
        <param name="zoom_out_delay" value="0.15" GAME="SP"/>
        <param name="scope_mode" value="1" />
        <param name="scope_nearFov" value="6" GAME="SP"/>
        <param name="scope_nearFov" value="6" GAME="MP"/>
        <param name="hide_weapon" value="1" />
                <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
                <param name="muzzle_flash_scale" value="0.4" GAME="MP"/>
        <param name="shoulderRotationAnimFactor" value="0.7" GAME="SP"/>
        <param name="shoulderStrafeAnimFactor" value="0.7" GAME="SP"/>
        <param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>
        <param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>
        <stages>
          <stage value="4" rotationSpeedScale="0.2" GAME="SP" />
          <stage value="10" rotationSpeedScale="0.05" GAME="SP" />
          <stage value="4.0" rotationSpeedScale="1.0" GAME="MP"/>
          <stage value="12.0" rotationSpeedScale="0.33" GAME="MP"/>
        </stages>
      </zoom>
      <zoomSway GAME="SP">
        <param name="maxX" value="0.006" />
        <param name="maxY" value="0.0075" />
        <param name="stabilizeTime" value="2" />
        <param name="minScale" value="0.1" />
        <param name="coverScale" value="0.5"/>
        <param name="coverScaleTime" value="0.5"/>
        <param name="crouchScale" value="0.25"/>
        <param name="proneScale" value="0.5"/>
        <param name="holdBreathScale" value="0.1" GAME="SP"/>
        <param name="holdBreathTime" value="0.5" GAME="SP"/>            
      </zoomSway>

      <zoomSway GAME="MP">
        <param name="maxX" value="0.003" />
        <param name="maxY" value="0.0035" />
        <param name="stabilizeTime" value="1.0"/>
        <param name="minScale" value="0.1"/>
        <param name="coverScale" value="1.0"/>
        <param name="coverScaleTime" value="1.0"/>
        <param name="crouchScale" value="0.25"/>
        <param name="proneScale" value="0.5"/>
      </zoomSway>


      <spreadMod>
        <param name="max_mod" value="0.25" GAME="SP"/>
        <param name="max_mod" value="0.5" GAME="MP"/>
        <param name="attack_mod" value="1.0" GAME="SP"/>
        <param name="attack_mod" value="0.0" GAME="MP"/>
                <param name="decay_mod" value="0.1"/>
                <param name="end_decay_mod" value="0.1" />
                <param name="speed_m_mod" value="0.5" GAME="SP"/>
                <param name="speed_m_mod" value="0.0" GAME="MP"/>
        <param name="min_mod" value="0.1" GAME="SP"/>
        <param name="min_mod" value="0.0" GAME="MP"/>
        <param name="rotation_m_mod" value="0.5" GAME="SP"/>
                <param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>
                <param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>
        <param name="spread_prone_m_mod" value="0.5" GAME="SP"/>
        <param name="spread_jump_m_mod" value="1.0"/>
                <param name="spread_holdBreathActive_m_mod" value="0.1" GAME="SP"/>
                <param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
                <param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
      </spreadMod>
      <recoilMod>
        <param name="max_recoil_mod" value="1.0" />
                <param name="first_attack_mod" value="0.75" GAME="SP"/>
                <param name="attack_mod" value="0.75" GAME="SP"/>
                <param name="attack_mod" value="1.0" GAME="MP"/>
                <param name="decay_mod" value="2.0" GAME="SP"/>
                <param name="decay_mod" value="1.0" GAME="MP"/>
        <param name="end_decay_mod" value="1.0" />
        <param name="impulse_mod" value="1.0" />
        <param name="maxx_mod" value="0.5" GAME="SP"/>
        <param name="maxy_mod" value="0.5" GAME="SP"/>
        <param name="maxx_mod" value="0.5" GAME="MP"/>
        <param name="maxy_mod" value="0.4" GAME="MP"/>
        <param name="randomness_mod"     value="1.0" GAME="SP"/>
        <param name="angular_impulse_mod" value="1.0" />
        <param name="back_impulse_mod" value="1.0" />
                <param name="recoil_crouch_m_mod" value="0.75" GAME="SP"/>
                <param name="recoil_crouch_m_mod" value="1.0" GAME="MP"/>
        <param name="recoil_prone_m_mod" value="1.0" GAME="SP"/>
        <param name="recoil_jump_m_mod" value="1.0" />
        <param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP"/>
        <param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
      </recoilMod>
      <scope>
        <param name="scope" value="scope_sniper" />
        <param name="dark_in_time" value="0.15" />
        <param name="dark_out_time" value="0.15" />
      </scope>
    </zoommode>
  </zoommodes>
  <accessories>

    <initialsetup>
      <accessory name="SniperScope" GAME="SP" />         
    </initialsetup>
    
      <accessory name="SniperScope" zoommode="sniper" category="scope" exclusive="1" default="1" >
          <attach helper="attachment_sniper" layer="scope" />
          <detach />  
          <params>
              <firemodes>
                  <firemode type="Sniper">
                      <fire>
                          <param name="crosshair"         value="0"/>
                      </fire>
                  </firemode>
              </firemodes>
          </params>
      <stats_changes stat_accuracy="4" stat_mobility="-2" stat_range="4" GAME="SP"/>          
      </accessory>

    <accessory name="Reflex" zoommode="reflexsight" category="scope" exclusive="1">
      <attach helper="attachment_top" layer="scope" />
      <detach />
      <stats_changes stat_accuracy="2" stat_mobility="1" GAME="SP"/>      
    </accessory>

    <accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">
      <attach helper="attachment_top" layer="scope" />
      <detach />
      <stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>        
    </accessory>

    <accessory name="Silencer" category="barrel" exclusive="1" >
      <attach helper="attachment_barrel" />
      <detach />
      <params>
        <firemodes>
          <firemode type="Sniper">
            <fire>
              <param name="bullet_pierceability_modifier" value="2" />
              <param name="is_silenced" value="1" />
                            <param name="damage" value="250" GAME="SP"/>
                            <param name="damage_drop_per_meter" value="5" GAME="SP"/>
                            <param name="damage_drop_min_distance" value="50" GAME="SP"/>                            
                            <param name="damage_drop_min_damage" value="200" GAME="SP"/>
              <param name="stealthEnergyDrainMultiplier" value="0.85" GAME="SP" />                                                                                                  
            </fire>
            <actions>
              <param name="fire" value="fire_silenced" />
              <param name="fire_cock" value="fire_silenced" />
            </actions>
          </firemode>
        </firemodes>
      <stats_changes stat_damage="-2" GAME="SP"/>          
      </params>
    </accessory>
 
    <accessory name="ExtendedClip" category="bottom" exclusive="1" GAME="MP" >
      <attach helper="attachment_bottom" />
      <detach />
      <params>
        <firemodes>
          <firemode type="Sniper" >
            <fire>
                            <param name="clip_size" value="11" />
            </fire>
          </firemode>
        </firemodes>
      </params>
    </accessory>
   
  </accessories>
</item>

also ganz lustig für den singleplayer :D man schießt und die gegner fliegen durch die luft :D

wenn man mp spielen möchte muss man allerdings wieder die alten pakfiles reinkopieren :P
 
Zuletzt bearbeitet:
Was ich ein bisschen blöd finde ist die Sprinten funktion. Es wurde ja gesagt das der Stärke und Schnelligkeitsmodus eins werden. Gut, stark bin ich aber nicht schnell. Was der da rennt ist ein stinknormaler sprint wie in jedem anderen shooter, da brauch ich keinen Nanosiut dafür. Und warum kostet dieser lächerliche Sprint auch noch Anzugenergie?

PS: Wie schlittert man über den Boden???:P
 
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