add dummy xmls for tm, characters and dialogs

This commit is contained in:
Vasily Petrov 2026-06-18 15:44:11 +03:00
parent 73264665c1
commit 68ad816a2d
10 changed files with 1648 additions and 0 deletions

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; E4S ñïàâí ñåêöèè Çàòîí

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#include "spawn_sections_general.ltx"
#include "spawn_sections_zaton.ltx"
#include "spawn_sections_pripyat.ltx"
#include "spawn_sections_jupiter.ltx"
#include "spawn_sections_labx8.ltx"
#include "spawn_sections_underpass.ltx"
#include "e4s_spawn_sections_zaton.ltx"

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<?xml version='1.0' encoding="windows-1251"?>
<xml>
</xml>

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<?xml version='1.0' encoding="windows-1251"?>
<xml>
</xml>

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<?xml version='1.0' encoding="windows-1251"?>
<xml>
</xml>

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; E4S ñêâàäû ‡àòîí

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; E4S задания Затон

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; Çäåñü ñîäåðæàòñÿ äåñêðèïøåíû ñêâàäîâ, êîòîðûå ïîòîì ìîæíî ñîçäàâàòü èñïîëüçóÿ ñïåö ôóíêöèè.
#include "squad_descr_pripyat.ltx"
#include "squad_descr_jupiter.ltx"
#include "squad_descr_zaton.ltx"
#include "squad_descr_labx8.ltx"
#include "squad_descr_underpass.ltx"
#include "e4s_squad_descr_zaton.ltx"
;------------------------------- Simulation SQUADS -------------------------------
[simulation_stalker]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3
[simulation_stalker_1]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3
[simulation_stalker_2]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4, sim_default_stalker_4
npc_in_squad = 2, 3
[simulation_stalker_3]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4, sim_default_stalker_4
npc_in_squad = 2, 3
;--------------- stalkers simulation squads -----------------------
[stalker_sim_squad_novice]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2
npc_in_squad = 2, 3
[stalker_sim_squad_advanced]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2
npc_in_squad = 2, 3
[stalker_sim_squad_veteran]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3
[simulation_stalker_for_a1]:online_offline_group
faction = stalker
target_smart = {+zat_a1_atack_from_zat_sim_15} zat_a1:nil, nil
spawn_point = zat_sim_15_spawn_for_a1
npc = sim_default_stalker_2, sim_default_stalker_0
;--------------- bandits simulation squads -----------------------
[simulation_bandit]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3
[simulation_bandit_1]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3
[simulation_bandit_2]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3
[simulation_bandit_3]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_4
npc_in_squad = 2, 3
;--------------- bandits simulation squads new -----------------------
[bandit_sim_squad_novice]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 2, 3
[bandit_sim_squad_advanced]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3
npc_in_squad = 2, 3
[bandit_sim_squad_veteran]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3
;--------------- merks simulation squads -----------------------
[simulation_killer]:online_offline_group
faction = killer
npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 2, 3
[merc_sim_squad_novice]:online_offline_group
faction = killer
npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_2
npc_in_squad = 2, 3
[merc_sim_squad_advanced]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3
npc_in_squad = 2, 3
[merc_sim_squad_veteran]:online_offline_group
faction = killer
npc_random = sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 2, 3
;--------------- duty simulation squads -----------------------
[simulation_duty]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
[simulation_duty_1]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
[simulation_duty_2]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
[simulation_duty_3]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
[duty_sim_squad_novice]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_2
npc_in_squad = 2, 3
[duty_sim_squad_advanced]:online_offline_group
faction = dolg
npc_random = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3
npc_in_squad = 2, 3
[duty_sim_squad_veteran]:online_offline_group
faction = dolg
npc_random = sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
;--------------- freedom simulation squads -----------------------
[simulation_freedom]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
[simulation_freedom_1]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
[simulation_freedom_2]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
[simulation_freedom_3]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
[freedom_sim_squad_novice]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2
npc_in_squad = 2, 3
[freedom_sim_squad_advanced]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
npc_in_squad = 2, 3
[freedom_sim_squad_veteran]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
;--------------- monolith simulation squads -----------------------
[simulation_monolith_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 2, 3
[monolith_sim_squad_novice]:online_offline_group
faction = monolith
npc = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_2
npc_in_squad = 2, 3
[monolith_sim_squad_advanced]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 2, 3
[monolith_sim_squad_veteran]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 2, 3
;--------------- zombied simulation squads -----------------------
[simulation_zombied_1]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 2, 3
[simulation_zombied_2]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_3
npc_in_squad = 2, 3
[simulation_zombied_3]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 2, 3
[zombied_sim_squad_novice]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_2
npc_in_squad = 2, 3
[zombied_sim_squad_advanced]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 2, 3
[zombied_sim_squad_veteran]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 2, 3
;--------------- monster simulation squads -----------------------
[simulation_bloodsucker]:online_offline_group
faction = monster_predatory_night
npc_random = bloodsucker_weak, bloodsucker_weak, bloodsucker_weak, bloodsucker_normal, bloodsucker_normal, bloodsucker_strong
npc_in_squad = 1, 1
[simulation_boar]:online_offline_group
faction = monster_vegetarian
npc_random = boar_normal, boar_normal, boar_normal, boar_strong
npc_in_squad = 1, 2
[simulation_burer]:online_offline_group
faction = monster_zombied_night
npc_random = burer_normal
npc_in_squad = 1, 2
[simulation_dog]:online_offline_group
faction = monster_predatory_day
npc_random = dog_weak, dog_normal, dog_strong, dog_cute
npc_in_squad = 2, 4
[simulation_pseudodog]:online_offline_group
faction = monster_predatory_day
npc_random = pseudodog_normal
npc_in_squad = 1, 3
[simulation_flesh]:online_offline_group
faction = monster_vegetarian
npc_random = flesh_normal, flesh_normal, flesh_normal, flesh_strong
npc_in_squad = 2, 4
[simulation_snork]:online_offline_group
faction = monster_zombied_night
npc_random = snork_weak, snork_weak, snork_normal, snork_normal, snork_strong
npc_in_squad = 2, 3
[simulation_controller]:online_offline_group
faction = monster_zombied_day
npc_random = m_controller_normal
npc_in_squad = 1, 1
[simulation_mix_dogs]:online_offline_group
faction = monster_predatory_day
npc_random = pseudodog_normal, pseudodog_normal, dog_weak, dog_normal, dog_strong, dog_cute
npc_in_squad = 2, 3
[simulation_mix_boar_flesh]:online_offline_group
faction = monster_vegetarian
npc_random = flesh_normal, flesh_normal, flesh_normal, flesh_strong, boar_normal, boar_normal, boar_normal, boar_strong
npc_in_squad = 2, 3
[simulation_poltergeist_tele]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
npc_in_squad = 1, 2
[simulation_chimera]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
[simulation_chimera_zaton]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
target_smart = {=is_dark_night} nil, {~50} zat_sim_5, {~50} zat_sim_3, {~50} zat_sim_1, {~50} zat_sim_18, {~50} zat_sim_10, {~50} zat_sim_7, zat_sim_26
[simulation_chimera_pripyat]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
target_smart = {=is_dark_night} nil, pri_a17
[simulation_chimera_jupiter]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
[simulation_psy_dog]:online_offline_group
faction = monster_predatory_day
npc_random = psy_dog_normal
npc_in_squad = 1, 1
[simulation_tushkano]:online_offline_group
faction = monster_predatory_day
npc_random = tushkano_normal
npc_in_squad = 3, 4
[simulation_gigant]:online_offline_group
faction = monster_predatory_day
npc_random = gigant_normal
npc_in_squad = 1, 1
;--------------- test --------------------------------------------
[simulation_dog_01]:simulation_dog
target_smart = smart_02:smart_01:loop
[merc_jupiter]:jup_b47_merc_guard_squad
target_smart = {-teleported} smart_01, smart_02
spawn_point = spawn_01
story_id = merc_jupiter
[merc_zaton]:zat_b103_lost_merc_squad1
target_smart = smart_03
spawn_point = spawn_01
[corr_selo_squad]:online_offline_group
faction = monster
npc = tushkano_normal
target_smart = corr_selo_smart
spawn_point = corr_selo_smart_tushkano_home
[corr_selo_02_squad]:online_offline_group
faction = monster
npc = tushkano_normal
target_smart = corr_selo_02_smart
spawn_point = corr_selo_02_smart_tushkano_home
[hein_selo_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_0
target_smart = {-teleported} redstain_selo_smart_terrain, redstain_selo_smart_terrain_0000
[hein_selo_dog]:online_offline_group
faction = monster
npc = dog_normal
target_smart = smart_03
spawn_point = smart_03_way_dog
;Test squads
[test_squad_snork_for_renderman]:online_offline_group
faction = monster_zombied_day
npc = snork_weak, snork_weak, snork_normal, snork_normal, snork_strong
target_smart = alex_selo_smart_terrain
[test_squad_zulus_for_renderman]:online_offline_group
faction = dolg
npc = sim_default_stalker_1
spawn_point = alex_selo_smart_terrain_stalker_walk_1
target_smart = alex_selo_smart_terrain
[test_squad_for_alex_selo]:online_offline_group
faction = dolg
npc = jup_b1_stalker_1, jup_b1_stalker_2, jup_b1_stalker_3, jup_b1_stalker_4
spawn_point = alex_selo_smart_walk_1
target_smart = alex_selo_smart
story_id = test_squad_for_alex_selo
[test_duty]:online_offline_group
faction = dolg
npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4
target_smart = smart_1
behaviour = dolg
[test_stalker]:online_offline_group
auto_id = true
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1
target_smart = smart_1
[test_freedom]:online_offline_group
faction = freedom
npc = sim_default_freedom_1
target_smart = smart_3:smart_1
;[pl]:online_offline_group
;faction = freedom
;npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
;target_smart = smart_terrain_4
;spawn_point = smart_terrain_4_spawn
[test_freedom2]:online_offline_group
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
;active_task = smart_terrain_3
relationship = friend
;sympathy = 0
[test_duty2]:online_offline_group
faction = dolg
npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4
relationship = friend
target_smart = smart_terrain_3
spawn_point = path_walk_3
[test_bandit]:online_offline_group
faction = bandit
npc = sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3
;active_task = smart_terrain_3
relationship = friend
;show_spot = {-test_info_1} true, false
;sympathy = 0
[test_yojig_selo_squad]:online_offline_group
;faction = stalker
npc = sim_default_stalker_1
;, sim_default_stalker_1, sim_default_stalker_1
;target_smart = {-suitable} smart_1, {+suitable} smart_2
;story_id = test_yojig_selo_squad
faction = army
;npc = pri_a25_base_medic
spawn_point = pri_a16_medic_walk_spawn_point
target_smart = {+pri_a25_rfi_source_eliminated} pri_a16, {+pri_a25_task_start} pri_a25_smart_terrain, pri_a16
story_id = pri_a25_base_army_medic
[test_yojig_squad]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 5, 5
;npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+test_info} smart_2, smart_1
story_id = test_yojig_squad
[test_tgm_bug_test_3_bandit]:online_offline_group
faction = bandit
npc = sim_default_bandit_0
target_smart = smart_terrain_1:smart_terrain_2:loop
[test_tgm_bug_test_3_stalker]:online_offline_group
faction = stalker
npc = sim_default_stalker_4
target_smart = smart_terrain_2:smart_terrain_1:loop
; ------------------------------- lain_selo ------------------------
[lain_selo_dog]:online_offline_group
faction = monster_predatory_day
npc = dog_weak, dog_normal, dog_strong
target_smart = lain_test_smart_terrain
spawn_point = lain_test_smart_terrain_home
;[lain_selo_tushkano_squad]:online_offline_group
;faction = monster_predatory_night
;npc = tushkano_normal
;target_smart = selo_smart_terrain
;spawn_point = selo_smart_terrain_mob_home
;[lain_selo_stalker_squad]:online_offline_group
;faction = stalker
;npc = sim_default_stalker_2
;target_smart = selo_smart_terrain
;spawn_point = selo_smart_terrain_walker_walk
[lain_selo_snork_squad]:online_offline_group
faction = monster_zombied_day
npc = snork_weak, snork_weak, snork_weak, snork_weak, snork_weak
target_smart = level_prefix_smart_terrain
spawn_point = snork_spown_point
[renderman_selo_test_snork]:online_offline_group
faction = monster_zombied_day
npc = snork_weak
target_smart = renderman_selo_smart
[renderman_selo_test_stalker_squad]:online_offline_group
faction = stalker
npc = jup_a10_stalker_vano, jup_b220_trapper
target_smart = alex_selo_smart_terrain
[alex_selo_squad_1]:online_offline_group
faction = stalker
npc = sim_default_stalker_1
target_smart = alex_selo_smart: alex_selo_smart_terrain
[plecha_selo_stalker_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_2
target_smart = pl_selo_smart
spawn_point = way
[sim_stalker_squad_1]:online_offline_group
faction = freedom
npc = sim_default_freedom_2,sim_default_freedom_2,sim_default_freedom_2
;npc_random = sim_default_zombied_1
target_smart = nil
;run_string xr_effects.create_squad_member(nil,nil,{"sim_default_freedom_2", "sim_stalker_squad_1"})
;run_string alife():object(57):remove_squad()
;run_string xr_effects.clear_smart_terrain(nil,nil,{"sim_smart_1"})
;run_string level.object_by_id(42):set_npc_position(patrol("tst"):point(0))
;run_string alife():object(56):set_squad_position(patrol("tst"):point(0))
[sim_stalker_squad_2]:online_offline_group
faction = dolg
npc = sim_default_duty_2,sim_default_duty_2,sim_default_duty_2
[sim_monolith_squad_3]:online_offline_group
faction = monolith
npc = sim_default_monolith_2,sim_default_monolith_2,sim_default_monolith_2
[sim_stalker_squad_4]:online_offline_group
faction = bandit
npc = sim_default_bandit_2,sim_default_bandit_2,sim_default_bandit_2
[sim_snork_4]:online_offline_group
faction = monster_zombied_day
npc = snork_normal,snork_normal,snork_normal
behaviour = monster
arrive_dist = 30
story_id = test_squad
[sim_boar]:online_offline_group
faction = monster_vegetarian
npc = boar_normal
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_home
[sim_polter]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_polter_home
[sim_pseudodog]:online_offline_group
faction = monster_predatory_day
npc = psy_dog
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_pseudodog_home
[bes_sim_boar]:online_offline_group
faction = monster_vegetarian
npc = boar_normal
target_smart = bes_test_smart_terrain:bes_test_smart_terrain_1:loop
spawn_point = bes_test_smart_terrain_1_home_1
[simulation_boar_test]:online_offline_group
faction = monster_vegetarian
npc_random = boar_strong, boar_normal
npc_in_squad = 1, 3
[conrack_test_squad]:online_offline_group
sympathy = 0
faction = stalker
npc = conrack_selo_stalker, conrack_selo_stalker, conrack_selo_stalker, conrack_selo_stalker
target_smart = conrack_selo_smart
spawn_point = conrack_selo_smart_st_3_stay
story_id = conrack_test_squad

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; Âûäà÷à çàäàíèé: =give_task(òèï_çàäàíèÿ:èä_çàäàíèÿ:ãðóïïèðîâêà)
#include "tm_zaton.ltx"
#include "tm_jupiter.ltx"
#include "tm_pripyat.ltx"
#include "e4s_tm_zaton.ltx"
[test_storyline_task]
icon = ui_mt_image_attack_tower
prior = 5
title = {-a} test_storyline_task_name, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text, nil
;descr_functor = condlist
target = {-a} test
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = true
[test_storyline_task2]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[tbt_task_1]
icon = ui_mt_image_attack_tower
prior = 4
title = tbt_task_1_name
descr = tbt_task_1_text
target = tbt_snork
reward_money = 10000
condlist_0 = {+tbt_task_1_complete} complete
[tbt_task_2]
icon = ui_mt_image_attack_tower
prior = 3
title = tbt_task_2_name
descr = tbt_task_2_text
target = tbt_move_1
reward_money = 10000
condlist_0 = {+tbt_task_2_complete} complete
[tbt_task_3]
icon = ui_mt_image_attack_tower
prior = 2
title = tbt_task_3_name
descr = tbt_task_3_text
target = tbt_move_2
reward_money = 10000
condlist_0 = {+tbt_task_3_complete} complete
[tbt_task_4]
icon = ui_mt_image_attack_tower
prior = 1
title = tbt_task_4_name
descr = tbt_task_4_text
target = tbt_move_3
reward_money = 10000
condlist_0 = {+tbt_task_4_complete} complete
[hide_from_surge]
icon = ui_inGame2_Vibros
prior = 200
title_functor = surge_task_title
descr_functor = surge_task_descr
target_functor = surge_task_target
;dont_send_update_news = true
condlist_0 = {=surge_complete()} complete
condlist_1 = {!actor_alive()} fail
[test_storyline_task3]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task4]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task5]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task6]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task7]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task8]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task9]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task10]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task11]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task12]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task13]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task14]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task15]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false

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#include "defines.ltx"
#include "prefetch\prefetch.ltx"
;#include "weathers\environment.ltx"
#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"
#include "weapons\weapons.ltx"
#include "misc\inventory_upgrades.ltx"
#include "misc\items.ltx"
#include "creatures\actor.ltx"
#include "zones\zones.ltx"
#include "misc\postprocess.ltx"
#include "misc\outfit.ltx"
#include "misc\achievements.ltx"
#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\radiation_counter.ltx"
#include "misc\quest_items.ltx"
#include "models\dynamic_objects.ltx"
#include "misc\m_online_offline_group.ltx"
#include "misc\squad_descr.ltx"
#include "misc\effectors.ltx"
#include "creatures\helicopter.ltx"
#include "external.ltx"
#include "creatures\game_relations.ltx"
#include "mp\mp_actor.ltx"
#include "mp\team_logo.ltx"
#include "mp\weapons_mp\ammo_mp.ltx"
#include "mp\weapons_mp\weapons_mp.ltx"
#include "mp\weapons_mp\outfit_mp.ltx"
#include "mp\weapons_mp\items_mp.ltx"
;Game types
#include "mp\SoundMessages\mp_snd_messages.ltx"
#include "mp\SoundMessages\ahunt_snd_messages.ltx"
#include "mp\SoundMessages\cta_snd_messages.ltx"
#include "mp\SoundMessages\dm_snd_messages.ltx"
#include "mp\SoundMessages\tdm_snd_messages.ltx"
#include "mp\private_defines.ltx"
#include "mp\deathmatch_game.ltx"
#include "mp\teamdeathmatch_game.ltx"
#include "mp\artefacthunt_game.ltx"
#include "mp\capturetheartefact_game.ltx"
#include "mp\anticheat_active_params.ltx"
#include "evaluation.ltx"
#include "fonts.ltx"
#include "alife.ltx"
; SIMULATION
#include "misc\simulation.ltx"
; Respawns
#include "creatures\spawn_sections.ltx"
; Extra Content
#include "extracontent.ltx"
#include "localization.ltx"
#include "smart_cover.ltx"
[zone_pick_dof]
near = -1500.0
far = 10.0
[sound]
occlusion_scale = 0.4
snd_collide_min_volume=0.1
snd_collide_max_volume=200.
[demo_record]
speed0 = 0.3
speed1 = 3.0
speed2 = 15.0
speed3 = 60.0
ang_speed0 = 0.1
ang_speed1 = 0.5
ang_speed2 = 7.0
ang_speed3 = 2.0
[info_portions]
;ñïèñîê xml ôàéëîâ, ñîäåðæàèõ info_portions
files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades
[dialogs]
files = dialogs, dialogs_zaton, dialogs_jupiter, dialogs_pripyat, e4s_dialogs_zaton
[encyclopedia]
files = encyclopedia_infos
[profiles]
;ñïèñîê xml ôàéëîâ, ñîäåðæàèõ ïðîôèëè ñòàëêåðîâ è òîðãîâöåâ
files = npc_profile, e4s_npc_profiles
;ñïèñîê xml ôàéëîâ, ñîäåðæàèõ îïèñàíèš êîíêðåòívõ ñòàëêåðîâ è òîðãîâöåâ
specific_characters_files = character_desc_general, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass, e4s_character_desc_zaton
[inventory]
take_dist = 2
max_weight = 50
max_ruck = 56
max_belt = 5 ;16
slots_count = 12 ; count +1 (zero)
slot_persistent_1 = true ;knife
slot_active_1 = true
slot_persistent_2 = false ;pistol
slot_active_2 = true
slot_persistent_3 = false ;automatic
slot_active_3 = true
slot_persistent_4 = true ;grenades
slot_active_4 = true
slot_persistent_5 = true ;binocular
slot_active_5 = true
slot_persistent_6 = true ;bolt
slot_active_6 = true
slot_persistent_7 = false ;outfit
slot_active_7 = false
slot_persistent_8 = true ;pda
slot_active_8 = false
slot_persistent_9 = true ;detector
slot_active_9 = false
slot_persistent_10 = true ;torch
slot_active_10 = false
slot_persistent_11 = false ;artefact
slot_active_11 = true
slot_persistent_12 = false ;helmet
slot_active_12 = false
[lights_hanging_lamp]
GroupControlSection = spawn_group
$spawn = "physics\hanging lamp"
class = SO_HLAMP
script_binding = bind_physic_object.init
[lights_signal_light]
GroupControlSection = spawn_group
$spawn = "physics\signal_light"
class = SO_HLAMP
script_binding = bind_signal_light.init
[search_light]
GroupControlSection = spawn_group
$spawn = "physics\search light"
class = O_SEARCH
cform = skeleton
visual = dynamics\light\projector.ogf
script_binding = bind_physic_object.init
[explosion_marks]
wallmarks = wm\wm_grenade
dist = 0.5 ;2.4 ;
size = 0.6 ;0.4 ;
max_count = 5
[bloody_marks]
wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
dist = 2.0 ;2.4 ;(ì) max ðàññòîšíèå îòëåòà êðîâè
max_size = 0.4 ;0.3 ;(ì)ðàäèóñ ïšòíà ïðè õèòå ñèëîé nominal hit ïî áîëüøîìó îáúåêòó (ïî ìàëåíüêîìó *0.5)
min_size = 0.06 ;(ì)ìèíèìàëüívé ðàäèóñ ïšòíà
nominal_hit = 0.5 ;âåëè÷èíà íîìèíàëüíîãî õèòà, ïðè êîòîðîì ðàçëåòàåòñš ìàêñèìóì êðîâè (max_size)
;êàïëè êðîâè
blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size = 0.4 ;ðàçìåð ðàív ÷òîá íà÷àëà êàïàòü êðîâü
stop_blood_size = 0.025 ;ðàçìåð ðàív ÷òîá êðîâü îñòàíîâèëàñü (äîëæíî ávòü ìåíüøå start_blood_size)
blood_drop_time = 0.1 ;OBSOLETE
blood_drop_time_min = 0.3 ;
blood_drop_time_max = 2.0 ;
blood_drop_size = 0.1 ;ðàçìåð êàïëè (ì) êðîâè, êîòîðàš óïàëà
[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size = 0.0003 ;ðàçìåð îæåãà ïîñëå êîòîðîãî íà÷àòü èãðàòü ïàðòèêëv îãíš
stop_burn_size = 0.0001 ;ðàçìåð îæåãà ïîñëå êîòîðîãî îñòàíîâèòü ïàðòèêëv
min_burn_time = 10000 ;ìèíèìàëüíîå âðåìš îòvãðvøà ïàðòèêëîâ (äàæå åñëè ðàíà óæå çàæèëà)
[hud_cursor]
;âñå ðàçìåðv â ïðîöåíòàõ îò äëèív ýêðàíà
cross_length = 0.015 ;äëèíà "ïàëî÷êè" ïðèöåëà
min_radius = 0.0 ;ìèíèìàëüívé ðàäèóñ ïðèöåëà (ïðè íóëåâîé äèñïåðñèè)
max_radius = 1.0 ;ìàêñèìàëüívé ðàäèóñ
radius_lerp_speed = 0.08 ;ñêîðîñòü èíòåðïîëšöèè ïîëîæåíèé ïðèöåëà
cross_color = 0.7,0.7,0.7,0.5 ;öâåò ïðèöåëà
disp_scale = 0.08 ;ìàñøòàá ïðèöåëà (îòíîñèòåëüíî ðàäèàí)
[hud_hitmark]
hit_mark_texture = ui\ui_hud_hit_mark; ui\ui_empty
grenade_mark_texture = ui\ui_hud_grenade_mark
;ui\ui_hud_hit_mark
;ui\ui_hud_hit_mark_01
;ui\ui_hud_hit_mark_02
;ui\ui_hud_hit_mark_03
;ui\ui_hud_hit_mark_04
;ui\ui_hud_hit_mark_05
;ui\ui_hud_hit_mark_06
;ui\ui_hud_hit_mark_07
;ui\ui_hud_hit_mark_08
;ui\ui_hud_hit_mark_09
;ui\ui_hud_hit_mark_10
;ui\ui_hud_hit_mark_11
;ui\ui_hud_hit_mark_12
;ui\ui_hud_hit_mark_13
;ui\ui_hud_hit_mark_14
;ui\ui_hud_hit_mark_15
;ui\ui_hud_hit_mark_16
;ui\ui_hud_hit_mark_17
;ui\ui_hud_hit_mark_18
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; inventory items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[document]
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "documents\document 01"
;$prefetch = 32
class = II_DOC
cform = skeleton
visual = dynamics\equipments\item_document_1.ogf
inv_name = Document
inv_name_short = Document
inv_weight = 1 ;0.2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0
cost = 0
[spectator]
$player = on
class = SPECT
[??tg_event]
class = EVENT
[m_car]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "vehicles\car"
cform = skeleton
class = SCRPTCAR
inv_weight = 1000
cost = 100000
inv_grid_width = 1
inv_grid_height = 1
script_binding = bind_physic_object.init
[actor_firsteye_cam]
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
rot_speed = 3.14, 3.14, 0
[actor_ladder_cam]
lim_pitch = -1.5, 1.5
lim_yaw = -1.0, 1.0
rot_speed = 3.14, 3.14, 0
[actor_free_cam]
;----------------
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
lim_zoom = 0.4, 10
rot_speed = 3.14, 1.0, 10
[actor_look_cam]
lim_pitch = -0.7, 1
lim_yaw = 0, 0
lim_zoom = 1, 5
rot_speed = 3.14, 6.28, 10
[actor_look_cam_psp]
lim_pitch = -0.7, 1
lim_yaw = 0, 0
lim_zoom = 1, 5
rot_speed = 2, 2, 2
offset = 0.4,0.2,-1.1
autoaim_speed_y = 0.5, 3.14 ;min,max speed
autoaim_speed_x = 0.5, 3.14
[mounted_weapon_cam]
lim_pitch = -0.5, 0.5
lim_yaw = -2.0, 2.0
rot_speed = 3.14, 1.0, 0
[car_firsteye_cam]
lim_pitch = -0.5, 0.3
lim_yaw = -2.0, 2.0
rot_speed = 3.14, 1.0, 0
[car_free_cam]
lim_pitch = -1, 1.56 ;0, 1.56
lim_yaw = 0, 0 ;0, 0
lim_zoom = 1, 10 ;1, 7
rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10
[car_look_cam]
lim_pitch = 0, 1.56
lim_yaw = 0 , 0
lim_zoom = 1, 7
rot_speed = 25, 1.0, 10
[heli_free_cam]
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
lim_zoom = 5, 25
rot_speed = 3.14, 1.0, 10
[heli_front_cam]
;lim_yaw = -0.01,0.01
lim_pitch = -1.2, 1.2
lim_yaw = -1.5, 1.5
rot_speed = 3.14, 1.5, 0
[heli_look_cam]
lim_pitch = 0, 1.56
lim_yaw = 0, 0
lim_zoom = 5, 15
rot_speed = 3.14, 1.0, 10
[interface]
font_game = font_game
font_small = font_small
[graph_point]
class = AI_GRAPH
$spawn = "ai\graph point"
;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
;êîýôôèöèåíòv èçìåíåíèš öåív ïðè òîðãîâëå â çàâèñèìîñòè îò îòíîøåíèš ê ïåðñîíàæó
;ëèíåéíî àïðîêñèìèðó³òñš ìåæäó çíà÷åíèš
buy_price_factor_hostile = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = -100
buy_price_factor_friendly = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = 100
sell_price_factor_hostile = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = -100
sell_price_factor_friendly = 1 ;êîýôôèöèåíò ïîêóïêè ïðè goodwill = 100
;-----------------------------------------------------------------
[spawn_group_zone]
GroupControlSection = spawn_group_zone
$spawn = "ai\group zone" ; option for Level Editor
class = AI_SPGRP
[spawn_group]
GroupControlSection = spawn_group
$spawn = "ai\spawn group" ; option for Level Editor
class = AI_SPGRP
[level_changer]
GroupControlSection =
$spawn = "ai\level changer"
;$prefetch = 4
class = LVL_CHNG
script_binding = bind_level_changer.bind
shape_transp_color = 255, 255, 255, 100
shape_edge_color = 32, 32, 32, 255
[script_zone]
GroupControlSection =
$spawn = "ai\script zone"
;$prefetch = 4
class = SCRIPTZN
script_binding = xr_zones.bind
[physics]
object_damage_factor = 1.2f
;*****************************************
; ++=+³LT+³- L³+=
;*****************************************
[stalker_names_stalker]
name_cnt = 104
last_name_cnt = 600
[stalker_names_bandit]
name_cnt = 38
last_name_cnt = 182
[stalker_names_science]
name_cnt = 15
last_name_cnt = 29
[stalker_names_private]
name_cnt = 1
last_name_cnt = 200
[stalker_names_sergeant]
name_cnt = 1
last_name_cnt = 200
[stalker_names_lieutenant]
name_cnt = 1
last_name_cnt = 200
[stalker_names_captain]
name_cnt = 1
last_name_cnt = 200
[script_object]
GroupControlSection = spawn_group
$spawn = "script\script object" ; option for Level Editor
$npc = on ; option for Level Editor
; $prefetch = 32 ;
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
cform = skeleton ; collision class
class = SCRPTOBJ ; AI class
;ïàðàìåòðv ïîêàçvâàíèš âõîäšèõ ñîîáåíèé PDA â ãëàâíîì ìåí³
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000
snd_new_contact = detectors\contact_1
snd_new_contact1 = detectors\contact_8
[hud_sound]
hud_sound_vol_k = 0.38
hud_step_sound_vol_k = 0.21
[attachable_item]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\attachable_item"
cform = skeleton
class = II_ATTCH
cost = 100
inv_name = "Attachable item"
inv_name_short = "Attachable item"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, -3.14, 1.6
attach_position_offset = 0.105, 0.00, 0.085
attach_bone_name = bip01_head
[new_attachable_item]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\new_attachable_item"
cform = skeleton
class = II_BTTCH
cost = 100
inv_name = "Attachable item"
inv_name_short = "Attachable item"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, -3.14, 1.6
attach_position_offset = 0.105, 0.00, 0.085
attach_bone_name = bip01_head
[hand_radio]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\hand_radio"
cform = skeleton
class = II_ATTCH
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost = 0
inv_name = "hand_radio"
inv_name_short = "hand_radio"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = -1.5708,0.1919,3.1416 ;óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180
attach_position_offset = 0.075, 0.066, 0.023
attach_bone_name = bip01_l_hand
auto_attach = false
; ðàöèÿ äëÿ ïðàâîé ðóêè
[hand_radio_r]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\hand_radio_r"
cform = skeleton
class = II_ATTCH
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost = 0
inv_name = "hand_radio"
inv_name_short = "hand_radio"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 1.571,0.75,0.0 ;óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180
attach_position_offset = 0.015, -0.084, 0.023
attach_bone_name = bip01_r_hand
auto_attach = false
[breakable_object]
class = O_BRKBL
remove_time = 10 ;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold = 0. ;weapon impact can stand breakable_object
collision_break_threthhold = 2000.f ;collision impact can stand breakable_object
immunity_factor = 1.3 ;hit power multiplier
[climable_object]
class = O_CLMBL
[zone_team_base]
$spawn = "network\team base"
class = Z_TEAMBS
GroupControlSection = spawn_group_zone
[multiplayer_skins]
stalker_killer_head_1 = 0,380
stalker_killer_antigas = 128,380
stalker_killer_head_3 = 256,380
stalker_killer_mask = 384,380
stalker_killer_exoskeleton = 512,380
stalker_sci_killer = 640,380
stalker_killer_military = 768,380
stalker_sv_balon_10 = 0,705
stalker_sv_hood_9 = 128,705
stalker_sv_rukzak_3 = 256,705
stalker_sv_rukzak_2 = 384,705
stalker_sv_exoskeleton = 512,705
stalker_sci_svoboda = 640,705
stalker_sv_military = 768,705
[main_ingame_indicators_thresholds]
radiation = 0.1,0.25,0.4,0.55,0.7
wounds = 0.01,0.2,0.4,0.6,0.8
jammed = 0.5,0.6,0.7,0.8,0.9
starvation = 0.5,0.6,0.7,0.8,0.9
fatigue = 0.3,0.6,0.7,0.8,0.9
[tutorial_conditions_thresholds]
max_power = 0.75
power = 0.1
bleeding = 0.4
satiety = 0.5
radiation = 0.1
weapon_jammed = 0.9
psy_health = 0.5
[squad_manager]
schedule_min = 1
schedule_max = 999
[agent_manager]
schedule_min = 100
schedule_max = 1000
[custom_script_object]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "scripts\custom_object"
cform = skeleton
class = NW_ATTCH
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost = 0
inv_name = "custom_script_object"
inv_name_short = "custom_script_object"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, 0, 0
attach_position_offset = 0.08, 0.04, 0.03
attach_bone_name = bip01_r_hand
[ph_skeleton_object]
class = P_SKELET
remove_time = 120
[script]
current_server_entity_version = 12
[space_restrictor]
GroupControlSection = spawn_group_restrictor
$spawn = "ai\space_restrictor"
;$prefetch = 64
class = SPC_RS_S
script_binding = bind_restrictor.bind
shape_transp_color = 0, 255, 0, 24
shape_edge_color = 32, 32, 32, 255
[camp_zone]
GroupControlSection = spawn_group_restrictor
$spawn = "ai\camp"
$prefetch = 16
$def_sphere = 2
class = SPC_RS_S
script_binding = bind_camp.bind
shape_transp_color = 0, 0, 255, 24
shape_edge_color = 32, 32, 32, 255
[anomal_zone]:space_restrictor
GroupControlSection = spawn_group_zone
$spawn = "ai\anomal_zone"
$def_sphere = 2
$prefetch = 16
script_binding = bind_anomaly_zone.bind
shape_transp_color = 240, 217, 182, 58
shape_edge_color = 32, 32, 32, 255
[collision_damage]
bonce_damage_factor_for_objects = 1.
[pkm_visual_memory]
min_view_distance = 1 ;0.4 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñš íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1 ;0.8 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñš íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 50 ;150.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñš âèäèìvì
always_visible_distance = 1 ;0.1
time_quant = 0.00001
decrease_value = 0.1 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñš âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ£êñš ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâååíèš (òîëüêî äëš Lêò£ðà)
transparency_threshold = 0.4 ;
view_fov_deg = 90
view_aspect = 1
view_far_plane = 100
[details]
swing_normal_amp1 = .1
swing_normal_amp2 = .05
swing_normal_rot1 = 30.0
swing_normal_rot2 = 1.0
swing_normal_speed = 2.0
; fast
swing_fast_amp1 = 0.35;0.25
swing_fast_amp2 = .20;0.15
swing_fast_rot1 = 5
swing_fast_rot2 = .5;0.75
swing_fast_speed = 0.5;1
[ph_capture_visuals]
;Ñïèñîê îáúåêòîâ êîòîðvå ìîæíî òàñêàòü.
;NPC
;actors\stalker_bandit\stalker_bandit_1
;actors\stalker_bandit\stalker_bandit_2
;actors\stalker_bandit\stalker_bandit_3
;actors\stalker_bandit\stalker_bandit_3_face_1
;actors\stalker_bandit\stalker_bandit_3_face_2
;actors\stalker_bandit\stalker_bandit_3_mask
;actors\stalker_bandit\stalker_bandit_4
;actors\stalker_dolg\stalker_dolg_1
;actors\stalker_dolg\stalker_dolg_2
;actors\stalker_dolg\stalker_dolg_2_face_1
;actors\stalker_dolg\stalker_dolg_2_face_2
;actors\stalker_dolg\stalker_dolg_2_mask
;actors\stalker_dolg\stalker_dolg_3
;actors\stalker_dolg\stalker_dolg_4
;actors\stalker_freedom\stalker_freedom_1
;actors\stalker_freedom\stalker_freedom_2
;actors\stalker_freedom\stalker_freedom_2_face_1
;actors\stalker_freedom\stalker_freedom_2_face_2
;actors\stalker_freedom\stalker_freedom_2_mask
;actors\stalker_freedom\stalker_freedom_3
;actors\stalker_freedom\stalker_freedom_4
;actors\stalker_hero\stalker_hero_1
;actors\stalker_hero\stalker_hero_stc_strelok
;actors\stalker_lesnik\stalker_lesnik_1
;actors\stalker_merc\stalker_merc_2
;actors\stalker_merc\stalker_merc_4
;actors\stalker_monolith\stalker_monolith_1
;actors\stalker_monolith\stalker_monolith_2
;actors\stalker_monolith\stalker_monolith_3
;actors\stalker_monolith\stalker_monolith_4
;actors\stalker_nebo\stalker_nebo_1
;actors\stalker_nebo\stalker_nebo_2
;actors\stalker_nebo\stalker_nebo_2_face_1
;actors\stalker_nebo\stalker_nebo_2_face_2
;actors\stalker_nebo\stalker_nebo_2_face_3
;actors\stalker_nebo\stalker_nebo_2_mask
;actors\stalker_nebo\stalker_nebo_3
;actors\stalker_neutral\stalker_neutral_1
;actors\stalker_neutral\stalker_neutral_2
;actors\stalker_neutral\stalker_neutral_2_face_1
;actors\stalker_neutral\stalker_neutral_2_face_2
;actors\stalker_neutral\stalker_neutral_2_mask
;actors\stalker_neutral\stalker_neutral_3
;actors\stalker_neutral\stalker_neutral_4
;actors\stalker_soldier\stalker_soldier_1
;actors\stalker_soldier\stalker_soldier_2
;actors\stalker_soldier\stalker_soldier_2_face_1
;actors\stalker_soldier\stalker_soldier_3
;actors\stalker_soldier\stalker_soldier_4
;actors\stalker_trader\stalker_trader_1
;actors\stalker_ucheniy\stalker_ucheniy_1
;actors\stalker_zombied\stalker_zombied_1
;actors\stalker_zombied\stalker_zombied_2
;actors\stalker_zombied\stalker_zombied_3
;actors\stalker_zombied\stalker_zombied_4
;Monsters
;monsters\controller\controller_1
;monsters\controller\controller_2
;monsters\controller\controller_3
;monsters\controller\controller_4
;monsters\controller\controller_dead
;monsters\crow\crow
;monsters\dog\dog
;monsters\dog\dog_bulterier
;monsters\dog\dog_bulterier_dead
;monsters\dog\dog_dead
;monsters\dog\dog_red
;monsters\dog\dog_red_dead
;monsters\dog\dog_white
;monsters\dog\dog_white_dead
;monsters\flesh\flesh
;monsters\flesh\flesh_dead
;monsters\flesh\flesh_strong
;monsters\krovosos\krovosos
;monsters\krovosos\krovosos_dead
;monsters\krovosos\krovosos_strong
;monsters\krovosos\krovosos_strong_xray
;monsters\krovosos\krovosos_xray
;monsters\mutant_boar\mutant_boar
;monsters\mutant_boar\mutant_boar_dead
;monsters\mutant_boar\mutant_boar_strong
;monsters\poltergeist\poltergeist
;monsters\poltergeist\poltergeist_dead
;monsters\poltergeist\poltergeist_strong
;monsters\pseudodog\pseudodog
;monsters\pseudodog\pseudodog_dead
;monsters\pseudodog\pseudodog_grey
;monsters\pseudodog\pseudodog_grey_dead
;monsters\rat\rat_1
;monsters\snork\snork
;monsters\snork\snork_dead
;monsters\tushkano\tushkano
;monsters\tushkano\tushkano_dead