Class_name = "CTurret"
object_name = "_SU122_T0"

AimingRay=true

[COCKPIT_LIMITS]
x= -0.15, 0.18
y= -0.25, 0.08
z= -0.1, 0.15
[END]

[OPEN_COCKPIT_LIMITS]
x= -0.01, 0.1
y= -0.1, 0.01
z= -0.1, 0.01
[END]

VisualImage=0,"graphics\Vehicles\_SU122\_SU122-C1-low.mgm",true
VisualImage=1,"graphics\Vehicles\_SU122\_SU122-C1.mgm",8
CollisionBody="graphics\Vehicles\_SU122\_SU122-C1.col"
HitBody="graphics\Vehicles\_SU122\_SU122-C1_DetColl.col"
KeepNetworkImages=true	//high-poly cockpit will be visible from other workstations of the object

//VisualImage=ID,model_or_effect,cast_shadows[,debris_effects]
//ID:					INT:	0 - visible everywhere, 1 - visible inside, 2 - visible outside
//model_or_effect:		STRING:	path to model file (mgm) of effect file (epl)
//cast_shadows: 		BOOL/INT:	cast shadows from object or not (cast_shadows=Attr1+Attr2+...+AttrN)
//						VIF_CASTSHADOWS=1,
//						VIF_BLENDMASKLAST=2,
//						VIF_ALWAYSONTOP=4,
//						VIF_FLATAMBIENT=8,
//[,debris_effects]:	BOOL:	optional parameter, show effects on object debris or not

ImageAttr=1	//IA_NOCLIP
//	IA_DEFAULT=0,
//	IA_NOCLIP=1,
//	IA_NOCLIP_ANIM=2,
//	IA_NOROTINTERPOLATION=4,
//	IA_NOMINZ=8,
//	IA_NOMINPIXELS=16,
//	IA_NOPOSINTERPOLATION=32,
//	IA_CLOSEVIEWARG=64,
//	IA_ALWAYSVISIBLE=128,
//	IA_SCALEARG=256,
//	ImageAttr=Attr1+Attr2+...+AttrN

TransparentCockpit=false	// If false - Attached bot will be not rendered if cockpit hatch is closed (default =true)
TurnParentForAim=true

//LocalPosRot=true
ConvexAnimThreshold=0.000001	//  

VisualRadius=5.0

mp_site=true

IsCritical=true	//true -       

TurretType = 11	//    ,    (, )
//11 -  
//12 -  
//13 -  

[attach=0]
	object = "LuaScripts/WorldObjects/Bots/BotTankSU122_Gunner.txt"
	position = 0,0,0
	rotation = 0,0,0
	convex="bot_pos",false	//false: Attach object relative to "bot_pos" convex (not absolute)
[end]

[attach=1]
	position = 0.0, 0.0, 0.0
	object = "LuaScripts/WorldObjects/TurretRiffle.txt"
[end]

[attach=2]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/TurretCameraTankByAttach.txt"
	convex="gunsight0",false	//false: Attach object relative to "gunsight0" convex (not absolute)
[end]

[attach=4]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/_SU122_T0_sight1.txt"
	convex="gunsight0",false	//false: Attach object relative to "gunsight0" convex (not absolute)
[end]

//AttachedCameras = "LuaScripts\WorldObjects\fixcameras\Vehicles\_SU122_T.txt"

TargetingScript = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.bin"

SoundScript="LuaScripts/Sound/Vehicles/SU122_FP_Turret_Main.cfg"

Script="LuaScripts\ObjectScripts\Vehicles\_SU122_T0.sc"

//FetchArgVal= cockpit_arg_num, transfer_number, default_cockpit_arg_val, interpolation_type (clamp - shortest on line scale, wrap - shortest on cyclic scale)

AimAngleLimit=10

[TurretsPos=0]
	position = 1.653, 0.556, 0.176
	PosMoveArg = 21000
	SeatArg=22112

	HMDSingleEye = true
	LockTurretCamera = true
	KeepUserDirection = true	// Keep direction after user have switched to another pos or cockpit

	// Joints in orientation order!!!

	[Joint=0]
		SectorAngleMin = -10.0
		SectorAngleMax = 10.0

		AngularSpeed   = 4.51
		ManualAngularSpeed = 4.51	//13.3      , 3   
		PrecisionAngle = 2
		MaxInclineAngle = 30

		AnimationArgMin = 0.444444444
		AnimationArgMax = 0.555555556

		AnimationArgNum = 20
		ManualControlAnimationArgNum = 24
		NetworkSend = false	//     CockpitArg

		Point = -0.251,0.963,-0.28
		Axis = 0.0,1.0,0.0

		SoundNumber = 2

		HaveManualControl=true
		HaveElectroControl=false
		HaveHydraulicControl=false
		HaveSelfPowered=false
	[end]

	[Joint=1]
		SectorAngleMin = -25.0	// real turret angles -45
		SectorAngleMax = 3.0	// real turret angles +0	
		
		AngularSpeed   = 3.31	//25.5      , 3   
		PrecisionAngle = 1

		AnimationArgMin = 0.222222222
		AnimationArgMax = 0.533333333

		AnimationArgNum = 30
		ManualControlAnimationArgNum = 340

		Point = 0,0,0
		Axis  = 0.0, 0.0, 1.0

		SoundNumber = 1

		GunMovement=true

		NoMoveFar=true	// Block rotation when the target is in the rear henisphere
	[end]

	[GunAnimation=0]
		FireArg = 64101
		CockingArg = 9103
	[end]

	[GunAnimation=1]
		FireArg = 60320
	[end]

//	FireLightArg=60220

	relativeBotStand = 0.0, 0.0, 0.0 // not used for tank
	relativeBotSit = 0.0, 0.0, 0.0 // not used for tank
	relativeBotDead = 0.0, 0.0, 0.0 // not used for tank
	TransitionStandPower = 1 // not used for tank
	TransitionDeadPower = 1 // not used for tank

	BotAttachJointId = 0
	BotFirstAnimJointId = 1
	BotSecondAnimJointId  = 0

	SightPosition = 0.0, 1, 0.0

	defaultDirection = 0.9645574, 0.263873, 0.0
	AimSector=-10, 10, -3, 25	//AI aim limits: left, right, down, up

	CamDisplacement = 1.03165, 2.20424, -0.1898
[end]

[TurretsGun=0]
	LinkedTurretPos = 0
	//Convex = "#gun"
	DGroup="MainGun"
	DamageProp = 0.001
	AC = true //    tc_fire,  false
	MG = false //    tc_fire_secondary,  false
	
	ShowAutoReloading = true //   GUI      ( )

	Displacement = 2.53179, 0.00547, 0.28
	GunsightPosition = 0.0, 0.00547, 0.28
	GunType = "LuaScripts/WorldObjects/Weapons/_M30S.txt"
	ParallaxDistance = 1000000.0

	ReLoadingStagesTime = 4.0, 12.0, 4.0, 0.3
 
	TriggerPositionArgIdx = 9101
//	FiringPinPositionArgIdx = 9102
//	DrawAnimationArgIdx = 0, 9104	//    
//	AmmunitionMovingArgIdx = 9105
//	AzimuthDeviationArgIdx = 9106
//	ElevationDeviationArgIdx = 9107
//	ReservedMagazinesArgIdx = 9108
//	RoundsInMagazineArgIdx = 0
	HideAmmunitionArgIdx = 9110
//	ReLoadingArgIdx = 9111
//	FlashAnimationArgIdx = 64101
	CartridgesTotalArgIdx = 9109
	MaxRoundsTotal = 40

	BarrelTemperatureDecreaseCorrectionData = 1.0, 4.0, 300.0
	BulletDispertionAngleCorrectionCoefficient = 1.0

	Deviation = 0.198, 0.198, 0.0, 0.01, 0.04, 0.08  //0.3   (  -34  -350)
	// /:
	//-      , /
	//-      , /
	//-       (0.9 -    0.1  ,   )
	//-    
	//-     
	//-      100/

	NumOfAnimations = 1

//	BushCoord = 0, 0, 0
//	BushSpeed = 0.0, 0.0, 0.0

//	BushConfig = "LuaScripts/WorldObjects/Trash/BatchTrashBush.txt"

	SoundNumber = 1
	unloadIfSwitched = true
	GunSightTypeArg = 9545
[end]

// Weapon Modes (unlocks). Tanks uses them just as filter.

//[WeaponMode0]
//	WMname="default"
//	WMgroup="default"
//[end]
//[WeaponMode1]
//	WMname="HEAT"
//	WMgroup="1"
//[end]
//[WeaponMode2]
//	WMname="HE"
//	WMgroup="2"
//[end]


////////// AMMUNITIONS (PAYLOADS)


[Ammunition0]	//  (default, duplicates one of 2-types payload)
	name="0-M30S-HE-20 + 0-M30S-HT-20"
	WeaponModes=-1,-2
	GunAmmunition0=2,6
[end]

////////// 2 TYPES

[Ammunition1]
	name="0-M30S-HE-20 + 0-M30S-HT-20"
	WeaponModes=12
	GunAmmunition0=2,6
[end]

// 2 types prevail

[Ammunition2]
	name="0-M30S-HE-30 + 0-M30S-HT-10"
	WeaponModes=12
	GunAmmunition0=1,7
[end]
[Ammunition3]
	name="0-M30S-HE-10 + 0-M30S-HT-30"
	WeaponModes=12
	GunAmmunition0=3,5
[end]

// 2 types reduced

[Ammunition4]
	name="0-M30S-HE-10 + 0-M30S-HT-10"
	WeaponModes=12
	GunAmmunition0=3,7
[end]

////////// 1 TYPE

[Ammunition5]
	name="0-M30S-HE-40"
	WeaponModes=1,-2
	GunAmmunition0=0
[end]
[Ammunition6]
	name="0-M30S-HT-40"
	WeaponModes=-1,2
	GunAmmunition0=4
[end]

// 3 types reduced

[Ammunition7]
	name="0-M30S-HE-20"
	WeaponModes=1,-2
	GunAmmunition0=2
[end]
[Ammunition8]
	name="0-M30S-HE-10"
	WeaponModes=1,-2
	GunAmmunition0=3
[end]
[Ammunition9]
	name="0-M30S-HT-20"
	WeaponModes=-1,2
	GunAmmunition0=6
[end]
[Ammunition10]
	name="0-M30S-HT-10"
	WeaponModes=-1,2
	GunAmmunition0=7
[end]

////////// GUN BELT AMMUNITIONS

[GunAmmunition0]
	RoundsInMagazine = 40
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition1]
	RoundsInMagazine = 30
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition2]
	RoundsInMagazine = 20
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition3]
	RoundsInMagazine = 10
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HE.txt"
	GunSightTypeArgValue = 0.0
[end]

[GunAmmunition4]
	RoundsInMagazine = 40
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition5]
	RoundsInMagazine = 30
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition6]
	RoundsInMagazine = 20
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition7]
	RoundsInMagazine = 10
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_122_HT.txt"
	GunSightTypeArgValue = 1.0
[end]

SightPos = 0.0, 1.3, 0.0
PositionChangeTime = 0.5
StandDuration = 1.0
SitDuration = 1.0
PreEjectDuration = 1.0
ReloadDelay = 0.3
FreezeOnReload = false
AutoRecharge = true

BotRotaionValueZ = 0	// not used for tank
LegsParameter = 0 // not used for tank

BotMaxSecondAngle = 25.0 // not used for tank
BotMinSecondAngle = -5.0 // not used for tank

BotMaxFirstAngle  = 10.0 // not used for tank
BotMinFirstAngle  = -10.0  // not used for tank

FirstToSecondInterp = 0.0 // not used for tank

GunSightDistanceArg = 9544
GunSightYawArg = 9546
//GunSightTypeArg = 9545

//   ,         
//SectorLimits =  -45.0,  +45.0,  25.0, 90.0
//SectorLimits =	-180.0, -140.0, -15.0, 90.0
//SectorLimits =	 140.0,  180.0, -15.0, 90.0

//maxDamageArgValue=0.98
//DamageArg=5000
damageablePart=""

IsCritical=true	//true -       
LifeK=400			//         ( -  )

KillChildObjectsOnParentDeath = true

SphereHitProtection=60	//       

[SphereProtectionBoxOpen]	//    ,        ,   ,     SphereHitProtection=
	FovH=140				//          ,     ,  ArmorFront
	FovV=150				//          ,     ,  ArmorFront
							//  5        
	ArmorFront=62
	ArmorBack=67
	ArmorTop=20
	ArmorBottom=20
	ArmorRight=59
	ArmorLeft=59
[end]

[SphereProtectionBoxClose]	//    ,        ,   ,     SphereHitProtection=
	FovH=90					//          ,     ,  ArmorFront
	FovV=150				//          ,     ,  ArmorFront
							//  5        
	ArmorFront=62
	ArmorBack=67
	ArmorTop=20
	ArmorBottom=20
	ArmorRight=59
	ArmorLeft=59
[end]

////	Energy loss for bullet travel through HitBody convices	////

energyloss="",true,1,200	//     , true -       -,       ,        

energyloss="tower",true,1,1

//Damageable parts
energyloss="#gun",true,20,20000				//Main gun
energyloss="tormoz",true,20,20000			//Main gun
energyloss="nakatnik",true,20,20000			//Main gun
energyloss="turretGN_01",true,5,20000		//Turret turn main reductor
energyloss="turretVN_01",false,5,1			//Gun vertical reductor
energyloss="turretVN_02",false,5,1			//Gun vertical reductor
energyloss="turretVN_03",false,5,1			//Gun vertical support
energyloss="turretVN_04",false,5,1			//Gun vertical support
energyloss="#cupola1007_coll",false,0,1		//Dummy collision for visual damage, comtower
energyloss="#mask1006_coll",false,0,1		//Dummy collision for visual damage, mask
energyloss="sight5_1055",false,1,1			//Gunner visor

//Armour
energyloss="mask_1a",false,45,1				//Gun mask armour plate, 45mm, K=1.0
energyloss="mask_1b",false,45,1				//Gun mask armour plate, 45mm, K=1.0
energyloss="mask_1c",false,45,1				//Gun mask armour plate, 45mm, K=1.0
energyloss="mask_1d",false,45,1				//Gun mask armour plate, 45mm, K=1.0
energyloss="mask_1e",false,45,1				//Gun mask armour plate, 45mm, K=1.0
energyloss="mask_2a",false,15,1				//Gun mask armour plate, 15mm, K=1.0
energyloss="mask_2b",false,15,1				//Gun mask armour plate, 15mm, K=1.0
energyloss="mask_3a",false,20,1				//Gun mask box armour plate, 20mm, K=1.0
energyloss="mask_3b",false,20,1				//Gun mask box armour plate, 20mm, K=1.0
energyloss="mask_3c",false,20,1				//Gun mask box armour plate, 20mm, K=1.0
energyloss="mask_3d",false,20,1				//Gun mask box armour plate, 20mm, K=1.0
energyloss="mask_4",false,45,1				//Gun mask box armour plate, 45mm, K=1.0
energyloss="mask_5a",false,45,1				//Gun mask box armour plate, 45mm, K=1.0
energyloss="mask_5b",false,45,1				//Gun mask box armour plate, 45mm, K=1.0
energyloss="shield_1a_L",false,51,1			//Gun mask side armour, 60mm, K=0.85
energyloss="shield_1b_L",false,51,1			//Gun mask side armour, 60mm, K=0.85
energyloss="shield_1c_L",false,26,1			//Gun mask side armour, 30mm, K=0.85
energyloss="shield_1a_R",false,51,1			//Gun mask side armour, 60mm, K=0.85
energyloss="shield_1b_R",false,51,1			//Gun mask side armour, 60mm, K=0.85
energyloss="shield_1c_R",false,26,1			//Gun mask side armour, 30mm, K=0.85
energyloss="cupola_1a",false,34,1			//Comtower armour, 40mm, K=0.85
energyloss="cupola_1b",false,34,1			//Comtower armour, 40mm, K=0.85
energyloss="cupola_1c",false,34,1			//Comtower armour, 40mm, K=0.85
energyloss="cupola_1d",false,34,1			//Comtower armour, 40mm, K=0.85
energyloss="cupola_1e",false,34,1			//Comtower armour, 40mm, K=0.85
energyloss="cupola_1f",false,34,1			//Comtower armour, 40mm, K=0.85
energyloss="cupola_2",false,13,1			//Comtower roof armour, 15mm, K=0.85
energyloss="cupola_3a",false,17,1			//Comtower hatch armour, 20mm, K=0.85
energyloss="cupola_3b",false,17,1			//Comtower hatch armour, 20mm, K=0.85
energyloss="cupola_3c",false,17,1			//Comtower hatch 

[ReflectArmorBox]	//    ,    energyloss=0,1.    ,     ,   ,     Armor=
	FovH=90			//          ,     ,  ArmorFront
	FovV=160		//          ,     ,  ArmorFront
					//  5        
	ArmorFront=45
	ArmorBack=45
	ArmorTop=20
	ArmorBottom=20
	ArmorRight=45
	ArmorLeft=45
[end]

/////Functional Damage Groups

[DGroup=TurretTurn]		//   _SU122.txt     DGroup
	IsCritical=false
	LifeK=200
	convex="shield_1a_L",51,30000,"MT_ARMOR"
	convex="shield_1b_L",51,30000,"MT_ARMOR"
	convex="shield_1a_R",51,30000,"MT_ARMOR"
	convex="shield_1b_R",51,30000,"MT_ARMOR"
	convex="turretGN_01",5,30000,"MT_ARMOR"
	SphereHitProtection=51
	LifeRateFrag=20000
	RepairSpeed=0.001667
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="GunTurn", 0.95
	GuiParam=12, true,true,true
[end]
[DGroup=GunTurn]		//   _KV1s.txt     DGroup
	IsCritical=false
	LifeK=100
	convex="turretVN_01",5,30000,"MT_ARMOR"
	convex="turretVN_02",5,30000,"MT_ARMOR"
	convex="turretVN_03",5,30000,"MT_ARMOR"
	convex="turretVN_04",5,30000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5  
		FovH=90
		FovV=90
		ArmorFront=56
		ArmorBack=72
		ArmorTop=25
		ArmorBottom=25
		ArmorRight=56
		ArmorLeft=56
	[end]
	LifeRateFrag=10000
	RepairSpeed=0.001667	// (10 )
	RepairSource=0
	InstantRepair=true
	GuiParam=14, true,true,true
[end]
[DGroup=MainGun]
	IsCritical=false
	LifeK=100
	convex="#gun",20,30000,"MT_ARMOR"
	convex="tormoz",20,30000,"MT_ARMOR"
	convex="nakatnik",20,30000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=20
		ArmorBack=20
		ArmorTop=20
		ArmorBottom=20
		ArmorRight=20
		ArmorLeft=20
	[end]
	LifeRateFrag=15000
	RepairSpeed=0.001667	// (10 )
	RepairSource=0
	InstantRepair=true
	GuiParam=15, true,true,true
[end]
[DGroup=Body]
	IsCritical=true
	LifeK=20
	DamageArg=5000
	MinValidLife=0.02
[end]
[DGroup=ComTwr]
	IsCritical=false
	LifeK=200
	convex="#cupola1007_coll", 38,20000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=38
		ArmorBack=38
		ArmorTop=10
		ArmorBottom=15
		ArmorRight=38
		ArmorLeft=38
	[end]
	LifeRateFrag=20000
	DamageArg=5001
	MinValidLife=0.02
	Explosion="LuaScripts\WorldObjects\explosions\Detonation\VehicleComTwrNoDmg.txt"
	RepairSpeed=0.016667	// (1 )
	RepairSource=4			//     ""
	InstantRepair=false
[end]

//End of Functional Damage Groups
//Graphical Damage Groups:

[DGroup=CornerCommon]
	IsCritical=false
	LifeK=50
	convex="#cupola1007_coll",10,15000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=10
		ArmorBack=10
		ArmorTop=10
		ArmorBottom=50
		ArmorRight=10
		ArmorLeft=10
	[end]
	LifeRateFrag=30000
	DamageArg=2012
	DamageMaxVal=0.98
	RepairSpeed=0.008333	// (2 ,    "" =4   0.5 )
	RepairSource=4			//     ""
	InstantRepair=false
[end]
[DGroup=Mask]
	IsCritical=false
	LifeK=50
	convex="#mask1006_coll",10,25000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=60
		FovV=90
		ArmorFront=10
		ArmorBack=122
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=10
		ArmorLeft=10
	[end]
	LifeRateFrag=25000
	DamageArg=1006
	DamageMaxVal=0.98
	RepairSpeed=0.008333	// (2 ,    "" =4   0.5 )
	RepairSource=4			//     ""
	InstantRepair=false
[end]

[DGroup=Sight1]
	IsCritical=false
	LifeK=100
	convex="sight5_1055",1,500,"MT_ARMOR"
	convex="sight5b",1,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=17
		ArmorBack=34
		ArmorTop=13
		ArmorBottom=20
		ArmorRight=17
		ArmorLeft=17
	[end]
	LifeRateFrag=5000
	DamageArg=1055
	RepairSpeed=0.033333	// (0.5 )
	RepairSource=0
	InstantRepair=true
	GuiParam=16, true,true,true
[end]

[trashspawner]
	[spawn]
		solidtrash="LuaScripts\WorldObjects\Trash\TankTrash\_SU122-trash_comtwr.txt"
		exp_SpawnIf="ArgVal(5001)>0.998"
		Position=0.961,2.197,-0.169
		SpawnDir=4,3,-4
	[end]
	[spawn]
		solidtrash="LuaScripts\WorldObjects\Trash\TankTrash\_SU122-trash_shell.txt"
		exp_SpawnIf="ArgVal(39)>0.7 && ArgVal(9104)>0.2"
		Position=0.287,2.047,0.416
		SpawnDir=0,3,2
	[end]
[end]

//End of Graphical Damage Groups

[Entrance]
	EntrancePos= -1.0, 1.0, -1.94
	EntranceRot= 0,225,0
	JumpDir= 0,0,0
[end]

ColimatorHideArg=9547

//DefaultGun=0	//default=-1, all of the guns are active, switching belts in gun 0. >=0 sets default gun and switshing will be between guns

ClosedHatch=false					// True -    
ClosedWindow=false					// True -    
NoAimingWhenOpened=true				// True -      
NoAimingWhenClosed=false			// True -      
DenyDisabledTurretCamera=true		// True -         
CanopyOpenByDefault=false
WindowOpenByDefault=true
canopytime=3.5625	//   Arg=0  Arg=0.95.     Arg=0.1  Arg=0.9     (3 ),    0.95/0.8*5=3.5625.
windowtime=6.0

OpenCockpitArg=31
AutoCanopy=false
CockpitLightArg=30000,0.35,0.351,0.352
canopyLockSoundMask=2	// 0 bit - canopy unlock, start
						// 1 bit - canopy unlock, end
						// 2 bit - canopy lock, start
						// 3 bit - canopy lock, end

OpenWindowArg=33
AutoWindow=false
WindowLightArg=30010,0.45,0.55,0.6

TechChatCrewRole=3	//    (Driver: 1, Gunner: 3, Commander: 5, Machinegunner: 7, Radioman: 9)
NoTechChatHatch=true	//     (..  )

SetCockpitArgs=true	// true -             , false -              

//CockpitArg= FetchType, CmdID, SubcmdID, ArgNum, ArgValDefault, SmoothingType, SmoothingPower, NetworkFlag
//FetchType=-1:       
//FetchType=-2:         
//FetchType=-3:          parent-
//FetchType>=0:          child-   Attach ID
//CmdID=[0..999]: ID    ,    .
//CmdID=[1000..1999]: ID    ,    .
//SubcmdID=[0..3]: ID     .
//SubcmdID=[0..1]: ID     .
//ArgNum:     / .
//ArgValDefault:      ,    .
//SmoothingType: smooth_clamp -  - 
//SmoothingType: smooth_wrap -   
//SmoothingPower:   
//NetworkFlag="":           ,  SetCockpitArgs=false
//NetworkFlag="low_freq":     ,       ,    
//NetworkFlag="med_freq":     ,       ,    
//NetworkFlag="high_freq":     ,       ,    
//NetworkFlag="granted_single":     ,       ,     

CockpitArg = -3, 0000, 0, 60210, 0.0, "smooth_clamp", 0.0, ""			// Electric point lights
CockpitArg = -3, 0000, 1, 60310, 0.0, "smooth_clamp", 0.0, ""			// Electric flood light
CockpitArg = -2, 0100, 0, 9109, 0.0, "", 0.0, "granted_single"			// 

CockpitArg = -2, 0151, 0, 9101, 0.0, "smooth_clamp", 0.1, "med_freq"	// TriggerPositionArgIdx, gun0
CockpitArg = -2, 0151, 1, 9110, 0.0, "", 0.0, "med_freq"				// HideAmmunitionArgIdx, gun0

CockpitArg = -2, 1150, 0, 24, 0.5, "smooth_clamp", 0.5, "low_freq"		// ManualControlAnimationArgNum, [Joint=0]
CockpitArg = -2, 1150, 1, 340, 0.5, "smooth_clamp", 0.5, "low_freq"		// ManualControlAnimationArgNum, [Joint=1]

VisorYawMin=-180
VisorYawArgMin=0.0
VisorYawMax=+180
VisorYawArgMax=1.0
VisorYawArg=40
VisorYawDefault=0
VisorYawSpeed=0.5
//VisorPitchMin=-5
//VisorPitchArgMin=0.0
//VisorPitchMax=+5
//VisorPitchArgMax=1.0
//VisorPitchDefault=0
//VisorPitchArg=35
//VisorPitchSpeed=0.25
VisorResetWhileAim=true
VisorResetIfOpened=false
PrecisionAngle=2	//Rotation stop smoothing

[moveBotDeviator]
  HiFreqAmp = 0.2f
  MaxDeviation = 0.3f
  Periods = 2.1, 0.4;
[end]
accelBotDirK = 0.3
accelBotDirSmooth = 0.05
accelBotSideK = 0.3
accelBotSideSmooth = 0.05

[moveDeviator]
  HiFreqAmp = 0.2f
  MaxDeviation = 0.3f
  Periods = 2.1, 0.4;
[end]
accelDirK = 0.3
accelDirSmooth = 0.05
accelSideK = 0.3
accelSideSmooth = 0.05


[AimDistHE]	//         .     0.5      .
	AimDist= 0.5000,0
	AimDist= 0.5046,200
	AimDist= 0.5090,400
	AimDist= 0.5136,600
	AimDist= 0.5184,800
	AimDist= 0.5234,1000
	AimDist= 0.5288,1200
	AimDist= 0.5340,1400
	AimDist= 0.5396,1600
	AimDist= 0.5456,1800
	AimDist= 0.5516,2000
	AimDist= 0.5578,2200
	AimDist= 0.5644,2400
	AimDist= 0.5714,2600
	AimDist= 0.5788,2800
	AimDist= 0.5864,3000
	AimDist= 0.5944,3200
	AimDist= 0.6026,3400
	AimDist= 0.6114,3600
	AimDist= 0.6204,3800
	AimDist= 0.6294,4000
	AimDist= 0.6390,4200
	AimDist= 0.6488,4400
	AimDist= 0.6586,4600
	AimDist= 0.6690,4800
	AimDist= 0.6796,5000
	AimDist= 0.6902,5200
	AimDist= 0.7014,5400
	AimDist= 0.7126,5600
	AimDist= 0.7240,5800
	AimDist= 0.7358,6000
	AimDist= 0.7476,6200
	AimDist= 0.7600,6400
	AimDist= 0.7728,6600
	AimDist= 0.7858,6800
	AimDist= 0.7990,7000
	AimDist= 0.8126,7200
	AimDist= 0.8268,7400
	AimDist= 0.8412,7600
	AimDist= 0.8562,7800
	AimDist= 0.8716,8000
	AimDist= 0.8874,8200
	AimDist= 0.9042,8400
	AimDist= 0.9216,8600
	AimDist= 0.9396,8800
	AimDist= 0.9586,9000
	AimDist= 0.9788,9200
	AimDist= 0.9998,9400
[end]

[AimDistHT]//         .     0.5,     0.5      .
	AimDist= 0.0000,0
	AimDist= 0.0108,200
	AimDist= 0.0214,400
	AimDist= 0.0328,600
	AimDist= 0.0442,800
	AimDist= 0.0566,1000
	AimDist= 0.0694,1200
	AimDist= 0.0834,1400
	AimDist= 0.0980,1600
	AimDist= 0.1132,1800
	AimDist= 0.1294,2000
[end]

//[AimDistAP]
//	AimDist= 0.0000,0
//[end]

//[AimDistCV]
//	AimDist= 0.0000,0
//[end]

//[AimDistSpHV]
//	AimDist= 0.0000,0
//[end]

//[AimDistHV]
//	AimDist= 0.0000,0
//[end]

//[AimDistMG]
//	AimDist= 0.0000,0
//[end]

AttackDistance   = 9000.0		//AI max aim distance versus ground point
AttackDistanceTrgGnd = 2000.0	//AI max aim distance versus ground target
AttackDistanceTrgAir = 1.0		//AI max aim distance versus air target


