add game&rawdata

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Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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[alife]
schedule_min = 1 ; milliseconds
schedule_max = 1 ; milliseconds
process_time = 10000 ; microseconds
update_monster_factor = 0.1
time_factor = 10; 1; ;396.0;ñêîðîñòü äëÿ äåìîíñòðàöèè ñìåíû äíÿ è íî÷è
normal_time_factor = 10; æèâîòíûå â îôôëàéíå ïåðåìåùàþòñÿ ñî ñêîðîñòüþ, äåë¸ííîé íà ýòîò ôàêòîð (÷òîáû íå áåãàëè î÷åíü áûñòðî)
switch_distance = 150;0 ;150 ;75.0 ; metres
switch_factor = 0.1 ;
start_time = 9:00:00
start_date = 03.08.2012
autosave_interval = 01:05:00
delay_autosave_interval = 00:00:30
objects_per_update = 10
start_game_callback = _G.start_game_callback ; on starting new game or loading saved one

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[actor_terrain]
255,255,000,255
[actor]:common_ph_friction_params_on_npc_death
GroupControlSection = spawn_group
$spawn = "actor"
$ed_icon = ed\ed_actor
$player = on
$prefetch = 16
cform = skeleton
class = S_ACTOR
money = 15000;
rank = 3;
script_binding = bind_stalker.actor_init
visual = actors\stalker_hero\stalker_hero_1.ogf
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
player_hud_section = actor_hud
terrain = actor_terrain
max_item_mass = 35 ;50.0
jump_speed = 6.
crouch_coef = 0.30 ;0.45
climb_coef = 0.7
run_coef = 2.0 ;2.1
sprint_koef = 2.5 ;1.9 ;2.6
run_back_coef = 1.8
walk_back_coef = 0.5
air_control_param = 0.1
walk_accel = 19; 20 ;18.1 ;17
show_corpses_dist = 10
;ðàäèóñ â êîòðîì íàä ïðåäìåòàìè âûâîäÿòñÿ èõ íàçâàíèÿ
pickup_info_radius = 5 ;3
feel_grenade_radius = 10.0 ;ðàññòîÿíèå (â ìåòðàõ) íà êîòîðîì àêòåð ÷óâñòâóåò ãðàíàòó (ëþáóþ)
feel_grenade_time = 0.5 ;âðåìÿ ãðàíàòû (ñåê) ïîñëå êîòîðîãî àêòåð ÷óâñòâóåò ãðàíàòó
ef_creature_type = 17 ; option for evaluation functions
; attach params
attachable_items = device_torch,attachable_item,hand_radio
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.75, 0.0
ph_box1_size = 0.35, 0.75, 0.35
ph_box2_center = 0.0, 0.6, 0.0
ph_box2_size = 0.35, 0.6, 0.35
stalker_restrictor_radius = 0.1;0.75;0.55;0.75;0.9
stalker_small_restrictor_radius = .1;
medium_monster_restrictor_radius = 0.1
ph_crash_speed_min = 17
ph_crash_speed_max = 30
ph_collision_damage_factor = 1.0
ph_mass = 80
weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11
damage = actor_damage
hit_probability_gd_novice = 1 ;0.20
hit_probability_gd_stalker = 1 ;0.30
hit_probability_gd_veteran = 1 ;0.40
hit_probability_gd_master = 1 ;0.50
hit_sounds = actor_hit_snds
;actor condition
immunities_sect = actor_immunities_gd_novice
condition_sect = actor_condition
heavy_breath_snd = actor\breath_1 ;çâóê òÿæåëîãî äûõàíèÿ ïðè óñòàëîñòè
heavy_blood_snd = affects\heartbeat; heart\8
heavy_danger_snd = affects\heartbeat
material = creatures\actor
camera_height_factor = 0.92 ;0.85
;äèñïåðñèÿ ñòðåëüáû ñ ó÷åòîì õîäüáû è áåãà
disp_base = 2.0 ;óãîë (â ãðàäóñàõ) ðàçëåòà ïóëü, êîãäà àêòåð ñòîèò íà ìåñòå
disp_aim = 0.0`
disp_vel_factor = 2.0 ;íà ñêîëüêî óâåëè÷èòñÿ äèñïåðñèÿ ïðè ñêðîñòè â 10 ì/ñ (íå îáÿçàòåëüíî ïðè áåãå)
disp_accel_factor = 0.0 ;åùå íà ñêîëüêî óâåëè÷èòñÿ, åñëè àêòåð áåæèò (+ ñêîðîñòü)
disp_crouch_factor = -0.5 ;óìåíüøåíèå åñëè àêòåð ñèäèò
disp_crouch_no_acc_factor = -0.5 ;óìåíüøåíèå åñëè àêòåð ñèäèò + no acceleration
disp_jump_factor = 2.0
body_remove_time = 60000 ;âðåìÿ óíè÷òîæåíèÿ òðóïà (ñ ó÷åòîì TimeFactor)
sleep_time_factor = 1000 ;400 ;âî ñêîëüêî ðàç âðåìÿ èäåò áûñòðåå, êîãäà àêòåð ñïèò
max_sleep_hours = 12
;species of monster
species = actor
;---STEP MANAGER------------------------------------------------------
LegsCount = 2
step_params = stalker_step_manager
foot_bones = stalker_foot_bones
memory_update_time = 100
; visibility parameters
DynamicObjectsCount = 32
min_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 1.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 1.0
time_quant = 0.005
decrease_value = 0.1 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5;0 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4 ; 0.25
still_visible_time = 5000 ; âðåìÿ, êîòîðîå îáúåêò âñ¸ åù¸ ñ÷èòàåòñÿ âèäèìûì, äàæå åñëè îí óæå íå âî ôðóñòóìå
quick_item_1 = medkit
quick_item_2 = bandage
quick_item_3 = antirad
quick_item_4 = conserva
[actor_immunities_gd_novice]
burn_immunity = 0.3 ;0.45 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.3 ;0.45
shock_immunity = 0.3 ;0.45
wound_immunity = 0.05 ;0.45
radiation_immunity = 0.3 ;0.45
telepatic_immunity = 0.3 ;0.45
chemical_burn_immunity = 0.3 ;0.45
explosion_immunity = 0.05 ;0.45
fire_wound_immunity = 0.15
[actor_immunities_gd_stalker]
burn_immunity = 0.7 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.7
wound_immunity = 0.15
radiation_immunity = 0.7
telepatic_immunity = 0.7
chemical_burn_immunity = 0.7
explosion_immunity = 0.15
fire_wound_immunity = 0.5 ;0.65
[actor_immunities_gd_veteran]
burn_immunity = 0.85 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.75
shock_immunity = 0.85
wound_immunity = 0.5
radiation_immunity = 0.85
telepatic_immunity = 0.85
chemical_burn_immunity = 0.85
explosion_immunity = 0.5
fire_wound_immunity = 0.75
[actor_immunities_gd_master]
burn_immunity = 1.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.75
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[actor_condition]
satiety_v = 0.0000162 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.0 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.005 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.0001 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = 0.3 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.002 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.0001 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
psy_health_v = 0.001 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
alcohol_v = -0.0003
health_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 0.1 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
max_power_leak_speed = 0.0 ;íàêîïëåíèå óñòàëîñòè (ìàêñ ãðàíèöà, äî êîòîðîé âîññòàíàâëèâàåòñÿ ñèëà) â ñåêóíäó èãðîâîãî âðåìåíè
max_walk_weight = 60
bleeding_v = 0.002 ;0.0005 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.0003 ;0.003 ;ñêîðîñòü çàæèâëåíèÿ ðàíû
min_wound_size = 0.0256 ;ìèíèìàëüíûé ðàçìåð ðàíû, ïîñëå êîòîðîãî îíà ñ÷èòàåòñÿ çàæèâøåé
;--when actor in sleep
satiety_v_sleep = 0.00001
radiation_v_sleep = 0.0003
satiety_power_v_sleep = 0.0001
satiety_health_v_sleep = 0.00001
radiation_health_v_sleep = 0.001
morale_v_sleep = 0.0
psy_health_v_sleep = 0.0
alcohol_v_sleep = -0.0005
bleeding_v_sleep = 0.0
wound_incarnation_v_sleep = 0.0
max_power_leak_speed_sleep = -0.00001;
health_restore_v = 0.0001
;;;;;;;;
;actor_condition only
jump_power = 0.01 ;óìåøüøåíèå ñèëû ñ ïðûæêîì áåç ó÷åòà âåñà íîøè
jump_weight_power = 0.05 ;0.045 ;óìåøüøåíèå ñèëû ñ ïðûæêîì ñ ó÷åòîì âåñà íîøè, äëÿ ìàêñèìàëüíîãî äîïóñòèìîãî âåñà
overweight_jump_k = 5 ;10 ;10 ;êîýôôèöèåíò âëèÿíèå ïåðåãðóçêè ïðûæîê ñ âåñîì (óìíîæàåòñÿ íà jump_weight_power)
stand_power = -0.001.1
walk_power = 0.00002 ;0.000012 ;óìåøüøåíèå ñèëû çà ñåêíäó âî âðåìÿ õîäüáû áåç ó÷åòà âåñà íîøè
walk_weight_power = 0.0002 ;0.0001; ;óìåøüøåíèå ñèëû çà ñåêíäó âî âðåìÿ õîäüáû ñ ó÷åòîì âåñà íîøè, äëÿ ìàêñèìàëüíîãî äîïóñòèìîãî âåñà
overweight_walk_k = 5 ;9 ;10 ;êîýôôèöèåíò âëèÿíèå ïåðåãðóçêè íîøè (óìíîæàåòñÿ íà walk_weight_power)
accel_k = 3 ;5 ;êîýôôèöèåíò íà áåã (óìíîæàåòñÿ walk_power, walk_weight_power)
sprint_k = 100 ;75 ;êîýôôèöèåíò íà "sprint" áåã (óìíîæàåòñÿ walk_power, walk_weight_power)
; õðîìîòà
limping_health_begin = 0.1 ;ïîðîã çäîðîâüÿ ìåíüøå êîòîðîãî àêòåð íà÷èíàåò õðîìàòü
limping_health_end = 0.2 ;ïîðîã çäîðîâüÿ áîëüøå êîòîðîãî àêòåð ïåðåñòàåò õðîìàòü
limping_power_begin = 0.1 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íà÷èíàåò õðîìàòü
limping_power_end = 0.2 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ïåðåñòàåò õðîìàòü
use_limping_state = on
cant_walk_power_begin = 0.01 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íå ìîæåò äâèãàòüñÿ
cant_walk_power_end = 0.10 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ñìîæåò äâèãàòüñÿ
cant_sprint_power_begin = 0.10 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íå ìîæåò áåæàòü â ñïðèíòå
cant_sprint_power_end = 0.30 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ñìîæåò áåæàòü â ñïðèíòå
can_sleep_callback = dream.can_sleep_callback
sleep_video_name_callback = dream.sleep_video_name_callback
radio_zone_max_power = 0.03 ;ïðåäåëû çîí äëÿ äàò÷èêîâ è äëÿ èíâåíòàðÿ (% çàùèò áðîíèêîâ)
fire_zone_max_power = 0.2
acid_zone_max_power = 0.2
psi_zone_max_power = 0.1
electra_zone_max_power = 0.8
max_power_restore_speed = 0.020
max_fire_wound_protection = 1.45
max_wound_protection = 0.5
hud_health_blink = 0.05
[actor_thd_gd_novice] ; Ñåêöèÿ íàñòðîåê íåîäíîóäàðíîãî óáèéñòâà äëÿ ñëîæíîñòè novice
killing_hit_treshold = 0.2 ; Åñëè íàíîñèòñÿ ïîòåíöèàëüíî ñìåðòåëüíûé õèò, è ó èãðîêà õèòîâ áîëüøå, ÷åì killing_hit_treshold,
last_chance_health = 0.1 ; åãî õèòû óìåíüøàþòñÿ äî last_chance_health (äîëæíî áûòü ìåíüøå, ÷åì killing_hit_treshold) è
invulnerable_time = 500 ; âêëþ÷àåòñÿ áåññìåðòèå íà âðåìÿ invulnerable_time (â ìèëëèñåêóíäàõ)
[actor_thd_gd_stalker] ; Ñåêöèÿ íàñòðîåê íåîäíîóäàðíîãî óáèéñòâà äëÿ ñëîæíîñòè stalker
killing_hit_treshold = 0.2
last_chance_health = 0.1
invulnerable_time = 500
[actor_thd_gd_veteran] ; Ñåêöèÿ íàñòðîåê íåîäíîóäàðíîãî óáèéñòâà äëÿ ñëîæíîñòè veteran
killing_hit_treshold = 0.0
last_chance_health = 0.0
invulnerable_time = 0.0
[actor_thd_gd_master] ; Ñåêöèÿ íàñòðîåê íåîäíîóäàðíîãî óáèéñòâà äëÿ ñëîæíîñòè master
killing_hit_treshold = 0.0
last_chance_health = 0.0
invulnerable_time = 0.0
[actor_damage]
;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
;-1 - íåò àíèìàöèé, ÷åòíûé íîìåð - ñïåðåäè, íå÷åòíûé íîìåð - ñçàäè, ÓÊÀÇÛÂÀÅÒÑß ÒÎËÜÊÎ ÏÅÐÅÄÍÈÉ!!! ÇÀÄÍÈÉ ÍÀ ÀÂÒÎÌÀÒÅ
default = 1.0, -1, 1.0
bip01_pelvis = 1.0, 10, 1.0
bip01_spine = 1.0, 10, 1.0
bip01_spine1 = 1.0, 0, 1.0
bip01_spine2 = 1.0, 0, 1.0
bip01_neck = 1.0, 0, 1.0
bip01_head = 1.0, 0, 1.0
eyelid_1 = 1.0, 0, 1.0
eye_left = 1.0, 0, 1.0
eye_right = 1.0, 0, 1.0
jaw_1 = 1.0, 0, 1.0
bip01_l_clavicle = 1.0, 4, 1.0
bip01_l_upperarm = 1.0, 4, 1.0
bip01_l_forearm = 1.0, 4, 1.0
bip01_l_hand = 1.0, 4, 3.0
bip01_l_finger0 = 0.0, 4, 0.0
bip01_l_finger01 = 0.0, 4, 0.0
bip01_l_finger02 = 0.0, 4, 0.0
bip01_l_finger1 = 0.0, 4, 0.0
bip01_l_finger11 = 0.0, 4, 0.0
bip01_l_finger12 = 0.0, 4, 0.0
bip01_l_finger2 = 0.0, 4, 0.0
bip01_l_finger21 = 0.0, 4, 0.0
bip01_l_finger22 = 0.0, 4, 0.0
bip01_r_clavicle = 1.0, 2, 1.0
bip01_r_upperarm = 1.0, 2, 1.0
bip01_r_forearm = 1.0, 2, 1.0
bip01_r_hand = 1.0, 2, 1.0
bip01_r_finger0 = 0.0, 2, 0.0
bip01_r_finger01 = 0.0, 2, 0.0
bip01_r_finger02 = 0.0, 2, 0.0
bip01_r_finger1 = 0.0, 2, 0.0
bip01_r_finger11 = 0.0, 2, 0.0
bip01_r_finger12 = 0.0, 2, 0.0
bip01_r_finger2 = 0.0, 2, 0.0
bip01_r_finger21 = 0.0, 2, 0.0
bip01_r_finger22 = 0.0, 2, 0.0
bip01_l_thigh = 1.0, 8, 1.0
bip01_l_calf = 1.0, 8, 1.0
bip01_l_foot = 1.0, 8, 1.0
bip01_l_toe0 = 1.0, 8, 1.0
bip01_r_thigh = 1.0, 6, 1.0
bip01_r_calf = 1.0, 6, 1.0
bip01_r_foot = 1.0, 6, 1.0
bip01_r_toe0 = 1.0, 6, 1.0
[actor_animation]
;óãëû äâîðîòà íîã àêòåðà âî âðåìÿ ñòðåéôîâ (â ãðàäóñàõ)
fwd_l_strafe_yaw = 45
back_l_strafe_yaw = 45
fwd_r_strafe_yaw = 45
back_r_strafe_yaw = 45
l_strafe_yaw = 0
r_strafe_yaw = 0
[actor_hit_snds]
burn =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
shock =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
strike =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
wound =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
radiation =monsters\biting\def_0; actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
telepatic =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
fire_wound =actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4
; actor\pain_1,actor\pain_3,actor\pain_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8
chemical_burn =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
explosion =affects\tinnitus3a
wound_2 =actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
light_burn =actor\pain1,actor\pain2,actor\pain3
[actor_hud]
visual = dynamics\weapons\wpn_hand\wpn_hand_01
position = -0.044000,-0.156000,0.100000
orientation = -0.500000,1.000000,-2.000000
ancor_0 = lead_gun ;r_hand
ancor_1 = l_hand
[actor_hud_01]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_01
[actor_hud_02]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_02
[actor_hud_03]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_03
[actor_hud_04]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_04
[actor_hud_05]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_05
[actor_hud_06]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_06
[actor_hud_07]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_07
[actor_hud_exo]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_exo

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;***************************************************************
; BODY SECTIONS
;***************************************************************
[body_damage_1]
bip01_pelvis = 1, 0.0
bip01_spine = 1, 0.0
bip01_spine1 = 1, 0.0
bip01_spine2 = 1, 0.0
bip01_l_clavicle = 1, 0.0
bip01_l_upperarm = 1, 0.0
bip01_l_forearm = 1, 0.0
bip01_l_hand = 1, 0.0
bip01_r_clavicle = 1, 0.0
bip01_r_upperarm = 1, 0.0
bip01_r_forearm = 1, 0.0
bip01_r_hand = 1, 0.0
bip01_l_thigh = 1, 0.0
bip01_l_calf = 1, 0.0
bip01_l_foot = 1, 0.0
bip01_r_thigh = 1, 0.0
bip01_r_calf = 1, 0.0
bip01_r_foot = 1, 0.0
[body_damage_2]
bip01_pelvis = 1, 0.1
bip01_spine = 1, 0.1
bip01_spine1 = 1, 0.1
bip01_spine2 = 1, 0.1
bip01_l_clavicle = 1, 0.1
bip01_l_upperarm = 1, 0.1
bip01_l_forearm = 1, 0.1
bip01_l_hand = 1, 0.1
bip01_r_clavicle = 1, 0.1
bip01_r_upperarm = 1, 0.1
bip01_r_forearm = 1, 0.1
bip01_r_hand = 1, 0.1
bip01_l_thigh = 1, 0.1
bip01_l_calf = 1, 0.1
bip01_l_foot = 1, 0.1
bip01_r_thigh = 1, 0.1
bip01_r_calf = 1, 0.1
bip01_r_foot = 1, 0.1
[body_damage_3]
bip01_pelvis = 1, 0.3
bip01_spine = 1, 0.3
bip01_spine1 = 1, 0.3
bip01_spine2 = 1, 0.3
bip01_l_clavicle = 1, 0.3
bip01_l_upperarm = 1, 0.3
bip01_l_forearm = 1, 0.3
bip01_l_hand = 1, 0.3
bip01_r_clavicle = 1, 0.3
bip01_r_upperarm = 1, 0.3
bip01_r_forearm = 1, 0.3
bip01_r_hand = 1, 0.3
bip01_l_thigh = 1, 0.3
bip01_l_calf = 1, 0.3
bip01_l_foot = 1, 0.3
bip01_r_thigh = 1, 0.3
bip01_r_calf = 1, 0.3
bip01_r_foot = 1, 0.3
[body_damage_4]
bip01_pelvis = 1, 0.6
bip01_spine = 1, 0.6
bip01_spine1 = 1, 0.6
bip01_spine2 = 1, 0.6
bip01_l_clavicle = 1, 0.6
bip01_l_upperarm = 1, 0.6
bip01_l_forearm = 1, 0.6
bip01_l_hand = 1, 0.6
bip01_r_clavicle = 1, 0.6
bip01_r_upperarm = 1, 0.6
bip01_r_forearm = 1, 0.6
bip01_r_hand = 1, 0.6
bip01_l_thigh = 1, 0.6
bip01_l_calf = 1, 0.6
bip01_l_foot = 1, 0.6
bip01_r_thigh = 1, 0.6
bip01_r_calf = 1, 0.6
bip01_r_foot = 1, 0.6
[body_damage_5]
bip01_pelvis = 1.0, 0.45
bip01_spine = 1.0, 0.45
bip01_spine1 = 1.0, 0.45
bip01_spine2 = 1.0, 0.45
bip01_l_clavicle = 1.0, 0.45
bip01_l_upperarm = 1.0, 0.45
bip01_l_forearm = 1.0, 0.45
bip01_l_hand = 1.0, 0.45
bip01_r_clavicle = 1.0, 0.45
bip01_r_upperarm = 1.0, 0.45
bip01_r_forearm = 1.0, 0.45
bip01_r_hand = 1.0, 0.45
bip01_l_thigh = 1.0, 0.45
bip01_l_calf = 1.0, 0.45
bip01_l_foot = 1.0, 0.45
bip01_r_thigh = 1.0, 0.45
bip01_r_calf = 1.0, 0.45
bip01_r_foot = 1.0, 0.45
;***************************************************************
; HEAD SECTIONS
;***************************************************************
[head_damage_1]
bip01_neck = 1.0, 0.0
bip01_head = 1.0, 0.0
eyelid_1 = 1.0, 0.0
eye_left = 1.0, 0.0
eye_right = 1.0, 0.0
jaw_1 = 1.0, 0.0
[head_damage_2]
bip01_neck = 1.0, 0.2
bip01_head = 1.0, 0.2
eyelid_1 = 1.0, 0.0
eye_left = 1.0, 0.0
eye_right = 1.0, 0.0
jaw_1 = 1.0, 0.0
[head_damage_3]
bip01_neck = 1.0, 0.35
bip01_head = 1.0, 0.35
eyelid_1 = 1.0, 0.35
eye_left = 1.0, 0.35
eye_right = 1.0, 0.35
jaw_1 = 1.0, 0.35
[head_damage_4]
bip01_neck = 1.0, 0.35
bip01_head = 1.0, 0.35
eyelid_1 = 1.0, 0.35
eye_left = 1.0, 0.35
eye_right = 1.0, 0.35
jaw_1 = 1.0, 0.35
[head_damage_5]
bip01_neck = 1.0, 0.3
bip01_head = 1.0, 0.3
eyelid_1 = 1.0, 0.3
eye_left = 1.0, 0.3
eye_right = 1.0, 0.3
jaw_1 = 1.0, 0.3
;***************************************************************
; FULL SECTIONS
;***************************************************************
[stalker_hero_1]:body_damage_4,head_damage_3
hit_fraction_npc = 0.1
[stalker_bandit_1]:body_damage_1,head_damage_1
hit_fraction_npc = 0.7
[stalker_bandit_2]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_bandit_3]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_bandit_4]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_dolg_1]:body_damage_5,head_damage_3
hit_fraction_npc = 0.6
[stalker_dolg_2]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_dolg_3]:body_damage_4,head_damage_3
hit_fraction_npc = 0.4
[stalker_dolg_4]:body_damage_4,head_damage_3
hit_fraction_npc = 0.25
[stalker_freedom_1]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_freedom_2]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_freedom_3]:body_damage_3,head_damage_2
hit_fraction_npc = 0.4
[stalker_freedom_4]:body_damage_4,head_damage_3
hit_fraction_npc = 0.25
[stalker_merc_1]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_merc_2]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_merc_3]:body_damage_2,head_damage_1
hit_fraction_npc = 0.4
[stalker_merc_4]:body_damage_4,head_damage_3
hit_fraction_npc = 0.25
[stalker_monolith_1]:body_damage_5,head_damage_3
hit_fraction_npc = 0.6
[stalker_monolith_2]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_monolith_3]:body_damage_3,head_damage_3
hit_fraction_npc = 0.4
[stalker_monolith_4]:body_damage_4,head_damage_3
hit_fraction_npc = 0.25
[stalker_nebo_1]:body_damage_2,head_damage_1
hit_fraction_npc = 0.3
[stalker_nebo_2]:body_damage_2,head_damage_3
hit_fraction_npc = 0.2
[stalker_nebo_3]:body_damage_2,head_damage_3
hit_fraction_npc = 0.2
[stalker_neutral_1]:body_damage_1,head_damage_1
hit_fraction_npc = 0.7
[stalker_neutral_2]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_neutral_3]:body_damage_3,head_damage_3
hit_fraction_npc = 0.4
[stalker_neutral_4]:body_damage_4,head_damage_3
hit_fraction_npc = 0.25
[stalker_neutral_nauchniy]:body_damage_5,head_damage_3
hit_fraction_npc = 0.2
[stalker_oon_1]:body_damage_2,head_damage_1
hit_fraction_npc = 0.1
[stalker_oon_2]:body_damage_2,head_damage_1
hit_fraction_npc = 0.1
[stalker_soldier_1]:body_damage_2,head_damage_1
hit_fraction_npc = 0.6
[stalker_soldier_2]:body_damage_3,head_damage_2
hit_fraction_npc = 0.4
[stalker_soldier_3]:body_damage_3,head_damage_3
hit_fraction_npc = 0.4
[stalker_soldier_4]:body_damage_4,head_damage_3
hit_fraction_npc = 0.4
[stalker_zombied_1]:body_damage_2,head_damage_2
hit_fraction_npc = 0.7
[stalker_zombied_2]:body_damage_2,head_damage_2
hit_fraction_npc = 0.6
[stalker_zombied_3]:body_damage_2,head_damage_2
hit_fraction_npc = 0.4
[stalker_zombied_4]:body_damage_2,head_damage_2
hit_fraction_npc = 0.25
;***************************************************************
; ACTOR BODY SECTIONS
;***************************************************************
[actor_body_damage_absent]
bip01_pelvis = 1.0, -1
bip01_spine = 1.0, -1
bip01_spine1 = 1.0, -1
bip01_spine2 = 1.0, -1
bip01_l_clavicle = 1.0, -1
bip01_l_upperarm = 1.0, -1
bip01_l_forearm = 1.0, -1
bip01_l_hand = 1.0, -1
bip01_r_clavicle = 1.0, -1
bip01_r_upperarm = 1.0, -1
bip01_r_forearm = 1.0, -1
bip01_r_hand = 1.0, -1
bip01_l_thigh = 1.0, -1
bip01_l_calf = 1.0, -1
bip01_l_foot = 1.0, -1
bip01_r_thigh = 1.0, -1
bip01_r_calf = 1.0, -1
bip01_r_foot = 1.0, -1
[actor_body_damage_suit]
bip01_pelvis = 1.0, 0.05
bip01_spine = 1.0, 0.05
bip01_spine1 = 1.0, 0.05
bip01_spine2 = 1.0, 0.05
bip01_l_clavicle = 1.0, 0.05
bip01_l_upperarm = 1.0, 0.05
bip01_l_forearm = 1.0, 0.05
bip01_l_hand = 1.0, 0.05
bip01_r_clavicle = 1.0, 0.05
bip01_r_upperarm = 1.0, 0.05
bip01_r_forearm = 1.0, 0.05
bip01_r_hand = 1.0, 0.05
bip01_l_thigh = 1.0, 0.05
bip01_l_calf = 1.0, 0.05
bip01_l_foot = 1.0, 0.05
bip01_r_thigh = 1.0, 0.05
bip01_r_calf = 1.0, 0.05
bip01_r_foot = 1.0, 0.05
[actor_body_damage_light]
bip01_pelvis = 1.0, 0.10
bip01_spine = 1.0, 0.10
bip01_spine1 = 1.0, 0.10
bip01_spine2 = 1.0, 0.10
bip01_l_clavicle = 1.0, 0.10
bip01_l_upperarm = 1.0, 0.10
bip01_l_forearm = 1.0, 0.10
bip01_l_hand = 1.0, 0.10
bip01_r_clavicle = 1.0, 0.10
bip01_r_upperarm = 1.0, 0.10
bip01_r_forearm = 1.0, 0.10
bip01_r_hand = 1.0, 0.10
bip01_l_thigh = 1.0, 0.10
bip01_l_calf = 1.0, 0.10
bip01_l_foot = 1.0, 0.10
bip01_r_thigh = 1.0, 0.10
bip01_r_calf = 1.0, 0.10
bip01_r_foot = 1.0, 0.10
[actor_body_damage_medium]
bip01_pelvis = 1.0, 0.3
bip01_spine = 1.0, 0.3
bip01_spine1 = 1.0, 0.3
bip01_spine2 = 1.0, 0.3
bip01_l_clavicle = 1.0, 0.3
bip01_l_upperarm = 1.0, 0.3
bip01_l_forearm = 1.0, 0.3
bip01_l_hand = 1.0, 0.3
bip01_r_clavicle = 1.0, 0.3
bip01_r_upperarm = 1.0, 0.3
bip01_r_forearm = 1.0, 0.3
bip01_r_hand = 1.0, 0.3
bip01_l_thigh = 1.0, 0.3
bip01_l_calf = 1.0, 0.3
bip01_l_foot = 1.0, 0.3
bip01_r_thigh = 1.0, 0.3
bip01_r_calf = 1.0, 0.3
bip01_r_foot = 1.0, 0.3
[actor_body_damage_heavy]
bip01_pelvis = 1.0, 0.6
bip01_spine = 1.0, 0.6
bip01_spine1 = 1.0, 0.6
bip01_spine2 = 1.0, 0.6
bip01_l_clavicle = 1.0, 0.6
bip01_l_upperarm = 1.0, 0.6
bip01_l_forearm = 1.0, 0.6
bip01_l_hand = 1.0, 0.6
bip01_r_clavicle = 1.0, 0.6
bip01_r_upperarm = 1.0, 0.6
bip01_r_forearm = 1.0, 0.6
bip01_r_hand = 1.0, 0.6
bip01_l_thigh = 1.0, 0.6
bip01_l_calf = 1.0, 0.6
bip01_l_foot = 1.0, 0.6
bip01_r_thigh = 1.0, 0.6
bip01_r_calf = 1.0, 0.6
bip01_r_foot = 1.0, 0.6
[actor_body_damage_sci]
bip01_pelvis = 1.0, 0.15
bip01_spine = 1.0, 0.15
bip01_spine1 = 1.0, 0.15
bip01_spine2 = 1.0, 0.15
bip01_l_clavicle = 1.0, 0.15
bip01_l_upperarm = 1.0, 0.15
bip01_l_forearm = 1.0, 0.15
bip01_l_hand = 1.0, 0.15
bip01_r_clavicle = 1.0, 0.15
bip01_r_upperarm = 1.0, 0.15
bip01_r_forearm = 1.0, 0.15
bip01_r_hand = 1.0, 0.15
bip01_l_thigh = 1.0, 0.15
bip01_l_calf = 1.0, 0.15
bip01_l_foot = 1.0, 0.15
bip01_r_thigh = 1.0, 0.15
bip01_r_calf = 1.0, 0.15
bip01_r_foot = 1.0, 0.15
[actor_body_damage_exo]
bip01_pelvis = 1.0, 0.65
bip01_spine = 1.0, 0.65
bip01_spine1 = 1.0, 0.65
bip01_spine2 = 1.0, 0.65
bip01_l_clavicle = 1.0, 0.65
bip01_l_upperarm = 1.0, 0.65
bip01_l_forearm = 1.0, 0.65
bip01_l_hand = 1.0, 0.65
bip01_r_clavicle = 1.0, 0.65
bip01_r_upperarm = 1.0, 0.65
bip01_r_forearm = 1.0, 0.65
bip01_r_hand = 1.0, 0.65
bip01_l_thigh = 1.0, 0.65
bip01_l_calf = 1.0, 0.65
bip01_l_foot = 1.0, 0.65
bip01_r_thigh = 1.0, 0.65
bip01_r_calf = 1.0, 0.65
bip01_r_foot = 1.0, 0.65
;***************************************************************
; ACTOR BODY MODIFICATION SECTIONS
;***************************************************************
[actor_body_damage_add_1]
bip01_pelvis = 0.0, 0.04
bip01_spine = 0.0, 0.04
bip01_spine1 = 0.0, 0.04
bip01_spine2 = 0.0, 0.04
bip01_l_clavicle = 0.0, 0.04
bip01_l_upperarm = 0.0, 0.04
bip01_l_forearm = 0.0, 0.04
bip01_l_hand = 0.0, 0.04
bip01_r_clavicle = 0.0, 0.04
bip01_r_upperarm = 0.0, 0.04
bip01_r_forearm = 0.0, 0.04
bip01_r_hand = 0.0, 0.04
bip01_l_thigh = 0.0, 0.04
bip01_l_calf = 0.0, 0.04
bip01_l_foot = 0.0, 0.04
bip01_r_thigh = 0.0, 0.04
bip01_r_calf = 0.0, 0.04
bip01_r_foot = 0.0, 0.04
[actor_body_damage_add_2]
bip01_pelvis = 0.0, 0.06
bip01_spine = 0.0, 0.06
bip01_spine1 = 0.0, 0.06
bip01_spine2 = 0.0, 0.06
bip01_l_clavicle = 0.0, 0.06
bip01_l_upperarm = 0.0, 0.06
bip01_l_forearm = 0.0, 0.06
bip01_l_hand = 0.0, 0.06
bip01_r_clavicle = 0.0, 0.06
bip01_r_upperarm = 0.0, 0.06
bip01_r_forearm = 0.0, 0.06
bip01_r_hand = 0.0, 0.06
bip01_l_thigh = 0.0, 0.06
bip01_l_calf = 0.0, 0.06
bip01_l_foot = 0.0, 0.06
bip01_r_thigh = 0.0, 0.06
bip01_r_calf = 0.0, 0.06
bip01_r_foot = 0.0, 0.06
[actor_body_damage_add_3]
bip01_pelvis = 0.0, 0.08
bip01_spine = 0.0, 0.08
bip01_spine1 = 0.0, 0.08
bip01_spine2 = 0.0, 0.08
bip01_l_clavicle = 0.0, 0.08
bip01_l_upperarm = 0.0, 0.08
bip01_l_forearm = 0.0, 0.08
bip01_l_hand = 0.0, 0.08
bip01_r_clavicle = 0.0, 0.08
bip01_r_upperarm = 0.0, 0.08
bip01_r_forearm = 0.0, 0.08
bip01_r_hand = 0.0, 0.08
bip01_l_thigh = 0.0, 0.08
bip01_l_calf = 0.0, 0.08
bip01_l_foot = 0.0, 0.08
bip01_r_thigh = 0.0, 0.08
bip01_r_calf = 0.0, 0.08
bip01_r_foot = 0.0, 0.08
[actor_body_damage_add_4]
bip01_pelvis = 0.0, 0.1
bip01_spine = 0.0, 0.1
bip01_spine1 = 0.0, 0.1
bip01_spine2 = 0.0, 0.1
bip01_l_clavicle = 0.0, 0.1
bip01_l_upperarm = 0.0, 0.1
bip01_l_forearm = 0.0, 0.1
bip01_l_hand = 0.0, 0.1
bip01_r_clavicle = 0.0, 0.1
bip01_r_upperarm = 0.0, 0.1
bip01_r_forearm = 0.0, 0.1
bip01_r_hand = 0.0, 0.1
bip01_l_thigh = 0.0, 0.1
bip01_l_calf = 0.0, 0.1
bip01_l_foot = 0.0, 0.1
bip01_r_thigh = 0.0, 0.1
bip01_r_calf = 0.0, 0.1
bip01_r_foot = 0.0, 0.1
[actor_head_damage_zero]
bip01_neck = 0.0, 0.0
bip01_head = 0.0, 0.0
eyelid_1 = 0.0, 0.0
eye_left = 0.0, 0.0
eye_right = 0.0, 0.0
jaw_1 = 0.0, 0.0
;***************************************************************
; ACTOR HEAD SECTIONS
;***************************************************************
[actor_head_damage_absent]
bip01_neck = 1.0, -1
bip01_head = 1.0, -1
eyelid_1 = 1.0, -1
eye_left = 1.0, -1
eye_right = 1.0, -1
jaw_1 = 1.0, -1
[actor_head_damage_respirator]
bip01_neck = 1.0, 0.0
bip01_head = 1.0, 0.0
eyelid_1 = 1.0, 0.0
eye_left = 1.0, 0.0
eye_right = 1.0, 0.0
jaw_1 = 1.0, 0.0
[actor_head_damage_protective]
bip01_neck = 1.0, 0.15
bip01_head = 1.0, 0.15
eyelid_1 = 1.0, 0.15
eye_left = 1.0, 0.15
eye_right = 1.0, 0.15
jaw_1 = 1.0, 0.15
[actor_head_damage_hardhat]
bip01_neck = 1.0, 0.3
bip01_head = 1.0, 0.3
eyelid_1 = 1.0, 0.3
eye_left = 1.0, 0.3
eye_right = 1.0, 0.3
jaw_1 = 1.0, 0.3
[actor_head_damage_tactic]
bip01_neck = 1.0, 0.6
bip01_head = 1.0, 0.6
eyelid_1 = 1.0, 0.6
eye_left = 1.0, 0.6
eye_right = 1.0, 0.6
jaw_1 = 1.0, 0.6
[actor_head_damage_battle]
bip01_neck = 1.0, 0.65
bip01_head = 1.0, 0.65
eyelid_1 = 1.0, 0.65
eye_left = 1.0, 0.65
eye_right = 1.0, 0.65
jaw_1 = 1.0, 0.65
;***************************************************************
; ACTOR ARMOR SECTIONS
;***************************************************************
[actor_armor_suit]:actor_body_damage_suit, actor_head_damage_absent
[actor_armor_light]:actor_body_damage_light, actor_head_damage_absent
[actor_armor_dolg_light]:actor_body_damage_sci, actor_head_damage_absent
[actor_armor_medium]:actor_body_damage_medium, actor_head_damage_absent
[actor_armor_heavy]:actor_body_damage_heavy, actor_head_damage_absent
[actor_armor_sci]:actor_body_damage_sci, actor_head_damage_protective
[actor_armor_exo]:actor_body_damage_exo, actor_head_damage_battle
;***************************************************************
; ACTOR HELM SECTIONS
;***************************************************************
[actor_helm_respirator]:actor_body_damage_absent, actor_head_damage_respirator
[actor_helm_protective]:actor_body_damage_absent, actor_head_damage_protective
[actor_helm_hardhat]:actor_body_damage_absent, actor_head_damage_hardhat
[actor_helm_tactic]:actor_body_damage_absent, actor_head_damage_tactic
[actor_helm_battle]:actor_body_damage_absent, actor_head_damage_battle
;***************************************************************
; ACTOR MODIFICATION SECTIONS
;***************************************************************
[actor_armor_light_add_1]:actor_body_damage_add_1, actor_head_damage_zero
[actor_armor_light_add_2]:actor_body_damage_add_2, actor_head_damage_zero
[actor_armor_light_add_3]:actor_body_damage_add_3, actor_head_damage_zero
[actor_armor_medium_add_1]:actor_body_damage_add_2, actor_head_damage_zero
[actor_armor_medium_add_2]:actor_body_damage_add_4, actor_head_damage_zero
[actor_armor_heavy_add_1]:actor_body_damage_add_1, actor_head_damage_zero
[actor_armor_heavy_add_2]:actor_body_damage_add_2, actor_head_damage_zero
[actor_armor_heavy_add_3]:actor_body_damage_add_3, actor_head_damage_zero
[actor_armor_scientific_add_1]:actor_body_damage_add_1, actor_head_damage_zero
[actor_armor_scientific_add_3]:actor_body_damage_add_3, actor_head_damage_zero
[actor_armor_exo_add_1]:actor_body_damage_add_1, actor_head_damage_zero
[actor_armor_exo_add_2]:actor_body_damage_add_2, actor_head_damage_zero
[actor_armor_exo_add_3]:actor_body_damage_add_3, actor_head_damage_zero

View file

@ -0,0 +1,226 @@
[game_relations]
;ðåàëüíîå ðàçäåëåíèå íà ãðóïïû ðåïóòàöèé íà øêàëû
rating = novice, 300, experienced, 600, veteran, 900, master
monster_rating = weak, 400, normal, 800, strong
reputation = terrible, -1000, very_bad, -150, bad, -50, neutral, 50, good, 150, very_good, 1000, excellent
;øêàëû äëÿ âûâîäà íàçâàíèé âìåñòî ÷èñåë
;ðåéòèíãîâ, ðåïóòàöèé è áëàãîñêëîííîñòè â èíòåðôåéñå
rating_names = novice, 30, experienced, 60, veteran, 90, master
reputation_names = terrible, -1000, very_bad, -150, bad, -50, neutral, 50, good, 150, very_good, 1000, excellent
goodwill_names = enemy, -400, indifferent, 500, friendly
;ïîðîãîâûå çíà÷åíèÿ äëÿ îòíîøåíèÿ ïåðñîíàæåé
attitude_neutal_threshold = -999 ;êîãäà attitude ìåíüøå çíà÷åíèÿ, òî âûñòàâëÿåòñÿ ALife::eRelationEnemy
attitude_friend_threshold = 999 ;êîãäà attitude ìåíüøå çíà÷åíèÿ, òî âûñòàâëÿåòñÿ ALife::eRelationNeutral, èíà÷å ALife::eRelationFriend
;êîíñòàíòû, êîòîðûå ïðèñâîÿò ñêðèïòîâûå ôóíêöèè set_relation äëÿ personal goodwill
goodwill_enemy = -1000
goodwill_neutal = 0
goodwill_friend = 1000
;íàçâàíèÿ ãðóïïèðîâîê (ïîðÿäîê äîëæåí ñîâïàäàòü ñ communities_relations)
communities = actor, 0, bandit, 1, dolg, 2, ecolog, 3, freedom, 4, killer, 5, army, 6, monolith, 7, monster, 8, stalker, 9, zombied, 10
;communities = actor, 0, actor_dolg, 1, actor_freedom, 2, stalker, 5, monolith, 6, army, 7, killer, 8, ecolog, 9, dolg, 10, freedom, 11, bandit, 12, zombied, 13, csky, 14, trader, 15, arena_enemy, 16, monster, 17
; îòíîøåíèå ïåðñîíàæà ê àêòåðó (èëè äðóãîìó NPC) âû÷èñëÿåòñÿ ïî ôîðìóëå
; attitude = personal_goodwill + //ëè÷íîå îòíîøåíèå ïåðñîíàæà ê àêòåðó (åñëè ðàíüøå íå âñòðå÷àëèñü, òî 0)
; community_goodwill + //îòíîøåíèå ãðóïïèðîâêè ïåðñîíàæà ëè÷íî ê àêòåðó (åñëè ðàíüøå êîíòàêòîâ íå áûëî, òî 0)
; community_to_community + //îòíîøåíèå ãðóïïèðîâêè ïåðñîíàæà ê ãðóïïèðîâêå àêòåðà èç [communities_relations]
; reputation_goodwill + //îòíîøåíèå ðåïóòàöèè ïåðñîíàæà ê ðåïóòàöèè àêòåðà èç [reputation_relations]
; rank_goodwill //îòíîøåíèå ðàíãà ïåðñîíàæà ê ðàíãó àêòåðà èç [rank_relations]
; ñòîëáöû è ñòðîêè äîïèñûâàòü â àëôàâèòíîì ïîðÿäêå!
[communities_relations]
; |actor|bandit| dolg|ecolog|freedom|killer| army|monolith|monster|stalker| zombied|
;===================================================================================================
actor = 0, 0, 0, 0, 0, -1000, 0, -5000, -5000, 0, -5000
bandit = 0, 5000,-5000, 0, -5000, 0, -5000, -5000, -5000, -1000, -5000
dolg = 0, -5000, 5000, 0, -5000, 0, 0, -5000, -5000, 0, -5000
ecolog = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
freedom = 0, -5000,-5000, 0, 5000, 0, 0, -5000, -5000, 0, -5000
killer = -1000, 0, 0, 0, 0, 1000, -5000, -5000, -5000, 0, -5000
army = 0, -5000, 0, 0, 0, -5000, 1000, -5000, -5000, 0, -5000
monolith = -5000, -5000,-5000, 0, -5000, -5000, -5000, 1000, -5000, -5000, 1000
monster = -5000, -5000,-5000, 0, -5000, -5000, -5000, -5000, 0, -5000, -5000
stalker = 0, -1000, 0, 0, 0, 0, 0, -5000, -5000, 0, -5000
zombied = -5000, -5000,-5000, 0, -5000, -5000, -5000, 1000, -5000, -5000, 1000
[rank_relations]
; novice, experienced, veteran, master
;================================================================
novice = 0, 0, 0, 0
experienced = 0, 0, 0, 0
veteran = 0, 0, 0, 0
master = 0, 0, 0, 0
[reputation_relations]
; terrible, very_bad, bad, neutral, good, very_good, excellent
;================================================================
terrible = 0, 0, 0, 0, 0, 0, 0
very_bad = 0, 0, 0, 0, 0, 0, 0
bad = 0, 0, 0, 0, 0, 0, 0
neutral = 0, 0, 0, 0, 0, 0, 0
good = 0, 0, 0, 0, 0, 0, 0
very_good = 0, 0, 0, 0, 0, 0, 0
excellent = 0, 0, 0, 0, 0, 0, 0
;
; î÷êè ðåéòèíãà è ðåïóòàöèè íà÷èñëÿåìûå çà îïðåäåëåííûå äåéñòâèÿ
;
;î÷êè ðåéòèíãà, ïîëó÷àåìûå çà óáèéñòâî ïåðñîíàæà
;ñ îïðåäåëåííûì ñòàòóñîì
[rank_kill_points]
novice = 0
experienced = 0
veteran = 0
master = 0
;êîýôôèöèåíòû "ñî÷óâñòâèÿ" ãðóïïèðîâîê
;ïîñëå âîçäåéñòâèÿ íà îäíîãî èç ÷ëåíîâ ãðóïïèðîâêè
;goodwill åãî ðàñïðîñòðàíèòñÿ íà îñòàëüíûõ ÷ëåíîâ ãðóïïèðîâêè
;ñ îïðåäåëåííûì êîýôôèöèåíòîì
;(ïîðÿäîê äîëæåí ñîâïàäàòü ñ communities_relations)
[communities_sympathy]
actor = 0.0
bandit = 0.0
dolg = 0.0
ecolog = 0.0
freedom = 0.0
killer = 0.0
army = 0.0
monolith = 0.0
monster = 0.0
stalker = 0.0 ;0.01
zombied = 0.0
;î÷êè ðåéòèíãà, ðåïóòàöèè è äîáðîæåëàòåëüíîñòè íà÷èñëÿåìûå
;â çàâèñèìîñòè îò ñîâåðøåííîãî äåéñòâèÿ
[action_points]
personal_goodwill_limits = -3000, 1000
community_goodwill_limits = -3000, 1000
;-------------------------------------------------------
;óáèéñòâî ÷ëåíà ãðóïïèðîâêè îòðàæàåòñÿ íà îòíîøåíèè
;ãðóïïèðîâêè (óìíîæàåòñÿ íà communities_sympathy)
community_member_kill_goodwill = -1000
friend_kill_goodwill = -3000 ;-1000
neutral_kill_goodwill = -3000
enemy_kill_goodwill = -1
free_community_member_attack_goodwill = -500
free_friend_attack_goodwill = -3000 ;-2500
free_neutral_attack_goodwill = -3000
free_enemy_attack_goodwill = -1
danger_community_member_attack_goodwill = -1
danger_friend_attack_goodwill = -1
danger_neutral_attack_goodwill = -1
danger_enemy_attack_goodwill = -1
friend_kill_reputation = 0
neutral_kill_reputation = 0
enemy_kill_reputation = 0
free_friend_attack_reputation = 0
free_neutral_attack_reputation = 0
free_enemy_attack_reputation = 0
danger_friend_attack_reputation = 0
danger_neutral_attack_reputation = 0
danger_enemy_attack_reputation = 0
;ïîìîùü àêòåðà ïåðñîíàæó âî âðåìÿ áîÿ
community_member_fight_help_goodwill = 1000
friend_fight_help_goodwill = 200
neutral_fight_help_goodwill = 200
enemy_fight_help_goodwill = 1
friend_fight_help_reputation = 0
neutral_fight_help_reputation = 0
enemy_fight_help_reputation = 0
;--------------------------------------------------
;(ñåê) ìèíèìàëüíîå âðåìÿ ÷åðåç êîòîðîå ñíîâà áóäåò çàðåãèñòðèðîâàíî
;ñîîáùåíèå îá àòàêå íà ïåðñîíàæà, è ñîîòâåòñòâåííî âû÷òåñÿ attack_goodwill è attack_reputation
;(ðàáîòàåò àíàëîãè÷íî è ïðè ïîìîùè äðóãèì ïåðñîíàæàì â áîþ)
min_attack_delta_time = 1
fight_remember_time = 0.2 ;(cåê) âðåìÿ êîòîðîå ïðî äðàêó áóäåò ïîìíèòü ðååñòð
;ñâîéñòâà, êîòîðûå èçìåíÿþòñÿ ó ñòàëêåðîâ â
;çàâèñèìîñòè îò èõ ðàíãà
;êîýôôèöèåíòû ëèíåéíî èíòåðïîëèðóþòñÿ äëÿ ðàíãîâ îò 0 (novice) äî 100 (experienced)
[ranks_properties]
immunities_novice_k = 1.0
immunities_experienced_k = 1.0
visibility_novice_k = 1
visibility_experienced_k = 1
dispersion_novice_k = 1.0
dispersion_experienced_k = 0.05
; äèàïàçîí èçìåíåíèÿ ðàíãîâ ïðè ðåãèñòðàöèè â íîâîì ñìàðò òåððåéíå
[smart_terrain_rank_change]
min = 1
max = 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; for monsters
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[monster_communities]
;íîìåðà team êîòîðûå ïðèñâàèâàþòñÿ ñîîòâåòñòâóþùèì âèäàì
;255 - êîìàíäà íå çàäàåòñÿ
communities = actor, 255, human, 255, zoo_monster, 39, boar, 40, bloodsucker, 41, flesh, 42, dog, 43, pseudodog, 44, cat, 45, chimera, 46, giant, 47, zombie, 48, burer, 49, controller, 50, poltergeist, 51, snork, 52, fracture, 53, bird, 54, rat, 55, tushkano, 56
[monster_relations]
; [1] äðóã, [0] íåéòðàë, [-1] âðàã, [-2] çëåéøèé âðàã
; actor,human,zoo_monstr, boar, bloodsucker, flesh, dog, pseudodog, cat, chimera, giant, zombie, burer, controller, poltergeist, snork, fracture, bird, rat, tushkano
;============================================================================================================================================================================================
actor = 1, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, -1
human = 0, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, -1
zoo_monster = 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
boar = -2, -2, 0, 1, -1, 0, -1, -1, 0, -1, -1, 0, -1, 0, 0, -1, 0, 0, 0, -1
bloodsucker = -2, -2, 0, -1, 1, -1, -1, -1, 0, 0, -1, 0, -1, -1, 0, -1, 0, 0, 0, 0
flesh = -2, -2, 0, 1, -1, 1, -1, -1, 0, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, -1
dog = -2, -2, 0, -1, -1, -1, 1, 1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, 0, 0
pseudodog = -2, -2, 0, -1, -1, -1, 1, 1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, 0, 0
cat = -2, -2, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
chimera = -2, -2, 0, -1, 0, -1, 0, 0, 0, 1, -1, 0, -1, -1, 0, -1, 0, 0, 0, 0
giant = -2, -2, 0, -1, -1, 0, -1, -1, 0, -1, 1, 0, 0, 0, 0, 0, 0, 0, 0, -1
zombie = -2, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0
burer = -2, -2, 0, -1, -1, 0, -1, -1, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0
controller = -2, -2, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0
poltergeist = -2, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0
snork = -2, -2, 0, -1, -1, -1, -1, -1, 0, -1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0
fracture = -2, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0
bird = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0
rat = -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0
tushkano = -2, -1, 0, -1, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 1

View file

@ -0,0 +1,228 @@
[helicopter]:default_weapon_params
GroupControlSection = spawn_group
$spawn = "vehicles\helicopter"
$prefetch = 1
cform = skeleton
class = C_HLCP_S
script_binding = bind_heli.bind
visual = dynamics\vehicles\mi24\veh_mi24_u_01.ogf
;wallmarks
wallmark_section = explosion_marks
//параметры построения пути
path_linear_acc_fw = 6 ;8; 3;5; 3.0 ;m/s ; линейное ускорение при разгоне
path_linear_acc_bk = 4 ;2;4; 0.5; 3; 3.5;3 ;8.0 ;m/s ; линейное ускорение торможения
flag_by_new_acc = 1 ;если не задавать, или 0 - ускорение не будет рассчитываться автоматически при смене схемы
path_angular_sp_pitch = 0.35 ;0.35; 0.65; 0.85; 0.45 ; скорость изменения высоты пути при скорости "velocity"
path_angular_sp_pitch_0 = 0.2 ; скорость изменения высоты пути при скорости "0"
path_angular_sp_heading = 0.75 ;0.5 ;0.75 ; угловая скорость пути при скорости "velocity"
path_angular_sp_heading_0 = 1;0.9 ; угловая скорость пути при скорости "0"m/s
magic_angle = 0.3
//пфраметры наклона модели
model_angular_sp_bank = 0.5 ;0.4 ; скорость поворота модели по оси Z (как быстро модель повернется по курсу движения с учетом угловой скорости)
model_angular_sp_pitch = 0.1 ; ; скорость поворота модели по оси X в зависимости от текущей линейной скорости
model_pitch_koef = 0.016;0.012;0.018 ; ; коэф наклона модели по оси X в зависимости от текущей линейной скорости
model_bank_koef = 0.018 ;0.02 ; коэф наклона модели по оси Z в зависимости от текущих линейной и угловой скоростей
on_point_range_dist = 10.0 ; служебная информация
;default, can be redefined by script
velocity = 30;25 ;m/sec скорость, с которой патрулировать
min_altitude = 15;30 ;15 20 ;20.0 ;m min altitude in free state
;attack_velocity = 15.0; 15; 10 ;m/sec скорость, с которой атаковать врага
;altitude = 50 ;20.0 ;m высота, на которой патрулировать
safe_altitude = 3.0 ; level_bound+5.0
use_rocket = true ; использовать ракеты при атаке
use_mgun = true ; использовать пулемет при атаке
use_aim_bullet = false ; Использовать ли первую "Сильную" пулю
min_mgun_attack_dist = 15 ;30 ;15.0 ;m мин расстояние при котором можно исп пулемет
max_mgun_attack_dist = 300 ;m макс расстояние при котором можно исп пулемет
min_rocket_attack_dist = 100.0 ;m мин расстояние при котором можно исп ракеты
max_rocket_attack_dist = 250 ;150.0 ;m макс расстояние при котором можно исп ракеты
time_between_rocket_attack = 1250 ; 1500 ; msec задержка между ракетами
syncronize_rocket = false ; true пускать ракеты парами или по очереди (лев-прав-лев-прав)
fire_trail_length = 50 ;m
use_fire_trail = true
barrel_dir_tolerance = 2 ; degrees. допустимый угол, когда считаем, что дуло направлено в цель
death_angular_vel = 0.1,6.0,0.2 ; при гибели в воздухе дать угловую скорость модели
death_lin_vel_koeff = 1 ; при гибели в воздухе умножить собственную лин скорость на коэфф
flame_start_health = 0.5 ; уровень здоровья, ниже которого вертолёт начинает дымить
fire_time = 1.5; время очереди, если меньше нуля - таймауты отключаются
no_fire_time = 0.3; время таймаута между очередями, если меньше нуля - таймауты отключаются
; ------------------------- параметры для универсальной боевой схемы
flyby_attack_dist = 100 ;70
search_attack_dist = 100 ;70 ;55 ;80
search_velocity = 5 ; скорость (м/с) облёта врага по кругу в режиме поиска
round_velocity = 10 ; скорость (м/с) облёта врага в режиме атаки
vis_time_quant = 200 ;интервал (в мс) между проверками видимости
vis_threshold = 60 ; какой процент видимости нужен, чтоб наблюдаемый объект считался видимым
vis_inc = 30 ; на сколько процентов увеличится видимость объекта за 1с
vis_dec = 30 ; на сколько процентов уменьшитя видимость объекта за 1с
forget_timeout = 60 ; в течении этого времени (в сек) вертолёт помнит врага, если не видит его
; ------------------------------------------------------------------
; light, particles etc
light_range = 10.0
light_brightness = 5.0
light_color = 0.9,0.9,0.5
light_color_animmator = koster_00
smoke_particle = damage_fx\heli_burn ;партиклы при ранении
explode_particle = explosions\expl_mushroom_01 ;партиклы при взрыве
explode_sound = weapons\heli_explosion ;звук собственного взрыва
;------------------------------все для пулемета
snd_shoot_rocket = weapons\heli_rocket_shoot ;звук выстрела ракетой
fire_dispersion_base = 5.0;1.0
fire_dispersion_null = 1.0;0.5
fire_trace_width = 1.0
rpm = 1000
hit_power = 0.5
hit_impulse = 20
fire_distance = 500
bullet_speed = 900 ;начальная скорость пули
light_color = 0.9,0.8,0.4
light_range = 5
light_var_color = 0.05
light_var_range = 0.5
light_time = 0.2
ammo_class = ammo_12x76_zhekan_heli ;ammo_12x70_buck
flame_particles = weapons\heli_weapon
;smoke_particles = weapons\generic_shoot_00
shell_point = 0.05, 0.22, 0.06
shell_particles = weapons\generic_shells
snd_shoot = weapons\weapon_heli
broken_snd = vehicles\helicopter\helicopter_down
;------------------------------все для ракетницы
rocket_class = helicopter_missile ;wpn_rpg7_missile
launch_speed = 60 ;45 ;50 ;60 ;76 ;500
wallmark_section = explosion_marks
;------------------------------коэффициенты иммунитета
immunities_sect = sect_heli_immunities
[sect_heli_immunities]
burn_immunity = 0.01
strike_immunity = 1
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
fire_wound_immunity = 0.01
explosion_immunity = 0.1
[helicopter_missile]:default_weapon_params
GroupControlSection = spawn_group
discovery_dependency =
visual = dynamics\weapons\wpn_rpg7\wpn_rpg7_grenade.ogf
cform = skeleton
class = G_RPG7
immunities_sect = sect_hm_immunities
cost = 200
;---------------------------------------------------------------
blast = 5
blast_r = 10
blast_impulse = 350
;delete
blast_impulse_factor = 1
frags = 0
frags_r = 15
frag_hit = 100
frag_hit_impulse = 400
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.5 ;1.3
;---------------------------------------------------------------
wm_size = 0.3
light_color = 1.9,1.6,0.5
light_range = 30.0
light_time = 0.5
ph_mass = 7
engine_f = 530
engine_u = 90
jump_height = 0
explode_particles = explosions\explosion_heli_rocket_01;
;трассы от осколков
fragment_speed = 100
fragment_tracer_max_length = 4
explode_duration = 2 ;подолжительность взрыва (с)
;wallmarks
wallmark_section = explosion_marks
;звуки
snd_explode = weapons\rpg7_explode
snd_fly_sound = weapons\rocket_fly
;свойства которые читаются, но не используются (надо убрать)
inv_name = "VOG-25"
inv_name_short = "VOG-25"
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 9
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = true ;присутствует ли в ракете двигатель
engine_work_time = 5000 ;время работы двигателя (в милисекундах)
engine_impulse = 1000 ;
engine_impulse_up = 137.34 ;215.58;137.34 = 2*9.81*7 - значение этого параметра (который является некой подъемной силой, вопреки названию),
;при котором ракета массой 7кг не опускается под дейсвием
;гравитации. 2*9.8=19.62 - ускорение свободного падения в мире сталкеров
;при меньших значениях ракета будет опускаться, при больших подниматься
lights_enabled = TRUE ;свет вокруг ракеты, во время полета
trail_light_color = 0.7,0.6,0.3
trail_light_range = 20.0
engine_particles = weapons\rpg_trail_01
;fly_particles = weapons\rpg_trail_01
force_explode_time = 10000; msec
[sect_hm_immunities]
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.01

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@ -0,0 +1,189 @@
[no_resistance]
burn_immunity = 0.9
strike_immunity = 0.9
shock_immunity = 0.9
wound_immunity = 0.9
radiation_immunity = 0.9
telepatic_immunity = 1.0
chemical_burn_immunity = 0.9
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[low_resistance]
burn_immunity = 0.7
strike_immunity = 0.7
shock_immunity = 0.7
wound_immunity = 0.85
radiation_immunity = 0.7
telepatic_immunity = 0.7
chemical_burn_immunity = 0.7
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[medium_resistance]
burn_immunity = 0.5
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5
radiation_immunity = 0.5
telepatic_immunity = 0.5
chemical_burn_immunity = 0.5
explosion_immunity = 0.5
fire_wound_immunity = 1.0
[high_resistance]
burn_immunity = 0.3
strike_immunity = 0.3
shock_immunity = 0.3
wound_immunity = 0.3
radiation_immunity = 0.3
telepatic_immunity = 0.3
chemical_burn_immunity = 0.3
explosion_immunity = 0.3
fire_wound_immunity = 1.0
;*******************************************************
; UNIQ RESISTANCE, DO NOT REMOVE
;*******************************************************
[strelok_resistance]
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
;*******************************************************
; OLD RESISTANCE, WILL BE REMOVED SOON
;*******************************************************
[novice_resist]
;green_stalker_1...7, green_stalker_1(DEFAULT)
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.8
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[bandit_resist]
;\bandit: stalker_bandit_1...9, stalker_bandit_3 (DEFAULT)
burn_immunity = 0.9
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.8
radiation_immunity = 0.9
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.9
[soldier_resist]
;\soldier: soldier_bandana, soldier_bandana_1...6, soldier_beret, soldier_beret_1...4, soldier_obichniy (DEFAULT)
burn_immunity = 0.9
strike_immunity = 1
shock_immunity = 1
wound_immunity = 0.9
radiation_immunity = 1
telepatic_immunity = 1
chemical_burn_immunity = 1
explosion_immunity = 1
fire_wound_immunity = 0.8
[stalker_resist]
;\dolg: stalker_do_antigas ,stalker_do_balon_2,3,5,8,80, stalker_do_mask(DEFAULT), \monolit: stalker_mo_hood_9(DEFAULT),
;\neytral: stalker_neytral_rukzak_1..7, stalker_neytral_hood_1..9, stalker_neytral_ballon_1...8 stalker_neytral_hood_9(DEFAULT)
;\svoboda: stalker_sv_rukzak_1..3, stalker_sv_hood_9,91 stalker_sv_ballon_1,10 , stalker_sv_rukzak_2 (DEFAULT)
;\ecolog: stalker_ecolog (DEFAULT)
burn_immunity = 0.8
strike_immunity = 0.9
shock_immunity = 0.9
wound_immunity = 0.9
radiation_immunity = 0.5
telepatic_immunity = 0.9
chemical_burn_immunity = 0.9
explosion_immunity = 1.0
fire_wound_immunity = 0.8
[killer_resist]
;\killer: stalker_ki_antigas(DEFAULT), stalker_ki_head_1..6, stalker_ki_mask
burn_immunity = 0.8
strike_immunity = 0.9
shock_immunity = 0.9
wound_immunity = 0.8
radiation_immunity = 0.6
telepatic_immunity = 1
chemical_burn_immunity = 0.9
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[specnaz_resist]
;\soldier: soldier_antigas, soldier_mask, soldier_specnaz(DEFAULT)
burn_immunity = 0.7
strike_immunity = 0.8
shock_immunity = 0.9
wound_immunity = 0.7
radiation_immunity = 0.6
telepatic_immunity = 0.7
chemical_burn_immunity = 0.9
explosion_immunity = 0.9
fire_wound_immunity = 0.6
[exo_resist]
;\dolg: stalker_do_exoskeleton(DEFAULT), \killer: stalker_ki_exoskeleton(DEFAULT), \monolit: stalker_mo_exo(DEFAULT),
; \neytral: stalker_neytral_exosceleton (DEFAULT), \svoboda: stalker_sv_exoskeleton (DEFAULT)
burn_immunity = 0.5
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5
radiation_immunity = 0.6
telepatic_immunity = 0.8
chemical_burn_immunity = 0.5
explosion_immunity = 0.7
fire_wound_immunity = 0.5
[protect_resist]
;\protect: protect_suit1,2 protect_suit1 (DEFAULT)
burn_immunity = 0.3
strike_immunity = 0.6
shock_immunity = 0.6
wound_immunity = 0.6
radiation_immunity = 0.1
telepatic_immunity = 0.3
chemical_burn_immunity = 0.6
explosion_immunity = 0.8
fire_wound_immunity = 0.8
[military_resist]
;stalker_militari_1..2, stalker_military_antigas_1..2 (stalker_militari_1 - default)
burn_immunity = 0.5
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5
radiation_immunity = 0.5
telepatic_immunity = 0.5
chemical_burn_immunity = 0.5
explosion_immunity = 0.7
fire_wound_immunity = 0.5
[scientific_resist]
;stalker_dolg_nauchniy, stalker_ki_nauchniy, stalker_mo_nauchniy, stalker_neytral_nauchniy, stalker_sv_naychniy
burn_immunity = 0.3
strike_immunity = 0.6
shock_immunity = 0.6
wound_immunity = 0.6
radiation_immunity = 0.1
telepatic_immunity = 0.3
chemical_burn_immunity = 0.5
explosion_immunity = 0.6
fire_wound_immunity = 0.6

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;===========================================================================
; BLOODSUCKER
;===========================================================================
[m_bloodsucker_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
;$spawn = "monsters\bloodsuckers\bloodsucker_base" ; option for Level Editor
$npc = on ; option for Level Editor
;$prefetch = 16
visual = monsters\krovosos\krovosos
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos
MaxHealthValue = 2.0 ; range [0..200]
ef_creature_type = 13 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_BLOOD ; AI class
script_binding = bind_monster.bind
bone_head = bip01_head ; bone name
bone_fire = bip01_head
bone_eye_left = bip01_ponytail1
bone_eye_right = bip01_ponytail2
weapon_usage = 0 ; boolean
Spawn_Inventory_Item_Section = ;mutant_krovosos_jaw
Spawn_Inventory_Item_Probability = 0.0
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 400 ; option for ALife Simulator
MinSpeed = 2.0 ;1.0 ; option for ALife Simulator
MaxSpeed = 4.5 ;1.5 ; option for ALife Simulator
going_speed = 3.0 ;1.0 ; option for ALife Simulator
current_level_going_speed = 3.0;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
smart_terrain_choose_interval = 00:15:00
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_foot_size = 0.20, 0.23, 0.20
ph_crash_speed_min = 100
ph_crash_speed_max = 200
ph_collision_damage_factor = 0.1
ph_mass = 150;120
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 6.0, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 8.0
Velocity_Invisible_Angular = 5.0
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
;Velocity_Stand = 0, 3.05, 3.05, 1, 1
;Velocity_RunFwdNormal = 5.0, 4.0, 4.0, 0.5, 1
;Velocity_RunFwdDamaged = 1.90, 3.0, 3.0, 0.5, 1
;Velocity_WalkFwdNormal = 2.15, 3.5, 3.5, 0.2, 2.0
;Velocity_WalkFwdDamaged = 1.4, 4.0, 4.0, 0.2, 2.0
;Velocity_Drag = 1.5, 3.0, 3.0, 1, 1
;Velocity_Steal = 0.7, 3.0, 3.0, 1, 1
; Speed factors while invisible
;Velocity_Invisible_Linear = 5.0
;Velocity_Invisible_Angular = 4.62
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 2.0 ;2.4
MaxAttackDist = 2.8 ;3.8
EffectDistance = 20.0
hit_type = wound ; type of attack
as_min_dist = 2.0
as_step = 0.0
Run_Attack_Dist = 3.5, 4.5
Run_Attack_Delay = 1000, 3000
attack_params = m_bloodsucker_attack_params
attack_effector = m_bloodsucker_attack_effector
vampire_effector = m_bloodsucker_vampire_effector
Melee_Rotation_Factor = 2.0
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_only_jump = 1
aom_animation_left = stand_run_attack_right_
aom_animation_right = stand_run_attack_left_
aom_far_radius = 10
aom_max_go_close_time = 8
aom_prepare_time = 5
aom_attack_radius = 1
aom_update_side_period = 4
aom_prediction_factor = 1.2
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì [0...1]
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè [0...1]
satiety_power_v = 0.005 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè [0...1]
satiety_health_v = 0.001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè [0...1]
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.0 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè [0...1]
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè [0...1]
health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ [0...1]
power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû [0...1]
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
immunities_sect = bloodsucker_immunities
;îòêðûòûå ðàíû
bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
;Health from which to play injured animation
DamagedThreshold = 0.2
;Sleep settings
sleep_health = 1.0 ;1.5 ;úþ¤¯¯ø¡øõýªv ¸úþ¨þ¸ªõù ø÷üõýõýø  ÿð¨ðüõª¨þò òþ ò¨õü  ¸ýð
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
; Eat settings
eat_freq = 5.0 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
eat_slice = 0.05 ; ºòõûø¢õýøõ ¸vªþ¸ªø ÿ¨ø 1 ºúº¸õ
eat_slice_weight = 10.0 ; ºüõý¹°õýøõ õôv º ª¨ºÿð
satiety_threshold = 0.2 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\bloodsucker\idle_
sound_eat = monsters\bloodsucker\eat_
sound_aggressive = monsters\bloodsucker\sucker_breath_mix_
sound_attack_hit = monsters\bloodsucker\attack_hit_
sound_take_damage = monsters\bloodsucker\hit_
sound_die = monsters\bloodsucker\die_
sound_panic = monsters\bloodsucker\hit_
sound_die_in_anomaly = monsters\bloodsucker\die_
sound_distant_idle = monsters\bloodsucker\idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
;Frequency of sounds to be played
idle_sound_delay = 95000
eat_sound_delay = 3000
attack_sound_delay = 1000 ;6000
Sound_Invisibility_Change_State = monsters\bloodsucker\invisible
Sound_Vampire_Grasp = monsters\bloodsucker\vampire_grasp
Sound_Vampire_Sucking = monsters\bloodsucker\vampire_sucking
Sound_Vampire_Hit = monsters\bloodsucker\vampire_hit
Sound_Vampire_StartHunt = monsters\bloodsucker\vampire_grasp
Sound_Growl = monsters\bloodsucker\sucker_growl_
Sound_Alien = monsters\bloodsucker\sucker_breath_
SoundThreshold = 0.05 ; range [0..1]
max_hear_dist = 80
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.01
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
damage = m_bloodsucker_damage
critical_wound_threshold = -1; 1.1 ;1.1
critical_wound_decrease_quant = 0.
critical_wound_anim_head = critical_hit_torso_0
critical_wound_bones_head = bloodsucker_critical_wound_bones_head
critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso = bloodsucker_critical_wound_bones_torso
critical_wound_anim_legs = critical_hit_torso_0
critical_wound_bones_legs = bloodsucker_critical_wound_bones_legs
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DayTime_Begin = 6 ;6 ; ýð¢ðûð ôý  ôû  üþý¸ª¨ð
DayTime_End = 23 ; úþýõ¡ ôý  ôû  üþý¸ª¨ð
Min_Satiety = 0.000055 ;0.06 ; üøý. ýþ¨üð ¸vªþ¸ªø (üõý¹°õ - ºöõ óþûþôývù)
Max_Satiety = 1.0 ;0.9 ; üðú¸. ýþ¨üð ¸vªþ¸ªø (ñþû¹°õ - þ¢õý¹ ¸vªvù)
distance_to_corpse = 0.8 ; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
; spin spin sugar
bone_spin = bip01_spine1
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
terrain = bloodsucker_terrain
material = creatures\medium
step_params = m_bloodsucker_step_params
LegsCount = 2
;species of monster
species = bloodsucker
;-------------------------------------------------------------------------
; Invisible Ability
;-------------------------------------------------------------------------
Particle_Invisible = anomaly2\bloodsucker_shield
Particles_Invisible_Tracks = monsters\bloodsucker_step
Particles_Invisible_Tracks_Freq = 70;100
Invisibility_BlinkTime = 300
Invisibility_BlinkMicroInterval = 30
Invisibility_EnergySpeed = 0.05
full_visibility_radius = 4 ;5
partial_visibility_radius = 7 ;10
no_visibility_radius = 10 ;15
visibility_state_change_min_delay = 1000 ; ms
;-------------------------------------------------------------------------
; Vampire Ability
;-------------------------------------------------------------------------
Vampire_Delay = 5000
Vampire_Want_Speed = 0.1
Vampire_Wound = 0.2
Vampire_GainHealth = 0.5 ; how many hp to restore?
Vampire_Sufficient_Hits = 5
Vampire_Distance = 1 ; may artifact when < 1
;-------------------------------------------------------------------------
; Predator Ability
;-------------------------------------------------------------------------
Predator_Visual = monsters\krovosos\krovosos_xray
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 150 ;150
eye_range = 100 ;120
DynamicObjectsCount = 32
vision_free_section = bloodsucker_vision_free
vision_danger_section = bloodsucker_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[bloodsucker_vision_free]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[bloodsucker_vision_danger]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
;=================================================================================
; Bloodsucker Damage
;=================================================================================
[m_bloodsucker_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 1.0, -1, 0.5
bip01_spine = 1.0, -1, 0.5
bip01_spine1 = 1.0, -1, 0.5
bip01_spine2 = 1.0, -1, 0.5
bip01_spine3 = 1.0, -1, 0.5
bip01_neck = 1.0, -1, 1.5
bip01_head = 2.0, -1, 0.5
[bloodsucker_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
bone01
bone02
bone03
bone04
bone14
bone10
bone11
bone12
bone19
bone15
bone16
bone17
bone24
bone20
bone21
bone22
[bloodsucker_critical_wound_bones_torso]
bip01_spine
bip01_spine1
bip01_spine2
bip01_spine3
bip01_pelvis
bip01_l_clavicle
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_l_finger1
bip01_l_finger11
bip01_l_finger2
bip01_l_finger21
bip01_l_finger3
bip01_l_finger31
bip01_l_finger4
bip01_l_finger41
bip01_r_clavicle
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_r_finger1
bip01_r_finger11
bip01_r_finger2
bip01_r_finger21
bip01_r_finger3
bip01_r_finger31
bip01_r_finger4
bip01_r_finger41
[bloodsucker_critical_wound_bones_legs]
bip01_l_thigh
bip01_l_calf
bip01_l_foot
bip01_l_toe1
bip01_r_thigh
bip01_r_calf
bip01_r_foot
bip01_r_toe1
;=================================================================================
; Bloodsucker Terrain
;=================================================================================
[bloodsucker_terrain]
255,000,255,255
;===========================================================================
; Step Events
;===========================================================================
[m_bloodsucker_step_params]
; order: front_left, front_right
;--------------------------------------------------------------------------
; anim Cycles | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
stand_run_0 = 1, 0.15, 1.0, 0.70, 1.0,
stand_run_dmg_0 = 1, 0.15, 1.0, 0.40, 1.0,
stand_walk_fwd_0 = 1, 0.05, 1.0, 0.50, 1.0
stand_walk_fwd_dmg_0 = 1, 0.05, 1.0, 0.60, 1.0,
stand_steal_0 = 2, 0.15, 0.2, 0.50, 0.2,
;stand_drag_0 = 1, 0.2, 1.0, 0.25, 0.7,
;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_bloodsucker_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.30, 0.3, 50, 3.5, 2.0, 0.5, -0.6, 0.6, -0.6, 0.6, 2.2
;Both hands Strike
stand_attack_1 = 0.30, 0.4, 50, 0.0, 2.0, 4.0, -0.6, 0.6, -0.6, 0.6, 2.2
;Right hand Strike
stand_attack_2 = 0.30, 0.3, 50, -4.0, 2.5, 0.50, -0.6, 0.6, -0.6, 0.6, 2.2
;Right hand Strike
vampire_2 = 0.60, 0.5, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
stand_run_attack_left_0 = 0.30, 0.4, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 0.4, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;===========================================================================
; Immunities
;===========================================================================
[bloodsucker_immunities]
burn_immunity = 0.1
strike_immunity = 0.1
shock_immunity = 0.1
wound_immunity = 0.3
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.1
fire_wound_immunity = 0.7
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_bloodsucker_vampire_effector]
duality_h = 0.08
duality_v = 0.06
blur = 0.71
gray = 0.5
noise_intensity = 0.5
noise_grain = 0.3
noise_fps = 30
color_base = 0.255,0.0,0.0
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
[m_bloodsucker_attack_effector]
duality_h = 0.08
duality_v = 0.06
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 0.1 ;1.0
noise_fps = 30
color_base = 0.255,0.0,0.0
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.65 ;0.3
time_attack = 0.1 ; fade in
time_release = 0.45 ; fade out
; camera effects
ce_time = 1; 0.65 ;time
ce_amplitude = 15;12.0
ce_period_number = 2.0;3.0
ce_power = 3.0 ;0.7 ; power
[bloodsucker_protections]
skin_armor = 0.5
hit_fraction_monster = 0.3
;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[bloodsucker_weak]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_01_weak"
visual = monsters\krovosos\krovosos
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos
panic_threshold = 0.5
rank = 14
immunities_sect = bloodsucker_immunities_weak
attack_params = bloodsucker_attack_params_weak
spec_rank = weak
community = bloodsucker
protections_sect = bloodsucker_protections
invisibility_activate_delay = 5000
[bloodsucker_immunities_weak]
burn_immunity = 0.1
strike_immunity = 0.1
shock_immunity = 0.1
wound_immunity = 0.6
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.6
fire_wound_immunity = 0.8
[bloodsucker_attack_params_weak]:m_bloodsucker_attack_params
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
;stand_attack_0 = 0.30, 0.7, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.30, 0.7, 50, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
;stand_attack_2 = 0.30, 0.7, 50, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
;vampire_2 = 0.60, 0.7, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
stand_run_attack_left_0 = 0.30, 0.7, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 0.7, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[bloodsucker_normal]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_02_normal"
visual = monsters\krovosos\krovosos_green
corpse_visual = monsters\krovosos\krovosos_green_dead
Predator_Visual = monsters\krovosos\krovosos_green_xray
icon = ui_npc_monster_krovosos
panic_threshold = 0.2
rank = 15
immunities_sect = bloodsucker_immunities_normal
attack_params = bloodsucker_attack_params_normal
spec_rank = normal
community = bloodsucker
invisibility_activate_delay = 3500
protections_sect = bloodsucker_protections
[bloodsucker_immunities_normal]
burn_immunity = 0.1
strike_immunity = 0.1
shock_immunity = 0.1
wound_immunity = 0.1
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.5
fire_wound_immunity = 0.65
[bloodsucker_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.30, 0.8, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.30, 0.8, 50, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
stand_attack_2 = 0.30, 0.8, 50, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
vampire_2 = 0.60, 0.8, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 2 ;4.5
;Right hand Strike
stand_run_attack_left_0 = 0.30, 0.8, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 0.8, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[bloodsucker_strong]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
visual = monsters\krovosos\krovosos_strong
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos_strong
Predator_Visual = monsters\krovosos\krovosos_strong_xray
panic_threshold = 0.05
rank = 16
immunities_sect = bloodsucker_immunities_strong
attack_params = bloodsucker_attack_params_strong
spec_rank = strong
community = bloodsucker
invisibility_activate_delay = 1500
protections_sect = bloodsucker_protections
[bloodsucker_immunities_strong]
burn_immunity = 0.05
strike_immunity = 0.05
shock_immunity = 0.05
wound_immunity = 0.3
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.05
explosion_immunity = 0.2
fire_wound_immunity = 0.5
[bloodsucker_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.30, 0.9, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.30, 0.9, 50, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
stand_attack_2 = 0.30, 0.9, 50, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
vampire_2 = 0.60, 0.9, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
stand_run_attack_left_0 = 0.30, 0.9, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 0.9, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;*********************************************************************************
; CUSTOM PROFILES
;*********************************************************************************

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@ -0,0 +1,569 @@
;===========================================================================
; BOAR
;===========================================================================
[m_boar_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn = "monsters\boars\boar_base" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
visual = monsters\mutant_boar\mutant_boar
corpse_visual = monsters\mutant_boar\mutant_boar_dead
icon = ui_npc_monster_mutant_boar
;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 400 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
MaxHealthValue = 200 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = mutant_boar_leg
Spawn_Inventory_Item_Probability = 0.0
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;------------------------------------------------------------------------
; Physics
;------------------------------------------------------------------------
ph_box0_center = 0.0, 0.6, 0.0
ph_box0_size = 0.55, 0.6, 0.55
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.55, 0.6, 0.55
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 250 ;110
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;---------------------------------------------------------------------
; Squad seperation behaviour (ðàñòàëêèâàíèå)
;---------------------------------------------------------------------
separate_factor = 0.8 ; ñèëà ðàñòàëêèâàíèÿ
separate_range = 3 ; ðàäèóñ â êîòîðîì ðàñòàëêèâàíèå äåéñòâóåò
;------------------------------------------------------------------------
; Movement
;------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 5.5, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 4.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; speed factors linear | angular_real | angular_path | min | max
;Velocity_Stand = 0, 3.4, 3.0, 1, 1
;Velocity_RunFwdNormal = 7.5, 3.0, 2.8, 0.4, 1
;Velocity_RunFwdDamaged = 4.5, 3.0, 2.8, 0.2, 1
;Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
;Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
;Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
;Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 6.5
;------------------------------------------------------------------------
; Attack
;------------------------------------------------------------------------
attack_effector = m_boar_attack_effector
attack_params = m_boar_attack_params
;attack parameters
MinAttackDist = 2.6
MaxAttackDist = 3.2
as_min_dist = 1.6
as_step = 0.5
Run_Attack_Dist = 3.5, 4.0
Run_Attack_Delay = 1000, 3000
Melee_Rotation_Factor = 2.2
hit_type = wound ; type of attack
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_animation_left = stand_attack_run_left_
aom_animation_right = stand_attack_run_right_
aom_far_radius = 8
aom_max_go_close_time = 8
aom_prepare_time = 4
aom_attack_radius = 1
aom_update_side_period = 3
aom_prediction_factor = 1.2
;------------------------------------------------------------------------
; Conditions
;------------------------------------------------------------------------
satiety_v = 0.0005 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.00001;0.005 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.00 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
;Immunities
immunities_sect = boar_immunities
protections_sect = boar_protections
;îòêðûòûå ðàíû
bleeding_v = 0.05 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.04 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
;Sleep Settings
sleep_health = 1.0 ;1.5 ;úþ¤¯¯ø¡øõýªv ¸úþ¨þ¸ªõù ø÷üõýõýø  ÿð¨ðüõª¨þò òþ ò¨õü  ¸ýð
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
;Eat settings
eat_freq = 5.0 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
eat_slice = 0.01 ; ºòõûø¢õýøõ ¸vªþ¸ªø ÿ¨ø 1 ºúº¸õ
eat_slice_weight = 10.0 ; ºüõý¹°õýøõ õôv º ª¨ºÿð
satiety_threshold = 0.5 ; below this value monster fill hunger
;------------------------------------------------------------------------
; Sound
;------------------------------------------------------------------------
sound_idle = monsters\boar\boar_idle_ ; idle_
sound_eat = monsters\boar\boar_eat_ ; eat_
sound_aggressive = monsters\boar\boar_aggressive_ ; attack_
sound_attack_hit = monsters\boar\boar_attack_
sound_take_damage = monsters\boar\boar_pain_ ; hit_
sound_die = monsters\boar\boar_death_ ; die_
sound_bkgnd = monsters\biting\def_
sound_threaten = monsters\boar\boar_threaten_
sound_landing = monsters\boar\landing_
sound_steal = monsters\biting\def_
sound_panic = monsters\boar\boar_panic_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\boar\boar_anomaly_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
sound_distant_idle = monsters\boar\boar_idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
;Frequency of sounds to be played
idle_sound_delay = 18000
eat_sound_delay = 5000
attack_sound_delay = 4000
SoundThreshold = 0.06 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.02
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.05
Morale_Despondent_Threashold = 0.5
;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
;Health from which to play injured animation
DamagedThreshold = 0.2
damage = m_boar_damage
critical_wound_threshold = 0.4; 1.1
critical_wound_decrease_quant = 0.
critical_wound_anim_head = critical_hit_head_0
critical_wound_bones_head = boar_critical_wound_bones_head
critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso = boar_critical_wound_bones_torso
critical_wound_anim_legs = critical_hit_torso_0
critical_wound_bones_legs = boar_critical_wound_bones_legs
;------------------------------------------------------------------------
; Other
;------------------------------------------------------------------------
ef_creature_type = 11 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_BOARW ; AI class
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
actor_restrictor = medium_monster ;medium_monster,stalker,none
step_params = m_boar_step_params
LegsCount = 4
DayTime_Begin = 0 ; ýð¢ðûð ôý  ôû  üþý¸ª¨ð
DayTime_End = 21 ; úþýõ¡ ôý  ôû  üþý¸ª¨ð
distance_to_corpse = 2.1 ; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
terrain = boar_terrain
material = creatures\hoof
DynamicObjectsCount = 32
;species of monster
species = boar
;------------------------------------------------------------------------
; Vision
;------------------------------------------------------------------------
eye_fov = 110 ;130
eye_range = 40 ;60
vision_free_section = boar_vision_free
vision_danger_section = boar_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[boar_vision_free]
min_view_distance = 0.51 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.01 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.01 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.31
time_quant = 0.0011
decrease_value = 0.011 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.51
luminocity_factor = 0.51 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.251
[boar_vision_danger]
min_view_distance = 0.5 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
;===========================================================================
; ATTACK PARAMS
;===========================================================================
[m_boar_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.30, 0.65, 150, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2
;Bite2
stand_attack_1 = 0.30, 0.65, 150, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2
;Right Leg Attack
stand_attack_2 = 0.30, 0.65, 200, 0.0, 1.0, 2.0, -0.6, 0.6, -0.6, 0.6, 3.2
stand_attack_run_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2
stand_attack_run_right_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_boar_attack_effector]
duality_h = 0.05;0.01
duality_v = 0.02;0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.30
time_attack = 0.05 ; fade in
time_release = 0.15 ; fade out
; camera effects
ce_time = 0.35 ; time
ce_amplitude = 10 ; head shake after hit
ce_period_number = 2.0 ; camera shake times
ce_power = 2.5; 2.0 ; power
;=================================================================================
; Boar Damage
;=================================================================================
[m_Boar_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 0.5, -1, 0.3
bip01_pelvis = 1.0, -1, 0.3
bip01_spine = 1.0, -1, 0.3
bip01_spine1 = 1.0, -1, 0.3
bip01_spine2 = 1.0, -1, 0.3
bip01_l_upperarm = 1.0, -1, 0.3
bip01_r_upperarm = 1.0, -1, 0.3
bip01_l_thigh = 1.0, -1, 0.3
bip01_r_thigh = 1.0, -1, 0.3
bip01_neck = 1.5, -1, 1.5
bip01_head = 1.5, -1, 0.3
[boar_critical_wound_bones_head]
bip01_pelvis
bip01_l_thigh
bip01_l_calf
bip01_l_horselink
bip01_l_foot
bip01_l_toe0
bip01_r_thigh
bip01_r_calf
bip01_r_horselink
bip01_r_foot
bip01_r_toe0
bip01_spine
bip01_spine1
bip01_spine2
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
bone01
bone02
bone04
bone05
bone06
bone07
bone08
bone09
bone10
bone11
bone12
bone13
bone14
bone15
bip01_l_clavicle
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_r_clavicle
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bone16
bone17
bone19
bone18
bip01_tail
bip01_tail1
[boar_critical_wound_bones_torso]
[boar_critical_wound_bones_legs]
;=================================================================================
; Boar Terrain
;=================================================================================
[boar_terrain]
255,000,255,255
;===========================================================================
; Step Events
;===========================================================================
[m_boar_step_params]
;-------------------------------------------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 5, 0.01, 1, 0.5, 0.7, 0.15, 1.0, 0.5, 1.0
stand_walk_fwd_dmg_0 = 4, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_fwd_0 = 1, 0.01, 1, 0.05, 0.7, 0.2, 1.0, 0.2, 0.2
stand_run_dmg_0 = 4, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
stand_steal_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
stand_drag_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
;===========================================================================
; IMMUNITIES
;===========================================================================
[boar_immunities]
burn_immunity = 1.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.8
shock_immunity = 0.8
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 0.8
explosion_immunity = 0.15
fire_wound_immunity = 0.8
;*********************************************************************************
; PROTECTIONS
;*********************************************************************************
[boar_protections]
skin_armor = 0.5
hit_fraction_monster = 0.3
;*********************************************************************************
; BASE PROFILES
;*********************************************************************************
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[boar_normal]:m_boar_e
$spawn = "monsters\boars\boar_02_normal"
visual = monsters\mutant_boar\mutant_boar
corpse_visual = monsters\mutant_boar\mutant_boar_dead
icon = ui_npc_monster_mutant_boar
panic_threshold = 0.2
rank = 5
immunities_sect = boar_immunities_normal
attack_params = boar_attack_params_normal
spec_rank = normal
community = boar
[boar_immunities_normal]
burn_immunity = 0.2
strike_immunity = 0.2
shock_immunity = 0.2
wound_immunity = 0.4
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.2
explosion_immunity = 0.3
fire_wound_immunity = 0.85
[boar_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
stand_attack_run_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_right_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
[boar_strong]:m_boar_e
$spawn = "monsters\boars\boar_03_strong"
visual = monsters\mutant_boar\mutant_boar_strong
icon = ui_npc_monster_mutant_boar_strong
panic_threshold = 0.05
rank = 6
immunities_sect = boar_immunities_strong
attack_params = boar_attack_params_strong
spec_rank = strong
community = boar
;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[boar_immunities_strong]
burn_immunity = 0.1
strike_immunity = 0.1
shock_immunity = 0.1
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.3
fire_wound_immunity = 0.7
[boar_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.20, 0.7, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
stand_attack_run_0 = 0.40, 0.7, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 0.7, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_right_0 = 0.40, 0.7, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2

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@ -0,0 +1,473 @@
;===========================================================================
; BURER
;===========================================================================
[m_burer_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
$spawn = "monsters\burer\burer" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
visual = monsters\burer\burer
corpse_visual = monsters\burer\burer_dead
MaxHealthValue = 100 ; range [0..200]
Spawn_Inventory_Item_Section = mutant_burer_hand
Spawn_Inventory_Item_Probability = 0.0
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 400 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
smart_terrain_choose_interval = 00:15:00
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.7, 0.0
ph_box0_size = 0.35, 0.7, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.35, 0.6, 0.35
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 70; 100
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;----------------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 6.0, 6.0, 0.2, 0.5
Velocity_RunFwdNormal = 4.5, 2.5, 2.5, 0.2, 1
Velocity_RunFwdDamaged = 3.5, 3.0, 3.0, 0.2, 1
Velocity_WalkFwdNormal = 1.6, 3.0, 3.0, 0.02, 1.5
Velocity_WalkFwdDamaged = 1.0, 3.0, 3.0, 0.5, 2.0
Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 1.5
Accel_Aggressive = 200 ;6.5
runaway_distance = 7
normal_distance = 11
max_runaway_time = 6000
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.5
MaxAttackDist = 2.5
as_min_dist = 0.9
as_step = 0.3
attack_effector = m_burer_attack_effector
attack_params = m_burer_attack_params
Melee_Rotation_Factor = 1.8
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.001 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.00007 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 0.5 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
;îòêðûòûå ðàíû
bleeding_v = 0.05 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.04 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;1.5 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
eat_freq = 5.0 ; ÷àñòîòà óêóñîâ â ñåê
eat_slice = 0.01 ; óâåëè÷åíèå ñûòîñòè ïðè 1 óêóñå
eat_slice_weight = 10.0 ; óìåíüøåíèå åäû ó òðóïà
bone_head = head ; bone name
DayTime_Begin = 0 ; íà÷àëà äíÿ äëÿ ìîíñòðà
DayTime_End = 21 ; êîíåö äíÿ äëÿ ìîíñòðà
Min_Satiety = 0.6 ; ìèí. íîðìà ñûòîñòè (ìåíüøå - óæå ãîëîäíûé)
Max_Satiety = 0.9 ; ìàêñ. íîðìà ñûòîñòè (áîëüøå - î÷åíü ñûòûé)
satiety_threshold = 0.5 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\burer\burer_idle_
sound_eat = monsters\burer\burer_idle_
sound_aggressive = monsters\biting\def_
sound_attack_hit = monsters\burer\burer_attack_
sound_take_damage = monsters\burer\burer_telekinetic_
sound_die = monsters\burer\burer_attacking_
sound_threaten = monsters\biting\def_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\burer\burer_attacking_
sound_growling = monsters\biting\def_
sound_gravi_attack = monsters\burer\burer_gravi_attack_
sound_tele_attack = monsters\biting\def_
sound_gravi_wave = monsters\burer\burer_gravi_wave_0
sound_die_in_anomaly = monsters\burer\burer_attacking_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 55000;5000
eat_sound_delay = 3000
attack_sound_delay = 14000;4000
sound_distant_idle = monsters\burer\burer_idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
SoundThreshold = 0.06 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.2
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.1
Morale_Despondent_Threashold = 0.5
;-------------------------------------------------------------------------
; Shield Ability
;-------------------------------------------------------------------------
shield_cooldown = 3000
shield_time = 3000
shield_keep_particle = anomaly2\burer_shield_01
shield_keep_particle_period = 300
Particle_Shield = anomaly2\burer_shield_01
;-------------------------------------------------------------------------
; Anti-aim Ability
;-------------------------------------------------------------------------
anti_aim_timeout = 3 ;1.5 ; sec
anti_aim_effectors = effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4
anti_aim_animation = stand_stamina_attack_
anti_aim_max_angle = 0.5
anti_aim_detection_gain_speed = 10 ; 2
anti_aim_detection_loose_speed = 0.1
weapon_drop_velocity = 8
weapon_drop_stamina_k = 0.7 ;IF player stamina < stamina_hit*inv_weight(weapon param)*weapon_drop_stamina_k THEN weapon is dropped
weight_to_stamina_hit = 0.27 ;0.25 ;kg to stamina %
;-------------------------------------------------------------------------
; Gravi Ability
;-------------------------------------------------------------------------
Gravi_Cooldown = 5000 ; milisec
Gravi_MinDist = 1 ; meter
Gravi_MaxDist = 15 ; meter
Gravi_Speed = 76 ; meter/sec
Gravi_Step = 2 ; meter
Gravi_Time_To_Hold = 1200 ; milisec
Gravi_Radius = 3.0
Gravi_Impulse_To_Objects = 60.0
Gravi_Impulse_To_Enemy = 1000.0
Gravi_Hit_Power = 1.0
;-------------------------------------------------------------------------
; Tele Ability
;-------------------------------------------------------------------------
Tele_Max_Handled_Objects = 4;
Tele_Max_Time = 7000; // (s) max time to be in telekinesis
Tele_Time_To_Hold = 400
Tele_Object_Min_Mass = 100
Tele_Object_Max_Mass = 1000.0
Tele_Find_Radius = 12.0
Tele_Min_Distance = 5
Tele_Max_Distance = 50
Tele_Raise_Speed = 6
Tele_Fly_Velocity = 70 ;50
Tele_Object_Height = 3 ;2
sound_tele_hold = monsters\burer\burer_tele_hold
sound_tele_throw = monsters\burer\burer_tele_throw
;-------------------------------------------------------------------------
; Scanner
;-------------------------------------------------------------------------
scan_critical_value = 25.0 ; ãðàíè÷íîå çíà÷åíèå
scan_radius = 50.0 ; ðàäèóñ ñêàíèðîâàíèÿ
scan_velocity_threshold = 4.0 ; ãðàíè÷íàÿ ñêîðîñòü, äî êîòîðîé äâèæåíèå àêòåðà èãíîðèðóåòñÿ
scan_decrease_value = 0.3 ; óìåíüøåíèå òåêóùåé ñóììû â ñåêóíäó
scan_trace_time_freq = 2 ; ÷àñòîòà òðåéñà ñêîðîñòè (for programmer only) (1 = 2 ðàçà â ñåê)
scan_sound = monsters\burer\burer_scan_affect_0
scan_effector_section = m_burer_scan_effector
;-------------------------------------------------------------------------
; Particles
;-------------------------------------------------------------------------
Particle_Tele_Object = static\fire_distort
Particle_Gravi_Wave = anomaly2\burer_wave
Particle_Gravi_Prepare = anomaly2\burer_prepare
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
ef_creature_type = 18 ; option for evaluation functions
ef_weapon_type = 3
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_BURER ; AI class
script_binding = bind_monster.bind
bone_torso = chest ; bone name
bone_head = head ; bone name
bone_fire = head ; bone name
weapon_usage = 0 ; boolean
actor_restrictor = medium_monster ;medium_monster,stalker,none
distance_to_corpse = 1.2 ; äèñò. äî òðóïà, ïðè êîòîðîé îí ïåðåõîäèò â ñîñòîÿíèå åäû
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
terrain = burer_terrain
hit_type = wound
DamagedThreshold = 0.5
material = creatures\large
step_params = m_burer_step_params
LegsCount = 2
damage = m_burer_damage
;species of monster
species = burer
rank = 19
spec_rank = weak
community = burer
monster_type = indoor
protections_sect = burer_protections
immunities_sect = burer_immunities
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
DynamicObjectsCount = 32
eye_fov = 130
eye_range = 110
vision_free_section = burer_vision_free
vision_danger_section = burer_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[burer_protections]
skin_armor = 0.5
hit_fraction_monster = 0.2
[burer_immunities]
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.2
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.5
fire_wound_immunity = 0.7
[burer_vision_free]
min_view_distance = 0.6 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[burer_vision_danger]
min_view_distance = 0.6 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
;=================================================================================
; Burer Attack Params
;=================================================================================
[m_burer_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.4, 0.70, 100, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5
stand_stamina_attack_0 = 0.4, 0.0, 0, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5
;=================================================================================
; Burer Attack Effector
;=================================================================================
[m_burer_attack_effector]
duality_h = 0.1; 0.01
duality_v = 0.01; 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.1;0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0.0,0.0,0.0
time = 3.00
time_attack = 0.05 ; fade in
time_release = 0.50 ; fade out
; camera effects
ce_time = 0.30 ;time
ce_amplitude = 12.0
ce_period_number = 2.0
ce_power = 1.0 ;0.7 ; power
;=================================================================================
; Burer Step Params
;=================================================================================
[m_burer_step_params]
;---------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.4, 1, 0.9, 0.7,
;stand_walk_dmg_0 = 1, 0.4, 1, 0.9, 0.7,
stand_run_fwd_0 = 1, 0.4, 1, 0.9, 0.6,
;stand_run_dmg_0 = 1, 0.4, 1, 0.9, 0.6,
;=================================================================================
; Burer Damage
;=================================================================================
[m_Burer_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 0.5, -1, 0.1
hip = 1, -1, 0.1
spine = 1, -1, 0.1
chest = 1, -1, 0.1
neck = 1, -1, 0.5
head = 2, -1, 0.2
;=================================================================================
; Burer Scan Effector
;=================================================================================
[m_burer_scan_effector]
duality_h = 0.003
duality_v = 0.002
blur = 1.5
gray = 0.3
noise_intensity = 0.0
noise_grain = 2
noise_fps = 8
color_base = 0.55,0.5,0.5;0.637,0.442,0.456
color_gray = 0.333,0.333,0.333
color_add = 0.05,0.0,0.0
time = 10.00
time_attack = 0.3 ; fade in
time_release = 0.85 ; fade out
;=================================================================================
; Terrain
;=================================================================================
[burer_terrain]
255,000,255,255
;=================================================================================
; *** PROFILES *******************************************************************
;=================================================================================
[burer_normal]:m_burer_e
$spawn = "monsters\burer\burer_normal"
visual = monsters\burer\burer
corpse_visual = monsters\burer\burer_dead
icon = ui_npc_monster_burer
rank = 19
spec_rank = normal

View file

@ -0,0 +1,398 @@
[m_chimera_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
$spawn = "monsters\chimera\chimera_default" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
visual = monsters\chimera\chimera
corpse_visual = monsters\chimera\chimera_dead
icon = ui_npc_monster_snork ; @@@@@NEEDS REFACTORING@@@@@
terrain = chimera_terrain
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---OFFLINE ALIFE------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 1000 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
MaxHealthValue = 1000 ; range [0..200]
smart_terrain_choose_interval = 00:15:00
;-----------------------------------------------------------------------------------
script_binding = bind_monster.bind
ef_creature_type = 20 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_CHIMS ; AI class
script_binding = bind_monster.bind
bone_torso = spine_1 ; bone name
bone_head = head_boss ; bone name
bone_fire = head_boss ; bone name
weapon_usage = 0 ; boolean
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.01
ph_mass = 220;170
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;destroyed_vis_name = dynamics\Dead_Body\skelet_crash
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 12.0
ph_after_death_velocity_factor = 0.75
ph_skel_shot_up_factor = 0.25
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.5, 1.5, 1, 1
Velocity_RunFwdNormal = 6.5, 3.5, 2.0, 0.2, 1
Velocity_RunFwdDamaged = 5.0, 3.5, 2.0, 0.2, 1
Velocity_WalkFwdDamaged = 2.0, 3.0, 2.0, 0.5, 2.0
Velocity_WalkFwdNormal = 2.3, 3.2, 1.2, 0.02, 3.0
Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.0, 1, 1
Velocity_Rotate = 0.0, 6.0, 1.0, 0.1 1
Velocity_JumpGround = 8.0, 3.5, 2.0, 0.4, 1
Velocity_JumpStart = 8.0, 3.5, 2.0, 0.4, 1
Accel_Generic = 1.5
Accel_Calm = 3.5
Accel_Aggressive = 9.5
;------------------------------------------------------------------------
; Attack specific
;------------------------------------------------------------------------
prediction_factor = 1.7
attack_radius = 15 ;12 ; run around radius
prepare_jump_timeout = 2000 ; ms
attack_jump_timeout = 1000 ; ms
stealth_timeout = 1000 ; ms
num_attack_jumps = 3
num_prepare_jumps = 3
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 2.8;1.2 ;0.5
MaxAttackDist = 4.8;2.7 ;3.8
as_min_dist = 1.2
as_step = 0.3
hit_type = wound ; type of attack
;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay = 0
jump_factor = 2
jump_ground_trace_range = 1.5
jump_hit_trace_range = 2
jump_build_line_distance = 18.0
jump_min_distance = 0.5
jump_max_distance = 15.0
jump_max_angle = 3.14
jump_max_height = 3.5
jump_auto_aim_factor = 0.5
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.0001 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.0001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
protections_sect = chimera_protections
immunities_sect = chimera_immunities
;îòêðûòûå ðàíû
bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
;Health from which to play injured animation
DamagedThreshold = 0.2
sleep_health = 1.0 ;1.5 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
eat_freq = 5.0 ; ÷àñòîòà óêóñîâ â ñåê
eat_slice = 0.001 ; óâåëè÷åíèå ñûòîñòè ïðè 1 óêóñå
eat_slice_weight = 10.0 ; óìåíüøåíèå åäû ó òðóïà
satiety_threshold = 0.5 ; below this value monster fill hunger
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.2
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.4
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\chimera\chimera_idle_
sound_eat = monsters\biting\def_ ; eat_
sound_aggressive = monsters\chimera\chimera_attack_
sound_attack_hit = monsters\chimera\chimera_attack_hit_
sound_take_damage = monsters\biting\def_
sound_die = monsters\chimera\chimera_death_
sound_bkgnd = monsters\biting\def_
;sound_threaten = monsters\biting\def_ ; threaten_
sound_threaten = monsters\chimera\chimera_attack_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\biting\def_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\biting\def_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 95000
eat_sound_delay = 3000
attack_sound_delay = 12000
sound_distant_idle = monsters\snork\snork_idle_
;sound_distant_idle = monsters\bloodsucker\idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
SoundThreshold = 0.02 ; range [0..1]
max_hear_dist = 60
;--------------------------------------------------------------------------
; Chimera Damage
;--------------------------------------------------------------------------
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 0.5, -1, 0.1
hip = 1, -1, 0.1
spine = 1, -1, 0.1
spine_1 = 1, -1, 0.1
neck_r = 1, -1, 0.1
head_boss = 2, -1, 0.5
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
material = creatures\medium
DynamicObjectsCount = 32
squad_attack_algorithm = 1
attack_effector = m_chimera_attack_effector
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
attack_params = m_chimera_attack_params
step_params = m_chimera_step_params
LegsCount = 4
damage = m_chimera_damage
;species of monster
species = chimera
DayTime_Begin = 0 ; íà÷àëà äíÿ äëÿ ìîíñòðà
DayTime_End = 21 ; êîíåö äíÿ äëÿ ìîíñòðà
Min_Satiety = 0.6 ; ìèí. íîðìà ñûòîñòè (ìåíüøå - óæå ãîëîäíûé)
Max_Satiety = 0.9 ; ìàêñ. íîðìà ñûòîñòè (áîëüøå - î÷åíü ñûòûé)
distance_to_corpse = 1.2 ; äèñò. äî òðóïà, ïðè êîòîðîé îí ïåðåõîäèò â ñîñòîÿíèå åäû
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 110 ;140
eye_range = 100 ;50
vision_free_section = chimera_vision_free
vision_danger_section = chimera_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[chimera_vision_free]
min_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.1 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[chimera_vision_danger]
min_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.1 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[chimera_protections]
skin_armor = 0.7
hit_fraction_monster = 0.2
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
[m_chimera_attack_params]
jump_attack_1 = 0.3, 1.0, 350, 0.0, 1.0, 0.0, -1.8, 1.8, -1.8, 1.8, 2.5
[m_chimera_attack_effector]
duality_h = 0.1; 0.01
duality_v = 0.01; 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.1;0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0.0,0.0,0.0
time = 3.00
time_attack = 0.05 ; fade in
time_release = 0.50 ; fade out
; camera effects
ce_time = 0.30 ;time
ce_amplitude = 12.0
ce_period_number = 2.0
ce_power = 1.0 ;0.7 ; power
[m_chimera_step_params]
;---------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_0 = 1, 0.01, 1, 0.25, 0.7,
stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
;---------------------------------------------------------------------------
; IMMUNITIES
;---------------------------------------------------------------------------
[chimera_immunities]
burn_immunity = 0.1 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.0
shock_immunity = 0.1
wound_immunity = 0.3
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.5
fire_wound_immunity = 0.3
;=================================================================================
; Terrain
;=================================================================================
[chimera_terrain]
;255,255,255,255,30,40
255,000,255,255
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
;selector_free_hunting = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
; fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
;selector_cover = 20.0, -1000.0, 30.0, 0.0, 0.0, 100000.0, 100000.0, 1000.0,
;selector_hear_sound = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
;
;selector_getaway = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
;selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
;selector_walk_around = 20.0, 6.0, 1000.0, 4.0, 5000.0, 8.0, 5000.0,
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[chimera_normal]:m_chimera_e
corpse_visual = monsters\chimera\chimera_dead
$spawn = "monsters\chimera\chimera_normal"
panic_threshold = 0.1
rank = 20
immunities_sect = chimera_immunities_normal
spec_rank = normal
[chimera_immunities_normal]
burn_immunity = 0.1
strike_immunity = 0.0
shock_immunity = 0.1
wound_immunity = 0.3
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.5
fire_wound_immunity = 0.3

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[m_controller_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
$spawn = "monsters\old\controller" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 200 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
visual = monsters\controller\controller_1
corpse_visual = monsters\controller\controller_dead
icon = ui_npc_monster_controller
MaxHealthValue = 200 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
ef_creature_type = 12 ; option for evaluation functions
ef_weapon_type = 3
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_CONTR ; AI class
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
stamina_hit = 0.2;
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_linear_factor = 0.5
psy_quadratic_factor = 0.0
psy_max_distance = 12.0
psy_max_power = 0.2
psy_sound = anomaly\psy_voices_1_l ;monsters\controller\controller_presence_l
psy_pp_effector_name = psy_antenna ;postprocess_psi
psy_pp_highest_at = 0.1
radiation_max_distance = 0
radiation_max_power = 0.02
radiation_linear_factor = 1
radiation_quadratic_factor = 1
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.45, 0.9, 0.45
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.45, 0.6, 0.45
ph_crash_speed_min = 100
ph_crash_speed_max = 300
ph_collision_damage_factor = 0.1
ph_mass = 90; 170.
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 2.4, 2.4, 1, 1
Velocity_WalkFwdNormal = 1.5, 6.0, 6.0, 0.02, 2.0
Velocity_RunFwdNormal = 5.0, 4.6, 4.6, 0.25, 1
Velocity_WalkFwdDamaged = 1.5, 6.0, 6.0, 0.5, 2.0
Velocity_RunFwdDamaged = 4.0, 4.0, 4.0, 0.2, 1
Velocity_Drag = -5.0, 0.1, 0.1, 1, 1
Velocity_Steal = 0.7, 1.3, 1.3, 1, 1
Velocity_Drag = -5.0, 0.1, 0.1, 1, 1
Velocity_MoveFwd = 5.0, 0.1, 0.1, 1, 1
Velocity_MoveBkwd = -5.0, 0.1, 0.1, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 12.5
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.5 ;0.5
MaxAttackDist = 2.9 ;3.8
as_min_dist = 0.8
as_step = 0.5
DayTime_Begin = 0 ; íà÷àëà äíÿ äëÿ ìîíñòðà
DayTime_End = 21 ; êîíåö äíÿ äëÿ ìîíñòðà
Min_Satiety = 0.6 ; ìèí. íîðìà ñûòîñòè (ìåíüøå - óæå ãîëîäíûé)
Max_Satiety = 0.9 ; ìàêñ. íîðìà ñûòîñòè (áîëüøå - î÷åíü ñûòûé)
distance_to_corpse = 1.2 ; äèñò. äî òðóïà, ïðè êîòîðîé îí ïåðåõîäèò â ñîñòîÿíèå åäû
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
; fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover = 20.0, -1000.0, 30.0, 0.0, 0.0, 100000.0, 100000.0, 1000.0,
selector_hear_sound = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
selector_getaway = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around = 20.0, 6.0, 1000.0, 4.0, 5000.0, 8.0, 5000.0,
terrain = controller_terrain
hit_type = wound
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0005;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.001;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.001;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 0.25;0.1;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 0.1;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
immunities_sect = controller_immunities
;îòêðûòûå ðàíû
bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;1.5 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
eat_freq = 5.0 ; ÷àñòîòà óêóñîâ â ñåê
eat_slice = 0.04 ; óâåëè÷åíèå ñûòîñòè ïðè 1 óêóñå
eat_slice_weight = 10.0 ; óìåíüøåíèå åäû ó òðóïà
satiety_threshold = 0.5 ; below this value monster fill hunger
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.05
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.02
Morale_Despondent_Threashold = 0.5
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\controller\controller_idle_
sound_eat = monsters\controller\controller_eat_
sound_aggressive = monsters\controller\controller_attack_
sound_attack_hit = monsters\controller\controller_attack_hit_
sound_take_damage = monsters\controller\controller_hit_
sound_die = monsters\controller\controller_die_
sound_threaten = monsters\boar\boar_threaten_
sound_landing = monsters\boar\landing_
sound_steal = monsters\biting\def_
sound_panic = monsters\controller\controller_panic_
sound_growling = monsters\biting\def_
sound_bkgnd = monsters\biting\def_
sound_die_in_anomaly = monsters\controller\controller_die_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 12000
eat_sound_delay = 10000
attack_sound_delay = 5000
sound_distant_idle = monsters\controller\controller_idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
sound_control_start = monsters\controller\controller_control1
sound_control_hit = monsters\controller\controller_control2
SoundThreshold = 0.06 ; range [0..1]
max_hear_dist = 60;
;-------------------------------------------------------------------------
critical_wound_threshold = 0.4
critical_wound_decrease_quant = 0.
critical_wound_anim_head = stand_attack_0
critical_wound_bones_head = controller_critical_wound_bones_head
critical_wound_anim_torso = stand_attack_0
critical_wound_bones_torso = controller_critical_wound_bones_torso
critical_wound_anim_legs = stand_attack_0
critical_wound_bones_legs = controller_critical_wound_bones_legs
DamagedThreshold = 0.1
material = creatures\medium
DynamicObjectsCount = 32
attack_effector = m_controller_attack_effector
attack_params = m_controller_attack_params
step_params = m_controller_step_params
LegsCount = 2
damage = m_controller_damage
;---------- FIRE---------;
tube_damage = 0.25
tube_condition_see_duration = 10 ;50
tube_condition_min_delay = 2000 ;10000
tube_condition_min_distance = 5
tube_at_once = false ; true for test-mode
control_fx_texture = act\act_controller_hit
control_fx_texture2 = act\act_controller_hit1
; Controlling ability properties
Max_Controlled_Count = 10;4
control_effector = controller_control_effector
Friend_Community_Overrides = monolith
;-------------------------------------------------------------------------
; Anti-aim Ability
;-------------------------------------------------------------------------
;anti_aim_timeout = 4 ; sec
;anti_aim_effectors = effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4
;anti_aim_animation = stand_attack_
;anti_aim_max_angle = 0.5
;anti_aim_detection_gain_speed = 1
;anti_aim_detection_loose_speed = 0.1
;-------------------------------------------------------------------------
Control_Hit = weapons\generic_weapon_controller
;species of monster
species = controller
rank = 18
spec_rank = normal
community = controller
protections_sect = controller_protections
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 110 ;150
eye_range = 60 ;100
vision_free_section = controller_vision_free
vision_danger_section = controller_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[controller_vision_free]
min_view_distance = 0.5 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[controller_vision_danger]
min_view_distance = 0.5 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[controller_protections]
skin_armor = 0.5
hit_fraction_monster = 0.4
;===========================================================================
; Step Events
;===========================================================================
[m_controller_step_params]
;---------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.01, 1, 0.25, 0.7,
stand_walk_dmg_0 = 1, 0.01, 1, 0.25, 0.7,
stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
stand_run_dmg_0 = 1, 0.01, 1, 0.25, 0.6,
;===========================================================================
; IMMUNITIES
;===========================================================================
[controller_immunities]
burn_immunity = 1.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.9
shock_immunity = 1.0
wound_immunity = 0.2
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.9
explosion_immunity = 1.0
fire_wound_immunity = 1.0
;=========================================================================================
; CONTROL Effector
;==========================================================================================
[controller_control_effector]
duality_h = 0.1 ;0.31
duality_v = 0.2 ;0.31
blur = 0.01
gray = 0.5 ;0.5
noise_intensity = 1.0
noise_grain = 0.9
noise_fps = 30
color_base = 1.1,1.1,1 ;0.1,0.15,0.4
color_gray = 1,1,1 ;0.333,0.333,0.333
color_add = 0.2,0.2,0.1
time = 1.0 ;1.5
time_attack = 0.3 ;0.5 ; fade in
time_release = 0.5 ; fade out
; camera effects
ce_time = 1.0 ;1.5
ce_amplitude = 20.0
ce_period_number = 1.0
ce_power = 0.7
;==========================================================================================
; Psy Attack Effector
;==========================================================================================
[m_controller_attack_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.3
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.45 ;time
ce_amplitude = -15.0
ce_period_number = 1.5 ;2.0
ce_power = 1.5 ;0.7 ; power
;=========================================================================================
; Aura PP Effector
;=========================================================================================
[controller_aura_pp_effector_section]
;duality_h = 0.001
;duality_v = 0.001
;blur = 10
;gray = 0.5
;noise_intensity = 1.0 ;0.5
;noise_grain = 1
;noise_fps = 5
;color_base = 0.999,0.433,0.0999
;color_gray = 0.333,0.3330,0.3330
;color_add = 0.999,0.433,0.0999 ;0.00,0.01,0.00
duality_h = 0.00
duality_v = 0.00
blur = 10
gray = 0.0
noise_intensity = 10.0
noise_grain = 1
noise_fps = 25
;color_base = 0.5,0.5,0.5;0.2,0.2,0.2
;color_gray = 0.33,0.33,0.33
;color_add = 0.30,0.30,0.30
color_base = 0.9,0.9,1.0
color_gray = 0.33,0.330,0.33
color_add = 0.00,0.00,0.015
;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_controller_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Right hand Strike
stand_attack_0 = 0.45, 0.55, 60, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
;RightLeft combo strike
stand_attack_1 = 0.25, 0.55, 60, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
;stand_attack_1 = 0.45, 0.55, 200, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
;=================================================================================
; Terrain
;=================================================================================
[controller_terrain]
255,000,255,255
010,001,255,255 ;Ðàçðåøåíî õîäèòü ïî îïàñíûì ìåñòàì íà ÿíòàðå
014,001,255,255 ;Ðàçðåøåíî õîäèòü ïî îïàñíûì ìåñòàì íà ðàäàðå
016,001,255,255 ;Ðàçðåøåíî õîäèòü ïî îïàñíûì ìåñòàì íà ïðèïÿòè
;=================================================================================
; CONTROLLER Damage
;=================================================================================
[m_Controller_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 1.0, -1, 0.1
bip01_pelvis = 1.0, -1, 0.5
bip01_spine = 1.0, -1, 0.5
bip01_spine1 = 1.0, -1, 0.5
bip01_neck = 1.0, -1, 1.0
bip01_head = 2.0, -1, 0.5, 10
[m_controller_normal]:m_controller_e
$spawn = "monsters\old\controller_normal"
visual = monsters\controller\controller_1
corpse_visual = monsters\controller\controller_dead
icon = ui_npc_monster_controller
spec_rank = normal
rank = 18
community = controller
[controller_tubeman]:m_controller_e ; temporary!
$spawn = "monsters\old\controller_tubeman"
visual = monsters\controller\controller_1
corpse_visual = monsters\controller\controller_dead
icon = ui_npc_monster_controller
spec_rank = normal
rank = 18
community = controller
[controller_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
bone01
bone03
bone05
bone07
bone09
[controller_critical_wound_bones_torso]
bip01_spine
bip01_spine1
bip01_spine2
bip01_spine3
bip01_pelvis
bip01_l_clavicle
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_l_finger1
bip01_l_finger11
bip01_l_finger2
bip01_l_finger21
bip01_l_finger3
bip01_l_finger31
bip01_l_finger4
bip01_l_finger41
bip01_r_clavicle
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_r_finger1
bip01_r_finger11
bip01_r_finger2
bip01_r_finger21
bip01_r_finger3
bip01_r_finger31
bip01_r_finger4
bip01_r_finger41
[controller_critical_wound_bones_legs]
bip01_l_thigh
bip01_l_calf
bip01_l_foot
bip01_l_toe1
bip01_r_thigh
bip01_r_calf
bip01_r_foot
bip01_r_toe1

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@ -0,0 +1,89 @@
[m_crow]
GroupControlSection = spawn_group
$spawn = "monsters\crow" ; option for Level Editor
$prefetch = 50
spawn = on
cform = skeleton
class = AI_CROW
visual = monsters\crow\crow.ogf
corpse_visual = monsters\crow\crow.ogf
speed = 6.0
angular_speed = 0.1
goal_change_delta = 5.0
min_height = 30 ;35
goal_variability = 50.0, 10.0, 50.0 ;10.0, 15.0, 200.0
idle_sound_delta = 400.f ;100.f
Health = 1
MaxHealthValue = 1
ef_creature_type = -1
script_binding = bind_crow.bind
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 3
radiation_max_power = 0.02
radiation_linear_factor = 1
radiation_quadratic_factor = 1
;movement params
ph_box0_center = 0.0, 0.025, 0.0
ph_box0_size = 0.1, 0.05, 0.1
ph_box1_center = 0.0, 0.025, 0.0
ph_box1_size = 0.1, 0.05, 0.1
ph_crash_speed_min = 16
ph_crash_speed_max = 30
ph_mass = 1
;îòêðûòûå ðàíû
bleeding_v = 0 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.0 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
;entity condition
satiety_v = 0.00 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.001 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
bleeding_v = 0.05 ;0.02 ;ïîòåðÿ êðîâè ïðè ìàêñèìàëüíîé ðàíå
wound_incarnation_v = 0.01 ;0.001 ;ñêîðîñòü çàæèâàíèÿ ðàíû
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
;êîýôôèöèåíòû èììóíèòåòà
burn_immunity = 1.0
strike_immunity = 3.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 3.0
fire_wound_immunity = 3.0
;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_health = 1.0 ;1.5
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
;species of monster
species = bird

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[m_dog_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn = "monsters\dog" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 100 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 1.5 ; option for ALife Simulator
going_speed = 3.0 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
visual = monsters\dog\dog
corpse_visual = monsters\dog\dog_dead
icon = ui_npc_monster_dog
MaxHealthValue = 100 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = mutant_dog_tail
Spawn_Inventory_Item_Probability = 0.0
cform = skeleton ; collision class
class = SM_DOG_S ; AI class
ef_creature_type = 6 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.2, 0.0 ;0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.4, 0.35 ;0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.2, 0.0
ph_box1_size = 0.35, 0.4, 0.35
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 40 ;70
actor_restrictor = medium_monster ;medium_monster,stalker,none
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;---------------------------------------------------------------------
; Squad seperation behaviour (ðàñòàëêèâàíèå)
;---------------------------------------------------------------------
separate_factor = 0.5 ; ñèëà ðàñòàëêèâàíèÿ
separate_range = 1 ; ðàäèóñ â êîòîðîì ðàñòàëêèâàíèå äåéñòâóåò
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.2, 1, 1
Velocity_WalkFwdNormal = 1.45, 3.5, 3.3, 0.2, 1.5
Velocity_WalkFwdDamaged = 1.3, 3.5, 3.3, 0.2, 1
Velocity_RunFwdNormal = 6.5, 4.5, 4.3, 0.21, 1
Velocity_RunFwdDamaged = 4.5, 4.5, 4.3, 0.18, 1
Velocity_WalkSmelling = 0.8, 3.0, 3.0, 1, 1
Velocity_WalkGrowl = 0.6, 3.0, 3.0, 1, 1
Velocity_Drag = 0.6, 3.0, 3.0, 1, 1
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 14.5
;--------------------------------------------------------------------------
; Mob-home parameters
;--------------------------------------------------------------------------
anim_factor = 50 ;àíèìàöèè âîÿ/ðûòüÿ vs àíèìàöèé îáíþõèâàíèÿ, çàäàåòñÿ â ïðîöåíòàõ 1..100
corpse_use_timeout = 10 ;òàéìàóò íà þçàíèå òðóïà, ñåê.
min_life_time = 10 ;ìèíèìàëüíîå âðåìÿ áîäðñòâîâàíèÿ, ñåê (ðàñ÷èòûâàåòñÿ min_life_time + rand(10) * min_life_time)
min_sleep_time = 5 ;ìèíèìàëüíîå âðåìÿ ñíà, ñåê. (ðàñ÷èòûâàåòñÿ min_sleep_time + rand(5) * min_sleep_time)
drive_out_time = 5 ;âðåìÿ, íà ïðîòÿæåíèè êîòîðîãî ñîáàêà áóäåò ïûòàòüñÿ âûãíàòü âðàãà
min_move_dist = 4 ;ìèíèìàëüíàÿ äëèííà îòðåçêà ïóòè ïðè ïàòðóëèðîâàíèè, ì.
max_move_dist = 6 ;ìàêñèìàëüíàÿ äëèííà îòðåçêà ïóòè ïðè ïàòðóëèðîâàíèè, ì.
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.9
MaxAttackDist = 2.4
hit_type = wound
as_min_dist = 1.2
as_step = 0.4
Melee_Rotation_Factor = 2.6
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_animation_left = stand_attack_
aom_animation_right = stand_attack_
aom_far_radius = 6
aom_max_go_close_time = 6
aom_prepare_time = 3
aom_attack_radius = 0.3
aom_update_side_period = 3
aom_prediction_factor = 1.2
;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay = 3000
jump_factor = 1
jump_ground_trace_range = 1.0
jump_hit_trace_range = 2.0
jump_build_line_distance = 1.0
jump_min_distance = 4.0
jump_max_distance = 7.0
jump_max_angle = 0.1
jump_max_height = 2.5
jump_auto_aim_factor = 3
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.005 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.005 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
;îòêðûòûå ðàíû
bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;1.5 ;úþ¤¯¯ø¡øõýªv ¸úþ¨þ¸ªõù ø÷üõýõýø  ÿð¨ðüõª¨þò òþ ò¨õü  ¸ýð
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
eat_freq = 5.0 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
eat_slice = 0.01 ; ºòõûø¢õýøõ ¸vªþ¸ªø ÿ¨ø 1 ºúº¸õ
eat_slice_weight = 10.0 ; ºüõý¹°õýøõ õôv º ª¨ºÿð
satiety_threshold = 0.5 ; below this value monster fill hunger
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.2
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.4
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\dog\bdog_idle_
sound_eat = monsters\dog\bdog_eat_
sound_aggressive = monsters\dog\bdog_attack_ ; èçäàåòñÿ, êîãäà ìîíñòð ïðåñëåäóåò ïðîòèâíèêà
; sound_attack = ; çâóê äëÿ íåóäà÷íîé ïîïûòêè óäàðèòü èëè óêóñèòü (ðûê)
sound_attack_hit = monsters\dog\attack_hit_ ; çâóê äëÿ óñïåøíîé ïîïûòêè óäàðèòü èëè óêóñèòü (ðûê)
sound_take_damage = monsters\dog\bdog_hurt_
sound_die = monsters\dog\bdog_die_
sound_bkgnd = monsters\biting\def_
sound_threaten = monsters\dog\bdog_groan_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_; monsters\dog\bdog_idle_
sound_panic = monsters\dog\bdog_panic_
sound_growling = monsters\bdog_growl_
sound_die_in_anomaly = monsters\dog\bdog_die_
sound_distant_idle = monsters\dog\bdog_distant_ ; òîëüêî äëÿ ðàññòîÿíèé ñâûøå 200ì
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 80000;50000 ;20000 ;15000
eat_sound_delay = 2000 ;3000
attack_sound_delay = 5000 ;2000; 5000 ;2000
distant_idle_sound_delay = 80000
distant_idle_sound_range = 30.0
SoundThreshold = 0.04 ; range [0..1]
max_hear_dist = 100
;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
DamagedThreshold = 0.3
damage = m_dog_damage
critical_wound_threshold = 0.3 ;1.1
critical_wound_decrease_quant = 0.
critical_wound_anim_head = critical_hit_head_0
critical_wound_bones_head = dog_critical_wound_bones_head
critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso = dog_critical_wound_bones_torso
critical_wound_anim_legs = critical_hit_torso_0
critical_wound_bones_legs = dog_critical_wound_bones_legs
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DayTime_Begin = 0 ;6 ; ýð¢ðûð ôý  ôû  üþý¸ª¨ð
DayTime_End = 21 ; úþýõ¡ ôý  ôû  üþý¸ª¨ð
Min_Satiety = 0.5 ;0.06 ; üøý. ýþ¨üð ¸vªþ¸ªø (üõý¹°õ - ºöõ óþûþôývù)
Max_Satiety = 1.0 ;0.9 ; üðú¸. ýþ¨üð ¸vªþ¸ªø (ñþû¹°õ - þ¢õý¹ ¸vªvù)
distance_to_corpse = 1.3 ; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
material = creatures\medium
DynamicObjectsCount = 32
squad_attack_algorithm = 1
attack_effector = m_dog_attack_effector
LegsCount = 4
;species of monster
species = dog
terrain = dog_terrain
immunities_sect = dog_immunities
protections_sect = dog_protections
attack_params = m_dog_attack_params
step_params = m_dog_step_params
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 160 ;140
eye_range = 50 ;50 ;40;
vision_free_section = dog_vision_free
vision_danger_section = dog_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[dog_vision_free]
min_view_distance = 0.5 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 80.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.2
time_quant = 0.005
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 1.0
luminocity_factor = 0.7 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4
[dog_vision_danger]
min_view_distance = 0.7 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 40.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.2
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 1.0
luminocity_factor = 0.7 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4
[dog_terrain]
255,000,255,255
[dog_protections]
skin_armor = 0.1
hit_fraction_monster = 0.5
[dog_immunities]
burn_immunity = 1.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.9 ;0.75 ;1.0
radiation_immunity = 0.001 ;0.5
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
;=================================================================================
; DOG Damage
;=================================================================================
[m_Dog_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 0.5, -1, 0.2
bip01_pelvis = 1.0, -1, 0.5
bip01_spine = 1.0, -1, 0.5
bip01_spine1 = 1.0, -1, 0.5
bip01_neck = 1.0, -1, 1.5
bip01_head = 2.0, -1, 0.5, 10
;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_dog_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist|
;---------------------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.01, 0.10, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
;Both Legs strike with bite
stand_attack_1 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
stand_attack_2 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
stand_attack_3 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
;Jump attack
jump_ataka_02 = 0.01, 0.15, 100, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
stand_atack_run_0 = 0.5, 0.15, 300, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
[m_dog_attack_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0.1,0,0;0,0,0
time = 0.1
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.35 ;time
ce_amplitude = 5.0
ce_period_number = 2.0
ce_power = 0.7 ; power
;===========================================================================
; Step Events
;===========================================================================
[m_dog_step_params] fwdleftleg fwdrightleg backrightleg backleftleg
;------------------------------------------------------------------------------------------------------------
; anim Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.2, 0.75, 0.4, 0.7, 0.6, 0.75, 0.8, 0.75
stand_walk_dmg_0 = 1, 0.4, 0.75, 0.2, 0.7, 0.45, 0.75, 0.7, 0.75
stand_run_0 = 1, 0.25, 0.75, 0.20, 0.7, 0.6, 0.75, 0.67, 0.75
stand_run_dmg_0 = 1, 0.4, 0.75, 0.20, 0.7, 0.7, 0.75, 0.7, 0.75
stand_steal_0 = 1, 0.2, 0.75, 0.25, 0.7, 0.7, 0.75, 0.7, 0.75
stand_drag_0 = 1, 0.2, 0.75, 0.25, 0.7, 0.7, 0.75, 0.7, 0.75
[dog_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail2
[dog_critical_wound_bones_torso]
bip01_pelvis
bip01_l_calf
bip01_r_calf
bip01_spine
bip01_spine1
bip01_spine2
bip01_l_clavicle
bip01_r_clavicle
bip01_tail
bip01_tail1
bip01_tail2
bip01_tail3
[dog_critical_wound_bones_legs]
bip01_l_horselink
bip01_l_foot
bip01_l_toe0
bip01_r_thigh
bip01_r_horselink
bip01_r_foot
bip01_r_toe0
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_l_thigh
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[dog_normal]:m_dog_e
$spawn = "monsters\dogs\dog_02_normal"
visual = monsters\dog\dog_red
corpse_visual = monsters\dog\dog_red_dead
icon = ui_npc_monster_dog_red
panic_threshold = 0.0 ;0.2
rank = 4
immunities_sect = dog_immunities_normal
attack_params = dog_attack_params_normal
spec_rank = normal
community = dog
[dog_immunities_normal]
burn_immunity = 0.7
strike_immunity = 0.7
shock_immunity = 0.7
wound_immunity = 0.7
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.7
explosion_immunity = 0.85
fire_wound_immunity = 1.5
[dog_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist|
;---------------------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Both Legs strike with bite
stand_attack_1 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_2 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_3 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Jump attack
jump_ataka_02 = 0.2, 0.45, 100, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
stand_atack_run_0 = 0.5, 0.45, 300, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
[dog_weak]:dog_normal
$spawn = "monsters\dogs\dog_01_weak"
visual = monsters\dog\dog_white
corpse_visual = monsters\dog\dog_white_dead
icon = ui_npc_monster_dog_white
[dog_strong]:dog_normal
$spawn = "monsters\dogs\dog_03_strong"
visual = monsters\dog\dog
corpse_visual = monsters\dog\dog_dead
icon = ui_npc_monster_dog
[dog_cute]:dog_normal
$spawn = "monsters\dogs\dog_04_cute"
visual = monsters\dog\dog_bulterier
corpse_visual = monsters\dog\dog_bulterier_dead
icon = ui_npc_monster_dog

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;===========================================================================
; FLESH
;===========================================================================
[m_flesh_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_gravi_zone
$spawn = "monsters\fleshes\flesh_base" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 250 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 1.5 ; option for ALife Simulator
going_speed = 3.0 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
visual = monsters\flesh\flesh
corpse_visual = monsters\flesh\flesh_dead
icon = ui_npc_monster_flesh
MaxHealthValue = 1.0 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = mutant_flesh_eye
Spawn_Inventory_Item_Probability = 0.0
ef_creature_type = 7 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_FLESH ; AI class
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
; movement
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.55, 0.9, 0.55
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 200;100 ; also it's the food
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;----------------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;----------------------------------------------------------------------------
;---------------------------------------------------------------------
; Squad seperation behaviour (ðàñòàëêèâàíèå)
;---------------------------------------------------------------------
separate_factor = 0.8 ; ñèëà ðàñòàëêèâàíèÿ
separate_range = 3 ; ðàäèóñ â êîòîðîì ðàñòàëêèâàíèå äåéñòâóåò
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 1.79, 1.79 1, 1
Velocity_WalkFwdNormal = 1.5, 2.0, 2.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.2, 1.14, 1.14, 0.2, 2.0
Velocity_RunFwdNormal = 5.0, 2.5, 2.5, 0.2, 1
Velocity_RunFwdDamaged = 4.5, 3.0, 3.0, 0.3, 1
Velocity_Drag = 1.5, 2.14, 2.14, 1, 1
Velocity_Steal = 1.3, 2.14, 2.14, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 8.5
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 2.3
MaxAttackDist = 2.9
as_min_dist = 1.3
as_step = 0.4
Melee_Rotation_Factor = 2.6
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;0.01 ;¸úþ¨þ¸ª¹ ºüõý¹°õýø  ¸vªþ¸ªø ¸þ ò¨õüõýõü
radiation_v = 0.00001 ;0.004 ;¸úþ¨þ¸ª¹ ºüõý¹°õýø  ¨ðôøð¡øø
satiety_power_v = 0.005 ;0.01 ;ºòõûø¢õýøõ ¸øûv ÿ¨ø ºüõý¹°õýøø ¸vªþ¸ªø
satiety_health_v = 0.0005 ;0.001 ;0.03 ;ºòõûø¢õýøõ ÷ôþ¨þò¹  ÿ¨ø ºüõý¹°õýøø ¸vªþ¸ªø
satiety_critical = -1.0 ;0.25 ;ú¨øªø¢õ¸úþõ ÷ýð¢õýø  ¸vªþ¸ªø (ò ÿ¨þ¡õýªð¿ þª 0..1) úþóôð ÷ôþ¨þò¹õ ýð¢øðýðõª ºüõý¹°ðª¹¸ 
radiation_health_v = 0.01 ;0.006 ;ºüõý¹°õýøõ ÷ôþ¨þò¹  ÿ¨ø òþ÷ôõù¸ªòøø ¨ðôøð¡øø
morale_v = 0.01 ;¸úþ¨þ¸ª¹ òþ¸¸ªðýþòûõýø  üþ¨ðûø
health_hit_part = 1.0 ;0.8 ;ÿ¨þ¡õýª ¿øªð, º¿þô  øù ýð þªýøüðýøõ ÷ôþ¨þò¹ 
power_hit_part = 1.0 ;0.9 ;ÿ¨þ¡õýª ¿øªð, º¿þô  øù ýð þªýøüðýøõ ¸øûv
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
;îòêðûòûå ðàíû
bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;1.5 ;úþ¤¯¯ø¡øõýªv ¸úþ¨þ¸ªõù ø÷üõýõýø  ÿð¨ðüõª¨þò òþ ò¨õü  ¸ýð
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
eat_freq = 5.0 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
eat_slice = 0.01 ; ºòõûø¢õýøõ ¸vªþ¸ªø ÿ¨ø 1 ºúº¸õ
eat_slice_weight = 10.0 ; ºüõý¹°õýøõ õôv º ª¨ºÿð
satiety_threshold = 0.5 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
SoundThreshold = 0.07 ; range [0..1]
max_hear_dist = 40
sound_idle = monsters\flesh\flesh_idle_
sound_eat = monsters\flesh\flesh_eat_
sound_aggressive = monsters\flesh\flesh_aggressive_
sound_attack_hit = monsters\flesh\flesh_attack_ ;hit_
sound_take_damage = monsters\flesh\flesh_pain_
sound_die = monsters\flesh\flesh_death_
sound_threaten = monsters\flesh\flesh_attack_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\flesh\flesh_panic_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\flesh\flesh_anomaly_death_
;sound_distant = monsters\dog\flesh_distant_ ; òîëüêî äëÿ ðàññòîÿíèé ñâûøå 200ì
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 85000
eat_sound_delay = 3000
attack_sound_delay = 6000
sound_distant_idle = monsters\flesh\flesh_idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
;---------------------------------------------------------
; Logic
;---------------------------------------------------------
DayTime_Begin = 6 ; ýð¢ðûð ôý  ôû  üþý¸ª¨ð
DayTime_End = 21 ; úþýõ¡ ôý  ôû  üþý¸ª¨ð
Min_Satiety = 0.4 ;0.6 ; üøý. ýþ¨üð ¸vªþ¸ªø (üõý¹°õ - ºöõ óþûþôývù)
Max_Satiety = 1.0 ; üðú¸. ýþ¨üð ¸vªþ¸ªø (ñþû¹°õ - þ¢õý¹ ¸vªvù)
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
critical_wound_threshold = 0.4
critical_wound_decrease_quant = 0.
critical_wound_anim_head = critical_hit_head_0
critical_wound_bones_head = flesh_critical_wound_bones_head
critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso = flesh_critical_wound_bones_torso
critical_wound_anim_legs = critical_hit_torso_0
critical_wound_bones_legs = flesh_critical_wound_bones_legs
distance_to_corpse = 0.9; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
DamagedThreshold = 0.4
material = creatures\hoof
step_params = m_flesh_step_params
LegsCount = 4
;species of monster
species = flesh
terrain = flesh_terrain
damage = m_flesh_damage
protections_sect = flesh_protections
immunities_sect = flesh_immunities
attack_effector = m_flesh_attack_effector
attack_params = m_flesh_attack_params
;---------------------------------------------------------
; Vision
;---------------------------------------------------------
eye_fov = 100
eye_range = 30 ;60 ;30
; number of visible objects monster can handle
DynamicObjectsCount = 32
vision_free_section = flesh_vision_free
vision_danger_section = flesh_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[flesh_vision_free]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.2
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[flesh_vision_danger]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.2
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[flesh_terrain]
255,000,255,255
[m_Flesh_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 0.5, -1, 0.10
bip01_pelvis = 1.0, -1, 0.1
bip01_spine = 1.0, -1, 0.1
bip01_neck = 1.0, -1, 0.3
bip01_head = 2.0, -1, 0.10
[flesh_protections]
skin_armor = 0.1
hit_fraction_monster = 0.4
;===========================================================================
; Immunities
;===========================================================================
[flesh_immunities]
burn_immunity = 1.0 ;úþ¤¯¯ø¡øõýªv øüüºýøªõªð
strike_immunity = 1
shock_immunity = 1.0
wound_immunity = 0.15
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.55
fire_wound_immunity = 1.0
;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_flesh_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 = 0.25, 0.6, 70, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;Both leg strike
stand_attack_1 = 0.30, 0.6, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_2 = 0.30, 0.6, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_3 = 0.40, 0.6, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;===========================================================================
; Step Events
;===========================================================================
[m_flesh_step_params]
;-------------------------------------------------------------------------------------------------------------
; anim | cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 8, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_walk_fwd_dmg_0= 7, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_0 = 6, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_dmg_0 = 6, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
stand_crawl_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
stand_drag_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_flesh_attack_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.3
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.45 ;time
ce_amplitude = -10.0
ce_period_number = 2.0
ce_power = 1.5 ;0.7 ; power
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[flesh_normal]:m_flesh_e
$spawn = "monsters\fleshes\flesh_02_normal"
visual = monsters\flesh\flesh
corpse_visual = monsters\flesh\flesh_dead
icon = ui_npc_monster_flesh
panic_threshold = 0.2
rank = 2
immunities_sect = flesh_immunities_normal
attack_params = flesh_attack_params_normal
spec_rank = normal
community = flesh
[flesh_immunities_normal]
burn_immunity = 0.3
strike_immunity = 0.3
shock_immunity = 0.3
wound_immunity = 0.7
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.3
explosion_immunity = 0.5
fire_wound_immunity = 0.7
[flesh_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 = 0.25, 0.45, 70, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.0
;Both leg strike
stand_attack_1 = 0.30, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_2 = 0.30, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_3 = 0.40, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[flesh_strong]:m_flesh_e
$spawn = "monsters\fleshes\flesh_03_strong"
visual = monsters\flesh\flesh_strong
corpse_visual = monsters\flesh\flesh_dead
icon = ui_npc_monster_flesh_strong
panic_threshold = 0.05
rank = 3
immunities_sect = flesh_immunities_strong
attack_params = flesh_attack_params_strong
spec_rank = strong
community = flesh
[flesh_immunities_strong]
burn_immunity = 0.2
strike_immunity = 0.2
shock_immunity = 0.2
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.2
explosion_immunity = 0.5
fire_wound_immunity = 0.5
[flesh_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 = 0.25, 0.5, 70, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.0
;Both leg strike
stand_attack_1 = 0.30, 0.5, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_2 = 0.30, 0.5, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_3 = 0.40, 0.5, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
[flesh_group]
GroupControlSection = spawn_group
;$spawn = "monsters\flesh-group" ; option for Level Editor
$npc = on ; option for Level Editor
Human = off ; option for ALife Simulator
class = AI_FLE_G ; AI class
monster_section = m_flesh_e
[flesh_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
[flesh_critical_wound_bones_torso]
bip01_pelvis
bip01_l_calf
bip01_r_calf
bip01_spine
bip01_spine1
bip01_spine2
bip01_l_clavicle
bip01_r_clavicle
[flesh_critical_wound_bones_legs]
bip01_l_horselink
bip01_l_foot
bip01_l_toe0
bip01_r_thigh
bip01_r_horselink
bip01_r_foot
bip01_r_toe0
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_l_thigh

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@ -0,0 +1,434 @@
;=========================================================================================
; Base Definition
;=========================================================================================
[m_gigant_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
$spawn = "monsters\old\gigant" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 400 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
visual = monsters\psevdogigant\psevdogigant
corpse_visual = monsters\psevdogigant\psevdogigant_dead
icon = ui_npc_monster_psevdogigant
MaxHealthValue = 200 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
ef_creature_type = 19 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_GIANT ; AI class
script_binding = bind_monster.bind
bone_torso = spine ; bone name
bone_head = head ; bone name
bone_fire = head ; bone name
weapon_usage = 0 ; boolean
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 5
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.6, 0.9, 0.6
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_crash_speed_min = 100
ph_crash_speed_max = 300
ph_collision_damage_factor = 0.1
ph_mass = 5000 ;370
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 6.0, 6.0, 1, 1
Velocity_WalkFwdNormal = 4.2, 4.0, 4.0, 0.1, 2.5
Velocity_RunFwdNormal = 11.0, 4.0, 4.0, 0.2, 1
Velocity_WalkFwdDamaged = 2.5, 3.0, 3.0, 0.5, 1.5
Velocity_RunFwdDamaged = 6.0, 4.0, 4.0, 0.2, 1
Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
Velocity_JumpPrepare = 6.0, 1.0, 1.0, 1, 1
Velocity_JumpGround = 12.5, 2.0, 2.0, 0.16, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 1.5
Accel_Aggressive = 15.5
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.5 ;2.6 ;0.5
MaxAttackDist = 2.6 ;3.5 ;3.8
as_min_dist = 1.5
as_step = 0.3
;-----------------------------------------------------------------------
; Run Attack
;-----------------------------------------------------------------------
Run_Attack_Dist = 4.5, 8.0
Run_Attack_Delay = 3000, 6000
;-----------------------------------------------------------------------
DayTime_Begin = 0 ;
DayTime_End = 21 ;
Min_Satiety = 0.6 ;
Max_Satiety = 0.9 ;
distance_to_corpse = 1.2 ;
selector_approach = 20.0,1.0,1000.0,0.0,0.0, 1000.0, 10000.0,
terrain = giant_terrain
hit_type = wound
;----------------------------------------------------------------------------------------
;Entity Condition
;----------------------------------------------------------------------------------------
satiety_v = 0.00001 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.001 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.001 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
immunities_sect = giant_immunities
protections_sect = giant_protections
;îòêðûòûå ðàíû
bleeding_v = 0.01 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.02 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;1.5 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
satiety_threshold = 0.5 ; below this value monster fill hunger
;----------------------------------------------------------------------------------------
eat_freq = 5.0 ; ÷àñòîòà óêóñîâ â ñåê
eat_slice = 0.001 ; óâåëè÷åíèå ñûòîñòè ïðè 1 óêóñå
eat_slice_weight = 10.0 ; óìåíüøåíèå åäû ó òðóïà
;----------------------------------------------------------------------------------------
; Morale
Morale_Hit_Quant = 0.001
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;----------------------------------------------------------------------------------------
; Sounds
;----------------------------------------------------------------------------------------
sound_idle = monsters\giant\giant_breath_ ; giant_idle_
sound_eat = monsters\boar\boar_eat_
sound_aggressive = monsters\giant\giant_aggressive_
sound_attack_hit = monsters\giant\giant_attack_
sound_take_damage = monsters\giant\giant_hurt_
sound_die = monsters\giant\giant_death_
sound_bkgnd = monsters\biting\def_
sound_threaten = monsters\giant\giant_threaten_ ; boar\threaten_
sound_landing = monsters\boar\landing_
sound_steal = monsters\biting\def_
sound_panic = monsters\biting\def_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\giant\giant_death_
sound_threaten_hit = device\door_stop
sound_threaten_start = monsters\giant\giant_attack_0
---------------------------------------------------------------------------
SoundThreshold = 0.1 ; range [0..1]
max_hear_dist = 50
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 85000
eat_sound_delay = 3000
attack_sound_delay = 14000
sound_distant_idle = monsters\giant\giant_breath_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
DamagedThreshold = 0.2
material = creatures\large
DynamicObjectsCount = 32
squad_attack_algorithm = 1
attack_effector = m_giant_attack_effector
attack_params = m_gigant_attack_params
step_params = m_gigant_step_params
damage = m_giant_damage
threaten_effector = pseudogigant_threaten_effector
LegsCount = 2
;species of monster
species = giant
rank = 21
spec_rank = normal
community = pseudo_gigant
;-----------------------------
; step effector
;-----------------------------
step_effector_time = 0.5
step_effector_amplitude = 1.5
step_effector_period_number = 5.0
;-----------------------------
; jump parameters
;-----------------------------
jump_delay = 30000 ;3000
jump_factor = 1.7
jump_ground_trace_range = 1.4
jump_hit_trace_range = 3.0
jump_build_line_distance = 5.0
jump_min_distance = 5.0
jump_max_distance = 15.0
jump_max_angle = 0.3
Anomaly_Detect_Radius = 15.0
Anomaly_Detect_Time_Remember = 10000
HugeKick_Damage = 1.2
HugeKick_Particles = monsters\gigant_wave
HugeKick_MinMaxDist = 5,20 ;10, 20
HugeKick_MinMaxDelay = 13000, 22000 ;10000, 30000
HugeKick_Time_SlowDown = 4000
monster_type = outdoor
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 100 ;120
eye_range = 40 ;80
vision_free_section = giant_vision_free
vision_danger_section = giant_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[giant_vision_free]
min_view_distance = 0.5 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[giant_vision_danger]
min_view_distance = 0.5 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[giant_protections]
skin_armor = 0.6
hit_fraction_monster = 0.2
;=========================================================================================
; Damage Params
;=========================================================================================
[m_giant_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 1, -1, 0.1
tail = 1, -1, 0.1
spine = 1, -1, 0.1
hip = 1, -1, 0.5
head = 2, -1, 0.2, 10
;=========================================================================================
; Attack Animation Params
;=========================================================================================
[m_gigant_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.25, 0.9, 150, 0.5, 1.0, 0.5, -0.8, 0.8, -1.8, 1.8, 2.6
;Left leg Strike
stand_attack_1 = 0.40, 0.9, 200, 5.0, 2.5, 4.0, -0.6, 0.6, -1.8, 1.8, 3.2
;Bite2
stand_attack_2 = 0.25, 0.9, 150, 0.5, 1.0, 5.0, -0.8, 0.8, -1.8, 1.8, 2.6
stand_attack_run_0= 0.5, 0.9, 550, 0.5, 1.0, 5.0, -0.6, 1.3, -1.8, 1.8, 3.3
jump_attack_1 = 0.1, 2.00, 1550, 0.5, 1.0, 5.0, -1.0, 1.3, -1.6, 1.6, 5.5
;=========================================================================================
; Attack Effector
;=========================================================================================
[m_giant_attack_effector]
duality_h = 0.05;0.01
duality_v = 0.08;0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 1.5
time_attack = 0.05 ; fade in
time_release = 0.65 ; fade out
; camera effects
ce_time = 0.85 ;time
ce_amplitude = 25.0;15.0
ce_period_number = 3.0
ce_power = 3.0 ;0.7 ; power
;=========================================================================================
; Step Params
;=========================================================================================
[m_gigant_step_params]
;------------------------------------------------------------------------
; anim Cycles| time1 | power1 | time2 | power2 |
;------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.5, 1, 0.1, 0.7
stand_walk_fwd_dmg_0= 1, 0.2, 1, 0.25, 0.7,
stand_steal_0 = 1, 0.2, 1, 0.5, 0.7,
;=========================================================================================
; Threaten Effector
;=========================================================================================
[pseudogigant_threaten_effector]
duality_h = 0.1 ;0.31
duality_v = 0.1 ;0.31
blur = 0.01
gray = 0.3 ;0.5
noise_intensity = 1.0
noise_grain = 0.2
noise_fps = 30
color_base = 0.3,0.2,0.2 ;0.1,0.15,0.4
color_gray = 0.333,0.333,0.333 ;0.333,0.333,0.333
color_add = 0.0,0.0,0.0
time = 2.0 ;1.5
time_attack = 0.1 ;0.5 ; fade in
time_release = 0.3 ; fade out
; camera effects
ce_time = 1.7 ;1.5
ce_amplitude = 6.0
ce_period_number = 20.0
ce_power = 1.3 ;0.7
;===========================================================================
; TERRAIN
;===========================================================================
[giant_terrain]
255,000,255,255
;===========================================================================
; IMMUNITIES
;===========================================================================
[giant_immunities]
burn_immunity = 0.1 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.0
shock_immunity = 0.01
wound_immunity = 0.01
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.08
fire_wound_immunity = 0.04
;---------------------------
[gigant_normal]:m_gigant_e
$spawn = "monsters\gigants\gigant_normal"
visual = monsters\psevdogigant\psevdogigant
corpse_visual = monsters\psevdogigant\psevdogigant_dead
icon = ui_npc_monster_psevdogigant
rank = 20
spec_rank = normal
community = pseudo_gigant

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[m_phantom]:monster_base
GroupControlSection = spawn_group
$spawn = "monsters\phantom" ; option for Level Editor
spawn = on ;
cform = skeleton
class = AI_PHANT
rank = 100
visuals = monsters\phantom\pseudodog_0 ,monsters\phantom\tushkano_0, monsters\phantom\mutant_boar_0, monsters\phantom\krovosos_0, monsters\phantom\snork_0
speed = 2.0
angular_speed = 3.5
contact_hit = 0.1
ef_creature_type = -1
script_binding = phantom_manager.bind
; state BIRTH
particles_birth = monsters\phantom_birth
sound_birth = monsters\poltergeist\attack_hit_0
; state FLY
particles_fly = monsters\phantom_fly
sound_fly = monsters\poltergeist\die_0
; state CONTACT
particles_contact = monsters\phantom_death
sound_contact = monsters\poltergeist\hit_0
; state SHOOT
particles_shoot = monsters\phantom_death
sound_shoot = monsters\biting\def_0
material = creatures\phantom
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 3
radiation_max_power = 0.02
radiation_linear_factor = 1
radiation_quadratic_factor = 1

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[m_poltergeist_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
$spawn = "monsters\old\poltergeist" ; option for Level Editor
$npc = on ; option for Level Editor
;$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 250 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 1.5 ; option for ALife Simulator
going_speed = 4.0 ; option for ALife Simulator
current_level_going_speed = 4;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
visual = monsters\poltergeist\poltergeist
corpse_visual = monsters\poltergeist\poltergeist_dead
icon = ui_npc_monster_poltergeist
MaxHealthValue = 150 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
cform = skeleton ; collision class
class = SM_POLTR ; AI class
ef_creature_type = 5 ;10 ; option for evaluation functions
ef_weapon_type = 3
ef_detector_type = 1
panic_threshold = 0.1
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
type = flamer
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 0.1
fire_linear_factor = 1
fire_quadratic_factor = 1
pp_effector_name = postprocess_thermal
pp_highest_at = 0.02
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.02
radiation_linear_factor = 1
radiation_quadratic_factor = 1
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.2, 0.0 ;0.0, 0.9, 0.0
ph_box0_size = 0.50, 0.4, 0.50
ph_box1_center = 0.0, 0.2, 0.0
ph_box1_size = 0.50, 0.4, 0.50
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 80 ; also it's the food
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.0, 5.0, 0.2, 0.5
Velocity_WalkFwdNormal = 1.7, 2.0, 2.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.5, 3.0, 3.0, 0.8, 2.0
Velocity_RunFwdNormal = 4.0, 3.0, 3.0, 0.4, 1.0
Velocity_RunFwdDamaged = 2.5, 3.2, 3.2, 0.4, 1
Velocity_Drag = 0.6, 3.0, 3.0, 1, 1
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 5.0
Velocity_Invisible_Angular = 3.5
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 3.0
Height_Change_Velocity = 0.5
Height_Change_Min_Time = 3000
Height_Change_Max_Time = 10000
Height_Min = 0.4
Height_Max = 2.0
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
;attack parameters
MinAttackDist = 0.5 ;2.1
MaxAttackDist = 2.0
as_min_dist = 0.1
as_step = 0.3
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
DayTime_Begin = 0
DayTime_End = 21
Min_Satiety = 0.7
Max_Satiety = 0.95
distance_to_corpse = 1.8
terrain = poltergeist_terrain
protections_sect = poltergeist_protections
hit_type = strike
;entity condition
satiety_v = 0.0001 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.005 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.001 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.0001 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
immunities_sect = poltergeist_immunities
;îòêðûòûå ðàíû
bleeding_v = 0 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.3 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
eat_freq = 5.0
eat_slice = 0.01
eat_slice_weight = 10.0
satiety_threshold = 0.5 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\biting\def_
sound_eat = monsters\biting\def_
sound_aggressive = monsters\biting\def_
sound_attack_hit = monsters\biting\def_
sound_take_damage = monsters\biting\def_
sound_die = monsters\biting\def_
sound_threaten = monsters\biting\def_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\biting\def_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\biting\def_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 0
eat_sound_delay = 0
attack_sound_delay = 0
sound_distant_idle = monsters\biting\def_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
SoundThreshold = 0.06 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.01
Morale_Attack_Success_Quant = 0.3
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.3
Morale_Despondent_Threashold = 0.5
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DamagedThreshold = 0.4
material = creatures\large ;objects\bullet
squad_attack_algorithm = 1
attack_effector = m_poltergeist_attack_effector
attack_params = m_poltergeist_attack_params
step_params = m_poltergeist_step_params
anger_hunger_threshold = 0.1
anger_loud_threshold = 0.7
LegsCount = 2
damage = m_poltergeist_damage
;---------------------------
Invisible_Energy_Restore_Velocity = 0.1
Invisible_Energy_Decline_Velocity = 0.0
Invisible_Energy_Critical_Value = 0.01
Invisible_Energy_Activate_Value = 0.99
Invisible_Energy_Aggressive_Restore_Velocity = 0.1
Particles_Damage = monsters\polter_damage
Particles_Death = monsters\polter_death_00
Particles_Idle = monsters\polter_idle_00
Particles_Hidden = monsters\polter_linza_00
;-- Delays -------------------
Delay_Flame_Min = 30000
Delay_Flame_Normal = 30001
Delay_Flame_Aggressive = 30001
Delay_Tele_Min = 0 ;100
Delay_Tele_Normal = 100 ;300
Delay_Tele_Aggressive = 10 ;200
Delay_Scare_Min = 30000
Delay_Scare_Normal = 30001
Delay_Scare_Aggressive = 30001
;---------------------------
;species of monster
species = poltergeist
rank = 11
spec_rank = normal
community = poltergeist
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 100 ;120
eye_range = 40 ;60
DynamicObjectsCount = 32
vision_free_section = poltergeist_vision_free
vision_danger_section = poltergeist_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[poltergeist_vision_free]
min_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.5
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[poltergeist_vision_danger]
min_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.5
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[poltergeist_protections]
skin_armor = 0.1
hit_fraction_monster = 0.4
[m_Poltergeist_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 1.0, -1, 0.1
bip01_pelvis = 1.0, -1, 0.2
bip01_spine = 1.0, -1, 0.2
bip01_spine1 = 1.0, -1, 0.2
bip01_neck = 1.0, -1, 0.5
bip01_head = 2.0, -1, 0.3
[m_poltergeist_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.30, 0.20, 50, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
;Left hand Strike2
stand_attack_1 = 0.30, 0.15, 50, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
[m_poltergeist_attack_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.3
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.45 ;time
ce_amplitude = -15.0
ce_period_number = 1.5 ;2.0
ce_power = 1.5 ;0.7 ; power
[m_poltergeist_step_params] left right right left
;------------------------------------------------------------------------------------------------------------------
; anim cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-----------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.1, 1, 0.34, 1, 0.6, 1, 0.84, 1
stand_walk_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.5, 1, 0.7, 1
stand_run_fwd_0 = 1, 0.1, 1, 0.3, 1, 0.5, 1, 0.55, 1
stand_run_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.7, 1, 0.75, 1
;===========================================================================
; TERRAIN
;===========================================================================
[poltergeist_terrain]
255,000,255,255
;===========================================================================
; IMMUNITIES
;===========================================================================
[poltergeist_immunities]
burn_immunity = 0.3 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.7
shock_immunity = 0.5
wound_immunity = 0.3
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
;===========================================================================
; TELE
;===========================================================================
[m_poltergeist_normal_tele]:m_poltergeist_e
$spawn = "monsters\poltergeists\poltergeist_normal_tele"
rank = 11
spec_rank = normal
detection_pp_effector_name = poltergeist_detection_effector
detection_near_range_factor = 2
detection_far_range_factor = 1
detection_far_range = 50
detection_speed_factor = 4.0
detection_loose_speed = 2.0
detection_success_level = 10.0
detection_max_level = 15.0
detection_fly_around_level = 5.0
detection_fly_around_distance = 30.0
detection_fly_around_change_direction_time = 5 ; sec
type = telekinetic
immunities_sect = poltergeist_tele_immunities
Tele_Fly_Time = 0.30
Tele_Fly_Velocity = 30
Tele_Find_Radius = 50
Tele_Object_Min_Mass = 0
Tele_Object_Max_Mass = 5000
Tele_Object_Count = 3;7
Tele_Hold_Time = 1000
Tele_Wait_Time = 1000
Tele_Delay_Between_Objects_Time = 1000
Tele_Distance = 50
Tele_Object_Height = 2
Tele_Time_Object_Keep = 5000
Tele_Raise_Speed = 6
Tele_Delay_Between_Objects_Raise_Time = 200
Tele_Collision_Damage = 0.5
Particles_Damage = monsters\polter_damage
Particles_Death = monsters\polter_death
Particles_Idle = monsters\polter_idle
Particles_Hidden = monsters\polter_linza
Hidden_Particles = monsters\polter_linza
;Hide_Particles = monsters\polter_yadro;monsters\polter_hide
Sound_Idle = monsters\poltergeist\tele_idle_0
sound_take_damage = monsters\poltergeist\tele_damage_
sound_die = monsters\poltergeist\tele_death_
sound_tele_hold = monsters\burer\burer_tele_hold
sound_tele_throw = monsters\burer\burer_tele_throw
[poltergeist_tele_immunities]
burn_immunity = 0.5 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.25
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.1
fire_wound_immunity = 1.0
;===========================================================================
; FLAMER
;===========================================================================
[m_poltergeist_normal_flame]:m_poltergeist_e
$spawn = "monsters\poltergeists\poltergeist_normal_flame"
rank = 12
spec_rank = normal
fire_max_distance = 5
fire_max_power = 0.1
detection_pp_effector_name = poltergeist_detection_effector
detection_near_range_factor = 2
detection_far_range_factor = 1
detection_far_range = 50
detection_speed_factor = 4.0
detection_loose_speed = 2.0
detection_success_level = 10.0
detection_max_level = 15.0
detection_fly_around_level = 5.0
detection_fly_around_distance = 8.0
detection_fly_around_change_direction_time = 5 ; sec
type = flamer
immunities_sect = poltergeist_flame_immunities
flame_hit_value = 0.7
flame_sound = monsters\poltergeist\attack_hit_flame
flame_particles_prepare = monsters\polter_yadro
flame_particles_fire = static\monsters_fire_idle
flame_particles_stop = static\monsters_fire_stop
flame_fire_time_delay = 1000 ;2400 ; don't change - for programmers only
flame_fire_time_play = 6000
flame_length = 8.0
flame_hit_value = 0.3
flame_hit_delay = 200
flames_count = 3
flames_delay = 2000 ;3500 ;2000
flame_aura_radius = 10
flame_scan_radius = 0
flame_scan_sound = monsters\burer\burer_scan_affect_0
flame_scan_effector_section = m_poltergeist_scan_effector
flame_scan_delay_min_max = 5000,10000
flame_min_dist = 2
flame_max_dist = 30
flame_min_height = 0.5
flame_max_height = 1.0
Particles_Damage = monsters\polter_damage
Particles_Death = monsters\polter_death_00
Particles_Idle = monsters\polter_idle_00
Particles_Hidden = monsters\polter_linza_00
Hidden_Particles = monsters\polter_linza_00 ;monsters\polter_hidden
Sound_Idle = monsters\poltergeist\fire_idle_0
[poltergeist_flame_immunities]
burn_immunity = 0.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.2
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.1
fire_wound_immunity = 1.0
[m_poltergeist_scan_effector]
duality_h = 0.003
duality_v = 0.002
blur = 1.5
gray = 0.3
noise_intensity = 0.0
noise_grain = 2
noise_fps = 8
color_base = 0.55,0.5,0.5;0.637,0.442,0.456
color_gray = 0.333,0.333,0.333
color_add = 0.05,0.0,0.0
time = 10.00
time_attack = 0.3 ; fade in
time_release = 0.85 ; fade out
[pri_a25_poltergeist]:m_poltergeist_normal_tele
$spawn = "monsters\poltergeists\pri_a25_poltergeist"
detection_linear_factor = 18.0
detection_loose_speed = 4.0;
[labx8_poltergeist]:m_poltergeist_normal_tele
$spawn = "monsters\poltergeists\labx8_poltergeist"
Tele_Find_Radius = 145
Tele_Object_Count = 2 ;4;7
detection_far_range = 145
detection_speed_factor = 6.0 ;4.0
detection_loose_speed = 4.0 ;2.0
detection_near_range_factor = 1
detection_far_range_factor = 1
Tele_Time_Object_Keep = 18000 ;5000
Height_Min = 0.4
Height_Max = 0.9

View file

@ -0,0 +1,541 @@
[m_pseudodog_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn = "monsters\pseudodog" ; option for Level Editor
$npc = on ; option for Level Editor
;$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 250 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 1.5 ; option for ALife Simulator
going_speed = 3.0 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
visual = monsters\pseudodog\pseudodog
corpse_visual = monsters\pseudodog\pseudodog_dead
icon = ui_npc_monster_pseudodog
MaxHealthValue = 1.0 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = mutant_pseudodog_tail
Spawn_Inventory_Item_Probability = 0.0
ef_creature_type = 21 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_P_DOG ; AI class
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
bone_eye_left = bip01_ponytail1
bone_eye_right = bip01_ponytail2
weapon_usage = 0 ; boolean
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.2, 0.0 ;0.0, 0.9, 0.0
ph_box0_size = 0.50, 0.4, 0.50
ph_box1_center = 0.0, 0.2, 0.0
ph_box1_size = 0.50, 0.4, 0.50
ph_crash_speed_min = 100
ph_crash_speed_max = 300
ph_collision_damage_factor = 0.1
ph_mass = 75;50 ; also it's the food
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Tðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 1.4, 1.4, 1, 1
Velocity_RunFwdNormal = 6.5, 2.0, 2.0, 0.05, 1.0
Velocity_RunFwdDamaged = 4.3, 2.0, 2.0, 0.5, 1.0
Velocity_WalkFwdNormal = 5.0, 2.0, 2.0, 0.1, 1.0
Velocity_WalkFwdDamaged = 2.2, 3.0, 3.0, 0.1, 2.2
Velocity_Drag = 0.6, 0.8, 0.8, 1, 1
Velocity_Steal = 1.6, 3.0, 3.0, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 14.5
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.6
MaxAttackDist = 2.0
as_min_dist = 1.0
as_step = 0.2
DayTime_Begin = 0 ;6 ; ýð¢ðvð ôý  ôv  ü³ý¿ª¨ð
DayTime_End = 21 ; ú³ýõ¡ ôý  ôv  ü³ý¿ª¨ð
Min_Satiety = 0.95 ;0.3 ;0.6 ; üøý. ý³¨üð ¿vª³¿ªø (üõý³-õ - ³öõ ó³v³ôýv )
Max_Satiety = 1.0 ; üðú¿. ý³¨üð ¿vª³¿ªø (ñ³v³-õ - ³¢õý³ ¿vªv )
distance_to_corpse = 1.8 ; ôø¿ª. ô³ ª¨³ÿð, ÿ¨ø ú³ª³¨³ ³ý ÿõ¨õ¿³ôøª ò ¿³¿ª³ ýøõ õôv
;terrain = 255,255,255,255,30,40
terrain = pseudodogs_terrain
hit_type = wound
Melee_Rotation_Factor = 2.6
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñvòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.005 ;0.01 ;óâåëè÷åíèå ñèëv ïðè óìåíüøåíèè ñvòîñòè
satiety_health_v = 0.00001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñvòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñvòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿ èé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿ èé íà îòíèìàíèå ñèëv
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
immunities_sect = pseudodog_immunities
protections_sect = pseudodog_protections
;îòêðvòvå ðàív
bleeding_v = 0.05 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.04 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàív îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâó³ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;1.5 ;ú³¤¯¯ø¡øõýªv ¿ú³¨³¿ªõ ø÷üõýõýø  ÿð¨ðüõª¨³ò ò³ ò¨õü  ¿ýð
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
eat_freq = 5.0 ; ¢ð¿ª³ªð ³ú³¿³ò ò ¿õú
eat_slice = 0.01 ; ³òõvø¢õýøõ ¿vª³¿ªø ÿ¨ø 1 ³ú³¿õ
eat_slice_weight = 10.0 ; ³üõý³-õýøõ õôv ³ ª¨³ÿð
satiety_threshold = 0.5 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\pseudodog\pdog_idle_
sound_eat = monsters\pseudodog\pdog_chew_
sound_aggressive = monsters\pseudodog\pdog_aggression_
sound_attack_hit = monsters\pseudodog\pdog_attack_
sound_take_damage = monsters\pseudodog\pdog_hurt_
sound_die = monsters\pseudodog\pdog_death_
sound_bkgnd = monsters\biting\def_
sound_threaten = monsters\pseudodog\pdog_threaten_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\biting\def_
sound_growling = monsters\biting\def_
sound_psy_attack = monsters\pseudodog\psy_attack_
sound_die_in_anomaly = monsters\pseudodog\pdog_death_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 92000
eat_sound_delay = 3000
attack_sound_delay = 28500
sound_distant_idle = monsters\pseudodog\pdog_idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
SoundThreshold = 0.05 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;----------------------------------------------------------------------------
; Jump Parameters
;----------------------------------------------------------------------------
jump_delay = 3000 ;3000
jump_factor = 2.5
jump_ground_trace_range = 1.0
jump_hit_trace_range = 2.0
jump_build_line_distance = 1.0
jump_min_distance = 3.0
jump_max_distance = 8.0
jump_max_angle = 0.5
jump_max_height = 3.5
jump_auto_aim_factor = 0.2
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DamagedThreshold = 0.2
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
material = creatures\medium
DynamicObjectsCount = 32
squad_attack_algorithm = 1
attack_effector = m_pseudodog_attack_effector
damage = m_pseudodog_damage
attack_params = m_pseudodog_attack_params
step_params = m_pseudodog_step_params
LegsCount = 4
anger_hunger_threshold = 0.1
anger_loud_threshold = 0.7
;species of monster
species = pseudodog
rank = 7
spec_rank = weak
community = pseudodog
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 110 ;150
eye_range = 60 ;100
vision_free_section = pseudodog_vision_free
vision_danger_section = pseudodog_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[pseudodog_vision_free]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìvì
always_visible_distance = 0.2
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¿êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêòåðà)
transparency_threshold = 0.25
[pseudodog_vision_danger]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðvé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìvì
always_visible_distance = 0.2
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¿êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêòåðà)
transparency_threshold = 0.25
[m_pseudodog_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.35, 0.6, 100, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;Jump attack
run_jamp_1 = 0.55, 0.6, 120, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_pseudodog_attack_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.3
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.45 ;time
ce_amplitude = -15.0
ce_period_number = 2.0
ce_power = 1.0 ;0.7 ; power
;===========================================================================
; Step Events
;===========================================================================
[m_pseudodog_step_params] left right right left
;------------------------------------------------------------------------------------------------------------------
; anim cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-----------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.1, 1, 0.34, 1, 0.6, 1, 0.84, 1
stand_walk_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.5, 1, 0.7, 1
stand_run_0 = 1, 0.1, 1, 0.3, 1, 0.5, 1, 0.55, 1
stand_run_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.7, 1, 0.75, 1
stand_drag_0 = 1, 0.2, 1, 0.25, 1, 0.7, 1, 0.75, 1
;*********************************************************************************
; PROTECTIONS
;*********************************************************************************
[pseudodog_protections]
skin_armor = 0.2
hit_fraction_monster = 0.4
;===========================================================================
; IMMUNITIES
;===========================================================================
[pseudodog_immunities]
burn_immunity = 1.0 ;êîýôôèöèåíòv èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5 ;0.75 ;1.0
radiation_immunity = 0.0000001 ;1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 0.8
explosion_immunity = 0.4
fire_wound_immunity = 1.0
;=================================================================================
; PSEUDO-DOG Damage
;=================================================================================
[m_Pseudodog_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èív îòêðvòîé ðàív
default = 0.3, -1, 0.1
bip01_pelvis = 1.0, -1, 0.1
bip01_spine = 1.0, -1, 0.1
bip01_spine1 = 1.0, -1, 0.1
bip01_neck = 1.0, -1, 1.5
bip01_head = 2.0, -1, 0.3, 10
;=================================================================================
; PSEUDO-DOG Terrain
;=================================================================================
[pseudodogs_terrain]
255,000,255,255
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[pseudodog_normal]:m_pseudodog_e
$spawn = "monsters\pseudodogs\pseudodog_02_normal"
visual = monsters\pseudodog\pseudodog
corpse_visual = monsters\pseudodog\pseudodog_dead
icon = ui_npc_monster_pseudodog
panic_threshold = 0; 0.2
rank = 7
immunities_sect = pseudodog_immunities_normal
attack_params = pseudodog_attack_params_normal
spec_rank = normal
community = pseudodog
[pseudodog_immunities_normal]
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.9
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.8
fire_wound_immunity = 1.2
[pseudodog_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.45, 0.5, 50, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.6
;Jump attack
run_jamp_1 = 0.55, 0.6, 250, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
;---------------------------------------------------------------------------------
;-- PSY DOG
;---------------------------------------------------------------------------------
[psy_dog_aura_effector]
duality_h = 0.00
duality_v = 0.00
blur = 10
gray = 0.0
noise_intensity = 10.0
noise_grain = 1
noise_fps = 25
color_base = 0.9,0.9,1.0
color_gray = 0.33,0.330,0.33
color_add = 0.00,0.00,0.015
[psy_dog]:pseudodog_normal
$spawn = "monsters\psy_dog\psy_dog"
visual = monsters\pseudodog\pseudodog_grey
corpse_visual = monsters\pseudodog\pseudodog_grey_dead
icon = ui_npc_monster_pseudodog_grey
class = SM_DOG_P
aura_effector = psy_dog_aura_effector
Phantoms_Count = 3
Time_Phantom_Respawn = 1000
;---------------------------------------------------------------------------------
;-- PSY DOG PHANTOM
;---------------------------------------------------------------------------------
;=========================================================================================
; Appear Effector
;=========================================================================================
[psy_dog_phantom_appear_effector]
duality_h = 0.028 ;0.31
duality_v = 0.028 ;0.31
blur = 0.00
gray = 0 ;0.5
noise_intensity = 1
noise_grain = 0.1
noise_fps = 50
color_base = 0.5,0.5,0.5 ;0.1,0.15,0.4
color_gray = 0.333,0.333,0.333 ;0.333,0.333,0.333
color_add = 0.00,0.00,0.00
time = 0.5 ;1.5
time_attack = 0.05 ;0.5 ; fade in
time_release = 0.3 ; fade out
; camera effects
ce_time = 0 ;0.2 ;1.5
ce_amplitude = 0 ;1.0
ce_period_number = 0 ;2.0
ce_power = 0 ;0.3 ;0.7
;=========================================================================================
; Base Definition
;=========================================================================================
[psy_dog_phantom]:pseudodog_normal
$spawn = "monsters\psy_dog\psy_dog_phantom"
visual = monsters\pseudodog\pseudodog_grey
icon = ui_npc_monster_pseudodog_grey
class = SM_DOG_F
rank = 1
;jump_delay = 3000 ;3000
;jump_factor = 3
;jump_min_distance = 4.0
;jump_max_distance = 10.0
;jump_max_angle = 0.2
appear_effector = psy_dog_phantom_appear_effector
particles_appear = monsters\pseudo_phantom_birth_00
particles_disappear = monsters\pseudo_phantom_death_00
attack_params = psydog_attack_params_phantom
hit_type = telepatic
[psydog_attack_params_phantom]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.45, 0.55, 10, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.6
;Jump attack
run_jamp_1 = 0.55, 0.55, 10, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
;=========================================================================================
[zat_b18_dog]:pseudodog_normal
$spawn = "monsters\psy_dog\zat_b18_dog"
community = pseudodog
radiation_max_distance = 0
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.0, 3.0, 1, 1
Velocity_RunFwdNormal = 6.6, 5.0, 5.0, 0.05, 1.0
Velocity_RunFwdDamaged = 4.3, 5.0, 5.0, 0.5, 1.0
Velocity_WalkFwdNormal = 5.0, 5.0, 5.0, 0.1, 1.0
Velocity_WalkFwdDamaged = 2.2, 6.0, 6.0, 0.1, 2.2
;*********************************************************************************
; FEARLESS PROFILES FOR GARBAGE
;*********************************************************************************
[psy_dog_normal]:pseudodog_normal
$spawn = "monsters\psy_dog\psy_dog_normal"
visual = monsters\pseudodog\pseudodog_grey
corpse_visual = monsters\pseudodog\pseudodog_grey_dead
icon = ui_npc_monster_pseudodog_grey
class = SM_DOG_P
rank = 13
aura_effector = psy_dog_aura_effector
Phantoms_Count = 2
Time_Phantom_Respawn = 5000
Max_Phantoms_Count = 3
Min_Phantoms_Count = 2
Time_Phantom_Appear = 3000

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@ -0,0 +1,532 @@
[m_snork_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn = "monsters\snork" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
visual = monsters\snork\snork
corpse_visual = monsters\snork\snork_dead
icon = ui_npc_monster_snork
Spawn_Inventory_Item_Section = mutant_snork_leg
Spawn_Inventory_Item_Probability = 0.0
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---OFFLINE ALIFE------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 300 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
MaxHealthValue = 300 ; range [0..200]
smart_terrain_choose_interval = 00:15:00
;-----------------------------------------------------------------------------------
script_binding = bind_monster.bind
ef_creature_type = 11 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_SNORK ; AI class
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_crash_speed_min = 100
ph_crash_speed_max = 300
ph_collision_damage_factor = 0.1
ph_mass = 90
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.5, 5.2, 1, 1
Velocity_WalkFwdNormal = 1.05, 3.5, 3.2, 0.02, 2.0
Velocity_WalkFwdDamaged = 0.9, 3.5, 3.2, 0.02, 2.0
Velocity_RunFwdNormal = 4.5, 3.5, 3.2, 0.4, 1
Velocity_RunFwdDamaged = 2.5, 3.5, 3.2, 0.2, 1
Velocity_Drag = 1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
Velocity_JumpGround = 6.0, 3.0, 0.01, 0.4, 1
Velocity_Jump_Stand = 6.0, 3.0, 0.01, 0.4, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 12.0
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.9 ;0.5
MaxAttackDist = 2.9 ;3.8
as_min_dist = 1.9
as_step = 0
hit_type = wound ; type of attack
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_animation_left = stand_run_attack_right_
aom_animation_right = stand_run_attack_left_ ; stand_attack_
aom_far_radius = 5 ;10 ;12
aom_max_go_close_time = 8
aom_prepare_time = 1 ;4
aom_attack_radius = 0.8
aom_update_side_period = 6
aom_prediction_factor = 0.8
;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay = 2000
jump_factor = 2.0
jump_ground_trace_range = 1.5
jump_hit_trace_range = 2.0
jump_build_line_distance = 6.0
jump_min_distance = 2.0
jump_max_distance = 7.0
jump_max_angle = 0.6
jump_max_height = 13.5
jump_auto_aim_factor = 0.3
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.005 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.005 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.0001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
;îòêðûòûå ðàíû
bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
;Health from which to play injured animation
DamagedThreshold = 0.2
;Sleep Settings
sleep_health = 1.0 ;1.5 ;úþ¤¯¯ø¡øõýªv ¸úþ¨þ¸ªõù ø÷üõýõýø  ÿð¨ðüõª¨þò òþ ò¨õü  ¸ýð
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
;Eat settings
eat_freq = 5.0 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
eat_slice = 0.01 ; ºòõûø¢õýøõ ¸vªþ¸ªø ÿ¨ø 1 ºúº¸õ
eat_slice_weight = 10.0 ; ºüõý¹°õýøõ õôv º ª¨ºÿð
satiety_threshold = 0.5 ; below this value monster fill hunger
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\snork\snork_idle_ ; idle_
sound_eat = monsters\biting\def_ ; eat_
sound_aggressive = monsters\snork\snork_attack_ ; attack_
sound_attack_hit = monsters\snork\snork_attack_hit_
sound_take_damage = monsters\snork\snork_idle_ ; hit_
sound_die = monsters\biting\def_ ; die_
sound_bkgnd = monsters\biting\def_
;sound_threaten = monsters\biting\def_ ; threaten_
sound_threaten = monsters\snork\snork_attack_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\snork\snork_idle_ ; hit_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\biting\def_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
;Frequency of sounds to be played
idle_sound_delay = 300000
eat_sound_delay = 3000
attack_sound_delay = 4000
sound_distant_idle = monsters\snork\snork_idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
SoundThreshold = 0.02 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
material = creatures\medium
DynamicObjectsCount = 32
attack_effector = m_snork_attack_effector
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
LegsCount = 2
DayTime_Begin = 0 ; ýð¢ðûð ôý  ôû  üþý¸ª¨ð
DayTime_End = 21 ; úþýõ¡ ôý  ôû  üþý¸ª¨ð
Min_Satiety = 0.4 ; üøý. ýþ¨üð ¸vªþ¸ªø (üõý¹°õ - ºöõ óþûþôývù)
Max_Satiety = 1.0 ; üðú¸. ýþ¨üð ¸vªþ¸ªø (ñþû¹°õ - þ¢õý¹ ¸vªvù)
distance_to_corpse = 1.2 ; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
;species of monster
species = snork
community = snork
terrain = snork_terrain
step_params = m_snork_step_params
damage = m_snork_damage
immunities_sect = snork_immunities
protections_sect = snork_protections
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 110 ;140
eye_range = 50 ;50
vision_free_section = snork_vision_free
vision_danger_section = snork_vision_danger
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[snork_vision_free]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.2
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[snork_vision_danger]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.2
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[snork_protections]
skin_armor = 0.5
hit_fraction_monster = 0.3
;=================================================================================
; SNORK Damage
;=================================================================================
[m_Snork_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 0.5, -1, 0.1
bip01_pelvis = 1.0, -1, 0.1
bip01_spine = 1.0, -1, 0.1
bip01_spine1 = 1.0, -1, 0.1
bip01_neck = 1.0, -1, 0.5
bip01_head = 4.0, -1, 0.1, 10
[m_snork_attack_effector]
duality_h = 0.05;0.01
duality_v = 0.02;0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.30
time_attack = 0.05 ; fade in
time_release = 0.15 ; fade out
; camera effects
ce_time = 0.35 ; time
ce_amplitude = 10 ; head shake after hit
ce_period_number = 2.0 ; camera shake times
ce_power = 2.5; 2.0 ; power
;===========================================================================
; Step Events
;===========================================================================
[m_snork_step_params]
;-------------------------------------------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.01, 1, 0.5, 0.7, 0.15, 1.0, 0.5, 1.0
stand_walk_damaged_0= 1, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_0 = 1, 0.01, 1, 0.05, 0.7, 0.2, 1.0, 0.2, 0.2
stand_run_damaged_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
stand_steal_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
;stand_drag_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
;===========================================================================
; IMMUNITIES
;===========================================================================
[snork_immunities]
burn_immunity = 0.8 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.8
shock_immunity = 0.8
wound_immunity = 0.8 ;0.75 ;1.0
radiation_immunity = 0.01 ;0.5
telepatic_immunity = 1.0
chemical_burn_immunity = 0.8
explosion_immunity = 0.8
fire_wound_immunity = 1.0
;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[snork_weak]:m_snork_e
$spawn = "monsters\snorks\snork_01_weak"
visual = monsters\snork\snork
corpse_visual = monsters\snork\snork_dead
icon = ui_npc_monster_snork
panic_threshold = 0.5
rank = 8
immunities_sect = snork_immunities_weak
attack_params = snork_attack_params_weak
spec_rank = weak
community = snork
[snork_immunities_weak]
burn_immunity = 0.4 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.4
shock_immunity = 0.4
wound_immunity = 0.8
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.4
explosion_immunity = 0.4
fire_wound_immunity = 1.0
[snork_attack_params_weak]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 = 0.30, 0.6, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
stand_attack_2_1 = 0.30, 0.7, 70, 0.0, 1.0, 2.0, -1.8, 1.8, -1.8, 1.8, 3.5
stand_run_attack_left_0 = 0.40, 0.6, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
stand_run_attack_right_0 = 0.40, 0.6, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[snork_normal]:m_snork_e
$spawn = "monsters\snorks\snork_02_normal"
visual = monsters\snork\snork
corpse_visual = monsters\snork\snork_dead
icon = ui_npc_monster_snork
panic_threshold = 0.2
rank = 9
immunities_sect = snork_immunities_normal
attack_params = snork_attack_params_normal
spec_rank = normal
community = snork
[snork_immunities_normal]
burn_immunity = 0.3 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.3
shock_immunity = 0.3
wound_immunity = 0.6
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.3
explosion_immunity = 0.3
fire_wound_immunity = 1.0
[snork_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 = 0.30, 0.6, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
stand_attack_2_1 = 0.30, 0.7, 70, 0.0, 1.0, 2.0, -1.8, 1.8, -1.8, 1.8, 3.5
stand_run_attack_left_0 = 0.40, 0.6, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
stand_run_attack_right_0 = 0.40, 0.6, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[snork_strong]:m_snork_e
$spawn = "monsters\snorks\snork_03_strong"
visual = monsters\snork\snork
corpse_visual = monsters\snork\snork_dead
icon = ui_npc_monster_snork
panic_threshold = 0.05
rank = 10
immunities_sect = snork_immunities_strong
attack_params = snork_attack_params_strong
spec_rank = strong
community = snork
[snork_immunities_strong]
burn_immunity = 0.2 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.2
shock_immunity = 0.2
wound_immunity = 0.4
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.2
explosion_immunity = 0.2
fire_wound_immunity = 1.0
[snork_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 = 0.30, 0.7, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
stand_attack_2_1 = 0.30, 0.8, 70, 0.0, 1.0, 2.0, -1.8, 1.8, -1.8, 1.8, 3.5
stand_run_attack_left_0 = 0.40, 0.7, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
stand_run_attack_right_0 = 0.40, 0.7, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
;=================================================================================
; Terrain
;=================================================================================
[snork_terrain]
255,000,255,255
;*********************************************************************************
; CUSTOM PROFILES
;*********************************************************************************
[snork_indoor]:snork_weak
$spawn = "monsters\snorks\snork_indoor"
monster_type = indoor
community = snork
[snork_outdoor]:snork_weak
$spawn = "monsters\snorks\snork_outdoor"
monster_type = outdoor
community = snork
[snork_jumper]:snork_weak
$spawn = "monsters\snorks\snork_jumper"
monster_type = outdoor
community = snork
[snork_indoor_strong]:snork_strong
$spawn = "monsters\snorks\snork_indoor_strong"
[snork_indoor_normal]:snork_normal
$spawn = "monsters\snorks\snork_indoor_normal"
[snork_indoor_weak]:snork_weak
$spawn = "monsters\snorks\snork_indoor_weak"

View file

@ -0,0 +1,789 @@
[stalker_foot_bones]
front_left = bip01_l_foot
front_right = bip01_r_foot
[stalker_step_manager]
; order: left, right
;--------------------------------------------------------------------------
; animation Cycles | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
dmg_norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3
dmg_norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_run_fwd_1 = 1, 0.2, 1, 0.65, 1
dmg_norm_walk_fwd_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_back_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_ls_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_rs_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_run_fwd_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_back_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_ls_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_rs_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_escape_0 = 1, 0.2, 1.1, 0.65, 1.1
norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1
norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1
norm_walk_fwd_1 = 1, 0.2, 0.25, 0.65, 0.25
norm_jump_end = 1, 0.2, 1.2, 0.21, 1.2
norm_walk_fwd_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_back_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_ls_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_rs_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_run_fwd_0 = 1, 0.2, 0.9, 0.65, 0.9
norm_run_back_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_ls_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_rs_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_fwd_1 = 1, 0.2, 0.9, 0.65, 0.9
norm_turn_left_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_right_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
cr_walk_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_walk_back_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_walk_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_walk_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_back_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_turn_left_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_turn_right_0 = 1, 0.2, 0.1, 0.65, 0.1
cl_run_back_0 = 1, 0.2, 1, 0.4, 1
cl_run_fwd_0 = 1, 0.2, 1, 0.4, 1
; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
[stalker_vision_free]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 80.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.1
time_quant = 0.005
decrease_value = 0.1 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 1.0 ;0.5
luminocity_factor = 0.8 ;0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4 ; 0.75
[stalker_vision_danger]
min_view_distance = 0.7 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 40.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.1
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 1.0 ;0.5
luminocity_factor = 0.8 ;0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4 ; 0.25
[stalker_sound_perceive]
weapon = 2; 0.75; 10 êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
item = 0.5; êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
npc = 1;1;2 êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
anomaly = 0.0; êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
world = 0.2; êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
[stalker_damage]
default = 1.0, -1, 1.0
bip01_pelvis = 1, 1, 0.3
bip01_spine = 1, 1, 0.8
bip01_spine1 = 1, 1, 0.8
bip01_spine2 = 1, 1, 0.8
bip01_neck = 1, 0, 1.0
bip01_head = 4, 0, 1.0 , 3
eyelid_1 = 4, 0, 1.0 , 3
eye_left = 4, 0, 1.0 , 3
eye_right = 4, 0, 1.0 , 3
jaw_1 = 4, 0, 1.0
bip01_l_clavicle = 1, 10, 0.7
bip01_l_upperarm = 1, 10, 0.6
bip01_l_forearm = 1, 10, 0.5
bip01_l_hand = 0.1, -1, 0.2
bip01_l_finger0 = 0.05, -1, 0.1
bip01_l_finger01 = 0.05, -1, 0.1
bip01_l_finger02 = 0.05, -1, 0.1
bip01_l_finger1 = 0.05, -1, 0.1
bip01_l_finger11 = 0.05, -1, 0.1
bip01_l_finger12 = 0.05, -1, 0.1
bip01_l_finger2 = 0.05, -1, 0.1
bip01_l_finger21 = 0.05, -1, 0.1
bip01_l_finger22 = 0.05, -1, 0.1
bip01_r_clavicle = 1, 8, 0.7
bip01_r_upperarm = 1, 8, 0.6
bip01_r_forearm = 0.1, 8, 0.5
bip01_r_hand = 0.05, -1, 0.2
bip01_r_finger0 = 0.05, -1, 0.1
bip01_r_finger01 = 0.05, -1, 0.1
bip01_r_finger02 = 0.05, -1, 0.1
bip01_r_finger1 = 0.05, -1, 0.1
bip01_r_finger11 = 0.05, -1, 0.1
bip01_r_finger12 = 0.05, -1, 0.1
bip01_r_finger2 = 0.05, -1, 0.1
bip01_r_finger21 = 0.05, -1, 0.1
bip01_r_finger22 = 0.05, -1, 0.1
bip01_l_thigh = 1, 4, 0.5
bip01_l_calf = 1, 4, 0.4
bip01_l_foot = 0.1, 4, 0.3
bip01_l_toe0 = 0.1, -1, 0.2
bip01_r_thigh = 1, 6, 0.5
bip01_r_calf = 1, 6, 0.4
bip01_r_foot = 0.1, 6, 0.3
bip01_r_toe0 = 0.1, -1, 0.2
[critical_wound_head_section]
bip01_head
eyelid_1
eye_left
eye_right
jaw_1
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_l_finger02
bip01_l_finger1
bip01_l_finger11
bip01_l_finger12
bip01_l_finger2
bip01_l_finger21
bip01_l_finger22
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_r_finger02
bip01_r_finger1
bip01_r_finger11
bip01_r_finger12
bip01_r_finger2
bip01_r_finger21
bip01_r_finger22
bip01_neck
[critical_wound_torso_section]
bip01_pelvis
bip01_tail
bip01_spine
bip01_spine1
bip01_spine2
[critical_wound_hand_left_section]
bip01_l_upperarm
bip01_l_forearm
bip01_l_clavicle
[critical_wound_hand_right_section]
bip01_r_upperarm
bip01_r_forearm
bip01_r_clavicle
[critical_wound_leg_left_section]
bip01_l_thigh
bip01_l_calf
bip01_l_foot
bip01_l_toe0
[critical_wound_leg_right_section]
bip01_r_thigh
bip01_r_calf
bip01_r_foot
bip01_r_toe0
[critical_wound_body_parts_section]
head = critical_wound_head_section
torso = critical_wound_torso_section
hand_left = critical_wound_hand_left_section
hand_right = critical_wound_hand_right_section
leg_left = critical_wound_leg_left_section
leg_right = critical_wound_leg_right_section
[stalker_immunities]
burn_immunity = 0.5 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5
radiation_immunity = 0.5
telepatic_immunity = 0.5
chemical_burn_immunity = 0.5
explosion_immunity = 0.5
fire_wound_immunity = 1.0
wound_2_immunity = 1.0
[stalker_condition]
satiety_v = 0.00001 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.0001 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.0005 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.1 ;0.0001 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = 0.0 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.001 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.0001 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 0.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.01 ; ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
sleep_health = 1.0 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
;---LIMPING STATE-----------------------------------------------------
use_limping_state = off
limping_threshold = 0.5
;îòêðûòûå ðàíû
bleeding_v = 0.0 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.001 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
[stalker_terrain]
255,000,255,255
[sakharov_terrain]
255,001,255,255
[sim_smart_1]
255,002,255,255
[sim_smart_2]
255,003,255,255
[sim_smart_3]
255,004,255,255
[sim_smart_4]
255,005,255,255
[sim_smart_5]
255,006,255,255
[sim_smart_6]
255,007,255,255
[sim_smart_7]
255,008,255,255
[sim_smart_8]
255,009,255,255
[sim_smart_base]
255,010,255,255
[stalker_movement_speeds]
; danger
;; crouch
;;; walk
danger_crouch_walk_forward = 1.1
danger_crouch_walk_backward = 1.05
danger_crouch_walk_left = 1.05
danger_crouch_walk_right = 1.05
;;; run
danger_crouch_run_forward = 2.5
danger_crouch_run_backward = 2.5
danger_crouch_run_left = 2.4
danger_crouch_run_right = 2.4
;; stand
;;; walk
danger_stand_walk_forward = 1.8
danger_stand_walk_backward = 1.8
danger_stand_walk_left = 2.0
danger_stand_walk_right = 2.0
;;; run
danger_stand_run_forward = 3.6
danger_stand_run_backward = 3.0
danger_stand_run_left = 2.0
danger_stand_run_right = 2.0
; free
;; stand
;;; forward
free_stand_walk_forward = 1.1
free_stand_run_forward = 3.0
; panic
;; stand
;;; run
;;;; forward
panic_stand_run_forward = 7.0
[stalker]:common_ph_friction_params_on_npc_death
class = AI_STL_S ; Class identifier
can_select_items = on
;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type = 17 ; option for evaluation functions
;---LEVEL EDITOR------------------------------------------------------
$spawn = "stalkers\stalker" ; option for Level Editor
$npc = on ; option for Level Editor
visual = actors\stalker_hero\stalker_hero_1.ogf; option for Level Editor
corpse_visual = dynamics\equipments\item_rukzak.ogf ;actors\hero\stalker_novice.ogf; option for Level Editor
custom_data = default_custom_data.ltx ; option for Level Editor
character_profile = default ; option for Level Editor
use_single_item_rule = off
;---GAME--------------------------------------------------------------
$prefetch = 32
cform = skeleton ; collision class
;áèîëîã âèä ñóùåñòâà
species = human
;---MATERIAL----------------------------------------------------------
material = creatures\human
;---DEAD_VISUAL-------------------------------------------------------
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---SCRIPTS-----------------------------------------------------------
script_binding = bind_stalker.init
;---GROUP SECTIONS----------------------------------------------------
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mine_field
attachable_items = device_torch,attachable_item,hand_radio,hand_radio_r,bread, vodka, energy_drink, kolbasa, guitar_a, harmonica_a, wpn_binoc, detector_simple, pri_a15_wpn_svu, pri_a15_wpn_wincheaster1300, wpn_binoc1, pri_a15_wpn_ak74u, pri_a15_wpn_ak74, pri_a15_documents, af_quest_b14_twisted, detector_advanced, detector_elite, device_pda, anomaly_scaner
;---SECTIONS----------------------------------------------------------
damage = stalker_damage
immunities_sect = stalker_immunities
condition_sect = stalker_condition
;---OFFLINE ALIFE------------------------------------------------------------------
Health = 100 ; option for ALife Simulator
money = 5000 ; option for ALife Simulator
going_speed = 3;2 ; option for ALife Simulator
current_level_going_speed = 3 ; option for ALife Simulator
search_speed = 0.5 ; option for ALife Simulator
going_item_detect_probability = 0.1 ; option for ALife Simulator
search_item_detect_probability = 0.9 ; option for ALife Simulator
max_item_mass = 10000000.0 ; option for ALife Simulator
inv_max_weight = 10000000.0 ; Äîïóñòèìûé âåñ èíâåíòîðè
MaxHealthValue = 100 ; option for ALife Simulator, range [0..200]
smart_terrain_choose_interval = 00:15:00
;---ONLINE ALIFE-------------------------------------------------------------------
time_to_search_for_artefacts = 60000 ; in milliseconds
distance_to_search_for_artefacts= 30.0 ; in meters
;---ONLINE-OFFLINE ALIFE-----------------------------------------------------------
terrain = 255,255,255,255,0,1
;terrain = stalker_terrain
;---SOUND-------------------------------------------------------------
sound_threshold = 0.08
self_sound_factor = 0.1 ;1.0
self_decrease_quant = 250 ; in milliseconds
self_decrease_factor = 0.95 ; fading factor
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
sound_perceive_section = stalker_sound_perceive
;---VISIBILITY--------------------------------------------------------
vision_danger_section = stalker_vision_danger
vision_free_section = stalker_vision_free
eye_fov = 160 ;110;120
eye_range = 100
far_plane_factor = 1.0 ; ôàêòîð äàëüíîñòè òóìàíà
fog_density_factor = 0.05 ; ôàêòîð ïëîòíîñòè òóìàíà
;---MEMORY------------------------------------------------------------
DynamicObjectsCount = 32
DynamicSoundsCount = 32
DynamicHitCount = 32
;---ENEMY------------------------------------------------------------
ignore_monster_threshold = 0.0 ;0.6 ;0.8
max_ignore_distance = 15.0
panic_threshold = 0.0
;---SOUND PLAYER------------------------------------------------------
sound_death = fight\death\death_
sound_anomaly_death = fight\death\anomaly_
sound_hit = fight\hit\hit_
sound_humming = states\idle\idle_
sound_alarm = fight\enemy\enemy_
sound_backup = fight\backup\backup_,fight\threat\threat_close_
sound_detour = fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire = fight\friendly_fire\friendly_fire_
sound_panic_human = ;states\panic_human\panic_human_
sound_panic_monster = ;states\panic_monster\panic_monster_
sound_tolls = fight\tolls\tolls_
sound_wounded = fight\friend_hitted\hit_friend_
sound_grenade_alarm = fight\grenade\grenade_
sound_friendly_grenade_alarm = fight\friendly_grenade\friendly_grenade_
sound_need_backup = fight\cover_fire\cover_fire_
sound_running_in_danger = states\breath\breath_1
sound_walking_in_danger = states\breath\breath_2
sound_kill_wounded = help\wounded\kill_wounded_
sound_enemy_critically_wounded = fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = fight\enemy_down\enemy_down_
sound_attack_no_allies = fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy = fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies = fight\threat\threat_distant_
sound_search1_with_allies = fight\searching_enemy\search_
sound_enemy_lost_no_allies =
sound_enemy_lost_with_allies = fight\searching_enemy\enemy_lost_
sound_throw_grenade = fight\grenade\grenade_ready_
;---STEP MANAGER------------------------------------------------------
LegsCount = 2
step_params = stalker_step_manager
foot_bones = stalker_foot_bones
;---MOVEMENT----------------------------------------------------------
movement_speeds = stalker_movement_speeds;
;---SIGHT-------------------------------------------------------------------------
max_left_torso_angle = 45 ; ìàêñèìàëüíûé óãîë ïîâîðîòà íàëåâî áåç äîâîðîòà òåëà
max_right_torso_angle = 30 ; ìàêñèìàëüíûé óãîë ïîâîðîòà íàïðàâî áåç äîâîðîòà òåëà
;---WEAPON BONES------------------------------------------------------------------
weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11
;---ANIMATION BONES------------------------------------------------------------------
bone_head = bip01_head
bone_shoulder = bip01_spine2
bone_spin = bip01_spine1
bone_model = bip01
;---ANIMATION------------------------------------------------------------------------
crouch_type = 0 ; 0 - crouch a little, 1 - crouch full; -1 - random crouch
;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand = 3 ;8 ;6
disp_walk_crouch = 2 ;4 ;3
disp_run_stand = 5 ;14 ;12;8
disp_run_crouch = 4 ;6 ;4
disp_stand_stand = 3 ;4
disp_stand_crouch = 2 ; 2
disp_stand_stand_zoom = 1 ;1.5 ;1
disp_stand_crouch_zoom = 1 ;1.25;1
;---FIRE QUEUE PARAMETERS
fire_queue_section = fire_queue_params
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold = 0.4
critical_wound_decrease_quant = 0.2
body_parts_section_id = critical_wound_body_parts_section
critical_wound_weights = 100,50,10
;---HIT INFO---------------------------------------------------------
hit_power = 10
hit_type = strike
power_fx_factor = 50.0
;---PHYSICS-----------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
;---------------------------------------------------------------------
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
;---------------------------------------------------------------------
ph_mass = 80
;---------------------------------------------------------------------
ph_character_have_wounded_state = true; èìååò ëè ïåðñîíàæ ñîñòîÿíèå ðàíåíûé
;--------------------------------------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------------------------------------
;-- ÀÍÈÌÀÖÈÈ ÄËß ÑÌÅÐÒÈ
;--------------------------------------------------------------------------------------------------------------------
;cëó÷àéíûå
;random_death_animations = ragdoll_burst_front_0,ragdoll_burst_front_1,ragdoll_burst_back_0,ragdoll_burst_left_0,ragdoll_burst_right_0 ;norm_2_reg_doll_0,norm_2_reg_doll_1,norm_2_reg_doll_2,norm_2_reg_doll_3,norm_2_reg_doll_4,norm_2_reg_doll_5
;ïî òèïàì îò 0 äî 7
;ïîðÿäîê ïî íàïðàâëåíèÿì - front/back/left/right
; Â ãîëîâó, êîãäà ïåðñîíàæ áåæèò íà íàñ.
kill_enertion = ragdoll_inertion_front_0/ragdoll_inertion_front_3/ragdoll_inertion_front_2/ragdoll_inertion_front_1
; Ñìåðòü îò àâòîìàòíîé î÷åðåäè
;kill_burst = ragdoll_burst_front_0,ragdoll_burst_front_1/ragdoll_burst_back_0/ragdoll_burst_left_0/ragdoll_burst_right_0
; Ñìåðòü îò âûñòðåëà èç äðîáîâèêà
kill_shortgun = ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5,ragdoll_shortgun_back_6/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0,ragdoll_shortgun_right_1
; Ñìåðòü õåäøîòîì
kill_headshot = ragdoll_headshot_front_0,ragdoll_headshot_front_1,ragdoll_headshot_front_2,ragdoll_headshot_front_3,ragdoll_headshot_front_4,ragdoll_headshot_front_5,ragdoll_headshot_front_6,ragdoll_headshot_front_7,ragdoll_headshot_front_8,ragdoll_headshot_front_9,ragdoll_headshot_front_10/ragdoll_headshot_back_0,ragdoll_headshot_back_1,ragdoll_headshot_back_2,ragdoll_headshot_back_3,ragdoll_headshot_back_4,ragdoll_headshot_back_5/ragdoll_headshot_left_0,ragdoll_headshot_left_1,ragdoll_headshot_left_2,ragdoll_headshot_left_3,ragdoll_headshot_left_4,ragdoll_headshot_left_5,ragdoll_headshot_left_6,ragdoll_headshot_left_7/ragdoll_headshot_right_0,ragdoll_headshot_right_1,ragdoll_headshot_right_2,ragdoll_headshot_right_3,ragdoll_headshot_right_4,ragdoll_headshot_right_5,ragdoll_headshot_right_6
; Ñìåðòü õåäøîòîì èç ñíàéïåðêè
kill_sniper_headshot = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2/ragdoll_sniper_headshot_back_0/ragdoll_sniper_headshot_left_0/ragdoll_sniper_headshot_right_0
; Ñìåðòü îò ñíàéïåðêè â òåëî
kill_sniper_body = ragdoll_sniper_body_front_0,ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_2/ragdoll_sniper_body_back_0,ragdoll_sniper_body_back_1,ragdoll_sniper_body_back_2,ragdoll_sniper_body_back_3/ragdoll_sniper_body_left_0/ragdoll_sniper_body_right_0
; Ñìåðòü îò âçðûâíîé âîëíû ãðàíàòû
kill_grenade = ragdoll_grenade_front_0/ragdoll_grenade_back_0/ragdoll_grenade_left_0/ragdoll_grenade_right_0
;front-norm_2_rag_doll_front_0,norm_2_rag_doll_front_1,norm_2_rag_doll_front_2/back-norm_2_rag_doll_back_0,norm_2_rag_doll_back_1,norm_2_rag_doll_back_2/right-norm_2_rag_doll_right_0/left-norm_2_rag_doll_left_0
;--------------------------------------------------------------------------------------------------------------------
[stalker_trader]:stalker
$spawn = "stalkers\stalker_trader" ; option for Level Editor
use_single_item_rule = off
can_select_items = off
[stalker_sakharov]:stalker_trader
$spawn = "stalkers\stalker_sakharov"
immunities_sect = stalker_immunities_sakharov
[stalker_immunities_sakharov]
burn_immunity = 0.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
wound_2_immunity = 0.0
[stalker_strelok]:stalker
$spawn = "stalkers\stalker_strelok"
immunities_sect = stalker_immunities_strelok
condition_sect = strelok_condition
[strelok_condition]
satiety_v = 0.00001 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.0001 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.0005 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.1 ;0.0001 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = 0.0 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.001 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.0001 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 0.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.0 ; ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
sleep_health = 1.0 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
;---LIMPING STATE-----------------------------------------------------
use_limping_state = off
limping_threshold = 0.5
;îòêðûòûå ðàíû
bleeding_v = 0.0 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.001 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
[stalker_immunities_strelok]
burn_immunity = 0.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
wound_2_immunity = 0.0
[stalker_die_hard]:stalker
$spawn = "stalkers\stalker_die_hard"
immunities_sect = stalker_immunities_die_hard
[stalker_immunities_die_hard]
burn_immunity = 0.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
wound_2_immunity = 0.0
;---RAGDOLL TEST STALKER-----------------------------------------------------
[stalker_ragdoll]:stalker
$spawn = "stalkers\stalker_ragdoll" ; option for Level Editor
immunities_sect = stalker_immunities_ragdoll
damage = stalker_damage_ragdoll
[stalker_immunities_ragdoll]
burn_immunity = 10000.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 10000.0
shock_immunity = 10000.0
wound_immunity = 10000.0
radiation_immunity = 10000.0
telepatic_immunity = 10000.0
chemical_burn_immunity = 10000.0
explosion_immunity = 10000.0
fire_wound_immunity = 10000.0
wound_2_immunity = 10000.0
[stalker_damage_ragdoll]
default = 10000.0, -1, 1.0
bip01_pelvis = 10000.0, 1000, 0.3
bip01_spine = 10000.0, 1000, 0.8
bip01_spine1 = 10000.0, 1000, 0.8
bip01_spine2 = 10000.0, 1000, 0.8
bip01_neck = 10000.0, 1000, 1.0
bip01_head = 10000.0, 1000, 1.0
eyelid_1 = 10000.0, 1000, 1.0
eye_left = 10000.0, 1000, 1.0
eye_right = 10000.0, 1000, 1.0
jaw_1 = 10000.0, 1000, 1.0
bip01_l_clavicle = 10000.0, 1000, 0.7
bip01_l_upperarm = 10000.0, 1000, 0.6
bip01_l_forearm = 10000.0, 1000, 0.5
bip01_l_hand = 10000.0, 1000, 0.2
bip01_l_finger0 = 10000.0, 1000, 0.1
bip01_l_finger01 = 10000.0, 1000, 0.1
bip01_l_finger02 = 10000.0, 1000, 0.1
bip01_l_finger1 = 10000.0, 1000, 0.1
bip01_l_finger11 = 10000.0, 1000, 0.1
bip01_l_finger12 = 10000.0, 1000, 0.1
bip01_l_finger2 = 10000.0, 1000, 0.1
bip01_l_finger21 = 10000.0, 1000, 0.1
bip01_l_finger22 = 10000.0, 1000, 0.1
bip01_r_clavicle = 10000.0, 1000, 0.7
bip01_r_upperarm = 10000.0, 1000, 0.6
bip01_r_forearm = 10000.0, 1000, 0.5
bip01_r_hand = 10000.0, 1000, 0.2
bip01_r_finger0 = 10000.0, 1000, 0.1
bip01_r_finger01 = 10000.0, 1000, 0.1
bip01_r_finger02 = 10000.0, 1000, 0.1
bip01_r_finger1 = 10000.0, 1000, 0.1
bip01_r_finger11 = 10000.0, 1000, 0.1
bip01_r_finger12 = 10000.0, 1000, 0.1
bip01_r_finger2 = 10000.0, 1000, 0.1
bip01_r_finger21 = 10000.0, 1000, 0.1
bip01_r_finger22 = 10000.0, 1000, 0.1
bip01_l_thigh = 10000.0, 1000, 0.5
bip01_l_calf = 10000.0, 1000, 0.4
bip01_l_foot = 10000.0, 1000, 0.3
bip01_l_toe0 = 10000.0, 1000, 0.2
bip01_r_thigh = 10000.0, 1000, 0.5
bip01_r_calf = 10000.0, 1000, 0.4
bip01_r_foot = 10000.0, 1000, 0.3
bip01_r_toe0 = 10000.0, 1000, 0.2
[fire_queue_params] ; min < 15 < medium < 30 < max
pstl_min_queue_size_far = 1
pstl_max_queue_size_far = 1
pstl_min_queue_interval_far = 3000
pstl_max_queue_interval_far = 5000
pstl_min_queue_size_medium = 1
pstl_max_queue_size_medium = 1
pstl_min_queue_interval_medium = 1000
pstl_max_queue_interval_medium = 3000
pstl_min_queue_size_close = 1
pstl_max_queue_size_close = 1
pstl_min_queue_interval_close = 500
pstl_max_queue_interval_close = 1000
shtg_min_queue_size_far = 1
shtg_max_queue_size_far = 1
shtg_min_queue_interval_far = 1500
shtg_max_queue_interval_far = 2000
shtg_min_queue_size_medium = 1
shtg_max_queue_size_medium = 1
shtg_min_queue_interval_medium = 1000
shtg_max_queue_interval_medium = 1500
shtg_min_queue_size_close = 2
shtg_max_queue_size_close = 2
shtg_min_queue_interval_close = 500
shtg_max_queue_interval_close = 1000
snp_min_queue_size_far = 1
snp_max_queue_size_far = 1
snp_min_queue_interval_far = 2000
snp_max_queue_interval_far = 3000
snp_min_queue_size_medium = 1
snp_max_queue_size_medium = 1
snp_min_queue_interval_medium = 1500
snp_max_queue_interval_medium = 2000
snp_min_queue_size_close = 1
snp_max_queue_size_close = 1
snp_min_queue_interval_close = 1000
snp_max_queue_interval_close = 1500
auto_min_queue_size_far = 1
auto_max_queue_size_far = 2
auto_min_queue_interval_far = 1500
auto_max_queue_interval_far = 2000
auto_min_queue_size_medium = 2
auto_max_queue_size_medium = 3
auto_min_queue_interval_medium = 1000
auto_max_queue_interval_medium = 1500
auto_min_queue_size_close = 3
auto_max_queue_size_close = 5
auto_min_queue_interval_close = 500
auto_max_queue_interval_close = 1000
mchg_min_queue_size_far = 10
mchg_max_queue_size_far = 15
mchg_min_queue_interval_far = 3000
mchg_max_queue_interval_far = 4000
mchg_min_queue_size_medium = 10
mchg_max_queue_size_medium = 15
mchg_min_queue_interval_medium = 2000
mchg_max_queue_interval_medium = 3000
mchg_min_queue_size_close = 10
mchg_max_queue_size_close = 15
mchg_min_queue_interval_close = 1000
mchg_max_queue_interval_close = 2000

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@ -0,0 +1,40 @@
[stalker_monolith]:stalker
;---LEVEL EDITOR------------------------------------------------------
$spawn = "stalkers\stalker_monolith" ; option for Level Editor
panic_threshold = 0
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold = 1.1
critical_wound_decrease_quant = 0.
body_parts_section_id = critical_wound_body_parts_section
species = zombie
;---SOUND PLAYER------------------------------------------------------
sound_death = fight\death\death_
sound_anomaly_death = fight\death\death_
sound_hit = fight\hit\hit_
sound_humming = states\idle\idle_
sound_alarm = fight\enemy\enemy_
sound_backup = fight\backup\backup_,fight\threat\threat_close_
sound_detour = fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire =
sound_panic_human =
sound_panic_monster =
sound_tolls = fight\tolls\tolls_
sound_grenade_alarm = fight\grenade\grenade_
sound_friendly_grenade_alarm =
sound_need_backup = fight\cover_fire\cover_fire_
sound_running_in_danger =
sound_walking_in_danger =
sound_kill_wounded = help\wounded\kill_wounded_
sound_enemy_critically_wounded = fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = fight\enemy_down\enemy_down_
sound_attack_no_allies = fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy = fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies = fight\threat\threat_distant_
sound_search1_with_allies = fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_

View file

@ -0,0 +1,184 @@
[stalker_zombied_vision_free]
min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 80.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.1
time_quant = 0.005
decrease_value = 0.1 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 1.0 ;0.5
luminocity_factor = 0.8 ;0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4
[stalker_zombied_vision_danger]
min_view_distance = 0.7 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 40.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.1
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 1.0 ;0.5
luminocity_factor = 0.8 ;0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4
[stalker_zombied_condition]
satiety_v = 0.00001 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.0001 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.0005 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.001 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = 0.0 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.001 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.0001 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 0.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
health_restore_v = 0.001 ;ñêîðîñòü âîññòàíîâëåíèÿ çäîðîâüÿ
sleep_health = 1.0 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
;---LIMPING STATE-----------------------------------------------------
use_limping_state = off
limping_threshold = 0.5
;îòêðûòûå ðàíû
bleeding_v = 0 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.0 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
[stalker_zombied_immunities]:stalker_immunities
telepatic_immunity = 0.0
burn_immunity = 0.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 1.0
wound_2_immunity = 0.0
[stalker_zombied_movement_speeds]
; zombied stalkers can't crouch or run
; danger
;; crouch
;;; walk
danger_crouch_walk_forward = 0.8
danger_crouch_walk_backward = 0.575
danger_crouch_walk_left = 0.8
danger_crouch_walk_right = 0.8
;;; run
danger_crouch_run_forward = 0.8
danger_crouch_run_backward = 0.575
danger_crouch_run_left = 0.8
danger_crouch_run_right = 0.8
;; stand
;;; walk
danger_stand_walk_forward = 0.8
danger_stand_walk_backward = 0.8
danger_stand_walk_left = 0.8
danger_stand_walk_right = 0.8
;;; run
danger_stand_run_forward = 0.8
danger_stand_run_backward = 0.8
danger_stand_run_left = 0.8
danger_stand_run_right = 0.8
; free
;; stand
;;; forward
free_stand_walk_forward = 0.8
free_stand_run_forward = 0.8
; panic
;; stand
;;; run
;;;; forward
panic_stand_run_forward = 7.0
[stalker_zombied]:stalker
;---LEVEL EDITOR------------------------------------------------------
$spawn = "stalkers\stalker_zombied" ; option for Level Editor
attachable_items = device_torch,attachable_item
;---SECTIONS----------------------------------------------------------
condition_sect = stalker_zombied_condition
;---IMMUNITIES -------------------------------------------------------
immunities_sect = stalker_zombied_immunities
;---VISIBILITY--------------------------------------------------------
vision_danger_section = stalker_zombied_vision_danger
vision_free_section = stalker_zombied_vision_free
eye_fov = 160 ; 170
eye_range = 50;70
;---ENEMY------------------------------------------------------------
ignore_monster_threshold = 0.8
max_ignore_distance = 10.0
panic_threshold = 0
sound_threshold = 0.5
;---SOUND PLAYER------------------------------------------------------
sound_death = fight\death\death_
sound_anomaly_death = fight\death\death_
sound_hit = fight\hit\hit_
sound_humming = states\idle\idle_
sound_backup = ;fight\attack\attack_ ;fight\backup\stalker\backup_
sound_detour = ;fight\enemy\enemy_ ;fight\detour\stalker\detour_
sound_search = ;fight\attack\attack_ ;fight\searching_enemy\stalker\search_
sound_friendly_fire = ;fight\friendly_fire\stalker\friendly_fire_
sound_panic_human = ;states\panic_human\stalker\panic_
sound_panic_monster = ;states\panic_monster\stalker\panic_
sound_tolls = ;fight\tolls\tolls_
sound_grenade_alarm = ;fight\grenade\grenade_
sound_friendly_grenade_alarm = ;fight\friendly_grenade\friendly_grenade_
sound_need_backup = ;fight\attack\attack_ ;fight\cover_fire\cover_fire_
sound_running_in_danger = ;states\breath\stalker\breath_1
sound_walking_in_danger = ;states\breath\stalker\breath_2
sound_kill_wounded = ;help\wounded\kill_wounded_
sound_enemy_critically_wounded = ;fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = ;fight\enemy_down\enemy_down_
sound_attack_no_allies = ;fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy = ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies = ;fight\threat\threat_distant_
sound_search1_with_allies = ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
sound_throw_grenade = ;fight\grenade\grenade_ready_
;---MOVEMENT----------------------------------------------------------
movement_speeds = stalker_zombied_movement_speeds;
;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand = 16
disp_walk_crouch = 16
disp_run_stand = 16
disp_run_crouch = 16
disp_stand_stand = 10; 16
disp_stand_crouch = 5; 16
disp_stand_stand_zoom = 1
disp_stand_crouch_zoom = 1
;----------- MONSTR SPECIES ----------------------------
species = zombie
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold = 1.1
critical_wound_decrease_quant = 0.
body_parts_section_id = critical_wound_body_parts_section
[stalker_fresh_zombied]:stalker_zombied
;---LEVEL EDITOR------------------------------------------------------
$spawn = "stalkers\stalker_fresh_zombied" ; option for Level Editor
;---MOVEMENT----------------------------------------------------------
movement_speeds = stalker_movement_speeds
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold = 1.1
critical_wound_decrease_quant = 0.
body_parts_section_id = critical_wound_body_parts_section

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[m_tushkano_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
$spawn = "monsters\old\tushkano" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 50 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
visual = monsters\tushkano\tushkano
corpse_visual = monsters\tushkano\tushkano_dead
icon = ui_npc_monster_tushkano
MaxHealthValue = 50 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type = 2 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_TUSHK ;AI_TUSH ; AI class
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.30, 0.9, 0.30
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 20
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
script_binding = bind_monster.bind
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
SoundThreshold = 0.1 ;0.06 ; range [0..1]
eye_fov = 140;
eye_range = 30 ;50 ;30
max_hear_dist = 30 ;50
hit_power = 20.0;
ImpulseMin = 20.0
ImpulseMax = 35.0
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.5, 3.5, 1, 1
Velocity_WalkFwdNormal = 1.0, 7.5, 7.5, 0.02, 1.8
Velocity_RunFwdNormal = 5.0, 6.5, 6.5, 0.3, 1
Velocity_WalkFwdDamaged = 1.0, 4.5, 4.5, 0.2, 1.8
Velocity_RunFwdDamaged = 3.0, 3.0, 3.0, 0.5, 1
Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 7.5
;attack parameters
MinAttackDist = 1.2 ;0.5
MaxAttackDist = 1.8 ;3.8
as_min_dist = 0.9
as_step = 0.1
DayTime_Begin = 0 ; ýð¢ðûð ôý  ôû  üþý¸ª¨ð
DayTime_End = 21 ; úþýõ¡ ôý  ôû  üþý¸ª¨ð
Min_Satiety = 0.4 ; üøý. ýþ¨üð ¸vªþ¸ªø (üõý¹°õ - ºöõ óþûþôývù)
Max_Satiety = 1.0 ; üðú¸. ýþ¨üð ¸vªþ¸ªø (ñþû¹°õ - þ¢õý¹ ¸vªvù)
distance_to_corpse = 1.2 ; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
min_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
hit_type = wound
;entity condition
; entity condition
satiety_v = 0.00001 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.005 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.0001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
;îòêðûòûå ðàíû
bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;1.5 ;úþ¤¯¯ø¡øõýªv ¸úþ¨þ¸ªõù ø÷üõýõýø  ÿð¨ðüõª¨þò òþ ò¨õü  ¸ýð
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
eat_freq = 5.0 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
eat_slice = 0.01 ; ºòõûø¢õýøõ ¸vªþ¸ªø ÿ¨ø 1 ºúº¸õ
eat_slice_weight = 10.0 ; ºüõý¹°õýøõ õôv º ª¨ºÿð
satiety_threshold = 0.5 ; below this value monster fill hunger
; Morale
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.05
Morale_Despondent_Threashold = 0.5
sound_idle = monsters\tushkano\tushkano_idle_
sound_eat = monsters\tushkano\tushkano_eat_
sound_aggressive = monsters\tushkano\tushkano_aggressive_
sound_attack_hit = monsters\tushkano\tushkano_attack_
sound_take_damage = monsters\tushkano\tushkano_pain_
sound_die = monsters\tushkano\tushkano_death_
sound_threaten = monsters\tushkano\tushkano_threaten_
sound_landing = monsters\tushkano\tushkano_pain_ ;monsters\tushkano\tush_idle_
sound_steal = monsters\beeps_ ;monsters\tushkano\tush_idle_
sound_panic = monsters\biting\def_ ;monsters\tushkano\tushkano_panic_
sound_growling = monsters\beeps_ ;monsters\tushkano\tush_idle_
sound_die_in_anomaly = monsters\tushkano\tushkano_anomaly_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 80000
eat_sound_delay = 4000
attack_sound_delay = 8000
sound_distant_idle = monsters\tushkano\tushkano_idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
DamagedThreshold = 0.4
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
material = creatures\medium
DynamicObjectsCount = 32
squad_attack_algorithm = 1
attack_effector = small_monster_attack_effector
LegsCount = 2
;species of monster
species = tushkano
spec_rank = normal
community = tushkano
terrain = tushkan_terrain
damage = m_tushkano_damage
protections_sect = tushkano_protections
immunities_sect = tushkano_immunities
attack_params = m_tushkano_attack_params
step_params = m_tushkano_step_params
vision_free_section = tushkano_vision_free
vision_danger_section = tushkano_vision_danger
[tushkano_vision_free]
min_view_distance = 0.6 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[tushkano_vision_danger]
min_view_distance = 0.6 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.25
[tushkan_terrain]
255,000,255,255
[tushkano_protections]
skin_armor = 0
hit_fraction_monster = 1.0
[m_tushkano_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 1.0, -1, 0.3
bip01_pelvis = 1.0, -1, 0.5
bip01_spine = 1.0, -1, 0.5
bip01_spine1 = 1.0, -1, 0.5
bip01_neck = 1.0, -1, 1.5
bip01_head = 2.0, -1, 0.5, 10
[tushkano_immunities]
burn_immunity = 1 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 1
shock_immunity = 1
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1
explosion_immunity = 1
fire_wound_immunity = 6
[m_tushkano_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 = 0.25, 0.55, 20, 0.0, 1.0, 0.0, -1.2, 1.2, -1.6, 1.6, 1.0
stand_attack_1 = 0.25, 0.55, 30, 0.0, 1.0, 0.0, -1.2, 1.2, -1.6, 1.6, 1.0
stand_attack_2 = 0.25, 0.55, 35, 0.0, 1.0, 0.0, -1.2, 1.2, -1.6, 1.6, 1.0
[m_tushkano_step_params]
;---------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.2, 0.5, 0.7, 1,
stand_run_0 = 1, 0.25, 1, 0.25, 1,
[tushkano_normal]:m_tushkano_e
$spawn = "monsters\tushkanos\tushkano_normal"
rank = 1
spec_rank = normal
community = tushkano
panic_threshold = 0.05

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#include "M_flesh.ltx"
#include "M_bloodsucker.ltx"
#include "M_dog.ltx"
#include "M_boar.ltx"
#include "M_pseudodog.ltx"
#include "M_giant.ltx"
#include "M_controller.ltx"
#include "m_poltergeist.ltx"
#include "m_snork.ltx"
#include "m_crow.ltx"
#include "m_tushkano.ltx"
#include "m_phantom.ltx"
#include "m_chimera.ltx"
#include "m_burer.ltx"
[monsters_common]
corpse_remove_game_time_interval = 65535 ; in hours
stay_after_death_time_interval = 65535 ; in hours
script_move_min_offset_from_leader = 3
script_move_max_offset_from_leader = 8

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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"

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[stalker_silent]:stalker
$spawn = "respawn\stalker_silent"
character_profile = sim_default_stalker_0
sound_death =
sound_anomaly_death =
sound_hit =
sound_humming =
sound_alarm =
sound_backup =
sound_detour =
sound_friendly_fire =
sound_panic_human =
sound_panic_monster =
sound_tolls =
sound_wounded =
sound_grenade_alarm =
sound_friendly_grenade_alarm =
sound_need_backup =
sound_running_in_danger =
sound_walking_in_danger =
sound_kill_wounded =
sound_enemy_critically_wounded =
sound_enemy_killed_or_wounded =
sound_attack_no_allies =
sound_attack_allies_single_enemy =
sound_attack_allies_several_enemies =
sound_search1_no_allies =
sound_search1_with_allies =
sound_enemy_lost_no_allies =
sound_enemy_lost_with_allies =
sound_throw_grenade =
[default_duty]:stalker
$spawn = "respawn\default_dolg"
character_profile = default_dolg
[default_freedom]:stalker
$spawn = "respawn\default_freedom"
character_profile = default_freedom
[default_bandit]:stalker
$spawn = "respawn\default_bandit"
character_profile = sim_default_bandit_0
[default_stalker]:stalker
$spawn = "respawn\default_stalker"
character_profile = sim_default_duty_0
[stalker_regular]:stalker
$spawn = "respawn\dolg_regular"
character_profile = default
[stalker_monolith_default]:stalker
$spawn = "respawn\stalker_monolith_default"
character_profile = sim_default_monolith_0
;****************************************************************
; Simulation
;****************************************************************
;****************************************************************
; duty
;****************************************************************
[sim_default_duty_0]:stalker
$spawn = "respawn\sim_default_duty_0"
character_profile = sim_default_duty_0
spec_rank = novice
community = dolg
[sim_default_duty_1]:stalker
$spawn = "respawn\sim_default_duty_1"
character_profile = sim_default_duty_1
spec_rank = regular
community = dolg
[sim_default_duty_2]:stalker
$spawn = "respawn\sim_default_duty_2"
character_profile = sim_default_duty_2
spec_rank = experienced
community = dolg
[sim_default_duty_3]:stalker
$spawn = "respawn\sim_default_duty_3"
character_profile = sim_default_duty_3
spec_rank = veteran
community = dolg
[sim_default_duty_4]:stalker
$spawn = "respawn\sim_default_duty_4"
character_profile = sim_default_duty_4
spec_rank = master
community = dolg
;***** sim monolith *****
[sim_default_monolith_0]:stalker
$spawn = "respawn\sim_default_monolith_0"
character_profile = sim_default_monolith_0
spec_rank = novice
community = monolith
[sim_default_monolith_1]:stalker
$spawn = "respawn\sim_default_monolith_1"
character_profile = sim_default_monolith_1
spec_rank = regular
community = monolith
[sim_default_monolith_2]:stalker
$spawn = "respawn\sim_default_monolith_2"
character_profile = sim_default_monolith_2
spec_rank = experienced
community = monolith
[sim_default_monolith_3]:stalker
$spawn = "respawn\sim_default_monolith_3"
character_profile = sim_default_monolith_3
spec_rank = veteran
community = monolith
[sim_default_monolith_4]:stalker
$spawn = "respawn\sim_default_monolith_4"
character_profile = sim_default_monolith_4
spec_rank = master
community = monolith
;***** sim freedom *****
[sim_default_freedom_0]:stalker
$spawn = "respawn\sim_default_freedom_0"
character_profile = sim_default_freedom_0
spec_rank = novice
community = freedom
[sim_default_freedom_1]:stalker
$spawn = "respawn\sim_default_freedom_1"
character_profile = sim_default_freedom_1
spec_rank = regular
community = freedom
[sim_default_freedom_2]:stalker
$spawn = "respawn\sim_default_freedom_2"
character_profile = sim_default_freedom_2
spec_rank = experienced
community = freedom
[sim_default_freedom_3]:stalker
$spawn = "respawn\sim_default_freedom_3"
character_profile = sim_default_freedom_3
spec_rank = veteran
community = freedom
[sim_default_freedom_4]:stalker
$spawn = "respawn\sim_default_freedom_4"
character_profile = sim_default_freedom_4
spec_rank = master
community = freedom
;***** sim bandit *****
[sim_default_bandit_0]:stalker
$spawn = "respawn\sim_default_bandit_0"
character_profile = sim_default_bandit_0
spec_rank = novice
community = bandit
[sim_default_bandit_1]:stalker
$spawn = "respawn\sim_default_bandit_1"
character_profile = sim_default_bandit_1
spec_rank = regular
community = bandit
[sim_default_bandit_2]:stalker
$spawn = "respawn\sim_default_bandit_2"
character_profile = sim_default_bandit_2
spec_rank = experienced
community = bandit
[sim_default_bandit_3]:stalker
$spawn = "respawn\sim_default_bandit_3"
character_profile = sim_default_bandit_3
spec_rank = veteran
community = bandit
[sim_default_bandit_4]:stalker
$spawn = "respawn\sim_default_bandit_4"
character_profile = sim_default_bandit_4
spec_rank = master
community = bandit
;***** sim stalker *****
[sim_default_stalker_0]:stalker
$spawn = "respawn\sim_default_stalker_0"
character_profile = sim_default_stalker_0
spec_rank = novice
community = stalker
[sim_default_stalker_1]:stalker
$spawn = "respawn\sim_default_stalker_1"
character_profile = sim_default_stalker_1
spec_rank = regular
community = stalker
[sim_default_stalker_2]:stalker
$spawn = "respawn\sim_default_stalker_2"
character_profile = sim_default_stalker_2
spec_rank = experienced
community = stalker
[sim_default_stalker_3]:stalker
$spawn = "respawn\sim_default_stalker_3"
character_profile = sim_default_stalker_3
spec_rank = veteran
community = stalker
[sim_default_stalker_4]:stalker
$spawn = "respawn\sim_default_stalker_4"
character_profile = sim_default_stalker_4
spec_rank = master
community = stalker
;***** military *****
[sim_default_military_0]:stalker
$spawn = "respawn\sim_default_military_0"
character_profile = sim_default_military_0
spec_rank = novice
community = military
[sim_default_military_1]:stalker
$spawn = "respawn\sim_default_military_1"
character_profile = sim_default_military_1
spec_rank = regular
community = military
[sim_default_military_2]:stalker
$spawn = "respawn\sim_default_military_2"
character_profile = sim_default_military_2
spec_rank = experienced
community = military
[sim_default_military_3]:stalker
$spawn = "respawn\sim_default_military_3"
character_profile = sim_default_military_3
spec_rank = veteran
community = military
[sim_default_military_3_sniper]:stalker
$spawn = "respawn\sim_default_military_3_sniper"
character_profile = sim_default_military_3_sniper
spec_rank = veteran
community = military
[sim_default_military_4]:stalker
$spawn = "respawn\sim_default_military_4"
character_profile = sim_default_military_4
spec_rank = master
community = military
;***** sim merc *****
[sim_default_killer_0]:stalker
$spawn = "respawn\sim_default_killer_0"
character_profile = sim_default_killer_0
spec_rank = novice
community = killer
[sim_default_killer_1]:stalker
$spawn = "respawn\sim_default_killer_1"
character_profile = sim_default_killer_1
spec_rank = novice
community = killer
[sim_default_killer_2]:stalker
$spawn = "respawn\sim_default_killer_2"
character_profile = sim_default_killer_2
spec_rank = novice
community = killer
[sim_default_killer_3]:stalker
$spawn = "respawn\sim_default_killer_3"
character_profile = sim_default_killer_3
spec_rank = novice
community = killer
[sim_default_killer_4]:stalker
$spawn = "respawn\sim_default_killer_4"
character_profile = sim_default_killer_4
spec_rank = novice
community = killer
;***** sim zombied *****
[sim_default_zombied_1]:stalker_zombied
$spawn = "respawn\sim_default_zombied_1"
character_profile = sim_default_zombied_1
spec_rank = novice
community = zombied
[sim_default_zombied_2]:stalker_zombied
$spawn = "respawn\sim_default_zombied_2"
character_profile = sim_default_zombied_2
spec_rank = novice
community = zombied
[sim_default_zombied_3]:stalker_zombied
$spawn = "respawn\sim_default_zombied_3"
character_profile = sim_default_zombied_3
spec_rank = novice
community = zombied
[sim_default_zombied_4]:stalker_zombied
$spawn = "respawn\sim_default_zombied_4"
character_profile = sim_default_zombied_4
spec_rank = novice
community = zombied
[actor_visual_stalker]:stalker_silent
$spawn = "respawn\actor_visual_stalker"
character_profile = actor_visual_stalker
set_visual = actor_visual
;***** test_killer *****
[test_killer]:stalker
$spawn = "respawn\test_killer"
character_profile = test_killer
spec_rank = novice
community = killer
[conrack_selo_stalker]:stalker
$spawn = "respawn\conrack_selo_stalker"
character_profile = jup_b6_freedom_stalker_1

View file

@ -0,0 +1,760 @@
;-----------------------------------------------------------------
; Jupiter A9
;-----------------------------------------------------------------
;[jup_a9_dogs_1]:dog_normal
;$spawn = "respawn\jup_a9_dogs_1"
;custom_data = scripts\jupiter\jup_a9_dog_1.ltx
;[jup_a9_dogs_2]:dog_normal
;$spawn = "respawn\jup_a9_dogs_2"
;custom_data = scripts\jupiter\jup_a9_dog_2.ltx
;[jup_a9_dogs_3]:dog_normal
;$spawn = "respawn\jup_a9_dogs_3"
;custom_data = scripts\jupiter\jup_a9_dog_3.ltx
;[jup_a9_dogs_4]:dog_normal
;$spawn = "respawn\jup_a9_dogs_4"
;custom_data = scripts\jupiter\jup_a9_dog_4.ltx
;[jup_a9_dogs_5]:dog_normal
;$spawn = "respawn\jup_a9_dogs_5"
;custom_data = scripts\jupiter\jup_a9_dog_5.ltx
;-----------------------------------------------------------------
; Jupiter A12
;-----------------------------------------------------------------
[jup_a12_stalker_assaulter]:stalker
$spawn = "respawn\jup_a12_stalker_assaulter"
character_profile = jup_a12_stalker_assaulter
spec_rank = novice
community = stalker
story_id = jup_a12_stalker_assaulter
[jup_a12_stalker_diplomat]:stalker
$spawn = "respawn\jup_a12_stalker_diplomat"
character_profile = jup_a12_stalker_diplomat
spec_rank = novice
community = stalker
story_id = jup_a12_stalker_diplomat
[jup_a12_stalker_prisoner]:stalker_silent
$spawn = "respawn\jup_a12_stalker_prisoner"
character_profile = jup_a12_stalker_prisoner
spec_rank = novice
community = stalker
story_id = jup_a12_stalker_prisoner
[jup_a12_bandit_chief]:stalker_silent
$spawn = "respawn\jup_a12_bandit_chief"
character_profile = jup_a12_bandit_chief
spec_rank = novice
community = bandit
story_id = jup_a12_bandit_chief
[jup_a12_bandit_guard]:stalker_silent
$spawn = "respawn\jup_a12_bandit_guard"
character_profile = jup_a12_bandit_guard
spec_rank = novice
community = bandit
story_id = jup_a12_bandit_guard
[jup_a12_bandit_cashier]:stalker_silent
$spawn = "respawn\jup_a12_bandit_cashier"
character_profile = jup_a12_bandit_cashier
spec_rank = novice
community = bandit
story_id = jup_a12_bandit_cashier
[jup_a12_merc_cover]:stalker_silent
$spawn = "respawn\jup_a12_merc_cover"
character_profile = jup_a12_merc_cover
spec_rank = novice
community = stalker
story_id = jup_a12_merc_cover
;-----------------------------------------------------------------
; Jupiter A12
;-----------------------------------------------------------------
[jup_b207_merc_illicit_dealer]:stalker
$spawn = "respawn\jup_b207_merc_illicit_dealer"
character_profile = jup_b207_merc_illicit_dealer
community = killer
[jup_b207_merc_leader]:stalker
$spawn = "respawn\jup_b207_merc_leader"
character_profile = jup_b207_merc_leader
community = killer
[jup_b207_duty_security_squad_leader]:stalker
$spawn = "respawn\jup_b207_duty_security_squad_leader"
character_profile = jup_b207_duty_security_squad_leader
community = dolg
[jup_b207_freedom_recon_squad_leader]:stalker
$spawn = "respawn\jup_b207_freedom_recon_squad_leader"
character_profile = jup_b207_freedom_recon_squad_leader
community = freedom
[jup_b207_freedom_assault_squad_leader]:stalker
$spawn = "respawn\jup_b207_freedom_assault_squad_leader"
character_profile = jup_b207_freedom_assault_squad_leader
community = freedom
;-----------------------------------------------------------------
; Jupiter A10
;-----------------------------------------------------------------
[jup_a10_bandit_leader]:stalker
$spawn = "respawn\jup_a10_bandit_leader"
character_profile = jup_a10_bandit_leader
story_id = jup_a10_bandit_leader
[jup_a10_stalker_vano]:stalker_silent
$spawn = "respawn\jup_a10_stalker_vano"
character_profile = jup_a10_stalker_vano
story_id = jup_a10_stalker_vano
;custom_data = scripts\jupiter\jup_a10_stalker_vano.ltx
;-----------------------------------------------------------------
; Jupiter B16
;-----------------------------------------------------------------
[jup_b6_scientist_biochemist]:stalker
$spawn = "respawn\jup_b6_scientist_biochemist"
character_profile = jup_b6_scientist_biochemist
story_id = jup_b6_scientist_biochemist
[jup_b6_scientist_nuclear_physicist]:stalker
$spawn = "respawn\jup_b6_scientist_nuclear_physicist"
character_profile = jup_b6_scientist_nuclear_physicist
story_id = jup_b6_scientist_nuclear_physicist
[jup_b16_pseudodog_strong]:psy_dog
$spawn = "monsters\psy_dog\jup_b16_pseudodog_strong"
character_profile = jup_b16_pseudodog_strong
custom_data = scripts\jupiter\jup_b16_pseudodog_strong.ltx
Max_Phantoms_Count = 5
Min_Phantoms_Count = 2
Time_Phantom_Appear = 1000
;-----------------------------------------------------------------
; Jupiter B200
;-----------------------------------------------------------------
[jup_b217_stalker_tech]:stalker_silent
$spawn = "respawn\jup_b217_stalker_tech"
character_profile = jup_b217_stalker_tech
story_id = jup_b217_stalker_tech
;-----------------------------------------------------------------
; Jupiter B220
;-----------------------------------------------------------------
[jup_b220_trapper]:stalker_silent
$spawn = "respawn\jup_b220_trapper"
character_profile = jup_b220_trapper
story_id = jup_b220_trapper
[jup_b212_chimera_killer]:chimera_normal
$spawn = "respawn\jup_b212_chimera_killer"
panic_threshold = 0.01
story_id = jup_b212_chimera_killer_id
;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay = 0
jump_factor = 1.7
jump_ground_trace_range = 1.5
jump_hit_trace_range = 2
jump_build_line_distance = 20.0
jump_min_distance = 4
jump_max_distance = 20.0
jump_max_angle = 3.15 ;0.8
jump_max_height = 3.5
immunities_sect = chimera_immunities_killer
[chimera_immunities_killer]
burn_immunity = 0.1
strike_immunity = 0.0
shock_immunity = 0.1
wound_immunity = 0.2
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.5
fire_wound_immunity = 0.2
;-----------------------------------------------------------------
; Jupiter B4
;-----------------------------------------------------------------
[jup_b4_monolith_squad_leader_monolith_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_leader_monolith_skin"
character_profile = jup_b4_monolith_squad_leader_monolith_skin
story_id = jup_b4_monolith_squad_leader_monolith_skin
[jup_b4_monolith_squad_leader_duty_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_leader_duty_skin"
character_profile = jup_b4_monolith_squad_leader_duty_skin
story_id = jup_b4_monolith_squad_leader_duty_skin
[jup_b4_monolith_squad_leader_freedom_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_leader_freedom_skin"
character_profile = jup_b4_monolith_squad_leader_freedom_skin
story_id = jup_b4_monolith_squad_leader_freedom_skin
[jup_b4_monolith_squad_soldier_1_monolith_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_soldier_1_monolith_skin"
character_profile = jup_b4_monolith_squad_soldier_1_monolith_skin
[jup_b4_monolith_squad_soldier_1_duty_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_1_duty_skin"
character_profile = jup_b4_monolith_squad_soldier_1_duty_skin
[jup_b4_monolith_squad_soldier_1_freedom_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_1_freedom_skin"
character_profile = jup_b4_monolith_squad_soldier_1_freedom_skin
[jup_b4_monolith_squad_soldier_2_monolith_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_soldier_2_monolith_skin"
character_profile = jup_b4_monolith_squad_soldier_2_monolith_skin
[jup_b4_monolith_squad_soldier_2_duty_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_2_duty_skin"
character_profile = jup_b4_monolith_squad_soldier_2_duty_skin
[jup_b4_monolith_squad_soldier_2_freedom_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_2_freedom_skin"
character_profile = jup_b4_monolith_squad_soldier_2_freedom_skin
[jup_b4_monolith_squad_soldier_3_monolith_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_soldier_3_monolith_skin"
character_profile = jup_b4_monolith_squad_soldier_3_monolith_skin
[jup_b4_monolith_squad_soldier_3_duty_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_3_duty_skin"
character_profile = jup_b4_monolith_squad_soldier_3_duty_skin
[jup_b4_monolith_squad_soldier_3_freedom_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_3_freedom_skin"
character_profile = jup_b4_monolith_squad_soldier_3_freedom_skin
[jup_b4_monolith_squad_soldier_4_monolith_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_soldier_4_monolith_skin"
character_profile = jup_b4_monolith_squad_soldier_4_monolith_skin
[jup_b4_monolith_squad_soldier_4_duty_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_4_duty_skin"
character_profile = jup_b4_monolith_squad_soldier_4_duty_skin
[jup_b4_monolith_squad_soldier_4_freedom_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_4_freedom_skin"
character_profile = jup_b4_monolith_squad_soldier_4_freedom_skin
[jup_b4_monolith_squad_soldier_5_monolith_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_soldier_5_monolith_skin"
character_profile = jup_b4_monolith_squad_soldier_5_monolith_skin
[jup_b4_monolith_squad_soldier_5_duty_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_5_duty_skin"
character_profile = jup_b4_monolith_squad_soldier_5_duty_skin
[jup_b4_monolith_squad_soldier_5_freedom_skin]:stalker
$spawn = "respawn\jup_b4_monolith_squad_soldier_5_freedom_skin"
character_profile = jup_b4_monolith_squad_soldier_5_freedom_skin
[jup_b4_freedom_help]:stalker
$spawn = "respawn\jup_b4_freedom_help"
character_profile = jup_b4_freedom_help
[jup_b4_duty_help]:stalker
$spawn = "respawn\jup_b4_duty_help"
character_profile = jup_b4_duty_help
[jup_b4_freedom_leader]:stalker
$spawn = "respawn\jup_b4_freedom_leader"
character_profile = jup_b4_freedom_leader
[jup_b4_duty_leader]:stalker
$spawn = "respawn\jup_b4_duty_leader"
character_profile = jup_b4_duty_leader
;-----------------------------------------------------------------
; Jupiter B8
;-----------------------------------------------------------------
[jup_b8_actor_visual_stalker]:actor_visual_stalker
$spawn = "respawn\jup_b8_actor_visual_stalker"
set_visual = actor_visual
custom_data = scripts\jupiter\jup_b8_actor_visual_stalker.ltx
;-----------------------------------------------------------------
; Jupiter B9
;-----------------------------------------------------------------
[jup_b9_shliachin]:stalker
$spawn = "respawn\jup_b9_shliachin"
character_profile = jup_b9_shliachin
custom_data = scripts\jupiter\jup_b9_shliachin.ltx
[boar_jup_b9]:boar_normal
$spawn = "monsters\boars\boar_jup_b9"
custom_data = scripts\jupiter\jup_b9_mob.ltx
[flesh_jup_b9]:flesh_normal
$spawn = "monsters\fleshes\flesh_jup_b9"
custom_data = scripts\jupiter\jup_b9_mob.ltx
[jup_b9_actor_visual_stalker]:actor_visual_stalker
$spawn = "respawn\jup_b9_actor_visual_stalker"
set_visual = actor_visual
custom_data = scripts\jupiter\jup_b9_actor_visual_stalker.ltx
;-----------------------------------------------------------------
; Jupiter B1
;-----------------------------------------------------------------
[jup_b6_scientist_tech]:stalker
$spawn = "respawn\jup_b6_scientist_tech"
character_profile = jup_b6_scientist_tech
story_id = jup_b6_scientist_tech
[jup_b1_stalker_1]:stalker_silent
$spawn = "respawn\jup_b1_stalker_1"
character_profile = jup_b1_stalker_1
story_id = jup_b1_stalker_1
[jup_b1_stalker_2]:stalker_silent
$spawn = "respawn\jup_b1_stalker_2"
character_profile = jup_b1_stalker_2
story_id = jup_b1_stalker_2
[jup_b1_stalker_3]:stalker_silent
$spawn = "respawn\jup_b1_stalker_3"
character_profile = jup_b1_stalker_3
story_id = jup_b1_stalker_3
[jup_b1_stalker_4]:stalker_silent
$spawn = "respawn\jup_b1_stalker_4"
character_profile = jup_b1_stalker_4
story_id = jup_b1_stalker_4
[jup_b1_pro_stalker_1]:stalker
$spawn = "respawn\jup_b1_pro_stalker_1"
character_profile = jup_b1_pro_stalker_1
story_id = jup_b1_stalker_1
[jup_b1_pro_stalker_2]:stalker
$spawn = "respawn\jup_b1_pro_stalker_2"
character_profile = jup_b1_pro_stalker_2
story_id = jup_b1_stalker_2
[jup_b1_pro_stalker_3]:stalker
$spawn = "respawn\jup_b1_pro_stalker_3"
character_profile = jup_b1_pro_stalker_3
story_id = jup_b1_stalker_3
[jup_b1_pro_stalker_4]:stalker
$spawn = "respawn\jup_b1_pro_stalker_4"
character_profile = jup_b1_pro_stalker_4
story_id = jup_b1_stalker_4
[jup_b1_zombie_1]:stalker_zombied
$spawn = "respawn\jup_b1_zombie_1"
character_profile = sim_default_zombied_1
story_id = jup_b1_zombie_1
[jup_b1_zombie_2]:stalker_zombied
$spawn = "respawn\jup_b1_zombie_2"
character_profile = sim_default_zombied_1
story_id = jup_b1_zombie_2
[jup_b1_zombie_3]:stalker_zombied
$spawn = "respawn\jup_b1_zombie_3"
character_profile = sim_default_zombied_2
story_id = jup_b1_zombie_3
[jup_b1_controller]:m_controller_normal
$spawn = "respawn\jup_b1_controller"
story_id = jup_b1_controller
[jup_b1_tushkano_target]:tushkano_normal
$spawn = "respawn\jup_b1_tushkano_target"
story_id = jup_b1_tushkano_target
;-----------------------------------------------------------------
; Jupiter B6
;-----------------------------------------------------------------
[jup_b6_bloodsucker_1]:bloodsucker_weak
$spawn = "respawn\jup_b6_bloodsucker_1"
visual = monsters\krovosos\krovosos_green
[jup_b6_bloodsucker_2]:bloodsucker_weak
$spawn = "respawn\jup_b6_bloodsucker_2"
visual = monsters\krovosos\krovosos_green
[jup_b6_bloodsucker_3]:bloodsucker_normal
$spawn = "respawn\jup_b6_bloodsucker_3"
visual = monsters\krovosos\krovosos_green
[jup_b6_freedom_stalker_1]:stalker_silent
$spawn = "respawn\jup_b6_freedom_stalker_1"
character_profile = jup_b6_freedom_stalker_1
story_id = jup_b6_freedom_stalker_1
[jup_b6_freedom_stalker_2]:stalker_silent
$spawn = "respawn\jup_b6_freedom_stalker_2"
character_profile = jup_b6_freedom_stalker_2
story_id = jup_b6_freedom_stalker_2
[jup_b6_freedom_stalker_3]:stalker_silent
$spawn = "respawn\jup_b6_freedom_stalker_3"
character_profile = jup_b6_freedom_stalker_3
story_id = jup_b6_freedom_stalker_3
[jup_b6_freedom_stalker_4]:stalker_silent
$spawn = "respawn\jup_b6_freedom_stalker_4"
character_profile = jup_b6_freedom_stalker_4
story_id = jup_b6_freedom_stalker_4
[jup_b6_duty_stalker_1]:stalker_silent
$spawn = "respawn\jup_b6_duty_stalker_1"
character_profile = jup_b6_duty_stalker_1
story_id = jup_b6_duty_stalker_1
[jup_b6_duty_stalker_2]:stalker_silent
$spawn = "respawn\jup_b6_duty_stalker_2"
character_profile = jup_b6_duty_stalker_2
story_id = jup_b6_duty_stalker_2
[jup_b6_duty_stalker_3]:stalker_silent
$spawn = "respawn\jup_b6_duty_stalker_3"
character_profile = jup_b6_duty_stalker_3
story_id = jup_b6_duty_stalker_3
[jup_b6_duty_stalker_4]:stalker_silent
$spawn = "respawn\jup_b6_duty_stalker_4"
character_profile = jup_b6_duty_stalker_4
story_id = jup_b6_duty_stalker_4
[jup_b6_stalker_prisoner]:stalker_silent
$spawn = "respawn\jup_b6_stalker_prisoner"
character_profile = jup_b6_stalker_prisoner
story_id = jup_b6_stalker_prisoner
[jup_b6_stalker_assaulter]:stalker_silent
$spawn = "respawn\jup_b6_stalker_assaulter"
character_profile = jup_b6_stalker_assaulter
story_id = jup_b6_stalker_assaulter
[jup_b6_stalker_diplomat]:stalker_silent
$spawn = "respawn\jup_b6_stalker_diplomat"
character_profile = jup_b6_stalker_diplomat
story_id = jup_b6_stalker_diplomat
[jup_b6_stalker_gonta]:stalker_silent
$spawn = "respawn\jup_b6_stalker_gonta"
character_profile = jup_b6_stalker_gonta
story_id = jup_b6_stalker_gonta
[jup_b6_stalker_garmata]:stalker_silent
$spawn = "respawn\jup_b6_stalker_garmata"
character_profile = jup_b6_stalker_garmata
story_id = jup_b6_stalker_garmata
[jup_b6_stalker_crab]:stalker_silent
$spawn = "respawn\jup_b6_stalker_crab"
character_profile = jup_b6_stalker_crab
story_id = jup_b6_stalker_crab
;-----------------------------------------------------------------
; Jupiter B25
;-----------------------------------------------------------------
[jup_b25_stalker_senya]:stalker_silent
$spawn = "respawn\jup_b25_stalker_senya"
character_profile = jup_b25_stalker_senya
;custom_data = scripts\jupiter\jup_b25_stalker_senya.ltx
story_id = jup_b25_stalker_senya
sound_death = ;fight\death\death_
sound_wounded = ;fight\friend_hitted\hit_friend_
[jup_b25_freedom_flint]:stalker_silent
$spawn = "respawn\jup_b25_freedom_flint"
character_profile = jup_b25_freedom_flint
story_id = jup_b25_freedom_flint
[jup_b10_stalker_drunk]:stalker_silent
$spawn = "respawn\jup_b10_stalker_drunk"
character_profile = jup_b10_stalker_drunk
story_id = jup_b10_stalker_drunk
[jup_b10_stalker_drunk_dead]:stalker_silent
$spawn = "respawn\jup_b10_stalker_drunk_dead"
character_profile = jup_b10_stalker_drunk_dead
story_id = jup_b10_stalker_drunk_dead
custom_data = scripts\jupiter\jup_b10_drunk_dead.ltx
;-----------------------------------------------------------------
; Jupiter B202
;-----------------------------------------------------------------
[jup_a6_stalker_medik]:stalker_silent
$spawn = "respawn\jup_a6_stalker_medik"
character_profile = jup_a6_stalker_medik
story_id = jup_a6_stalker_medik
[jup_b15_zulus]:stalker_silent
$spawn = "respawn\jup_b15_zulus"
character_profile = jup_b15_zulus
story_id = jup_b15_zulus
[jup_b202_stalker_snag]:stalker_silent
$spawn = "respawn\jup_b202_stalker_snag"
character_profile = jup_b202_stalker_snag
story_id = jup_b202_stalker_snag
[jup_a6_stalker_barmen]:stalker_silent
$spawn = "respawn\jup_a6_stalker_barmen"
character_profile = jup_a6_stalker_barmen
story_id = jup_a6_stalker_barmen
[jup_b202_bandit]:stalker_silent
$spawn = "respawn\jup_b202_bandit"
character_profile = jup_b202_bandit
story_id = jup_b202_bandit
;-----------------------------------------------------------------
; Jupiter B19
;-----------------------------------------------------------------
[jup_b19_freedom_yar]:stalker_silent
$spawn = "respawn\jup_b19_freedom_yar"
character_profile = jup_b19_freedom_yar
community = freedom
story_id = jup_b19_freedom_yar
[jup_b19_zombied_1]:stalker_zombied
$spawn = "respawn\jup_b19_zombied_1"
character_profile = sim_default_zombied_1
community = zombied
[jup_b19_zombied_2]:stalker_zombied
$spawn = "respawn\jup_b19_zombied_2"
character_profile = sim_default_zombied_2
community = zombied
[jup_b19_merc_1]:stalker
$spawn = "respawn\jup_b19_merc_1"
character_profile = jup_b19_merc_1
community = killer
story_id = jup_b19_merc_1
[jup_b19_merc_2]:stalker
$spawn = "respawn\jup_b19_merc_2"
character_profile = jup_b19_merc_2
community = killer
story_id = jup_b19_merc_2
[jup_b19_merc_3]:stalker
$spawn = "respawn\jup_b19_merc_3"
character_profile = jup_b19_merc_3
community = killer
story_id = jup_b19_merc_3
[jup_b19_merc_4]:stalker
$spawn = "respawn\jup_b19_merc_4"
character_profile = jup_b19_merc_4
community = killer
story_id = jup_b19_merc_4
[jup_b19_merc_5]:stalker
$spawn = "respawn\jup_b19_merc_5"
character_profile = jup_b19_merc_5
community = killer
story_id = jup_b19_merc_5
;-----------------------------------------------------------------
; Jupiter B43
;-----------------------------------------------------------------
[jup_b43_stalker_assistant]:stalker
$spawn = "respawn\jup_b43_stalker_assistant"
character_profile = jup_b43_stalker_assistant
story_id = jup_b43_stalker_assistant
[jup_b43_stalker_assistant_pri]:jup_b43_stalker_assistant
$spawn = "respawn\jup_b43_stalker_assistant_pri"
story_id = jup_b43_stalker_assistant_pri
;-------------------------------------------------------------------
; Jupiter B46
;-------------------------------------------------------------------
[jup_b46_duty_founder]:stalker_silent
$spawn = "respawn\jup_b46_duty_founder"
character_profile = jup_b46_duty_founder
;Health = 0
custom_data = scripts\zaton\zat_dont_spawn_loot.ltx
sound_death = ;fight\death\death_
[jup_b46_duty_founder_squad_01]:stalker_silent
$spawn = "respawn\jup_b46_duty_founder_squad_01"
character_profile = jup_b46_duty_founder_squad_01
custom_data = scripts\zaton\zat_dont_spawn_loot.ltx
sound_death = ;fight\death\death_
[jup_b46_duty_founder_squad_02]:stalker_silent
$spawn = "respawn\jup_b46_duty_founder_squad_02"
character_profile = jup_b46_duty_founder_squad_02
custom_data = scripts\zaton\zat_dont_spawn_loot.ltx
sound_death = ;fight\death\death_
[jup_b46_duty_founder_squad_03]:stalker_silent
$spawn = "respawn\jup_b46_duty_founder_squad_03"
character_profile = jup_b46_duty_founder_squad_03
custom_data = scripts\zaton\zat_dont_spawn_loot.ltx
sound_death = ;fight\death\death_
[jup_b46_duty_founder_squad_04]:stalker_silent
$spawn = "respawn\jup_b46_duty_founder_squad_04"
character_profile = jup_b46_duty_founder_squad_04
custom_data = scripts\zaton\zat_dont_spawn_loot.ltx
sound_death = ;fight\death\death_
[jup_a6_freedom_leader]:stalker_silent
$spawn = "respawn\jup_a6_freedom_leader"
character_profile = jup_a6_freedom_leader
story_id = jup_a6_freedom_leader
community = freedom
[jup_a6_duty_leader]:stalker_silent
$spawn = "respawn\jup_a6_duty_leader"
character_profile = jup_a6_duty_leader
story_id = jup_a6_duty_leader
community = dolg
;--------------------b218 vano_in_suit -----------------------
[jup_b218_vano_in_suit]:stalker_silent
$spawn = "respawn\jup_b218_vano_in_suit"
character_profile = jup_b218_vano_in_suit
story_id = jup_b218_vano_in_suit
[jup_b218_vano_in_suit_strong]:jup_b218_vano_in_suit
$spawn = "respawn\jup_b218_vano_in_suit_strong"
immunities_sect = stalker_immunities_strong
;-------------------- Jupiter b47 ------------------------
[jup_b47_merc_01]:stalker
$spawn = "respawn\jup_b47_merc_01"
character_profile = jup_b47_merc_01
;community = killer
story_id = jup_b47_merc_01
[jup_b47_merc_02]:stalker
$spawn = "respawn\jup_b47_merc_02"
character_profile = jup_b47_merc_02
;community = killer
story_id = jup_b47_merc_02
[jup_b47_merc_03]:stalker
$spawn = "respawn\jup_b47_merc_03"
character_profile = jup_b47_merc_03
;community = killer
story_id = jup_b47_merc_03
[jup_b47_merc_04]:stalker
$spawn = "respawn\jup_b47_merc_04"
character_profile = jup_b47_merc_04
;community = killer
story_id = jup_b47_merc_04
[jup_b47_merc_05]:stalker
$spawn = "respawn\jup_b47_merc_05"
character_profile = jup_b47_merc_05
;community = killer
story_id = jup_b47_merc_05
[jup_b47_merc_06]:stalker
$spawn = "respawn\jup_b47_merc_06"
character_profile = jup_b47_merc_06
;community = killer
story_id = jup_b47_merc_06
[jup_b47_merc_07]:stalker
$spawn = "respawn\jup_b47_merc_07"
character_profile = jup_b47_merc_07
;community = killer
story_id = jup_b47_merc_07
;----------------------- b219 -----------------
[jup_b219_actor]:actor_visual_stalker
$spawn = "respawn\jup_b219_actor"
custom_data = scripts\jupiter\jup_b219_actor.ltx
story_id = jup_b219_actor
set_visual = actor_visual
[jup_b219_stalker_tech]:stalker_silent
$spawn = "respawn\jup_b219_stalker_tech"
character_profile = jup_b219_stalker_tech
community = stalker
story_id = jup_b219_stalker_tech_id
[jup_b219_monolith_squad_leader_freedom_skin]:stalker_silent
$spawn = "respawn\jup_b219_monolith_squad_leader_freedom_skin"
character_profile = jup_b219_monolith_squad_leader_freedom_skin
story_id = jup_b219_monolith_squad_leader_freedom_skin_id
[jup_b219_vano]:stalker_silent
$spawn = "respawn\jup_b219_vano"
character_profile = jup_b219_vano
story_id = jup_b219_vano_id
[jup_b219_soldier]:stalker_silent
$spawn = "respawn\jup_b219_soldier"
character_profile = jup_b219_soldier
story_id = jup_b219_soldier_id
[jup_b219_zulus]:stalker_silent
$spawn = "respawn\jup_b219_zulus"
character_profile = jup_b219_zulus
story_id = jup_b219_zulus_id
;---------------b218 ones more------------------------------------------
;----------------Ex-monolith Squad leader (freedom) in monolith skin-----------
[jup_b4_monolith_squad_leader_freedom_mon_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_leader_freedom_mon_skin"
character_profile = jup_b4_monolith_squad_leader_freedom_mon_skin
story_id = jup_b4_monolith_squad_leader_freedom_mon_skin
;----------------Ex-monolith Squad leader (duty) in monolith skin-----------
[jup_b4_monolith_squad_leader_duty_mon_skin]:stalker_silent
$spawn = "respawn\jup_b4_monolith_squad_leader_duty_mon_skin"
character_profile = jup_b4_monolith_squad_leader_duty_mon_skin
story_id = jup_b4_monolith_squad_leader_duty_mon_skin
;-----------------------------------------------------------------
[jup_a9_actor]:actor_visual_stalker
$spawn = "respawn\jup_a9_actor"
;character_profile = actor_visual_stalker
set_visual = actor_visual
story_id = jup_a9_actor
custom_data = scripts\jupiter\jup_a9_actor.ltx
;[jup_a9_cam_actor_2]:actor_visual_stalker
;$spawn = "respawn\jup_a9_cam_actor_2"
;character_profile = actor_visual_stalker
;set_visual = actor_visual
;story_id = jup_a9_cam_actor_2_id
;custom_data = scripts\jupiter\jup_a9_cam_actor_2.ltx
;[jup_a9_cam_actor_3]:actor_visual_stalker
;$spawn = "respawn\jup_a9_cam_actor_3"
;character_profile = actor_visual_stalker
;set_visual = actor_visual
;story_id = jup_a9_cam_actor_3_id
;custom_data = scripts\jupiter\jup_a9_cam_actor_3.ltx

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@ -0,0 +1,240 @@
[lx8_snork_1_jump]:snork_indoor_strong
$spawn = "respawn\lx8_snork_1_jump"
[lx8_snork_2_jump]:snork_indoor_strong
$spawn = "respawn\lx8_snork_2_jump"
[lx8_snork]:snork_indoor_strong
$spawn = "respawn\lx8_snork"
;;;;;;;;;;;;;;;;;;;;poltergeist
[lx8_poltergeist]:labx8_poltergeist
$spawn = "respawn\lx8_poltergeist"
;;;;;;;;;;;;;;;;;;;;;burers
[lx8_burer]:m_burer_e
$spawn = "respawn\lx8_burer"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 2
[lx8_burer_2]:m_burer_e
$spawn = "respawn\lx8_burer_2"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 2
[lx8_burer_3]:m_burer_e
$spawn = "respawn\lx8_burer_3"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 2
[lx8_toilet_burer]:m_burer_e
$spawn = "respawn\lx8_toilet_burer"
;;;;;;;;;;;;;;;;;;;;;;;;;;tushkanos
[lx8_1_tushkano_1]:tushkano_normal
$spawn = "respawn\lx8_1_tushkano_1"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_1_tushkano_2]:tushkano_normal
$spawn = "respawn\lx8_1_tushkano_2"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_1_tushkano_3]:tushkano_normal
$spawn = "respawn\lx8_1_tushkano_3"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_1_tushkano_4]:tushkano_normal
$spawn = "respawn\lx8_1_tushkano_4"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_2_tushkano_1]:tushkano_normal
$spawn = "respawn\lx8_2_tushkano_1"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_2_tushkano_2]:tushkano_normal
$spawn = "respawn\lx8_2_tushkano_2"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_2_tushkano_3]:tushkano_normal
$spawn = "respawn\lx8_2_tushkano_3"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_2_tushkano_4]:tushkano_normal
$spawn = "respawn\lx8_2_tushkano_4"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_lab_tushkano_1]:tushkano_normal
$spawn = "respawn\lx8_lab_tushkano_1"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_lab_tushkano_2]:tushkano_normal
$spawn = "respawn\lx8_lab_tushkano_2"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_lab_tushkano_3]:tushkano_normal
$spawn = "respawn\lx8_lab_tushkano_3"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_lab_tushkano_4]:tushkano_normal
$spawn = "respawn\lx8_lab_tushkano_4"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_lab_tushkano_5]:tushkano_normal
$spawn = "respawn\lx8_lab_tushkano_5"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_lab_tushkano_6]:tushkano_normal
$spawn = "respawn\lx8_lab_tushkano_6"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_lab_tushkano_7]:tushkano_normal
$spawn = "respawn\lx8_lab_tushkano_7"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_lab_tushkano_8]:tushkano_normal
$spawn = "respawn\lx8_lab_tushkano_8"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_upper_tushkano_1]:tushkano_normal
$spawn = "respawn\lx8_upper_tushkano_1"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_upper_tushkano_2]:tushkano_normal
$spawn = "respawn\lx8_upper_tushkano_2"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_upper_tushkano_3]:tushkano_normal
$spawn = "respawn\lx8_upper_tushkano_3"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_upper_tushkano_4]:tushkano_normal
$spawn = "respawn\lx8_upper_tushkano_4"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_upper_tushkano_5]:tushkano_normal
$spawn = "respawn\lx8_upper_tushkano_5"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_upper_tushkano_6]:tushkano_normal
$spawn = "respawn\lx8_upper_tushkano_6"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_upper_tushkano_7]:tushkano_normal
$spawn = "respawn\lx8_upper_tushkano_7"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_litf_tushkano_1]:tushkano_normal
$spawn = "respawn\lx8_litf_tushkano_1"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_litf_tushkano_2]:tushkano_normal
$spawn = "respawn\lx8_litf_tushkano_2"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_litf_tushkano_3]:tushkano_normal
$spawn = "respawn\lx8_litf_tushkano_3"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_litf_tushkano_4]:tushkano_normal
$spawn = "respawn\lx8_litf_tushkano_4"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
[lx8_litf_tushkano_5]:tushkano_normal
$spawn = "respawn\lx8_litf_tushkano_5"
feel_enemy_who_made_sound_max_distance = 5
feel_enemy_max_distance = 3
sound_panic = monsters\biting\def_
sound_aggressive = monsters\biting\def_
;;;;;;;;;;;;;;;;;;;;;controller
[lx8_controller]:m_controller_normal
$spawn = "respawn\lx8_controller"
[test_bes]:stalker
$spawn = "respawn\test_bes"
character_profile = sim_default_stalker_1
;spec_rank = master
community = stalker

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[pri_b301_zulus]:stalker_silent
$spawn = "respawn\pri_b301_zulus"
character_profile = jup_b15_zulus
story_id = pri_b301_zulus
[pri_b301_snork_1]:snork_normal
$spawn = "respawn\pri_b301_snork_1"
[pri_b301_snork_2]:snork_normal
$spawn = "respawn\pri_b301_snork_2"
[pri_b301_snork_3]:snork_normal
$spawn = "respawn\pri_b301_snork_3"
[pri_b301_snork_4]:snork_normal
$spawn = "respawn\pri_b301_snork_4"
[pri_b301_snork_5]:snork_normal
$spawn = "respawn\pri_b301_snork_5"
[pri_a17_military_colonel_kovalski]:stalker_silent
$spawn = "respawn\pri_a17_military_colonel_kovalski"
story_id = pri_a17_military_colonel_kovalski
character_profile = pri_a17_military_colonel_kovalski
[pri_a17_military_colonel_kovalski_strong]:pri_a17_military_colonel_kovalski
$spawn = "respawn\pri_a17_military_colonel_kovalski_strong"
immunities_sect = stalker_immunities_strong
[pri_a17_military_captain_tarasov]:stalker
$spawn = "respawn\pri_a17_military_captain_tarasov"
story_id = pri_a17_military_captain_tarasov
character_profile = pri_a17_military_captain_tarasov
sound_humming =
sound_alarm =
sound_backup =
sound_detour =
sound_panic_human =
sound_panic_monster =
sound_tolls =
sound_wounded =
sound_need_backup =
sound_running_in_danger =
sound_walking_in_danger =
sound_kill_wounded =
sound_enemy_critically_wounded =
sound_enemy_killed_or_wounded =
sound_attack_no_allies =
sound_attack_allies_single_enemy =
sound_attack_allies_several_enemies =
sound_search1_no_allies =
sound_search1_with_allies =
sound_enemy_lost_no_allies =
sound_enemy_lost_with_allies =
[pri_a17_military_captain_tarasov_strong]:pri_a17_military_captain_tarasov
$spawn = "respawn\pri_a17_military_captain_tarasov_strong"
immunities_sect = stalker_immunities_strong
[pri_a17_military_prapor_valentyr]:stalker
$spawn = "respawn\pri_a17_military_prapor_valentyr"
story_id = pri_a17_military_prapor_valentyr
character_profile = pri_a17_military_prapor_valentyr
sound_humming =
sound_alarm =
sound_backup =
sound_detour =
sound_panic_human =
sound_panic_monster =
sound_tolls =
sound_wounded =
sound_need_backup =
sound_running_in_danger =
sound_walking_in_danger =
sound_kill_wounded =
sound_enemy_critically_wounded =
sound_enemy_killed_or_wounded =
sound_attack_no_allies =
sound_attack_allies_single_enemy =
sound_attack_allies_several_enemies =
sound_search1_no_allies =
sound_search1_with_allies =
sound_enemy_lost_no_allies =
sound_enemy_lost_with_allies =
[pri_a17_military_prapor_valentyr_strong]:pri_a17_military_prapor_valentyr
$spawn = "respawn\pri_a17_military_prapor_valentyr_strong"
immunities_sect = stalker_immunities_strong
[pri_a17_military_sergeant_morozov]:stalker
$spawn = "respawn\pri_a17_military_sergeant_morozov"
story_id = pri_a17_military_sergeant_morozov
character_profile = pri_a17_military_sergeant_morozov
sound_humming =
sound_alarm =
sound_backup =
sound_detour =
sound_panic_human =
sound_panic_monster =
sound_tolls =
sound_wounded =
sound_need_backup =
sound_running_in_danger =
sound_walking_in_danger =
sound_kill_wounded =
sound_enemy_critically_wounded =
sound_enemy_killed_or_wounded =
sound_attack_no_allies =
sound_attack_allies_single_enemy =
sound_attack_allies_several_enemies =
sound_search1_no_allies =
sound_search1_with_allies =
sound_enemy_lost_no_allies =
sound_enemy_lost_with_allies =
[pri_a17_military_lieutenant_podorojniy]:stalker
$spawn = "respawn\pri_a17_military_lieutenant_podorojniy"
story_id = pri_a17_military_lieutenant_podorojniy
character_profile = pri_a17_military_lieutenant_podorojniy
sound_humming =
sound_alarm =
sound_backup =
sound_detour =
sound_panic_human =
sound_panic_monster =
sound_tolls =
sound_wounded =
sound_need_backup =
sound_running_in_danger =
sound_walking_in_danger =
sound_kill_wounded =
sound_enemy_critically_wounded =
sound_enemy_killed_or_wounded =
sound_attack_no_allies =
sound_attack_allies_single_enemy =
sound_attack_allies_several_enemies =
sound_search1_no_allies =
sound_search1_with_allies =
sound_enemy_lost_no_allies =
sound_enemy_lost_with_allies =
[pri_a17_military_lieutenant_podorojniy_strong]:pri_a17_military_lieutenant_podorojniy
$spawn = "respawn\pri_a17_military_lieutenant_podorojniy_strong"
immunities_sect = stalker_immunities_strong
[pri_a17_monolith_patrol_1]:stalker
$spawn = "respawn\pri_a17_monolith_patrol_1"
character_profile = sim_default_monolith_1
story_id = pri_a17_monolith_patrol_1
[pri_a17_monolith_patrol_2]:stalker
$spawn = "respawn\pri_a17_monolith_patrol_2"
character_profile = sim_default_monolith_1
story_id = pri_a17_monolith_patrol_2
[pri_a17_monolith_patrol_lead]:stalker
$spawn = "respawn\pri_a17_monolith_patrol_lead"
character_profile = sim_default_monolith_1
story_id = pri_a17_monolith_patrol_lead
[pri_a17_monolith_preacher]:stalker_silent
$spawn = "respawn\pri_a17_monolith_preacher"
character_profile = pri_a17_monolith_preacher
story_id = pri_a17_monolith_preacher
random_death_animations = ragdoll_sniper_body_front_2
kill_enertion =
kill_burst =
kill_shortgun =
kill_headshot =
kill_sniper_headshot =
kill_sniper_body =
kill_grenade =
[pri_a17_monolith_ambusher_1]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_1"
character_profile = sim_default_monolith_1
[pri_a17_monolith_ambusher_2]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_2"
character_profile = sim_default_monolith_2
[pri_a17_monolith_ambusher_3]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_3"
character_profile = sim_default_monolith_3
[pri_a17_monolith_ambusher_4]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_4"
character_profile = sim_default_monolith_1
[pri_a17_monolith_ambusher_5]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_5"
character_profile = sim_default_monolith_2
[pri_a17_monolith_ambusher_6]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_6"
character_profile = sim_default_monolith_2
[pri_a17_monolith_ambusher_7]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_7"
character_profile = sim_default_monolith_3
[pri_a17_monolith_ambusher_8]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_8"
character_profile = sim_default_monolith_2
[pri_a17_monolith_ambusher_9]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_9"
character_profile = sim_default_monolith_1
[pri_a17_monolith_ambusher_10]:stalker
$spawn = "respawn\pri_a17_monolith_ambusher_10"
character_profile = sim_default_monolith_2
[pri_a17_monolith_sniper_1]:stalker
$spawn = "respawn\pri_a17_monolith_sniper_1"
character_profile = sim_default_monolith_3
[pri_a17_monolith_sniper_2]:stalker
$spawn = "respawn\pri_a17_monolith_sniper_2"
character_profile = pas_b400_monolith_sniper
[pri_a17_monolith_sniper_3]:stalker
$spawn = "respawn\pri_a17_monolith_sniper_3"
character_profile = pas_b400_monolith_sniper
[pri_a17_monolith_sniper_4]:stalker
$spawn = "respawn\pri_a17_monolith_sniper_4"
character_profile = pas_b400_monolith_sniper
[pri_a15_military_recon_leader]:stalker
$spawn = "respawn\pri_a15_military_recon_leader"
character_profile = pri_a15_military_recon_leader
story_id = pri_a15_military_recon_leader
[pri_a15_military_recon_1]:stalker
$spawn = "respawn\pri_a15_military_recon_1"
character_profile = pri_a15_military_recon_1
story_id = pri_a15_military_recon_1
[pri_a15_military_recon_2]:stalker
$spawn = "respawn\pri_a15_military_recon_2"
character_profile = pri_a15_military_recon_2
story_id = pri_a15_military_recon_2
[pri_a15_military_recon_3]:stalker
$spawn = "respawn\pri_a15_military_recon_3"
character_profile = pri_a15_military_recon_3
story_id = pri_a15_military_recon_3
[pri_a20_cutscene_actor_squad]:actor_visual_stalker
$spawn = "respawn\pri_a20_cutscene_actor_squad"
custom_data = scripts\pripyat\pri_a20_cutscene_actor_squad.ltx
story_id = pri_a20_cutscene_actor_squad
set_visual = actor_visual
[pri_a15_sokolov]:stalker_silent
$spawn = "respawn\pri_a15_sokolov"
character_profile = pri_a15_sokolov
story_id = pri_a15_sokolov
[pri_a15_sokolov_sci]:stalker_silent
$spawn = "respawn\pri_a15_sokolov_sci"
character_profile = pri_a15_sokolov_sci
story_id = pri_a15_sokolov_sci
[pri_a15_sokolov_sci_head]:stalker_silent
$spawn = "respawn\pri_a15_sokolov_sci_head"
character_profile = pri_a15_sokolov_sci_head
story_id = pri_a15_sokolov_sci_head
[pri_a15_sokolov_sci_head_strong]:pri_a15_sokolov_sci_head
$spawn = "respawn\pri_a15_sokolov_sci_head_strong"
immunities_sect = stalker_immunities_strong
[pri_a18_cutscene_actor]:actor_visual_stalker
$spawn = "respawn\pri_a18_cutscene_actor"
custom_data = scripts\pripyat\pri_a18_cutscene_actor.ltx
story_id = pri_a18_cutscene_actor
set_visual = actor_visual
[pri_a18_monolith_1st_corridor_npc]:stalker
$spawn = "respawn\pri_a18_monolith_1st_corridor_npc"
character_profile = sim_default_monolith_1
community = monolith
story_id = pri_a18_monolith_1st_corridor_npc
[pri_a18_monolith_2nd_corridor_1]:stalker
$spawn = "respawn\pri_a18_monolith_2nd_corridor_1"
character_profile = sim_default_monolith_1
community = monolith
story_id = pri_a18_monolith_2nd_corridor_1
[pri_a21_sentry_lieutenant_stecenko]:stalker
$spawn = "respawn\pri_a21_sentry_lieutenant_stecenko"
story_id = pri_a21_chasovoi_target
character_profile = pri_a21_sentry_lieutenant_stecenko
sound_death =
[pri_a21_cutscene_actor]:actor_visual_stalker
$spawn = "respawn\pri_a21_cutscene_actor"
custom_data = scripts\pripyat\pri_a21_cutscene_actor.ltx
story_id = pri_a21_cutscene_actor
set_visual = actor_visual
[pri_a22_military_yarmoshuk]:stalker
$spawn = "respawn\pri_a22_military_yarmoshuk"
character_profile = pri_a22_military_yarmoshuk
story_id = pri_a22_military_yarmoshuk
[pri_a22_military_skelja]:stalker
$spawn = "respawn\pri_a22_military_skelja"
character_profile = pri_a22_military_skelja
story_id = pri_a22_military_skelja
[pri_a22_military_skelja_strong]:pri_a22_military_skelja
$spawn = "respawn\pri_a22_military_skelja_strong"
immunities_sect = stalker_immunities_strong
[pri_a22_military_merkulov]:stalker
$spawn = "respawn\pri_a22_military_merkulov"
character_profile = pri_a22_military_merkulov
story_id = pri_a22_military_merkulov
[pri_a22_military_merkulov_strong]:pri_a22_military_merkulov
$spawn = "respawn\pri_a22_military_merkulov_strong"
immunities_sect = stalker_immunities_strong
;-----------------------------------
[pri_a22_cutscene_actor_give_task]:actor_visual_stalker
$spawn = "respawn\pri_a22_cutscene_actor_give_task"
custom_data = scripts\pripyat\pri_a22_cutscene_actor_give_task.ltx
story_id = pri_a22_cutscene_actor_give_task
set_visual = actor_visual
[pri_a22_cutscene_actor_find_squad]:actor_visual_stalker
$spawn = "respawn\pri_a22_cutscene_actor_find_squad"
custom_data = scripts\pripyat\pri_a22_cutscene_actor_find_squad.ltx
story_id = pri_a22_cutscene_actor_find_squad
set_visual = actor_visual
[pri_a25_base_medic]:stalker_silent
$spawn = "respawn\pri_a25_base_medic"
character_profile = pri_a25_army_medic
story_id = pri_a25_base_medic
[pri_a25_base_medic_strong]:pri_a25_base_medic
$spawn = "respawn\pri_a25_base_medic_strong"
immunities_sect = stalker_immunities_strong
[pri_a25_cutscene_actor]:actor_visual_stalker
$spawn = "respawn\pri_a25_cutscene_actor"
custom_data = scripts\pripyat\pri_a25_cutscene_actor.ltx
story_id = pri_a25_cutscene_actor
set_visual = actor_visual
;-----------------------------------------------------------------
; Pripyat B306
;-----------------------------------------------------------------
[pri_b306_envoy]:stalker
$spawn = "respawn\pri_b306_envoy"
character_profile = pri_b306_envoy
spec_rank = novice
story_id = pri_b306_envoy
;-----------------------------------------------------------------
; Pripyat A15
;-----------------------------------------------------------------
[pri_a15_actor]:stalker_silent
$spawn = "respawn\pri_a15_actor"
character_profile = pri_a15_actor
spec_rank = novice
story_id = pri_a15_actor
set_visual = actor_visual
[pri_a15_vano]:stalker_silent
$spawn = "respawn\pri_a15_vano"
character_profile = pri_a15_vano
spec_rank = novice
story_id = pri_a15_vano
[pri_a15_sokolov_scene]:stalker_silent
$spawn = "respawn\pri_a15_sokolov_scene"
character_profile = pri_a15_sokolov_scene
spec_rank = novice
story_id = pri_a15_sokolov_scene
[pri_a15_zulus]:stalker_silent
$spawn = "respawn\pri_a15_zulus"
character_profile = pri_a15_zulus
spec_rank = novice
story_id = pri_a15_zulus
[pri_a15_wanderer]:stalker_silent
$spawn = "respawn\pri_a15_wanderer"
character_profile = pri_a15_wanderer
spec_rank = novice
story_id = pri_a15_wanderer
[pri_a15_military_tarasov]:stalker_silent
$spawn = "respawn\pri_a15_military_tarasov"
character_profile = pri_a15_military_tarasov
spec_rank = novice
story_id = pri_a15_military_tarasov
[pri_a15_military_2]:stalker_silent
$spawn = "respawn\pri_a15_military_2"
character_profile = pri_a15_military_2
spec_rank = novice
story_id = pri_a15_military_2
[pri_a15_military_3]:stalker_silent
$spawn = "respawn\pri_a15_military_3"
character_profile = pri_a15_military_3
spec_rank = novice
story_id = pri_a15_military_3
[pri_a15_military_4]:stalker_silent
$spawn = "respawn\pri_a15_military_4"
character_profile = pri_a15_military_4
spec_rank = novice
story_id = pri_a15_military_4
;-----------------------------------------------------------------
; Pripyat B35
;-----------------------------------------------------------------
[pri_a22_army_signaller]:stalker
$spawn = "respawn\pri_a22_army_signaller"
character_profile = pri_a22_army_signaller
spec_rank = novice
story_id = pri_a22_army_signaller
[pri_a22_army_signaller_strong]:pri_a22_army_signaller
$spawn = "respawn\pri_a22_army_signaller_strong"
immunities_sect = stalker_immunities_strong
[pri_b35_merc_leader]:stalker
$spawn = "respawn\pri_b35_merc_leader"
character_profile = pri_b35_merc_leader
spec_rank = novice
story_id = pri_b35_merc_leader
[pri_b35_merc_grenade_launcher_1]:stalker
$spawn = "respawn\pri_b35_merc_grenade_launcher_1"
character_profile = pri_b35_merc_grenade_launcher_1
spec_rank = novice
[pri_b35_merc_grenade_launcher_2]:stalker
$spawn = "respawn\pri_b35_merc_grenade_launcher_2"
character_profile = pri_b35_merc_grenade_launcher_2
spec_rank = novice
[pri_b35_envoy]:stalker
$spawn = "respawn\pri_b35_envoy"
character_profile = pri_b35_envoy
spec_rank = novice
story_id = pri_b35_envoy
[pri_b35_guard_envoy_1]:stalker
$spawn = "respawn\pri_b35_guard_envoy_1"
character_profile = pri_b35_guard_envoy_1
spec_rank = master
[pri_b35_guard_envoy_2]:stalker
$spawn = "respawn\pri_b35_guard_envoy_2"
character_profile = pri_b35_guard_envoy_2
spec_rank = master
[pri_b36_monolith_sniper]:stalker
$spawn = "respawn\pri_b36_monolith_sniper"
character_profile = pri_b36_monolith_sniper
spec_rank = master
;story_id = pri_b36_monolith_sniper
[pri_b36_monolith_master_hiding_place]:stalker
$spawn = "respawn\pri_b36_monolith_master_hiding_place"
character_profile = pri_b36_monolith_master_hiding_place
spec_rank = master
;story_id = pri_b36_monolith_master_hiding_place
;sound_death = ;fight\death\death_
;sound_anomaly_death = ;fight\death\anomaly_
;sound_hit = ;fight\hit\hit_
;sound_humming = ;states\idle\idle_
sound_alarm = ;fight\enemy\enemy_
;sound_backup = ;fight\backup\backup_,fight\threat\threat_close_
;sound_detour = ;fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
;sound_friendly_fire = ;fight\friendly_fire\friendly_fire_
;sound_panic_human = ;states\panic_human\panic_human_
;sound_panic_monster = ;states\panic_monster\panic_monster_
;sound_tolls = ;fight\tolls\tolls_
;sound_grenade_alarm = ;fight\grenade\grenade_
;sound_friendly_grenade_alarm = ;fight\friendly_grenade\friendly_grenade_
sound_need_backup = ;fight\cover_fire\cover_fire_
;sound_running_in_danger = ;states\breath\breath_1
;sound_walking_in_danger = ;states\breath\breath_2
;sound_kill_wounded = ;help\wounded\kill_wounded_
;sound_enemy_critically_wounded = ;fight\enemy_hit\enemy_hit_
;sound_enemy_killed_or_wounded = ;fight\enemy_down\enemy_down_
;sound_attack_no_allies = ;fight\fire\fire_,fight\threat\threat_distant_
;sound_attack_allies_single_enemy = ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
;sound_attack_allies_several_enemies = ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
;sound_search1_no_allies = ;fight\threat\threat_distant_
;sound_search1_with_allies = ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
;sound_throw_grenade = ;fight\grenade\grenade_ready_
[pri_b36_monolith_marine_sniper]:stalker
$spawn = "respawn\pri_b36_monolith_marine_sniper"
character_profile = pri_b36_monolith_marine_sniper
spec_rank = master
;story_id = pri_b36_monolith_marine_sniper
[pri_b305_actor_visual]:actor_visual_stalker
$spawn = "respawn\pri_b305_actor_visual"
set_visual = actor_visual
custom_data = scripts\pripyat\pri_b305_actor_visual_logic.ltx
story_id = pri_b305_actor_visual
[pri_b305_actor_visual_2]:actor_visual_stalker
$spawn = "respawn\pri_b305_actor_visual_2"
set_visual = actor_visual
custom_data = scripts\pripyat\pri_b305_actor_visual_2_logic.ltx
story_id = pri_b305_actor_visual_2
[pri_b305_actor_visual_3]:actor_visual_stalker
$spawn = "respawn\pri_b305_actor_visual_3"
set_visual = actor_visual
custom_data = scripts\pripyat\pri_b305_actor_visual_3_logic.ltx
story_id = pri_b305_actor_visual_3
[pri_b305_actor_visual_4]:actor_visual_stalker
$spawn = "respawn\pri_b305_actor_visual_4"
set_visual = actor_visual
custom_data = scripts\pripyat\pri_b305_actor_visual_4_logic.ltx
story_id = pri_b305_actor_visual_4
[pri_b305_actor_visual_5]:actor_visual_stalker
$spawn = "respawn\pri_b305_actor_visual_5"
set_visual = actor_visual
custom_data = scripts\pripyat\pri_b305_actor_visual_5_logic.ltx
story_id = pri_b305_actor_visual_5
[pri_b305_strelok]:stalker_silent
$spawn = "respawn\pri_b305_strelok"
character_profile = pri_b305_strelok
spec_rank = master
story_id = pri_b305_strelok
[pri_b305_strelok_strong]:pri_b305_strelok
$spawn = "respawn\pri_b305_strelok_strong"
immunities_sect = stalker_immunities_strong
[pri_b305_signal_man]:stalker_silent
$spawn = "respawn\pri_b305_signal_man"
character_profile = pri_b305_strelok
custom_data = scripts\pripyat\pri_b305_signal_man.ltx
story_id = pri_b305_signal_man
[pri_a28_evac_com]:stalker
$spawn = "respawn\pri_a28_evac_com"
character_profile = pri_a28_evac_com
story_id = pri_a28_evac_com
[pri_a28_cutscene_commander]:stalker
$spawn = "respawn\pri_a28_cutscene_commander"
character_profile = pri_a28_evac_com
custom_data = scripts\evac\pri_a28_cutscene_commander.ltx
story_id = pri_a28_cutscene_commander
[pri_a28_cutscene_strelok]:stalker_silent
$spawn = "respawn\pri_a28_cutscene_strelok"
character_profile = pri_b305_strelok
custom_data = scripts\evac\pri_a28_cutscene_strelok.ltx
story_id = pri_a28_cutscene_strelok
[pri_a28_cutscene_actor]:actor_visual_stalker
$spawn = "respawn\pri_a28_cutscene_actor"
custom_data = scripts\evac\pri_a28_cutscene_actor.ltx
story_id = pri_a28_cutscene_actor
set_visual = actor_visual
[pri_a28_cutscene_actor_base]:actor_visual_stalker
$spawn = "respawn\pri_a28_cutscene_actor_base"
custom_data = scripts\pripyat\pri_a28_cutscene_actor_base.ltx
story_id = pri_a28_cutscene_actor_base
set_visual = actor_visual
;a16 - on base
[pri_a16_wanderer_dolg_npc]:stalker_silent
$spawn = "respawn\pri_a16_wanderer_dolg_npc"
character_profile = jup_b4_monolith_squad_leader_duty_mon_skin
[pri_a16_wanderer_freedom_npc]:stalker_silent
$spawn = "respawn\pri_a16_wanderer_freedom_npc"
character_profile = jup_b4_monolith_squad_leader_freedom_mon_skin
[sim_default_stalker_pri_a16]:stalker
$spawn = "respawn\sim_default_stalker_pri_a16"
character_profile = sim_default_stalker_pri_a16
spec_rank = master
community = stalker
[stalker_promo_1_1]:stalker
$spawn = "respawn\stalker_promo_1_1"
character_profile = stalker_promo_1
custom_data = scripts\pripyat\stalker_promo_1_1.ltx
story_id = stalker_promo_1_1
[stalker_promo_2_1]:stalker
$spawn = "respawn\stalker_promo_2_1"
character_profile = stalker_promo_2
custom_data = scripts\pripyat\stalker_promo_2_1.ltx
story_id = stalker_promo_2_1
[stalker_promo_3_1]:stalker
$spawn = "respawn\stalker_promo_3_1"
character_profile = stalker_promo_3
custom_data = scripts\pripyat\stalker_promo_3_1.ltx
story_id = stalker_promo_3_1
[stalker_promo_4_1]:stalker
$spawn = "respawn\stalker_promo_4_1"
character_profile = stalker_promo_4
custom_data = scripts\pripyat\stalker_promo_4_1.ltx
story_id = stalker_promo_4_1
[stalker_promo_1_2]:stalker
$spawn = "respawn\stalker_promo_1_2"
character_profile = stalker_promo_4
custom_data = scripts\pripyat\stalker_promo_1_2.ltx
story_id = stalker_promo_1_2
[stalker_promo_2_2]:stalker
$spawn = "respawn\stalker_promo_2_2"
character_profile = stalker_promo_4
custom_data = scripts\pripyat\stalker_promo_2_2.ltx
story_id = stalker_promo_2_2
[stalker_promo_3_2]:stalker
$spawn = "respawn\stalker_promo_3_2"
character_profile = stalker_promo_4
custom_data = scripts\pripyat\stalker_promo_3_2.ltx
story_id = stalker_promo_3_2
[stalker_promo_4_2]:stalker
$spawn = "respawn\stalker_promo_4_2"
character_profile = stalker_promo_4
custom_data = scripts\pripyat\stalker_promo_4_2.ltx
story_id = stalker_promo_4_2

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[pas_b400_vano]:stalker_silent
$spawn = "respawn\pas_b400_vano"
character_profile = pas_b400_vano
spec_rank = novice
story_id = pas_b400_vano
sound_death = script\pas_b400_vano_on_death_
sound_anomaly_death = script\pas_b400_vano_on_death_
[pas_b400_sokolov]:stalker_silent
$spawn = "respawn\pas_b400_sokolov"
character_profile = pas_b400_sokolov
spec_rank = novice
story_id = pas_b400_sokolov
sound_death = script\pas_b400_sokolov_on_death_
sound_anomaly_death = script\pas_b400_sokolov_on_death_
[pas_b400_zulus]:stalker_silent
$spawn = "respawn\pas_b400_zulus"
character_profile = pas_b400_zulus
spec_rank = novice
story_id = pas_b400_zulus
sound_death = script\pas_b400_zulus_on_death_
sound_anomaly_death = script\pas_b400_zulus_on_death_
[pas_b400_wanderer]:stalker_silent
$spawn = "respawn\pas_b400_wanderer"
character_profile = pas_b400_wanderer
spec_rank = novice
story_id = pas_b400_wanderer
sound_death = script\pas_b400_wanderer_on_death_
sound_anomaly_death = script\pas_b400_wanderer_on_death_
[pas_b400_monolith_sniper]:stalker
$spawn = "respawn\pas_b400_monolith_sniper"
character_profile = pas_b400_monolith_sniper
spec_rank = novice
[pas_b400_tushkano_smart]:tushkano_normal
$spawn = "monsters\tushkanos\pas_b400_tushkano_smart"
panic_threshold = 0
[pas_b400_vano_strong]:pas_b400_vano
$spawn = "respawn\pas_b400_vano_strong"
immunities_sect = stalker_immunities_strong
[pas_b400_sokolov_strong]:pas_b400_sokolov
$spawn = "respawn\pas_b400_sokolov_strong"
immunities_sect = stalker_immunities_strong
[pas_b400_zulus_strong]:pas_b400_zulus
$spawn = "respawn\pas_b400_zulus_strong"
immunities_sect = stalker_immunities_strong
[pas_b400_wanderer_strong]:pas_b400_wanderer
$spawn = "respawn\pas_b400_wanderer_strong"
immunities_sect = stalker_immunities_strong
[stalker_immunities_strong]
burn_immunity = 0.6 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.6
shock_immunity = 0.6
wound_immunity = 0.6
radiation_immunity = 0.6
telepatic_immunity = 0.6
chemical_burn_immunity = 0.6
explosion_immunity = 0.6
fire_wound_immunity = 1.2
wound_2_immunity = 1.2
[snork_weak_special]:snork_weak
$spawn = "monsters\snorks\snork_weak_special"

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@ -0,0 +1,696 @@
;-------------------------B14------------------
[zat_b14_stalker_1]:stalker
$spawn = "respawn\zat_b14_stalker_1"
character_profile = zat_b14_stalker_1
spec_rank = regular
community = stalker
story_id = zat_b14_stalker_1
[zat_b14_stalker_2]:stalker
$spawn = "respawn\zat_b14_stalker_2"
character_profile = sim_default_stalker_1
spec_rank = regular
community = stalker
story_id = zat_stalker_friend_1_id
[zat_b14_stalker_3]:stalker
$spawn = "respawn\zat_b14_stalker_3"
character_profile = sim_default_stalker_1
spec_rank = regular
community = stalker
story_id = zat_stalker_friend_2_id
[zat_a2_stalker_nimble]:stalker
$spawn = "respawn\zat_a2_stalker_nimble"
character_profile = zat_a2_stalker_nimble
spec_rank = novice
community = stalker
story_id = zat_a2_stalker_nimble_id
[zat_b30_owl_stalker_trader]:stalker
$spawn = "respawn\zat_b30_owl_stalker_trader"
character_profile = zat_b30_owl_stalker_trader
spec_rank = novice
community = stalker
story_id = zat_b30_owl_stalker_trader_id
;-------------------------B38------------------
[zat_b38_stalker_cop]:stalker_silent
$spawn = "respawn\zat_b38_stalker_cop"
character_profile = zat_b38_stalker_cop
spec_rank = novice
community = stalker
story_id = zat_cop_id
sound_enemy_killed_or_wounded =
sound_enemy_critically_wounded =
sound_hit =
[zat_b38_stalker_cop_dead]:stalker_silent
$spawn = "respawn\zat_b38_stalker_cop_dead"
character_profile = zat_b38_stalker_cop
spec_rank = novice
community = stalker
story_id = zat_b38_stalker_cop_dead
custom_data = scripts\zaton\zat_b22_stalker_cop_body.ltx
sound_death =
; *** Òðóïû â ïîäâàëå ***
[zat_b38_stalker_corpse_1]:stalker
$spawn = "respawn\zat_b38_stalker_corpse_1"
story_id = zat_b38_stalker_corpse_1
character_profile = zat_b38_stalker_corpse_1
[zat_b38_stalker_corpse_2]:stalker
$spawn = "respawn\zat_b38_stalker_corpse_2"
story_id = zat_b38_stalker_corpse_2
character_profile = zat_b38_stalker_corpse_2
[zat_b38_stalker_corpse_3]:stalker
$spawn = "respawn\zat_b38_stalker_corpse_3"
story_id = zat_b38_stalker_corpse_3
character_profile = zat_b38_stalker_corpse_3
[zat_b38_tasty_corpse]:stalker
$spawn = "respawn\zat_b38_tasty_corpse"
story_id = zat_b38_tasty_corpse
character_profile = sim_default_stalker_2
set_visual = actors\stalker_neutral\stalker_neutral_2
custom_data = scripts\zaton\zat_dont_spawn_loot.ltx
[zat_b38_bloodsucker_1]:bloodsucker_weak
$spawn = "respawn\zat_b38_bloodsucker_1"
story_id = zat_b38_bloodsucker_1
[zat_b38_bloodsucker_2]:bloodsucker_strong
$spawn = "respawn\zat_b38_bloodsucker_2"
story_id = zat_b38_bloodsucker_2
[zat_b38_bloodsucker_corpse]:bloodsucker_weak
$spawn = "respawn\zat_b38_bloodsucker_corpse"
story_id = zat_b38_bloodsucker_corpse
;-------------------------B5------------------
;--Äîëãîâñêèé òîðãîâåö
[zat_b7_duty_illicit_dealer]:stalker
$spawn = "respawn\zat_b7_duty_illicit_dealer"
character_profile = zat_b7_duty_illicit_dealer
spec_rank = master
community = dolg
;custom_data = scripts\zaton\zat_b7_duty_illicit_dealer_b5_link.ltx
story_id = zat_b7_duty_illicit_dealer
sound_death = ;fight\death\death_
sound_anomaly_death = ;fight\death\anomaly_
;sound_hit = ;fight\hit\hit_
sound_humming = ;states\idle\idle_
sound_alarm = ;fight\enemy\enemy_
sound_backup = ;fight\backup\backup_,fight\threat\threat_close_
sound_detour = ;fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire = ;fight\friendly_fire\friendly_fire_
;sound_panic_human = ;states\panic_human\panic_human_
;sound_panic_monster = ;states\panic_monster\panic_monster_
sound_tolls = ;fight\tolls\tolls_
;sound_grenade_alarm = ;fight\grenade\grenade_
;sound_friendly_grenade_alarm = ;fight\friendly_grenade\friendly_grenade_
sound_need_backup = ;fight\cover_fire\cover_fire_
sound_running_in_danger = ;states\breath\breath_1
sound_walking_in_danger = ;states\breath\breath_2
sound_kill_wounded = ;help\wounded\kill_wounded_
sound_enemy_critically_wounded = ;fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = ;fight\enemy_down\enemy_down_
sound_attack_no_allies = ;fight\fire\fire_,fight\threat\threat_distant_
;sound_attack_allies_single_enemy = ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies = ;fight\threat\threat_distant_
sound_search1_with_allies = ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
sound_throw_grenade = ;fight\grenade\grenade_ready_
[zat_b5_dealer_assistant_1]:stalker
$spawn = "respawn\zat_b5_dealer_assistant_1"
character_profile = zat_b5_dealer_assistant_1
spec_rank = master
community = dolg
story_id = zat_b5_dealer_assistant_1
sound_death = ;fight\death\death_
sound_anomaly_death = ;fight\death\anomaly_
;sound_hit = ;fight\hit\hit_
sound_humming = ;states\idle\idle_
sound_alarm = ;fight\enemy\enemy_
sound_backup = ;fight\backup\backup_,fight\threat\threat_close_
sound_detour = ;fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire = ;fight\friendly_fire\friendly_fire_
sound_panic_human = ;states\panic_human\panic_human_
;sound_panic_monster = ;states\panic_monster\panic_monster_
sound_tolls = ;fight\tolls\tolls_
;sound_grenade_alarm = ;fight\grenade\grenade_
;sound_friendly_grenade_alarm = ;fight\friendly_grenade\friendly_grenade_
sound_need_backup = ;fight\cover_fire\cover_fire_
sound_running_in_danger = ;states\breath\breath_1
sound_walking_in_danger = ;states\breath\breath_2
sound_kill_wounded = ;help\wounded\kill_wounded_
sound_enemy_critically_wounded = ;fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = ;fight\enemy_down\enemy_down_
sound_attack_no_allies = ;fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy = ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies = ;fight\threat\threat_distant_
sound_search1_with_allies = ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
sound_throw_grenade = ;fight\grenade\grenade_ready_
[zat_b5_dealer_assistant_2]:stalker
$spawn = "respawn\zat_b5_dealer_assistant_2"
character_profile = zat_b5_dealer_assistant_2
spec_rank = master
community = dolg
story_id = zat_b5_dealer_assistant_2
sound_death = ;fight\death\death_
sound_anomaly_death = ;fight\death\anomaly_
;sound_hit = ;fight\hit\hit_
sound_humming = ;states\idle\idle_
sound_alarm = ;fight\enemy\enemy_
sound_backup = ;fight\backup\backup_,fight\threat\threat_close_
sound_detour = ;fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire = ;fight\friendly_fire\friendly_fire_
sound_panic_human = ;states\panic_human\panic_human_
;sound_panic_monster = ;states\panic_monster\panic_monster_
sound_tolls = ;fight\tolls\tolls_
;sound_grenade_alarm = ;fight\grenade\grenade_
;sound_friendly_grenade_alarm = ;fight\friendly_grenade\friendly_grenade_
sound_need_backup = ;fight\cover_fire\cover_fire_
sound_running_in_danger = ;states\breath\breath_1
sound_walking_in_danger = ;states\breath\breath_2
sound_kill_wounded = ;help\wounded\kill_wounded_
sound_enemy_critically_wounded = ;fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = ;fight\enemy_down\enemy_down_
sound_attack_no_allies = ;fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy = ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies = ;fight\threat\threat_distant_
sound_search1_with_allies = ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
sound_throw_grenade = ;fight\grenade\grenade_ready_
;--áàíäèòû
[zat_b5_stalker_raider_1]:stalker
$spawn = "respawn\zat_b5_stalker_raider_1"
character_profile = zat_b5_stalker_raider_1
spec_rank = master
community = bandit
;custom_data = scripts\zaton\zat_b5_stalker_raider_1_link.ltx
[zat_b5_stalker_raider_2]:stalker
$spawn = "respawn\zat_b5_stalker_raider_2"
character_profile = zat_b5_stalker_raider_2
spec_rank = master
community = bandit
;custom_data = scripts\zaton\zat_b5_stalker_raider_2_link.ltx
[zat_b5_stalker_raider_3]:stalker
$spawn = "respawn\zat_b5_stalker_raider_3"
character_profile = zat_b5_stalker_raider_3
spec_rank = master
community = bandit
;custom_data = scripts\zaton\zat_b5_stalker_raider_3_link.ltx
[zat_b5_stalker_raider_4]:stalker
$spawn = "respawn\zat_b5_stalker_raider_4"
character_profile = zat_b5_stalker_raider_4
spec_rank = master
community = bandit
;custom_data = scripts\zaton\zat_b5_stalker_raider_4_link.ltx
;--Áàíäèò Ñóëòàí
[zat_b5_stalker_raider_leader]:stalker
$spawn = "respawn\zat_b5_stalker_raider_leader"
character_profile = zat_b5_stalker_raider_leader
spec_rank = master
community = bandit
story_id = zat_b5_talk_to_sultan_id
[zat_b7_bandit_boss_dead]:stalker
$spawn = "respawn\zat_b7_bandit_boss_dead"
character_profile = zat_b7_bandit_boss_dead
spec_rank = master
community = bandit
story_id = zat_b7_bandit_boss_dead
[zat_b7_bandit_boss_sultan]:stalker
$spawn = "respawn\zat_b7_bandit_boss_sultan"
character_profile = zat_b7_bandit_boss_sultan
spec_rank = master
community = bandit
;custom_data = scripts\zaton\zat_b7_bandit_boss_sultan_fake_b5_link.ltx
story_id = zat_b7_bandit_boss_sultan
;--êîìàíäèð ñòàëêåðîâ
[zat_b5_stalker_commander]:stalker
$spawn = "respawn\zat_b5_stalker_commander"
character_profile = zat_b5_stalker_commander
spec_rank = veteran
community = stalker
;custom_data = scripts\zaton\zat_b5_stalker_commander_link.ltx
story_id = zat_b5_stalker_commander_id
[zat_b5_stalker_commander_b7]:stalker
$spawn = "respawn\zat_b5_stalker_commander_b7"
character_profile = zat_b5_stalker_commander_b7
spec_rank = veteran
community = stalker
;custom_data = scripts\zaton\zat_b5_stalker_commander_link.ltx
story_id = zat_b5_stalker_commander_b7_id
[zat_b5_stalker_1]:stalker
$spawn = "respawn\zat_b5_stalker_1"
character_profile = zat_b5_stalker_1
spec_rank = master
community = stalker
;custom_data = scripts\zaton\zat_b5_stalker_1_link.ltx
[zat_b5_stalker_2]:stalker
$spawn = "respawn\zat_b5_stalker_2"
character_profile = zat_b5_stalker_2
spec_rank = master
community = stalker
;custom_data = scripts\zaton\zat_b5_stalker_2_link.ltx
[zat_b5_stalker_3]:stalker
$spawn = "respawn\zat_b5_stalker_3"
character_profile = zat_b5_stalker_3
spec_rank = master
community = stalker
;custom_data = scripts\zaton\zat_b5_stalker_3_link.ltx
[zat_b5_stalker_4]:stalker
$spawn = "respawn\zat_b5_stalker_4"
character_profile = zat_b5_stalker_4
spec_rank = master
community = stalker
;custom_data = scripts\zaton\zat_b5_stalker_4_link.ltx
;-------------------A2-------------------
[zat_a2_stalker_barmen]:stalker
$spawn = "respawn\zat_a2_stalker_barmen"
character_profile = zat_a2_stalker_barmen
story_id = zat_a2_stalker_barmen
[zat_a2_stalker_mechanic]:stalker
$spawn = "respawn\zat_a2_stalker_mechanic"
character_profile = zat_a2_stalker_mechanic
story_id = zat_a2_stalker_mechanic
;--------------------B22--------------------
[zat_b22_stalker_medic]:stalker_silent
$spawn = "respawn\zat_b22_stalker_medic"
character_profile = zat_b22_stalker_medic
spec_rank = master
community = stalker
story_id = zat_b22_stalker_medic
[zat_b22_stalker_hunter_dead]:stalker_silent
$spawn = "respawn\zat_b22_stalker_hunter_dead"
character_profile = zat_b38_stalker_hunter
spec_rank = master
community = stalker
story_id = zat_b22_stalker_hunter_dead
;--------------------B103--------------------
[zat_b103_lost_merc_leader]:stalker
$spawn = "respawn\zat_b103_lost_merc_leader"
character_profile = zat_b103_lost_merc_leader
story_id = zat_b103_lost_merc_leader
[zat_b103_lost_merc_1]:stalker
$spawn = "respawn\zat_b103_lost_merc_1"
character_profile = zat_b103_lost_merc_1
story_id = zat_b103_lost_merc_1
[zat_b103_lost_merc_2]:stalker
$spawn = "respawn\zat_b103_lost_merc_2"
character_profile = zat_b103_lost_merc_2
story_id = zat_b103_lost_merc_2
[zat_b103_lost_merc_3]:stalker
$spawn = "respawn\zat_b103_lost_merc_3"
character_profile = zat_b103_lost_merc_3
story_id = zat_b103_lost_merc_3
[zat_b103_lost_merc_4]:stalker
$spawn = "respawn\zat_b103_lost_merc_4"
character_profile = zat_b103_lost_merc_4
story_id = zat_b103_lost_merc_4
[zat_b103_lost_merc_5]:stalker
$spawn = "respawn\zat_b103_lost_merc_5"
character_profile = zat_b103_lost_merc_5
story_id = zat_b103_lost_merc_5
[zat_b103_lost_merc_6]:stalker
$spawn = "respawn\zat_b103_lost_merc_6"
character_profile = zat_b103_lost_merc_6
story_id = zat_b103_lost_merc_6
[zat_b103_lost_merc_7]:stalker
$spawn = "respawn\zat_b103_lost_merc_7"
character_profile = zat_b103_lost_merc_7
story_id = zat_b103_lost_merc_7
;-----------------------------------------------------------------
; Zaton B7
;-----------------------------------------------------------------
[zat_b7_stalker_raider_leader]:stalker
$spawn = "respawn\zat_b7_stalker_raider_leader"
character_profile = zat_b7_stalker_raider_leader
spec_rank = regular
community = stalker
story_id = zat_b7_stalker_raider_leader
[zat_b7_stalker_raider_1]:stalker
$spawn = "respawn\zat_b7_stalker_raider_1"
character_profile = zat_b7_stalker_raider_1
spec_rank = regular
community = stalker
[zat_b7_stalker_raider_2]:stalker
$spawn = "respawn\zat_b7_stalker_raider_2"
character_profile = zat_b7_stalker_raider_2
spec_rank = regular
community = stalker
[zat_b7_stalker_raider_3]:stalker
$spawn = "respawn\zat_b7_stalker_raider_3"
character_profile = zat_b7_stalker_raider_3
spec_rank = regular
community = stalker
[zat_b7_stalker_victim_1]:stalker
$spawn = "respawn\zat_b7_stalker_victim_1"
character_profile = zat_b7_stalker_victim_1
spec_rank = novice
community = stalker
story_id = zat_b7_stalker_victim_1
;---------------------------------------------------------------------
; B33
;---------------------------------------------------------------------
[zat_b33_stalker_snag]:stalker_silent
$spawn = "respawn\zat_b33_stalker_snag"
character_profile = zat_b33_stalker_snag
spec_rank = novice
community = stalker
;custom_data = scripts\zaton\zat_b33_stalker_snag.ltx
story_id = zat_b33_stalker_snag
;-----------------------------------------------------------------
; Zaton B106
;-----------------------------------------------------------------
[zat_b106_stalker_gonta]:stalker
$spawn = "respawn\zat_b106_stalker_gonta"
character_profile = zat_b106_stalker_gonta
spec_rank = novice
community = stalker
story_id = zat_b106_stalker_gonta
;-----------------------------------------------------------------
; Zaton B29
;-----------------------------------------------------------------
[zat_b29_stalker_rival_1]:stalker
$spawn = "respawn\zat_b29_stalker_rival_1"
character_profile = zat_b29_stalker_rival_1
spec_rank = novice
community = stalker
story_id = zat_b29_stalker_rival_1
[zat_b29_stalker_rival_2]:stalker
$spawn = "respawn\zat_b29_stalker_rival_2"
character_profile = zat_b29_stalker_rival_2
spec_rank = novice
community = stalker
story_id = zat_b29_stalker_rival_2
[zat_b29_stalker_rival_default_1]:stalker
$spawn = "respawn\zat_b29_stalker_rival_default_1"
character_profile = zat_b29_stalker_rival_default_1
spec_rank = novice
community = stalker
story_id = zat_b29_stalker_rival_default_1
[zat_b29_stalker_rival_default_2]:stalker
$spawn = "respawn\zat_b29_stalker_rival_default_2"
character_profile = zat_b29_stalker_rival_default_2
spec_rank = novice
community = stalker
story_id = zat_b29_stalker_rival_default_2
;-------------------------b18---------------------------------------
[zat_b18_noah]:stalker_silent
$spawn = "respawn\zat_b18_noah"
character_profile = zat_b18_noah
spec_rank = master
community = stalker
story_id = zat_b18_noah
[zat_b18_dog_noah]:zat_b18_dog
$spawn = "respawn\zat_b18_dog_noah"
custom_data = scripts\zaton\zat_b18_physics_dog.ltx
;---------------------------------------------------------------------
; B52
;---------------------------------------------------------------------
[zat_b52_port_bandit_1]:stalker
$spawn = "respawn\zat_b52_port_bandit_1"
character_profile = zat_b52_port_bandit_leader
spec_rank = master
community = bandit
story_id = port_bandit_1_leader_id
;---------------------------------------------------------------------
; B 215
;---------------------------------------------------------------------
[zat_b215_stalker_guide_zaton]:stalker
$spawn = "respawn\zat_b215_stalker_guide_zaton"
character_profile = zat_b215_stalker_guide
spec_rank = novice
community = stalker
story_id = zat_b215_stalker_guide_zaton
[zat_b215_stalker_guide_jupiter]:stalker
$spawn = "respawn\zat_b215_stalker_guide_jupiter"
character_profile = zat_b215_stalker_guide
spec_rank = novice
community = stalker
story_id = zat_b215_stalker_guide_jupiter
;-------------------------b101---------------------------------------
[zat_b101_actor_visual_stalker]:actor_visual_stalker
$spawn = "respawn\zat_b101_actor_visual_stalker"
set_visual = actor_visual
custom_data = scripts\zaton\zat_b101_actor_visual_stalker.ltx
;-------------------------b28---------------------------------------
[zat_b28_actor_visual_stalker]:actor_visual_stalker
$spawn = "respawn\zat_b28_actor_visual_stalker"
set_visual = actor_visual
custom_data = scripts\zaton\zat_b28_actor_visual_stalker.ltx
[zat_b28_draper]:stalker
$spawn = "respawn\zat_b28_draper"
character_profile = zat_b28_draper
custom_data = scripts\zaton\zat_b28_draper.ltx
[zat_b28_umerov]:stalker
$spawn = "respawn\zat_b28_umerov"
character_profile = zat_b28_umerov
custom_data = scripts\zaton\zat_b28_umerov.ltx
[zat_b28_smoliak]:stalker
$spawn = "respawn\zat_b28_smoliak"
character_profile = zat_b28_smoliak
custom_data = scripts\zaton\zat_b28_smoliak.ltx
[zat_b100_military_1]:stalker
$spawn = "respawn\zat_b100_military_1"
character_profile = zat_b100_military_1
custom_data = scripts\zaton\zat_b100_military_1.ltx
[zat_b100_military_2]:stalker
$spawn = "respawn\zat_b100_military_2"
character_profile = zat_b100_military_2
custom_data = scripts\zaton\zat_b100_military_2.ltx
[zat_b100_military_3]:stalker
$spawn = "respawn\zat_b100_military_3"
character_profile = zat_b100_military_3
custom_data = scripts\zaton\zat_b100_military_3.ltx
;-------------------------b42---------------------------------------
[zat_b42_mayron]:stalker
$spawn = "respawn\zat_b42_mayron"
character_profile = zat_b42_mayron
custom_data = scripts\zaton\zat_b42_mayron.ltx
;-------------------------b40---------------------------------------
[zat_b40_merc_squad_leader_1]:stalker
$spawn = "respawn\zat_b40_merc_squad_leader_1"
character_profile = zat_b40_merc_squad_leader_1
community = killer
[zat_b40_merc_squad_leader_2]:stalker
$spawn = "respawn\zat_b40_merc_squad_leader_2"
character_profile = zat_b40_merc_squad_leader_2
community = killer
;-------------------------b20---------------------------------------
[zat_b20_noah_teleport]:stalker_silent
$spawn = "respawn\zat_b20_noah_teleport"
character_profile = zat_b20_noah_teleport
spec_rank = novice
community = stalker
story_id = zat_b20_noah_teleport
[zat_b20_actor]:actor_visual_stalker
$spawn = "respawn\zat_b20_actor"
custom_data = scripts\zaton\zat_b20_actor.ltx
story_id = zat_b20_actor
set_visual = actor_visual
;-------------------------b44---------------------------------------
[zat_b44_stalker_barge]:stalker
$spawn = "respawn\zat_b44_stalker_barge"
character_profile = zat_b44_stalker_barge
spec_rank = novice
community = stalker
story_id = zat_b44_stalker_barge
custom_data = scripts\zaton\zat_dont_spawn_loot.ltx
;------------------------- b53 ---------------------------------------
[zat_b53_artefact_hunter_1]:stalker
$spawn = "respawn\zat_b53_artefact_hunter_1"
character_profile = zat_b53_artefact_hunter_1
story_id = zat_b53_artefact_hunter_1
[zat_b53_artefact_hunter_2]:stalker
$spawn = "respawn\zat_b53_artefact_hunter_2"
character_profile = zat_b53_artefact_hunter_2
story_id = zat_b53_artefact_hunter_2
;-------------------------b106---------------------------------------
[zat_b106_stalker_crab]:stalker
$spawn = "respawn\zat_b106_stalker_crab"
character_profile = zat_b106_stalker_crab
;spec_rank = novice
;community = stalker
story_id = zat_b106_stalker_crab
[zat_b106_stalker_garmata]:stalker
$spawn = "respawn\zat_b106_stalker_garmata"
character_profile = zat_b106_stalker_garmata
;spec_rank = novice
;community = stalker
story_id = zat_b106_stalker_garmata
[zat_b106_chimera]:chimera_normal
$spawn = "respawn\zat_b106_chimera"
rank = 17
story_id = zat_b106_chimera
panic_threshold = 0.3
immunities_sect = chimera_immunities_wonded
;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay = 0
jump_factor = 1.7
jump_ground_trace_range = 1.5
jump_hit_trace_range = 2
jump_build_line_distance = 12.0
jump_min_distance = 4
jump_max_distance = 10.0
jump_max_angle = 3.15 ;0.8
jump_max_height = 3.5
[chimera_immunities_wonded]
burn_immunity = 0.1
strike_immunity = 0.0
shock_immunity = 0.1
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.1
explosion_immunity = 0.5
fire_wound_immunity = 0.5
[zat_b100_actor]:actor_visual_stalker
$spawn = "respawn\zat_b100_actor"
;character_profile = actor_visual_stalker
set_visual = actor_visual
story_id = zat_b100_actor
custom_data = scripts\zaton\zat_b100_actor.ltx
[zat_b5_actor_with_bandits]:actor_visual_stalker
$spawn = "respawn\zat_b5_actor_with_bandits"
custom_data = scripts\zaton\zat_b5_actor_with_bandits.ltx
story_id = zat_b5_actor_with_bandits
set_visual = actor_visual
[zat_b5_actor_with_dealer]:actor_visual_stalker
$spawn = "respawn\zat_b5_actor_with_dealer"
custom_data = scripts\zaton\zat_b5_actor_with_dealer.ltx
story_id = zat_b5_actor_with_dealer
set_visual = actor_visual
;*********************ïîòîì óäàëèòü!*********
[test_body_1]:stalker
$spawn = "respawn\test_body_1"
;character_profile = zat_b22_stalker_medic
community = stalker
;story_id = test_body_1
custom_data = scripts\test_cfg1.ltx
[test_body_2]:stalker
$spawn = "respawn\test_body_2"
;character_profile = zat_b38_stalker_cop
community = stalker
;story_id = test_body_2
custom_data = scripts\test_cfg2.ltx
[test_body_3]:stalker
$spawn = "respawn\test_body_3"
;character_profile = zat_b33_stalker_snag
community = stalker
;story_id = test_body_3
custom_data = scripts\test_cfg3.ltx
[test_body_4]:stalker
$spawn = "respawn\test_body_4"
;character_profile = zat_b7_duty_illicit_dealer
community = stalker
;story_id = test_body_4
custom_data = scripts\test_cfg4.ltx
[test_body_5]:stalker
$spawn = "respawn\test_body_5"
;character_profile = zat_a2_stalker_mechanic
community = stalker
;story_id = test_body_5
custom_data = scripts\test_cfg5.ltx

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#include "m_stalker.ltx"
#include "immunities.ltx"
#include "damages.ltx"
#include "m_stalker_zombied.ltx"
#include "m_stalker_monolith.ltx"

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bind accel kLSHIFT
bind active_jobs kP
bind artefact k7
bind back kS
bind buy_menu kB
bind cam_zoom_in kADD
bind cam_zoom_out kSUBTRACT
bind chat kCOMMA
bind chat_team kPERIOD
bind console kGRAVE
bind crouch kLCONTROL
bind down kDOWN
bind drop kG
bind forward kW
bind inventory kI
bind jump kSPACE
bind left kLEFT
bind llookout kQ
bind lstrafe kA
bind pause kPAUSE
bind quick_use_1 kF1
bind quick_use_2 kF2
bind quick_use_3 kF3
bind quick_use_4 kF4
bind quit kESCAPE
bind right kRIGHT
bind rlookout kE
bind rstrafe kD
bind scores kTAB
bind screenshot kF12
bind skin_menu kO
bind speech_menu_0 kC
bind speech_menu_1 kZ
bind sprint_toggle kX
bind quick_save kF5
bind quick_load kF9
bind team_menu kU
bind torch kL
bind show_detector kO
bind up kUP
bind use kF
bind vote kF6
bind vote_begin kF5
bind vote_no kF8
bind vote_yes kF7
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind wpn_6 k6
bind wpn_fire mouse1
bind wpn_firemode_next k0
bind wpn_firemode_prev k9
bind wpn_func kV
bind wpn_next kY
bind wpn_reload kR
bind wpn_zoom mouse2
bind night_vision kN
slot_0 medkit
slot_1 bandage
slot_2 antirad
slot_3 conserva

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; default_custom_data.ltx

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[hud_base]
aim_hud_offset_pos = 0,0,0
aim_hud_offset_rot = 0,0,0
aim_hud_offset_pos_16x9 = 0,0,0
aim_hud_offset_rot_16x9 = 0,0,0
gl_hud_offset_pos_16x9 = 0,0,0
gl_hud_offset_rot_16x9 = 0,0,0
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
[sect_identity_immunities]
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
wound_2_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[sect_helm_immunities]
burn_immunity = 1.0
strike_immunity = 0.0
shock_immunity = 1.0
wound_immunity = 0.0
wound_2_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[sect_zero_immunities]
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
wound_2_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
[identity_immunities]
immunities_sect = sect_identity_immunities
slot = -1
description = no_description
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
zoom_rotate_time = 0.25
[zero_immunities]:identity_immunities
immunities_sect = sect_zero_immunities
[weapon_probability]
hit_probability_gd_novice = 0.20
hit_probability_gd_stalker = 0.30
hit_probability_gd_veteran = 0.40
hit_probability_gd_master = 0.50
[default_weapon_params]
use_aim_bullet = false
hit_power_critical = 0.0, 0.0, 0.0, 0.0
k_hit_critical = 0
frag_hit_critical = 0
slot = -1
description = no_description
;-----------
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1.0
zoom_rotate_time = 0.25
use_first_bullet = false
[common_ph_friction_params_on_npc_death] ;Ïàðàìåòðû äëÿ çàäàíèÿ èçìåíåíèÿ òðåíèÿ â ìîìåíò ñìåðòè ïåðñîíàæà
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
ph_skeleton_skin_friction_start = 0.0 ;Ñòàðòîâîå çíà÷åíèå òðåíèÿ äëÿ îáîëî÷êè
ph_skeleton_skin_friction_end = 2.0 ;Ôèíàëüíîå çíà÷åíèå òðåíèÿ äëÿ îáîëî÷êè
ph_skeleton_skin_ddelay = 6.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê.
ph_skeleton_skin_ddelay_after_wound = 2.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê.(äëÿ ïåðñîíàæà ïîñëå ðàíåíèÿ)
ph_pelvis_factor_low_pose_detect =0.3 ;äëèííà ëó÷à íà êîëëèçèþ ñ çåìë¸é èç öåíòðà ïåëâèñà
;åñëè êîëëèçèòüñÿ, òî ïåðñîíàæ íàõîäèòüñÿ â íèæíåé ïîçå(èëè ðàíåí)(â ýòîì ñëó÷àå äëÿ íåãî çàäàþòüñÿ äðóãèå ïàðàìåòðû
;òðåíèÿ è îòñóòñòâóåò äîìíîæåíèå èìïóëüñà äëÿ ïåðâîãî õèòà)
ph_character_have_wounded_state = false; èìååò ëè ïåðñîíàæ ñîñòîÿíèå ðàíåíûé
[monster_base]:common_ph_friction_params_on_npc_death
actor_hit_effect = effector_monster_hit
custom_data = default_custom_data.ltx ; option for Level Editor
feel_enemy_who_made_sound_max_distance = 20
feel_enemy_who_just_hit_max_distance = 40
feel_enemy_max_distance = 15

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[general]
Platform = cop ; Platform mode. Supported values: cop (Call of Pripyat), cs (Clear Sky)
title = st_ixray_title ; Mod name
SaveImageSize = 128, 128 ; Size of saved thumbnail image
[shaders_options]
USE_LEGACY_LIGHT = 1 ; 1 - legacy pipeline, 0 - PBR pipeline
; Hozar: Use brga skycolor format
; USE_BGRA_SKYCOLOR = 1;
; Hozar: Use original GSC format for sky ToneMapping
; USE_LEGACY_SKY_TONEMAP = 1
; CGIM2 compatibility
; USE_CGIM_SKY_TWEAK = 1
; USE_CGIM_WHITE_TWEAK = 1
; USE_CGIM_COLOR_TWEAK = 1
; USE_CGIM_BLOOM_TWEAK = 1
; Hozar: Use normal on Hemi calc
; USE_NORMAL_HEMI_DISTRIBUTION = 1
; Hozar: For PBS pipeline
; IBL_FAKE_IRRADANCE = 1
; IBL_REMAP_IRRADANCE = 1
; IBL_REMAP_REFLECTIONS = 1
; IBL_REMAP_POSITIVE_Y = 1
; IBL_MAX_LOD = 10
; USE_FULL_SKY_SPHERE = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Engine features
[ui]
DisableCharacterInfo = false ; Disable character information
DisableInventoryGrid = false ; Uses ui\ui_grid_alt.dds instead of ui\ui_grid.dds
WeaponIconScale = 0.8 ; Scale factor for static_wpn_icon in maingame.xml. For CoP it's 0.8, for CS - 0.65, for SoC - 0.9
ShowLoadingStages = false ; Loading stages from CS/SoC
DisableMotionIcon = false ; Disable motion icon
PdaRearrangeTabButtons = false ; for CS style buttons, where their size depends on text
UseSavedGameStatic = true ; Use custom static for save games
DisableHudRenderingOnMaster = false ; Disable HUD on Master difficulty. Gunslinger Mod style
[physics]
DeadBodyRagdoll = false ; Enable ragdoll body
DisableCameraMagicField = true ; Disable camera magic field
[gameplay]
EnableThirst = false ; Thirst
EnableSleepiness = false ; Sleepiness
EnableAiDieInAnomaly = false ; Ai Die In Anomaly
EnableNPCLookAtActor = true ; NPC Look at actor
EnableAutoreload = false ; Enable automatic weapon reloading
EnableMonstersInventory = true ; Enable monsters inventory
EnableWeaponInertion = true ; Gunslinger Mod Style
EnableWeaponCollision = false ; Shoker Mod Style
EnableActorStepWallmarks = false ; Actor step wallmarks AIW Style
EnableAlternateZoomFovCalc = false ; Don't turn it on unnecessarily! Breaks the original weapon system.
EnableInventoryPistolSlot = false ; 2nd slot for pistols only (like in CS/SoC)
EnableImproveWeaponMisfire = false ; Gunslinger Mod Style
EnableDelayedWeaponActions = false ; Gunslinger Mod Style
EnableLegacyUpgradeSystem = false ; Use upgrade system from Clear Sky
; Dialogs
DialogFovScale = 0.75 ; Increasing fov during dialogue
TalkDof = 0.0, 0.5, 5.0, 0.0 ; Degree of background blurring in dialogue
; Sprint
EnableBlockSprintInReload = true ; Enable block sprint in reload
DisableSprintWhileOverweight = false ; Disable Sprint while overweight
SprintFovFactor = 3.0 ; FOV magnification power while running
[render]
DisableLoadScreenTips = false ; Disable load screen tips
UseDynamicSnowMask = false ; Use dynamic snow mask
FontAtlasSize = 4096 ; Texture atlas size value. Must be in the order of two
[environment]
ReadSunConfig = false ; Enable sun movement in configurations
[localization]
PreferedFallbackLanguage = eng
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Extended sections
[player_hud]
PlayerHudOmfAdditional = dynamics\weapons\hud_hands_animation\*.omf ; Place your omf file pathes
; Need [gameplay]:EnableActorStepWallmarks
[step_wallmark]
materials = earth, test1 ; Material names
left_mark = l_foot ; left foot wallmark section
right_mark = r_foot ; right foot wallmark section

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[day]
effects = effect_1, effect_2, effect_3, effect_5, effect_6, effect_7, effect_8
max_effect_period = 90.000000
min_effect_period = 40.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_2, flies_1
[default]
effects = effect_0, effect_1, effect_2, effect_3, effect_8
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1
[evening]
effects =
max_effect_period = 120.000000
min_effect_period = 90.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crickets_1
[hospital]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = hospital
[indoor]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = ugnd_bkg_1, indoor, ugnd_breath, ugnd_hits, ugnd_squeaks_1
[morning]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_2
[night]
effects = effect_1, effect_2, effect_3, effect_8
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = night_bkg_1, bkwind_1, bkwind_2, swampwind_1, crickets_1, crickets_2, owls_1, howling_1, dark_1
[rain]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8
max_effect_period = 40.000000
min_effect_period = 20.000000
sound_channels = bkwind_1, bkwind_2, swampwind_1, gunshots_1
[stancia1]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8, effect_9
max_effect_period = 20.000000
min_effect_period = 10.000000
sound_channels = stancia1
[stancia2]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8, effect_9
max_effect_period = 20.000000
min_effect_period = 10.000000
sound_channels = stancia2
[tuman]
effects = effect_4, effect_6
max_effect_period = 10.000000
min_effect_period = 5.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, darkwind_1, dogs_1, moans_1
[x18]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = x18

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[day]
effects = effect_1, effect_2, effect_3, effect_5, effect_6, effect_7, effect_8
max_effect_period = 90.000000
min_effect_period = 40.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, birds_1, birds_2, birds_3, flies_1
[default]
effects = effect_0, effect_1, effect_2, effect_3, effect_8
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_1
[evening]
effects =
max_effect_period = 120.000000
min_effect_period = 90.000000
sound_channels = wind_bkg_1, wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crickets_1
[hospital]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = hospital
[indoor]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = ugnd_bkg_1, indoor, ugnd_breath, ugnd_hits, ugnd_squeaks_1
[morning]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, birds_1, birds_2, birds_3
[night]
effects = effect_1, effect_2, effect_3, effect_8
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = night_bkg_1, bkwind_1, bkwind_2, swampwind_1, crickets_1, crickets_2, owls_1, howling_1, dark_1
[rain]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8
max_effect_period = 40.000000
min_effect_period = 20.000000
sound_channels = bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1
[stancia1]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8, effect_9
max_effect_period = 20.000000
min_effect_period = 10.000000
sound_channels = stancia1
[stancia2]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8, effect_9
max_effect_period = 20.000000
min_effect_period = 10.000000
sound_channels = stancia2
[tuman]
effects = effect_4, effect_6
max_effect_period = 10.000000
min_effect_period = 5.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, darkwind_1, dogs_1, gunshots_1, moans_1
[x18]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = x18

View file

@ -0,0 +1,72 @@
[day]
effects = effect_1, effect_2, effect_3, effect_5, effect_6, effect_7, effect_8
max_effect_period = 90.000000
min_effect_period = 40.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_2, crows_2a
[default]
effects = effect_0, effect_1, effect_2, effect_3, effect_8
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_2, crows_2a
[evening]
effects =
max_effect_period = 120.000000
min_effect_period = 90.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, crows_2, crows_2a, gunshots_1, crickets_1, moans_1
[hospital]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = hospital
[indoor]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = ugnd_bkg_1, indoor, ugnd_breath, ugnd_hits, ugnd_squeaks_1
[morning]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_2, crows_2a, moans_1
[night]
effects = effect_1, effect_2, effect_3, effect_8
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = night_bkg_1, bkwind_1, bkwind_2, swampwind_1, crickets_1, crickets_2, owls_1, howling_1, dark_1
[rain]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8
max_effect_period = 40.000000
min_effect_period = 20.000000
sound_channels = bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1
[stancia1]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8, effect_9
max_effect_period = 20.000000
min_effect_period = 10.000000
sound_channels = stancia1
[stancia2]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8, effect_9
max_effect_period = 20.000000
min_effect_period = 10.000000
sound_channels = stancia2
[tuman]
effects = effect_4, effect_6
max_effect_period = 10.000000
min_effect_period = 5.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, darkwind_1, dogs_1, gunshots_1, moans_1
[x18]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = x18

View file

@ -0,0 +1,42 @@
[day]
effects = effect_1, effect_2, effect_3, effect_5, effect_6, effect_7, effect_8
max_effect_period = 90.000000
min_effect_period = 40.000000
sound_channels = marsh_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_1
[default]
effects = effect_0, effect_1, effect_2, effect_3, effect_8
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = marsh_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_1
[evening]
effects =
max_effect_period = 120.000000
min_effect_period = 90.000000
sound_channels = marsh_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crickets_1, moans_1
[morning]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = marsh_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_1, moans_1
[night]
effects = effect_1, effect_2, effect_3, effect_8
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = marsh_bkg_1, bkwind_1, bkwind_2, swampwind_1, crickets_1, howling_1
[rain]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8
max_effect_period = 40.000000
min_effect_period = 20.000000
sound_channels = bkwind_1, bkwind_2, swampwind_1, gunshots_1
[tuman]
effects = effect_4, effect_6
max_effect_period = 10.000000
min_effect_period = 5.000000
sound_channels = marsh_bkg_1, bkwind_1, bkwind_2, darkwind_1, dogs_1, gunshots_1, moans_1

View file

@ -0,0 +1,72 @@
[day]
effects = effect_1, effect_2, effect_3, effect_5, effect_6, effect_7, effect_8
max_effect_period = 90.000000
min_effect_period = 40.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_2
[default]
effects = effect_0, effect_1, effect_2, effect_3, effect_8
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1
[evening]
effects =
max_effect_period = 120.000000
min_effect_period = 90.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1
[hospital]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = hospital
[indoor]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = ugnd_bkg_1, indoor, ugnd_breath, ugnd_hits, ugnd_squeaks_1
[morning]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, dogs_1, gunshots_1, crows_2
[night]
effects = effect_1, effect_2, effect_3, effect_8
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = night_bkg_1, bkwind_1, bkwind_2, swampwind_1, howling_1, dark_1
[rain]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8
max_effect_period = 40.000000
min_effect_period = 20.000000
sound_channels = bkwind_1, bkwind_2, swampwind_1, gunshots_1
[stancia1]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8, effect_9
max_effect_period = 20.000000
min_effect_period = 10.000000
sound_channels = stancia1
[stancia2]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8, effect_9
max_effect_period = 20.000000
min_effect_period = 10.000000
sound_channels = stancia2
[tuman]
effects = effect_4, effect_6
max_effect_period = 10.000000
min_effect_period = 5.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, darkwind_1, dogs_1
[x18]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = x18

View file

@ -0,0 +1,48 @@
[day]
effects = effect_1, effect_2, effect_3, effect_5, effect_6, effect_7, effect_8
max_effect_period = 90.000000
min_effect_period = 40.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[default]
effects = effect_0, effect_1, effect_2, effect_3, effect_8
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[evening]
effects =
max_effect_period = 120.000000
min_effect_period = 90.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[indoor]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = indoor
[morning]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[night]
effects = effect_1, effect_2, effect_3, effect_8
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[rain]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8
max_effect_period = 40.000000
min_effect_period = 20.000000
sound_channels = aes_explosions_1, aes_explosions_2, aes_gunfire_1, aes_gunfire_2, aes_gunfire_3
[tuman]
effects = effect_4, effect_6
max_effect_period = 10.000000
min_effect_period = 5.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, darkwind_1, moans_1, moans_2

View file

@ -0,0 +1,48 @@
[day]
effects = effect_1, effect_2, effect_3, effect_5, effect_6, effect_7, effect_8
max_effect_period = 90.000000
min_effect_period = 40.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[default]
effects = effect_0, effect_1, effect_2, effect_3, effect_8
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[evening]
effects =
max_effect_period = 120.000000
min_effect_period = 90.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[indoor]
effects =
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = indoor
[morning]
effects = effect_4
max_effect_period = 60.000000
min_effect_period = 30.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[night]
effects = effect_1, effect_2, effect_3, effect_8
max_effect_period = 160.000000
min_effect_period = 130.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[rain]
effects = effect_1, effect_2, effect_3, effect_4, effect_5, effect_6, effect_7, effect_8
max_effect_period = 40.000000
min_effect_period = 20.000000
sound_channels = bkwind_1, bkwind_2, swampwind_1, moans_1, moans_2
[tuman]
effects = effect_4, effect_6
max_effect_period = 10.000000
min_effect_period = 5.000000
sound_channels = wind_bkg_1, bkwind_1, bkwind_2, darkwind_1, moans_1, moans_2

View file

@ -0,0 +1,8 @@
;dynamic weather graphs
[dynamic_default]
clear = 0.4
cloudy = 0.4
rain = 0.1
thunder = 0.1

View file

@ -0,0 +1,110 @@
[effect_0]
life_time = 10
offset = 0.000000, 0.000000, 0.000000
particles = nature\fog_stormy
sound = ambient\rnd_outdoor\rnd_wind_3
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.015000
[effect_1]
life_time = 7
offset = 0.000000, 0.000000, 0.000000
particles = nature\fog_stormy_02
sound = ambient\rnd_outdoor\rnd_wind_2
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.015500
[effect_2]
life_time = 10
offset = 0.000000, 0.000000, 10.000000
particles = nature\fog_tornado_01
sound = ambient\rnd_outdoor\rnd_wind_3
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.015500
[effect_3]
life_time = 10
offset = 0.000000, 0.000000, 0.000000
particles = nature\fog_tornado_00
sound = ambient\rnd_outdoor\rnd_wind_3
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.015000
[effect_4]
life_time = 15
offset = 0.000000, 0.000000, 0.000000
particles = nature\fog_foggy_00
sound = ambient\rnd_outdoor\rnd_wind_2
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.015000
[effect_5]
life_time = 7
offset = 0.000000, 0.000000, 25.000000
particles = nature\vortex_01
sound = ambient\rnd_outdoor\rnd_wind_2
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.030000
[effect_6]
life_time = 7
offset = 0.000000, 0.000000, 0.000000
particles = nature\fog_stormy_01
sound = ambient\rnd_outdoor\rnd_wind_1
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.020000
[effect_7]
life_time = 8
offset = 0.000000, 0.000000, 15.000000
particles = nature\fog_stormy_02
sound = ambient\rnd_outdoor\rnd_wind_1
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.025000
[effect_8]
life_time = 7
offset = 0.000000, 0.000000, 0.000000
particles = nature\fog_stormy_00
sound = ambient\rnd_outdoor\rnd_wind_2
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.010000
[effect_9]
life_time = 10
offset = 0.000000, 0.000000, 0.000000
particles = nature\fog_stormy_01
sound = ambient\rnd_outdoor\rnd_wind_3
wind_blast_in_time = 0.000000
wind_blast_longitude = 0.000000
wind_blast_out_time = 0.000000
wind_blast_strength = 0.000000
wind_gust_factor = 0.030000

View file

@ -0,0 +1,10 @@
[environment]
altitude = 20.000000
delta_longitude = 30.000000
fog_color = 0.100000
min_dist_factor = 0.940000
second_propability = 0.500000
sky_color = 0.100000
sun_color = 0.900000
tilt = 17.000000

View file

@ -0,0 +1,53 @@
[volume]
EmittersNum = 4
Hemi = 1.0
[emitter00]
Type = SimpleGaussian
Position = 35.5, 7.0, 7.0
Radius = 0.2
Sigma = 1
FlowSpeed = 0.3
; FlowDirection = 0.0, 1.8, 0.8
FlowDirection = 0.0, 1.8, 0.4
Density = 0.6
ApplyDensity = 1
ApplyImpulse = 1
[emitter01]
Type = SimpleGaussian
Position = 35.5, 7.0, 64.0
; WorldPosition = 76.736, -16.126, 75.767
Radius = 0.2
Sigma = 1
FlowSpeed = 0.3
FlowDirection = 0.0, 1.8, -0.4
Density = 0.6
ApplyDensity = 1
ApplyImpulse = 1
[emitter02]
Type = SimpleGaussian
Position = 60, 7.0, 35.0
Radius = 0.2
Sigma = 1
FlowSpeed = 0.3
FlowDirection = -0.4, 1.8, 0.0
Density = 0.6
ApplyDensity = 1
ApplyImpulse = 1
[emitter03]
Type = SimpleGaussian
Position = 13, 7.0, 35.0
Radius = 0.2
Sigma = 1
FlowSpeed = 0.3
FlowDirection = 0.4, 1.8, 0.0
Density = 0.6
ApplyDensity = 1
ApplyImpulse = 1

View file

@ -0,0 +1,60 @@
[volume]
EmittersNum = 1
Hemi = 0.2
; ConfinementScale = 0.06
; Decay = 0.994
; Type = Fog
; Type = Fire
; ConfinementScale = 0.13 ; Fire default
; Decay = 0.9995 ; Fire default
GravityBuoyancy = 0.001;
; GravityBuoyancy = -0.003;
[emitter00]
Type = SimpleGaussian
Position = 35.0, 34.0, 7.0
Radius = 0.15
Sigma = 1
FlowSpeed = 0.4
; FlowSpeed = 0.5
FlowDirection = -0.3, 0.5, 0.8
Density = 1.0
; Density = 1.2
ApplyDensity = 1
ApplyImpulse = 1
[emitter01]
; Type = SimpleDraught
Type = SimpleGaussian
; Position = 10.0, 48.0, 45.0
Position = 10.0, 40.0, 45.0
; WorldPosition = 76.736, -16.126, 75.767
; WorldPosition = 76.736, -12.126, 75.767
Radius = 0.15
; Radius = 0.05
Sigma = 1
FlowSpeed = 0.2
FlowDirection = 0.5, 0.0, 0.0
Density = 1.0
ApplyDensity = 0
ApplyImpulse = 1
[emitter11]
Type = SimpleGaussian
; Position = 35.0, 10.0, 40.0
; WorldPosition = 76.736, -16.126, 75.767
WorldPosition = 76.736, -12.126, 75.767
; Radius = 0.15
Radius = 0.35
Sigma = 1
FlowSpeed = 0.2
FlowDirection = 0.0, 0.5, 0.0
Density = 1.0
ApplyDensity = 1
ApplyImpulse = 1

View file

@ -0,0 +1,30 @@
[volume]
EmittersNum = 2
Hemi = 0.0
GravityBuoyancy = 0.0015;
[emitter01]
Type = SimpleGaussian
Position = 49.0, 10.0, 54.0
Radius = 0.25
Sigma = 1
FlowSpeed = 0.4
FlowDirection = -0.7, 1.5, -0.8
Density = 2.0
ApplyDensity = 1
ApplyImpulse = 1
[emitter00]
Type = SimpleGaussian
Position = 35.0, 10.0, 40.0
; Radius = 0.15
Radius = 0.22
Sigma = 1
FlowSpeed = 0.1
FlowDirection = -1.2, 1.5, -0.8
Density = 1.0
ApplyDensity = 1
ApplyImpulse = 1

View file

@ -0,0 +1,89 @@
[volume]
EmittersNum = 3
Hemi = 0.2
ConfinementScale = 0.08
Decay = 0.990
;Type = Fire
GravityBuoyancy = 0.0045;
[emitter00]
Type = SimpleGaussian
Position = 50.0, 40.0, 03.0
; Radius = 0.15
Radius = 0.10
Sigma = 1
FlowSpeed = 0.45
FlowDirection = -0.3, 1.0, 0.8
Density = 0.3
ApplyDensity = 1
ApplyImpulse = 1
[emitter01]
Type = SimpleGaussian
Position = 30.0, 40.0, 03.0
; Radius = 0.15
Radius = 0.10
Sigma = 1
FlowSpeed = 0.45
FlowDirection = -0.3, 1.0, 0.8
Density = 0.3
ApplyDensity = 1
ApplyImpulse = 1
[emitter02]
Type = SimpleGaussian
Position = 60.0, 40.0, 03.0
; Radius = 0.15
Radius = 0.10
Sigma = 1
FlowSpeed = 0.45
FlowDirection = -0.3, 1.0, 0.8
Density = 0.3
ApplyDensity = 1
ApplyImpulse = 1
[emitter21]
Type = SimpleGaussian
Position = 50.0, 40.0, 65.0
; Radius = 0.15
Radius = 0.10
Sigma = 1
FlowSpeed = 0.15
FlowDirection = -0.3, 1.0, -0.8
Density = 0.4
ApplyDensity = 1
ApplyImpulse = 1
[emitter11]
Type = SimpleGaussian
Position = 49.0, 10.0, 54.0
Radius = 0.25
Sigma = 1
FlowSpeed = 0.4
FlowDirection = -0.7, 1.5, -0.8
Density = 2.0
ApplyDensity = 1
ApplyImpulse = 1
[emitter12]
Type = SimpleGaussian
Position = 35.0, 10.0, 40.0
; Radius = 0.15
Radius = 0.22
Sigma = 1
FlowSpeed = 0.1
FlowDirection = -1.2, 1.5, -0.8
Density = 1.0
ApplyDensity = 1
ApplyImpulse = 1

View file

@ -0,0 +1,55 @@
[volume]
EmittersNum = 1
; Hemi = 0.2
; ConfinementScale = 0.06 ; Турбулентность. 0 - поток гладкий, default == 0.6
; Decay = 0.994 ; Затухание дыма. 1 - дым не затухает, default == 0.994
GravityBuoyancy = 0.001; ; Вес положительный/отрицательный дыма
Hemi = 1.0
ConfinementScale = 0.06
Decay = 0.994
; Voxel dimensions: 70x70x70
[emitter00]
Type = SimpleGaussian ; просто скопировать
Position = 35.0, 34.0, 7.0 ; в локальных координатах
Radius = 0.15 ; размер источника. чем больше число, тем меньше источник default == 0.15
Sigma = 1 ; просто скопировать
FlowSpeed = 0.4 ; скорость потока
FlowDirection = -0.3, 0.5, 0.8 ; направление потока в локальных координатах
Density = 1.0 ; плотность дыма
ApplyDensity = 1 ; источник генерирует вещество
ApplyImpulse = 1 ; источник применяет скорость
[emitter01]
Type = SimpleDraught
; Type = SimpleGaussian
Position = 61.0, 58.0, 18.0
Radius = 0.23
Sigma = 1
FlowSpeed = 0.5
FlowDirection = 0.0, 0.0, 0.5
Density = 1.0
DraughtPeriod = 10.0 ; период колебаний скорости в секундах
DraughtPhase = 0.0 ; фаза колебаний скорости [0..1]
DraughtAmp = 0.5 ; aмплитуда колебаний [FlowSpeed*(1-DraughtAmp)..FlowSpeed*(1+DraughtAmp)]
ApplyDensity = 0
ApplyImpulse = 1
[emitter02]
Type = SimpleGaussian
; Position = 35.0, 10.0, 40.0
; WorldPosition = 76.736, -16.126, 75.767
WorldPosition = 76.736, -12.126, 75.767
Radius = 0.15
; Radius = 0.35
Sigma = 1
FlowSpeed = 0.4
FlowDirection = 0.0, 0.5, 0.0
Density = 0.2
ApplyDensity = 1
ApplyImpulse = 1
; r3_fog_reload

View file

@ -0,0 +1,60 @@
[volume]
EmittersNum = 2
ConfinementScale = 0.15 ; Турбулентность. 0 - поток гладкий
Decay = 0.990 ; Затухание дыма. 1 - дым не затухает
GravityBuoyancy = -0.005 ; Вес положительный/отрицательный дыма
Hemi = -1.5
[emitter01]
Type = SimpleGaussian ; просто скопировать
Position = 61.0, 66.0, 35.0 ; в локальных координатах
Radius = 0.33 ; размер источника. чем больше число, тем меньше источник
Sigma = 1 ; просто скопировать
FlowSpeed = 0.2 ; скорость потока
FlowDirection = -0.5, -1.0, 0.0 ; направление потока в локальных координатах
Density = 1.0 ; плотность дыма
ApplyDensity = 1 ; источник генерирует вещество
ApplyImpulse = 1 ; источник применяет скорость
[emitter00]
Type = SimpleDraught
; Type = SimpleGaussian
Position = 61.0, 58.0, 18.0
Radius = 0.23
Sigma = 1
FlowSpeed = 0.5
FlowDirection = 0.0, 0.0, 0.5
Density = 1.0
DraughtPeriod = 10.0 ; период колебаний скорости в секундах
DraughtPhase = 0.0 ; фаза колебаний скорости [0..1]
DraughtAmp = 0.5 ; aмплитуда колебаний [FlowSpeed*(1-DraughtAmp)..FlowSpeed*(1+DraughtAmp)]
ApplyDensity = 0
ApplyImpulse = 1
[emitter11]
Type = SimpleGaussian
Position = 70.0, 60.0, 35.0
Radius = 0.15
Sigma = 1
FlowSpeed = 1
FlowDirection = -0.5, -1.0, 0.0
Density = 1.0
ApplyDensity = 0
ApplyImpulse = 1
[emitter12]
Type = SimpleGaussian
Position = 50.0, 60.0, 35.0
Radius = 0.3
Sigma = 1
FlowSpeed = 0.6
FlowDirection = -0.5, -1.0, 0.0
Density = 1.0
ApplyDensity = 0
ApplyImpulse = 1
; r3_fog_reload

View file

@ -0,0 +1,12 @@
[rain]
max_desired_items = 2500
source_offset = 40.0
drop_angle = 3.0
drop_max_angle = 10.0
drop_max_wind_vel = 20.0
max_particles = 1000
particles_cache = 400
particles_time = 0.3
source_rain_radius_render = 12.5
add_const_dist_coefficient = 30.0
add_const_dist_coefficient_render = 40.0

View file

@ -0,0 +1,341 @@
[aes_explosions_1]
max_distance = 40.000000
min_distance = 20.000000
period0 = 25000
period1 = 30000
period2 = 5000
period3 = 20000
sounds = ambient\rnd_outdoor\dist_explosion_1, ambient\rnd_outdoor\dist_explosion_2
[aes_explosions_2]
max_distance = 40.000000
min_distance = 20.000000
period0 = 25000
period1 = 30000
period2 = 5000
period3 = 20000
sounds = ambient\rnd_outdoor\dist_explosion_1, ambient\rnd_outdoor\dist_explosion_2
[aes_gunfire_1]
max_distance = 40.000000
min_distance = 20.000000
period0 = 25000
period1 = 30000
period2 = 1000
period3 = 4000
sounds = ambient\rnd_outdoor\dist_gun1_1, ambient\rnd_outdoor\dist_gun1_2, ambient\rnd_outdoor\dist_gun1_2, ambient\rnd_outdoor\dist_gun1_3, ambient\rnd_outdoor\dist_gun1_3, ambient\rnd_outdoor\dist_gun1_4, ambient\rnd_outdoor\dist_gun1_5
[aes_gunfire_2]
max_distance = 40.000000
min_distance = 20.000000
period0 = 25000
period1 = 30000
period2 = 1000
period3 = 4000
sounds = ambient\rnd_outdoor\dist_gun2_1, ambient\rnd_outdoor\dist_gun2_2, ambient\rnd_outdoor\dist_gun2_2, ambient\rnd_outdoor\dist_gun2_3, ambient\rnd_outdoor\dist_gun2_3, ambient\rnd_outdoor\dist_gun2_4, ambient\rnd_outdoor\dist_gun2_5
[aes_gunfire_3]
max_distance = 40.000000
min_distance = 20.000000
period0 = 25000
period1 = 30000
period2 = 1000
period3 = 4000
sounds = ambient\rnd_outdoor\dist_gun3_1, ambient\rnd_outdoor\dist_gun3_2, ambient\rnd_outdoor\dist_gun3_2, ambient\rnd_outdoor\dist_gun3_3, ambient\rnd_outdoor\dist_gun3_3, ambient\rnd_outdoor\dist_gun3_4, ambient\rnd_outdoor\dist_gun3_5
[birds_1]
max_distance = 40.000000
min_distance = 20.000000
period0 = 1000
period1 = 10000
period2 = 5000
period3 = 20000
sounds = ambient\rnd_outdoor\new_birds1_1, ambient\rnd_outdoor\new_birds1_2
[birds_2]
max_distance = 40.000000
min_distance = 20.000000
period0 = 1000
period1 = 10000
period2 = 5000
period3 = 20000
sounds = ambient\rnd_outdoor\new_birds2_1, ambient\rnd_outdoor\new_birds2_2
[birds_3]
max_distance = 40.000000
min_distance = 20.000000
period0 = 1000
period1 = 10000
period2 = 5000
period3 = 20000
sounds = ambient\rnd_outdoor\new_birds3_1, ambient\rnd_outdoor\new_birds3_2
[bkwind_1]
max_distance = 60.000000
min_distance = 30.000000
period0 = 1000
period1 = 20000
period2 = 0
period3 = 2000
sounds = ambient\outdoors\dist_wind_short_1, ambient\outdoors\dist_wind_short_2, ambient\outdoors\dist_wind_short_3
[bkwind_2]
max_distance = 60.000000
min_distance = 30.000000
period0 = 1000
period1 = 20000
period2 = 1000
period3 = 3000
sounds = ambient\outdoors\dist_wind_short_1, ambient\outdoors\dist_wind_short_2, ambient\outdoors\dist_wind_short_3
[crickets_1]
max_distance = 60.000000
min_distance = 30.000000
period0 = 1000
period1 = 10000
period2 = 1000
period3 = 4000
sounds = ambient\rnd_outdoor\crickets_1, ambient\rnd_outdoor\crickets_2, ambient\rnd_outdoor\crickets_3
[crickets_2]
max_distance = 60.000000
min_distance = 30.000000
period0 = 1000
period1 = 5000
period2 = 1000
period3 = 2000
sounds = ambient\rnd_outdoor\crickets_1, ambient\rnd_outdoor\crickets_2, ambient\rnd_outdoor\crickets_3
[crows_1]
max_distance = 50.000000
min_distance = 20.000000
period0 = 1000
period1 = 10000
period2 = 10000
period3 = 30000
sounds = ambient\rnd_outdoor\crow1, ambient\rnd_outdoor\crow2, ambient\rnd_outdoor\crow3
[crows_2]
max_distance = 40.000000
min_distance = 20.000000
period0 = 1000
period1 = 10000
period2 = 5000
period3 = 20000
sounds = ambient\rnd_outdoor\n_crow_1, ambient\rnd_outdoor\n_crow_2, ambient\rnd_outdoor\n_crow_3, ambient\rnd_outdoor\n_crow_4, ambient\rnd_outdoor\n_crow_5, ambient\rnd_outdoor\n_crow_6
[crows_2a]
max_distance = 40.000000
min_distance = 15.000000
period0 = 1000
period1 = 10000
period2 = 3000
period3 = 15000
sounds = ambient\rnd_outdoor\n_crow_1, ambient\rnd_outdoor\n_crow_2, ambient\rnd_outdoor\n_crow_3, ambient\rnd_outdoor\n_crow_4, ambient\rnd_outdoor\n_crow_5, ambient\rnd_outdoor\n_crow_6
[dark_1]
max_distance = 60.000000
min_distance = 20.000000
period0 = 1000
period1 = 20000
period2 = 20000
period3 = 40000
sounds = ambient\rnd_outdoor\rnd_dark, ambient\rnd_outdoor\rnd_dark0, ambient\rnd_outdoor\rnd_dark1, ambient\rnd_outdoor\rnd_dark2
[darkwind_1]
max_distance = 240.000000
min_distance = 220.000000
period0 = 1000
period1 = 20000
period2 = 331000
period3 = 333000
sounds = ambient\rnd_outdoor\rnd_darkwind3, ambient\rnd_outdoor\rnd_darkwind4, ambient\rnd_outdoor\rnd_darkwind5
[default]
max_distance = 600.000000
min_distance = 300.000000
period0 = 5000
period1 = 10000
period2 = 5000
period3 = 10000
sounds = ambient\rnd_outdoor\rnd_boar
[dogs_1]
max_distance = 60.000000
min_distance = 20.000000
period0 = 1000
period1 = 20000
period2 = 10000
period3 = 30000
sounds = ambient\rnd_outdoor\rnd_dog, ambient\rnd_outdoor\rnd_dog1, ambient\rnd_outdoor\rnd_dog2
[flies_1]
max_distance = 60.000000
min_distance = 20.000000
period0 = 1000
period1 = 20000
period2 = 10000
period3 = 40000
sounds = ambient\rnd_outdoor\rnd_flies_1, ambient\rnd_outdoor\rnd_flies_2, ambient\rnd_outdoor\rnd_flies_3
[gunshots_1]
max_distance = 100.000000
min_distance = 20.000000
period0 = 1000
period1 = 20000
period2 = 30000
period3 = 60000
sounds = ambient\rnd_outdoor\rnd_shooting_1, ambient\rnd_outdoor\rnd_shooting_2, ambient\rnd_outdoor\rnd_shooting_4, ambient\rnd_outdoor\rnd_shooting_5, ambient\rnd_outdoor\rnd_shooting_7
[hospital]
max_distance = 30.000000
min_distance = 10.000000
period0 = 3000
period1 = 7000
period2 = 3000
period3 = 7000
sounds = ambient\rnd_outdoor\rnd_boar1, ambient\rnd_outdoor\rnd_boar, ambient\rnd_outdoor\rnd_boar2, ambient\rnd_outdoor\rnd_boar3, ambient\rnd_outdoor\rnd_darkwind4, ambient\rnd_outdoor\rnd_darkwind5, ambient\rnd_outdoor\rnd_darkwind4, ambient\rnd_outdoor\rnd_darkwind5, ambient\rnd_outdoor\rnd_darkwind4, ambient\rnd_outdoor\rnd_darkwind5, ambient\rnd_outdoor\rnd_darkwind4, ambient\rnd_outdoor\rnd_darkwind5, ambient\rnd_outdoor\rnd_dog, ambient\rnd_outdoor\rnd_dog1, ambient\rnd_outdoor\rnd_dog2, ambient\rnd_outdoor\rnd_dog3, ambient\rnd_outdoor\rnd_krik6, ambient\rnd_outdoor\rnd_krik8, ambient\rnd_outdoor\rnd_krik9, ambient\rnd_outdoor\rnd_moan, ambient\rnd_outdoor\rnd_moan1, ambient\rnd_outdoor\rnd_moan2, ambient\rnd_outdoor\rnd_moan1, ambient\rnd_outdoor\rnd_moan2, ambient\rnd_outdoor\rnd_shooting_4, ambient\rnd_outdoor\rnd_shooting_4, ambient\rnd_outdoor\rnd_shooting_7, ambient\rnd_outdoor\rnd_shooting_1, ambient\rnd_outdoor\rnd_krik3, ambient\rnd_outdoor\rnd_shooting_9, ambient\rnd_outdoor\rnd_shooting_3, ambient\rnd_outdoor\rnd_swamp, ambient\rnd_outdoor\rnd_wind_tree, ambient\rnd_outdoor\rnd_wind_tree
[howling_1]
max_distance = 60.000000
min_distance = 20.000000
period0 = 1000
period1 = 20000
period2 = 20000
period3 = 40000
sounds = ambient\rnd_outdoor\rnd_howling_1, ambient\rnd_outdoor\rnd_howling_2, ambient\rnd_outdoor\bdog_howling_1, ambient\rnd_outdoor\bdog_howling_2
[indoor]
max_distance = 30.000000
min_distance = 10.000000
period0 = 20000
period1 = 40000
period2 = 20000
period3 = 40000
sounds = ambient\underground\strange_noise_1, ambient\underground\strange_noise_2, ambient\underground\strange_noise_3, ambient\underground\rnd_rat_panic_1, ambient\underground\rnd_rat_panic_2, ambient\underground\rnd_rat_panic_3
[marsh_bkg_1]
max_distance = 31.000000
min_distance = 30.000000
period0 = 0
period1 = 0
period2 = 0
period3 = 0
sounds = ambient\background\marsh_bkg_1
[moans_1]
max_distance = 60.000000
min_distance = 40.000000
period0 = 1000
period1 = 20000
period2 = 10000
period3 = 30000
sounds = ambient\outdoors\org_moan_1, ambient\outdoors\org_moan_2, ambient\outdoors\org_moan_3, ambient\outdoors\org_moan_4, ambient\outdoors\org_moan_5, ambient\outdoors\org_moan_6
[moans_2]
max_distance = 60.000000
min_distance = 40.000000
period0 = 1000
period1 = 20000
period2 = 10000
period3 = 30000
sounds = ambient\rnd_outdoor\moan_1, ambient\rnd_outdoor\moan_2, ambient\rnd_outdoor\moan_3, ambient\rnd_outdoor\moan_4
[night_bkg_1]
max_distance = 31.000000
min_distance = 30.000000
period0 = 0
period1 = 0
period2 = 1
period3 = 1
sounds = ambient\background\night_bkg_1
[owls_1]
max_distance = 60.000000
min_distance = 20.000000
period0 = 1000
period1 = 20000
period2 = 10000
period3 = 30000
sounds = ambient\rnd_outdoor\owl_1, ambient\rnd_outdoor\owl_2, ambient\rnd_outdoor\owl_3, ambient\rnd_outdoor\owl_high_1, ambient\rnd_outdoor\owl_high_2
[stancia1]
max_distance = 600.000000
min_distance = 300.000000
period0 = 5000
period1 = 10000
period2 = 5000
period3 = 10000
sounds = ambient\rnd_outdoor\rnd_boar2
[stancia2]
max_distance = 60.000000
min_distance = 30.000000
period0 = 5000
period1 = 10000
period2 = 5000
period3 = 10000
sounds = ambient\rnd_outdoor\rnd_darkwind1, ambient\rnd_outdoor\rnd_darkwind2, ambient\rnd_outdoor\rnd_darkwind3, ambient\rnd_outdoor\rnd_darkwind4, ambient\rnd_outdoor\rnd_darkwind5, ambient\rnd_outdoor\rnd_dark, ambient\rnd_outdoor\rnd_dark1, ambient\rnd_outdoor\rnd_dark2, ambient\rnd_outdoor\rnd_dark3, ambient\rnd_outdoor\rnd_dark4, ambient\rnd_outdoor\rnd_dark5, ambient\rnd_outdoor\rnd_rock1, ambient\rnd_outdoor\rnd_rock2, ambient\rnd_outdoor\rnd_rock3, ambient\rnd_outdoor\rnd_rock4, ambient\rnd_outdoor\rnd_drone2, ambient\rnd_outdoor\rnd_drone1, ambient\rnd_outdoor\rnd_drone2
[swampwind_1]
max_distance = 60.000000
min_distance = 40.000000
period0 = 1000
period1 = 20000
period2 = 10000
period3 = 20000
sounds = ambient\outdoors\swamp_wind_short_1, ambient\outdoors\swamp_wind_short_2
[ugnd_breath]
max_distance = 30.000000
min_distance = 10.000000
period0 = 10000
period1 = 30000
period2 = 10000
period3 = 30000
sounds = ambient\underground\breath_1, ambient\underground\breath_2, ambient\underground\breath_3, ambient\underground\breath_4
[ugnd_hits]
max_distance = 30.000000
min_distance = 10.000000
period0 = 10000
period1 = 30000
period2 = 10000
period3 = 30000
sounds = ambient\underground\hit_1, ambient\underground\hit_2, ambient\underground\hit_3
[ugnd_squeaks_1]
max_distance = 30.000000
min_distance = 10.000000
period0 = 10000
period1 = 30000
period2 = 10000
period3 = 30000
sounds = ambient\underground\rnd_metal1, ambient\underground\rnd_metal2, ambient\underground\rnd_metal3
[ugnd_bkg_1]
max_distance = 31.000000
min_distance = 30.000000
period0 = 0
period1 = 0
period2 = 1
period3 = 1
sounds = ambient\background\underground_bkg_1
[wind_bkg_1]
max_distance = 31.000000
min_distance = 30.000000
period0 = 0
period1 = 0
period2 = 0
period3 = 0
sounds = ambient\background\wind_bkg_1
[x18]
max_distance = 30.000000
min_distance = 10.000000
period0 = 30000
period1 = 60000
period2 = 30000
period3 = 60000
sounds = ambient\x18\x18_noise_1, ambient\x18\x18_noise_2, ambient\x18\x18_hit_1, ambient\x18\x18_hit_2, ambient\x18\x18_hit_3, ambient\x18\x18_hit_4, ambient\x18\x18_hit_5, ambient\x18\x18_hit_6

View file

@ -0,0 +1,126 @@
[default]
blend_down_time = 60 ;(ñåê)
blend_rise_time = 60 ;(ñåê)
blend_time = 0.1 ;(ñåê)
flare_opacity = 0.340, 0.260, 0.500, 0.420, 0.260, 0.260
flare_position = 1.300, 1.000, 0.500, -0.300, -0.600, -1.000
flare_radius = 0.080, 0.120, 0.040, 0.080, 0.120, 0.300
flare_shader = effects\flare
flare_textures = fx\fx_flare1.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare3.tga, fx\fx_flare1.tga
flares = on
gradient = on
gradient_opacity = 0.7
gradient_radius = 0.9
gradient_shader = effects\flare
gradient_texture = fx\fx_gradient.tga
sun = on
sun_ignore_color = false
sun_radius = 0.150
sun_shader = effects\sun
sun_texture = fx\fx_sun.tga
[default10]
blend_down_time = 60 ;(ñåê)
blend_rise_time = 10 ;(ñåê)
blend_time = 10 ;(ñåê)
flare_opacity = 0.340, 0.260, 0.500, 0.420, 0.260, 0.260
flare_position = 1.300, 1.000, 0.500, -0.300, -0.600, -1.000
flare_radius = 0.080, 0.120, 0.040, 0.080, 0.120, 0.300
flare_shader = effects\flare
flare_textures = fx\fx_flare1.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare3.tga, fx\fx_flare1.tga
flares = on
gradient = on
gradient_opacity = 0.7
gradient_radius = 0.9
gradient_shader = effects\flare
gradient_texture = fx\fx_gradient.tga
sun = on
sun_ignore_color = false
sun_radius = 0.150
sun_shader = effects\sun
sun_texture = fx\fx_sun.tga
[gradient]
blend_down_time = 60 ;(ñåê)
blend_rise_time = 60 ;(ñåê)
blend_time = 10 ;(ñåê)
flare_opacity = 0.060, 0.040, 0.100, 0.080, 0.040, 0.040
flare_position = 1.300, 1.000, 0.500, -0.300, -0.600, -1.000
flare_radius = 0.080, 0.120, 0.040, 0.080, 0.120, 0.300
flare_shader = effects\flare
flare_textures = fx\fx_flare1.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare3.tga, fx\fx_flare1.tga
flares = off
gradient = on
gradient_opacity = 0.7
gradient_radius = 0.7000
gradient_shader = effects\flare
gradient_texture = fx\fx_gradient1.tga
sun = off
sun_ignore_color = false
sun_radius = 0.150
sun_shader = effects\sun
sun_texture = fx\fx_sun.tga
[gradient1]
blend_down_time = 60 ;(ñåê)
blend_rise_time = 60 ;(ñåê)
blend_time = 10 ;(ñåê)
flare_opacity = 0.060, 0.040, 0.100, 0.080, 0.040, 0.040
flare_position = 1.300, 1.000, 0.500, -0.300, -0.600, -1.000
flare_radius = 0.080, 0.120, 0.040, 0.080, 0.120, 0.300
flare_shader = effects\flare
flare_textures = fx\fx_flare1.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare3.tga, fx\fx_flare1.tga
flares = off
gradient = on
gradient_opacity = 0.7
gradient_radius = 0.7000
gradient_shader = effects\flare
gradient_texture = fx\fx_gradient1.tga
sun = off
sun_ignore_color = false
sun_radius = 0.150
sun_shader = effects\sun
sun_texture = fx\fx_sun.tga
[moon]
blend_down_time = 1000 ;(ñåê)
blend_rise_time = 1000 ;(ñåê)
blend_time = 1 ;(ñåê)
flare_opacity = 0.340, 0.260, 0.500, 0.420, 0.260, 0.260
flare_position = 1.300, 1.000, 0.500, -0.300, -0.600, -1.000
flare_radius = 0.080, 0.120, 0.040, 0.080, 0.120, 0.300
flare_shader = effects\flare
flare_textures = fx\fx_flare1.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare3.tga, fx\fx_flare1.tga
flares = off
gradient = on
gradient_opacity = 0.5
gradient_radius = 0.1
gradient_shader = effects\flare
gradient_texture = fx\fx_gradient_02.tga
sun = on
sun_ignore_color = true
sun_radius = 0.03
sun_shader = effects\moon
sun_texture = fx\fx_moon.tga
[sun_rise]
blend_down_time = 300 ;(ñåê)
blend_rise_time = 300 ;(ñåê)
blend_time = 0.1 ;(ñåê)
flare_opacity = 0.340, 0.260, 0.500, 0.420, 0.260, 0.260
flare_position = 1.300, 1.000, 0.500, -0.300, -0.600, -1.000
flare_radius = 0.080, 0.120, 0.040, 0.080, 0.120, 0.300
flare_shader = effects\flare
flare_textures = fx\fx_flare1.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare3.tga, fx\fx_flare1.tga
flares = on
gradient = on
gradient_opacity = 0.7
gradient_radius = 0.9
gradient_shader = effects\flare
gradient_texture = fx\fx_gradient.tga
sun = on
sun_ignore_color = false
sun_radius = 0.03
sun_shader = effects\sun
sun_texture = fx\fx_sun_rise.tga

View file

@ -0,0 +1,18 @@
[collection_default]
default_00 =
default_01 =
default_02 =
default_03 =
[collection_stancia]
stancia_00 =
stancia_01 =
stancia_02 =
stancia_03 =
[collection_surge]
surge_00 =
surge_01 =
surge_02 =
surge_03 =

View file

@ -0,0 +1,156 @@
[default_00]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 0.600000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.600000
gradient_top_radius = 0.500000, 0.250000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient
lightning_model = dm\dm_lightning-01.dm
sound = nature\thunder-0
[default_01]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 0.600000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.600000
gradient_top_radius = 0.500000, 0.250000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient
lightning_model = dm\dm_lightning-02.dm
sound = nature\thunder-1
[default_02]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 0.600000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.600000
gradient_top_radius = 0.500000, 0.250000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient
lightning_model = dm\dm_lightning-03.dm
sound = nature\thunder-2
[default_03]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 0.600000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.600000
gradient_top_radius = 0.500000, 0.250000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient
lightning_model = dm\dm_lightning-04.dm
sound = nature\thunder-3
[stancia_00]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 1.000000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.750000
gradient_top_radius = 2.500000, 1.250000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient_surge
lightning_model = dm\dm_lightning_stancia_01.dm
sound = anomaly\stancia_thunder
[stancia_01]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 1.000000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 1.000000
gradient_top_radius = 3.000000, 1.750000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient_surge
lightning_model = dm\dm_lightning_stancia_02.dm
sound = anomaly\stancia_thunder
[stancia_02]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 1.000000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.800000
gradient_top_radius = 2.000000, 1.000000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient_surge
lightning_model = dm\dm_lightning_stancia_03.dm
sound = anomaly\stancia_thunder
[stancia_03]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 0.600000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.600000
gradient_top_radius = 0.500000, 0.250000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient_surge
lightning_model = dm\dm_lightning-01.dm
sound = nature\thunder-0
[surge_00]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 1.000000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.750000
gradient_top_radius = 2.500000, 1.250000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient_surge
lightning_model = dm\dm_lightning_stancia_01.dm
sound = anomaly\stancia_thunder
[surge_01]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 1.000000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 1.000000
gradient_top_radius = 3.000000, 1.750000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient_surge
lightning_model = dm\dm_lightning_stancia_02.dm
sound = anomaly\stancia_thunder
[surge_02]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 1.000000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.800000
gradient_top_radius = 2.000000, 1.000000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient_surge
lightning_model = dm\dm_lightning_stancia_03.dm
sound = anomaly\stancia_thunder
[surge_03]
color_anim = weathers\thunderbolt_00
gradient_center_opacity = 0.600000
gradient_center_radius = 2.000000, 1.000000
gradient_center_shader = effects\sun
gradient_center_texture = fx\fx_thunderbolts_gradient
gradient_top_opacity = 0.600000
gradient_top_radius = 0.500000, 0.250000
gradient_top_shader = effects\sun
gradient_top_texture = fx\fx_thunderbolts_gradient_surge
lightning_model = dm\dm_lightning-01.dm
sound = nature\thunder-0

View file

@ -0,0 +1,300 @@
[00:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.180392, 0.180392, 0.188235
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:02:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.160784, 0.160784, 0.168627
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:07:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.180392, 0.180392, 0.188235
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:09:00]
ambient = rain
ambient_color = 0.036, 0.045, 0.044
thunderbolt_duration = 0.25f
thunderbolt_period = 1.0f
clouds_color = 0.5, 0.5, 0.5, 0.0, 1.5
clouds_texture = sky\sky_oblaka
ambient = default
far_plane = 350
sun = gradient1
fog_color = 0.365, 0.455, 0.443
fog_density = 0.9
fog_distance = 350
hemisphere_color = 0.365, 0.455, 0.443
rain_color = 0.70, 0.70, 0.70
rain_density = 0.00
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0
sky_texture = sky\sky_13_vibros_cube
sun_color = 0.000, 0.000, 0.000
sun_altitude = 292.0
sun_longitude = -26.0
sun_shafts_intensity = 0.0
thunderbolt_collection = collection_surge
water_intensity = 0.0
wind_direction = 0.0
wind_velocity = 0.0
[00:12:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.180392, 0.180392, 0.188235
fog_density = 0.900000
fog_distance = 550.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:18:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 800.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 750.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:19:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 750.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 700.000000
hemisphere_color = 0.323000, 0.413000, 0.401000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:20:00]
ambient = rain
ambient_color = 0.075000, 0.000000, 0.006300
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 650.000000
fog_color = 0.749000, 0.000000, 0.063000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.638000, 0.000000, 0.000000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_12_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:21:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 750.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 700.000000
hemisphere_color = 0.365000, 0.455000, 0.443000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:22:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 800.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 750.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:23:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.160784, 0.160784, 0.168627
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,53 @@
[00:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.180392, 0.180392, 0.188235
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:02:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.160784, 0.160784, 0.168627
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,81 @@
[00:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.180392, 0.180392, 0.188235
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:02:00]
ambient = rain
ambient_color = 0.036, 0.045, 0.044
thunderbolt_duration = 0.25f
thunderbolt_period = 1.0f
clouds_color = 0.5, 0.5, 0.5, 0.0, 1.5
clouds_texture = sky\sky_oblaka
ambient = default
far_plane = 250
sun = gradient1
fog_color = 0.365, 0.455, 0.443
fog_density = 0.9
fog_distance = 250
hemisphere_color = 0.365, 0.455, 0.443
rain_color = 0.70, 0.70, 0.70
rain_density = 0.00
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0
sky_texture = sky\sky_13_vibros_cube
sun_color = 0.000, 0.000, 0.000
sun_altitude = 292.0
sun_longitude = -26.0
sun_shafts_intensity = 0.0
thunderbolt_collection = collection_surge
water_intensity = 0.0
wind_direction = 0.0
wind_velocity = 0.0
[00:05:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.180392, 0.180392, 0.188235
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,188 @@
[00:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 250.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:10:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.323000, 0.413000, 0.401000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:20:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.365000, 0.455000, 0.443000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:30:00]
ambient = rain
ambient_color = 0.075000, 0.000000, 0.006300
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.749000, 0.000000, 0.063000
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.638000, 0.000000, 0.000000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_12_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:31:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 250.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
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[00:33:30]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 250.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:35:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 250.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,134 @@
[00:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 600.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:01:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.323000, 0.413000, 0.401000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:02:00]
ambient = rain
ambient_color = 0.075000, 0.000000, 0.006300
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.749000, 0.000000, 0.063000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.638000, 0.000000, 0.000000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_12_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:30:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.365000, 0.455000, 0.443000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:40:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 600.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,108 @@
[00:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 600.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:02:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.323000, 0.413000, 0.401000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:03:00]
ambient = rain
ambient_color = 0.075000, 0.000000, 0.006300
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.749000, 0.000000, 0.063000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.638000, 0.000000, 0.000000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_12_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:04:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.365000, 0.455000, 0.443000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,108 @@
[00:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.204000, 0.200000, 0.204000
fog_density = 0.990000
fog_distance = 600.000000
hemisphere_color = 0.204000, 0.200000, 0.204000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:03:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.323000, 0.413000, 0.401000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:04:00]
ambient = rain
ambient_color = 0.075000, 0.000000, 0.006300
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.749000, 0.000000, 0.063000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.638000, 0.000000, 0.000000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_12_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 3.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:05:00]
ambient = rain
ambient_color = 0.036000, 0.045000, 0.044000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.365000, 0.455000, 0.443000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.365000, 0.455000, 0.443000, 0.000000
rain_color = 0.700000, 0.700000, 0.700000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_13_vibros_cube
sun = gradient1
sun_altitude = -67.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_surge
thunderbolt_duration = 0.250000
thunderbolt_period = 2.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,54 @@
[00:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.180392, 0.180392, 0.188235
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[00:01:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.180392, 0.180392, 0.188235
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.284686, 0.280765, 0.253314, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.800000, 0.800000, 0.800000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.040000, 0.040000, 0.040000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,648 @@
[00:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.010000, 0.010000, 0.010000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.175000, 0.175000, 0.175000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[01:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.013529, 0.013529, 0.021373
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.596000, 0.596000, 0.596000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[02:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.016980, 0.013059, 0.028745
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.310000, 0.310000, 0.310000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[03:00:00]
ambient = night
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.150000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.020294, 0.020294, 0.016373
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.135000, 0.135000, 0.135000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[04:00:00]
ambient = morning
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.056510, 0.060431, 0.064353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.247059, 0.192157, 0.145098, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.439000, 0.439000, 0.439000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[05:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.179059, 0.163372, 0.202588
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.258824, 0.141176, 0.090196, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.584001, 0.584001, 0.584001
sky_rotation = 0.000000
sky_texture = sky\sky_2_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[06:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.336627, 0.332706, 0.387608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.333647, 0.239529, 0.184627, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.897000, 0.897000, 0.897000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 1.000000, 0.800000, 0.600000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[07:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.191588, 0.175902, 0.199431
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.592392, 0.466903, 0.349256, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.829001, 0.829001, 0.829001
sky_rotation = 0.000000
sky_texture = sky\sky_4_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.675255, 0.616431, 0.534078
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[08:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.322608, 0.346137, 0.385353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.474510, 0.372549, 0.290196, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.872000, 0.872000, 0.872000
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[09:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.281569, 0.301176, 0.379608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.454902, 0.380392, 0.345098, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_8_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[10:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.100000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.423353, 0.442961, 0.493941
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.411765, 0.356863, 0.321569, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.928000, 0.928000, 0.928000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[11:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.259039, 0.255118, 0.329628
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.521569, 0.439216, 0.352941, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_6_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.304609, 0.328138, 0.367354
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.470588, 0.368627, 0.329412, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.851001, 0.851001, 0.851001
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[13:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.187608, 0.171922, 0.148392
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.801000, 0.801000, 0.801000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[14:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.316627, 0.312706, 0.367608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.560784, 0.447059, 0.360784, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.988235, 0.878431, 0.745098
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[15:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.258804, 0.254882, 0.325471
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.517647, 0.411765, 0.349020, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_6_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.988235, 0.878431, 0.745098
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[16:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.111176, 0.115098, 0.126863
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.821000, 0.821000, 0.821000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[17:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.273569, 0.293176, 0.371608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.454902, 0.352941, 0.286275, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_8_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.988235, 0.894118, 0.745098
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[18:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.297627, 0.293706, 0.348608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.439216, 0.360784, 0.313726, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.988235, 0.788235, 0.737255
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[19:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.361353, 0.380961, 0.431942
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.345098, 0.270588, 0.247059, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.831000, 0.831000, 0.831000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.949020, 0.584314, 0.407843
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[20:00:00]
ambient = evening
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.229000, 0.225078, 0.236843
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.264765, 0.170647, 0.107902, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.630001, 0.630001, 0.630001
sky_rotation = 0.000000
sky_texture = sky\sky_18_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.988235, 0.545098, 0.380392
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[21:00:00]
ambient = evening
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.302627, 0.232039, 0.169294
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.146765, 0.119314, 0.095784, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.720000, 0.720000, 0.720000
sky_rotation = 0.000000
sky_texture = sky\sky_20_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.500000
wind_direction = 0.000000
wind_velocity = 0.000000
[22:00:00]
ambient = evening
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.142627, 0.150471, 0.193608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.113725, 0.078431, 0.039216, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.513000, 0.513000, 0.513000
sky_rotation = 0.000000
sky_texture = sky\sky_17_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[23:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.007686, 0.007686, 0.006000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.090196, 0.074510, 0.058824, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.056000, 0.056000, 0.056000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,648 @@
[00:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.010000, 0.010000, 0.010000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.175000, 0.175000, 0.175000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[01:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.013529, 0.013529, 0.021373
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.596000, 0.596000, 0.596000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[02:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.016980, 0.013059, 0.028745
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.310000, 0.310000, 0.310000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[03:00:00]
ambient = night
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.150000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.020294, 0.020294, 0.016373
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.135000, 0.135000, 0.135000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[04:00:00]
ambient = morning
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.056510, 0.060431, 0.064353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.247059, 0.192157, 0.145098, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.439000, 0.439000, 0.439000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[05:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.179059, 0.163372, 0.202588
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.258824, 0.141176, 0.090196, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.584001, 0.584001, 0.584001
sky_rotation = 0.000000
sky_texture = sky\sky_2_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[06:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.336627, 0.332706, 0.387608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.333647, 0.239529, 0.184627, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.897000, 0.897000, 0.897000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 1.000000, 0.800000, 0.600000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[07:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.191588, 0.175902, 0.199431
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.592392, 0.466903, 0.349256, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.829001, 0.829001, 0.829001
sky_rotation = 0.000000
sky_texture = sky\sky_4_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.675255, 0.616431, 0.534078
sun_longitude = -15.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[08:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.322608, 0.346137, 0.385353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.474510, 0.372549, 0.290196, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.872000, 0.872000, 0.872000
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[09:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.281569, 0.301176, 0.379608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.454902, 0.380392, 0.345098, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_8_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[10:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.100000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.423353, 0.442961, 0.493941
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.411765, 0.356863, 0.321569, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.928000, 0.928000, 0.928000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[11:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.259039, 0.255118, 0.329628
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.521569, 0.439216, 0.352941, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_6_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.304609, 0.328138, 0.367354
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.470588, 0.368627, 0.329412, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.851001, 0.851001, 0.851001
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[13:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.427353, 0.446961, 0.497941
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.458824, 0.380392, 0.317647, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.928001, 0.928001, 0.928001
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[14:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.316627, 0.312706, 0.367608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.560784, 0.447059, 0.360784, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.988235, 0.878431, 0.745098
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[15:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.258804, 0.254882, 0.325471
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.517647, 0.411765, 0.349020, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_6_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.988235, 0.878431, 0.745098
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[16:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.347608, 0.371137, 0.410353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.443137, 0.349020, 0.274510, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.891001, 0.891001, 0.891001
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.988235, 0.878431, 0.745098
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[17:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.273569, 0.293176, 0.371608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.454902, 0.352941, 0.286275, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_8_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.988235, 0.894118, 0.745098
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[18:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.297627, 0.293706, 0.348608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.439216, 0.360784, 0.313726, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.988235, 0.788235, 0.737255
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[19:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.361353, 0.380961, 0.431942
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.345098, 0.270588, 0.247059, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.831000, 0.831000, 0.831000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.949020, 0.584314, 0.407843
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[20:00:00]
ambient = evening
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.229000, 0.225078, 0.236843
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.264765, 0.170647, 0.107902, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.630001, 0.630001, 0.630001
sky_rotation = 0.000000
sky_texture = sky\sky_18_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.988235, 0.545098, 0.380392
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[21:00:00]
ambient = evening
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.302627, 0.232039, 0.169294
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.146765, 0.119314, 0.095784, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.720000, 0.720000, 0.720000
sky_rotation = 0.000000
sky_texture = sky\sky_20_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.500000
wind_direction = 0.000000
wind_velocity = 0.000000
[22:00:00]
ambient = evening
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.142627, 0.150471, 0.193608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.113725, 0.078431, 0.039216, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.513000, 0.513000, 0.513000
sky_rotation = 0.000000
sky_texture = sky\sky_17_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[23:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.007686, 0.007686, 0.006000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.090196, 0.074510, 0.058824, 1.000000
rain_color = 0.680000, 0.640000, 0.600000
rain_density = 0.000000
sky_color = 0.056000, 0.056000, 0.056000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,648 @@
[00:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.020000, 0.020000, 0.020000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.241000, 0.241000, 0.241000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[01:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.377500
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.003843, 0.003843, 0.003843
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.300000, 0.300000, 0.300000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[02:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.015608, 0.011686, 0.019529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.218000, 0.218000, 0.218000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[03:00:00]
ambient = night
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.011608, 0.011608, 0.007686
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.071000, 0.071000, 0.071000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[04:00:00]
ambient = tuman
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.043667, 0.043667, 0.051510
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.240000, 0.190000, 0.140000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.382000, 0.382000, 0.382000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[05:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.125863, 0.121941, 0.137627
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.376471, 0.305882, 0.215686, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.885000, 0.885000, 0.885000
sky_rotation = 0.000000
sky_texture = sky\sky_2_clouds_cube
sun =
sun_altitude = -68.999985
sun_color = 0.330000, 0.170000, 0.130000
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[06:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.230137, 0.226216, 0.202686
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.360000, 0.310000, 0.260000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.909078, 0.901235, 0.873784
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.110000, 0.050000, 0.010000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[07:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.123784, 0.131627, 0.143392
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_1_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.170000, 0.100000, 0.000000
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[08:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.141549, 0.145471, 0.161157
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.137000, 0.102000, 0.047000
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[09:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.261510, 0.241902, 0.210529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[10:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.112176, 0.116098, 0.127863
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.825000, 0.825000, 0.825000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[11:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.223137, 0.223137, 0.203529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.911000, 0.911000, 0.911000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.086882, 0.090804, 0.098647
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.681000, 0.681000, 0.681000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[13:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.187608, 0.171922, 0.148392
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.801000, 0.801000, 0.801000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[14:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.144627, 0.148549, 0.164235
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.992000, 0.992000, 0.992000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[15:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.862500
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.131706, 0.127784, 0.112098
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.619314, 0.611470, 0.591863
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[16:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.111176, 0.115098, 0.126863
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.821000, 0.821000, 0.821000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[17:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.114255, 0.102490, 0.086804
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.501000, 0.501000, 0.501000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[18:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.152549, 0.152549, 0.140784
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.653000, 0.653000, 0.653000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[19:00:00]
ambient = tuman
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.139549, 0.143471, 0.159157
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.050000, 0.040000, 0.010000
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[20:00:00]
ambient = evening
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.211137, 0.207216, 0.215059
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.260000, 0.210000, 0.160000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.580000, 0.580000, 0.580000
sky_rotation = 0.000000
sky_texture = sky\sky_18_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.070000, 0.002000, 0.002000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[21:00:00]
ambient = evening
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.182765, 0.163157, 0.155314
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.330000, 0.280000, 0.230000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.859000, 0.859000, 0.859000
sky_rotation = 0.000000
sky_texture = sky\sky_20_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.070667, 0.027529, 0.004000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.500000
wind_direction = 0.000000
wind_velocity = 0.000000
[22:00:00]
ambient = evening
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.038667, 0.038667, 0.054353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.110000, 0.100000, 0.040000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.368000, 0.368000, 0.368000
sky_rotation = 0.000000
sky_texture = sky\sky_17_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[23:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.012000, 0.012000, 0.012000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.090000, 0.080000, 0.060000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.056000, 0.056000, 0.056000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,648 @@
[00:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.020000, 0.020000, 0.020000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.241000, 0.241000, 0.241000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[01:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.377500
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.003843, 0.003843, 0.003843
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.300000, 0.300000, 0.300000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[02:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.015608, 0.011686, 0.019529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.218000, 0.218000, 0.218000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[03:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.011608, 0.011608, 0.007686
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.071000, 0.071000, 0.071000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[04:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.043667, 0.043667, 0.051510
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.240000, 0.190000, 0.140000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.382000, 0.382000, 0.382000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[05:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.125863, 0.121941, 0.137627
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.376471, 0.305882, 0.215686, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.885000, 0.885000, 0.885000
sky_rotation = 0.000000
sky_texture = sky\sky_2_clouds_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[06:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.230137, 0.226216, 0.202686
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.360000, 0.310000, 0.260000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.909078, 0.901235, 0.873784
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[07:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.123784, 0.131627, 0.143392
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.397001, 0.347001, 0.297001, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.950000, 0.950000, 0.950000
sky_rotation = 0.000000
sky_texture = sky\sky_1_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[08:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.141549, 0.145471, 0.161157
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[09:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.261510, 0.241902, 0.210529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[10:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.112176, 0.116098, 0.127863
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.825000, 0.825000, 0.825000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[11:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.223137, 0.223137, 0.203529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.911000, 0.911000, 0.911000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.086882, 0.090804, 0.098647
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.681000, 0.681000, 0.681000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[13:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.187608, 0.171922, 0.148392
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.801000, 0.801000, 0.801000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[14:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.144627, 0.148549, 0.164235
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.992000, 0.992000, 0.992000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[15:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.862500
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.131706, 0.127784, 0.112098
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.619314, 0.611470, 0.591863
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[16:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.111176, 0.115098, 0.126863
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.821000, 0.821000, 0.821000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[17:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.114255, 0.102490, 0.086804
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.501000, 0.501000, 0.501000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[18:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.152549, 0.152549, 0.140784
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.653000, 0.653000, 0.653000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[19:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.139549, 0.143471, 0.159157
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[20:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.211137, 0.207216, 0.215059
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.260000, 0.210000, 0.160000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.580000, 0.580000, 0.580000
sky_rotation = 0.000000
sky_texture = sky\sky_18_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[21:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.182765, 0.163157, 0.155314
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.330000, 0.280000, 0.230000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.859000, 0.859000, 0.859000
sky_rotation = 0.000000
sky_texture = sky\sky_20_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.500000
wind_direction = 0.000000
wind_velocity = 0.000000
[22:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.038667, 0.038667, 0.054353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.110000, 0.100000, 0.040000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.368000, 0.368000, 0.368000
sky_rotation = 0.000000
sky_texture = sky\sky_17_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[23:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.012000, 0.012000, 0.012000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.090000, 0.080000, 0.060000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.500000
sky_color = 0.056000, 0.056000, 0.056000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,648 @@
[00:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.020000, 0.020000, 0.020000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.241000, 0.241000, 0.241000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[01:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.377500
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.003843, 0.003843, 0.003843
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.300000, 0.300000, 0.300000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[02:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.015608, 0.011686, 0.019529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.218000, 0.218000, 0.218000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[03:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.011608, 0.011608, 0.007686
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.071000, 0.071000, 0.071000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[04:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.043667, 0.043667, 0.051510
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.240000, 0.190000, 0.140000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.382000, 0.382000, 0.382000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[05:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.125863, 0.121941, 0.137627
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.376471, 0.305882, 0.215686, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.885000, 0.885000, 0.885000
sky_rotation = 0.000000
sky_texture = sky\sky_2_clouds_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[06:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.230137, 0.226216, 0.202686
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.360000, 0.310000, 0.260000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.909078, 0.901235, 0.873784
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[07:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.123784, 0.131627, 0.143392
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_1_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[08:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.141549, 0.145471, 0.161157
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[09:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.261510, 0.241902, 0.210529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[10:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.112176, 0.116098, 0.127863
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.825000, 0.825000, 0.825000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[11:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.223137, 0.223137, 0.203529
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.911000, 0.911000, 0.911000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.086882, 0.090804, 0.098647
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.681000, 0.681000, 0.681000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[13:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.187608, 0.171922, 0.148392
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.801000, 0.801000, 0.801000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[14:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.144627, 0.148549, 0.164235
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.992000, 0.992000, 0.992000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -21.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[15:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.862500
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.131706, 0.127784, 0.112098
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.619314, 0.611470, 0.591863
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -18.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[16:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.111176, 0.115098, 0.126863
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.821000, 0.821000, 0.821000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -15.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[17:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.114255, 0.102490, 0.086804
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.501000, 0.501000, 0.501000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[18:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.152549, 0.152549, 0.140784
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.653000, 0.653000, 0.653000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -9.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[19:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.139549, 0.143471, 0.159157
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[20:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.211137, 0.207216, 0.215059
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.260000, 0.210000, 0.160000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.580000, 0.580000, 0.580000
sky_rotation = 0.000000
sky_texture = sky\sky_18_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[21:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.182765, 0.163157, 0.155314
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.330000, 0.280000, 0.230000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.859000, 0.859000, 0.859000
sky_rotation = 0.000000
sky_texture = sky\sky_20_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.500000
wind_direction = 0.000000
wind_velocity = 0.000000
[22:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.038667, 0.038667, 0.054353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.110000, 0.100000, 0.040000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.368000, 0.368000, 0.368000
sky_rotation = 0.000000
sky_texture = sky\sky_17_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[23:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.012000, 0.012000, 0.012000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.090000, 0.080000, 0.060000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.056000, 0.056000, 0.056000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,54 @@
[00:00:00]
ambient = indoor
ambient_color = 0.000000, 0.000000, 0.000000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 300.000000
fog_color = 0.140000, 0.137000, 0.122000
fog_density = 0.900000
fog_distance = 290.000000
hemisphere_color = 0.500000, 0.500000, 0.500000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.344000, 0.344000, 0.344000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = indoor
ambient_color = 0.000000, 0.000000, 0.000000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 300.000000
fog_color = 0.140000, 0.137000, 0.122000
fog_density = 0.900000
fog_distance = 290.000000
hemisphere_color = 0.500000, 0.500000, 0.500000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.344000, 0.344000, 0.344000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,54 @@
[00:00:00]
ambient = indoor
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 300.000000
fog_color = 0.140000, 0.137000, 0.122000
fog_density = 0.900000
fog_distance = 290.000000
hemisphere_color = 0.500000, 0.500000, 0.500000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.344000, 0.344000, 0.344000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = indoor
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 300.000000
fog_color = 0.140000, 0.137000, 0.122000
fog_density = 0.900000
fog_distance = 290.000000
hemisphere_color = 0.500000, 0.500000, 0.500000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.344000, 0.344000, 0.344000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,54 @@
[00:00:00]
ambient = indoor
ambient_color = 0.000000, 0.000000, 0.000000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 300.000000
fog_color = 0.140000, 0.137000, 0.122000
fog_density = 0.900000
fog_distance = 290.000000
hemisphere_color = 0.500000, 0.500000, 0.500000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.344000, 0.344000, 0.344000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = indoor
ambient_color = 0.000000, 0.000000, 0.000000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 300.000000
fog_color = 0.140000, 0.137000, 0.122000
fog_density = 0.900000
fog_distance = 290.000000
hemisphere_color = 0.500000, 0.500000, 0.500000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.344000, 0.344000, 0.344000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,54 @@
[00:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.250000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.006700, 0.006300, 0.005500
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.210000, 0.210000, 0.270000
rain_density = 0.950000
sky_color = 0.250000, 0.250000, 0.250000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.250000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.006700, 0.006300, 0.005500
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.210000, 0.210000, 0.270000
rain_density = 0.950000
sky_color = 0.250000, 0.250000, 0.250000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,648 @@
[00:00:00]
ambient = night
ambient_color = 0.030000, 0.030000, 0.030000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.006700, 0.006300, 0.005500
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.300000, 0.300000, 0.300000, 1.000000
rain_color = 0.350000, 0.370000, 0.450000
rain_density = 0.000000
sky_color = 0.250000, 0.250000, 0.250000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[01:00:00]
ambient = rain
ambient_color = 0.035000, 0.035000, 0.035000
clouds_color = 0.000000, 0.000000, 0.000000, 0.250000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.006700, 0.006300, 0.005500
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.210000, 0.210000, 0.270000
rain_density = 0.950000
sky_color = 0.250000, 0.250000, 0.250000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -17.999994
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[02:00:00]
ambient = night
ambient_color = 0.035000, 0.035000, 0.035000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.006700, 0.006300, 0.005500
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.430000, 0.430000, 0.430000
rain_density = 0.000000
sky_color = 0.075000, 0.075000, 0.075000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[03:00:00]
ambient = night
ambient_color = 0.035000, 0.035000, 0.035000
clouds_color = 0.000000, 0.000000, 0.000000, 0.150000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.000000, 0.000000, 0.001200
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.330000, 0.330000, 0.430000
rain_density = 0.000000
sky_color = 0.075000, 0.075000, 0.075000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[04:00:00]
ambient = tuman
ambient_color = 0.040000, 0.042000, 0.045000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.033667, 0.033667, 0.041510
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.300000, 0.325000, 0.350000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.250000, 0.250000, 0.250000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[05:00:00]
ambient = tuman
ambient_color = 0.052500, 0.054500, 0.056500
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.098863, 0.091020, 0.114549
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.670588, 0.521569, 0.352941, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.350000, 0.350000, 0.350000
sky_rotation = 0.000000
sky_texture = sky\sky_2_cube
sun =
sun_altitude = -68.999985
sun_color = 0.700000, 0.284000, 0.096000
sun_longitude = -10.000006
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[06:00:00]
ambient = morning
ambient_color = 0.072500, 0.072500, 0.070000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.161608, 0.161608, 0.192980
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.654902, 0.474510, 0.345098, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.818000, 0.476000, 0.108000
sun_longitude = -13.999999
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[07:00:00]
ambient = morning
ambient_color = 0.069500, 0.067000, 0.064500
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.085745, 0.077902, 0.081824
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.980392, 0.854902, 0.737255, 1.000000
rain_color = 0.924000, 0.924000, 0.924000
rain_density = 0.000000
sky_color = 0.350999, 0.350999, 0.350999
sky_rotation = 0.000000
sky_texture = sky\sky_6_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.349020, 0.325490, 0.266667
sun_longitude = -17.999994
sun_shafts_intensity = 0.200000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[08:00:00]
ambient = rain
ambient_color = 0.057500, 0.057500, 0.055000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.169529, 0.181294, 0.204824
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.635294, 0.576471, 0.466667, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.435000, 0.393000, 0.289000
sun_longitude = -21.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[09:00:00]
ambient = morning
ambient_color = 0.057000, 0.057000, 0.057000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.106392, 0.118157, 0.161294
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.768627, 0.713726, 0.568627, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_8_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.235000, 0.193000, 0.189000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[10:00:00]
ambient = day
ambient_color = 0.057000, 0.057000, 0.056000
clouds_color = 0.000000, 0.000000, 0.000000, 0.250000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.202137, 0.213902, 0.237431
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.670000, 0.670000, 0.660000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.306000, 0.263000, 0.202000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 10.000000
[11:00:00]
ambient = day
ambient_color = 0.057000, 0.057000, 0.056000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.161294, 0.169137, 0.192667
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.670000, 0.670000, 0.660000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.406000, 0.363000, 0.302000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = day
ambient_color = 0.062500, 0.062500, 0.060000
clouds_color = 0.000000, 0.000000, 0.000000, 0.800000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.145686, 0.157451, 0.177059
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.725000, 0.725000, 0.700000, 1.000000
rain_color = 0.620000, 0.660000, 0.760000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.235000, 0.193000, 0.179000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 20.000000
[13:00:00]
ambient = day
ambient_color = 0.052500, 0.052500, 0.050000
clouds_color = 0.000000, 0.000000, 0.000000, 0.700000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.150529, 0.166216, 0.185824
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.784314, 0.780392, 0.756863, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.043500, 0.039300, 0.028900
sun_longitude = -28.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[14:00:00]
ambient = day
ambient_color = 0.052500, 0.052500, 0.050000
clouds_color = 0.000000, 0.000000, 0.000000, 0.350000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.136078, 0.136078, 0.163529
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.674510, 0.662745, 0.549020, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.435000, 0.393000, 0.289000
sun_longitude = -28.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[15:00:00]
ambient = day
ambient_color = 0.057000, 0.057000, 0.057000
clouds_color = 0.000000, 0.000000, 0.000000, 0.900000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.133000, 0.121235, 0.097706
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.670000, 0.670000, 0.670000, 1.000000
rain_color = 0.337000, 0.357000, 0.388000
rain_density = 0.000000
sky_color = 0.639216, 0.639216, 0.639216
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.188235, 0.141176, 0.121569
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[16:00:00]
ambient = rain
ambient_color = 0.047000, 0.047000, 0.047000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.057000, 0.057000, 0.057000
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.803922, 0.784314, 0.713726, 1.000000
rain_color = 0.620000, 0.660000, 0.760000
rain_density = 0.900000
sky_color = 0.611765, 0.552941, 0.462745
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_default
thunderbolt_duration = 0.250000
thunderbolt_period = 5.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 20.000000
[17:00:00]
ambient = day
ambient_color = 0.058824, 0.058824, 0.058824
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.109157, 0.120922, 0.164059
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.686275, 0.603922, 0.552941, 1.000000
rain_color = 0.520000, 0.560000, 0.660000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_8_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.235000, 0.193000, 0.179000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[18:00:00]
ambient = day
ambient_color = 0.057000, 0.057000, 0.056000
clouds_color = 0.000000, 0.000000, 0.000000, 0.100000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.132921, 0.132921, 0.160372
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.670000, 0.670000, 0.660000, 1.000000
rain_color = 0.408000, 0.400000, 0.408000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.435000, 0.393000, 0.289000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[19:00:00]
ambient = day
ambient_color = 0.052500, 0.052500, 0.052500
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.191200, 0.206900, 0.250000
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.625000, 0.625000, 0.625000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.435000, 0.393000, 0.289000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[20:00:00]
ambient = evening
ambient_color = 0.052500, 0.050000, 0.047500
clouds_color = 0.000000, 0.000000, 0.000000, 0.250000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.171686, 0.167765, 0.175608
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.625000, 0.600000, 0.575000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_18_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.435000, 0.393000, 0.289000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[21:00:00]
ambient = evening
ambient_color = 0.052500, 0.052500, 0.050000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.207824, 0.156843, 0.113706
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.625000, 0.625000, 0.600000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.500000, 0.500000, 0.500000
sky_rotation = 0.000000
sky_texture = sky\sky_20_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.529000, 0.308000, 0.206000
sun_longitude = -17.999994
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.500000
wind_direction = 0.000000
wind_velocity = 10.000000
[22:00:00]
ambient = evening
ambient_color = 0.032500, 0.035000, 0.037500
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.088863, 0.092784, 0.132000
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.425000, 0.450000, 0.475000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.375000, 0.375000, 0.375000
sky_rotation = 0.000000
sky_texture = sky\sky_17_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[23:00:00]
ambient = night
ambient_color = 0.025000, 0.025000, 0.025000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 250.000000
fog_color = 0.006700, 0.006300, 0.005500
fog_density = 0.900000
fog_distance = 250.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 1.000000, 1.000000, 1.000000
rain_density = 0.000000
sky_color = 0.050000, 0.050000, 0.050000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,648 @@
[00:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.020000, 0.020000, 0.020000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.241000, 0.241000, 0.241000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[01:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.377500
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.003843, 0.003843, 0.003843
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.300000, 0.300000, 0.300000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[02:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.015608, 0.011686, 0.019529
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.218000, 0.218000, 0.218000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[03:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.011608, 0.011608, 0.007686
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.071000, 0.071000, 0.071000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[04:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.043667, 0.043667, 0.051510
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.240000, 0.190000, 0.140000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.382000, 0.382000, 0.382000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[05:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.125863, 0.121941, 0.137627
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.376471, 0.305882, 0.215686, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.885000, 0.885000, 0.885000
sky_rotation = 0.000000
sky_texture = sky\sky_2_clouds_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -10.000006
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[06:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.230137, 0.226216, 0.202686
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.360000, 0.310000, 0.260000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.909078, 0.901235, 0.873784
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -13.999999
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[07:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.123784, 0.131627, 0.143392
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.394000, 0.344000, 0.294000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_1_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -17.999994
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[08:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.141549, 0.145471, 0.161157
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -21.999998
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[09:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.261510, 0.241902, 0.210529
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[10:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.112176, 0.116098, 0.127863
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.825000, 0.825000, 0.825000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[11:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.223137, 0.223137, 0.203529
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.911000, 0.911000, 0.911000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -30.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.086882, 0.090804, 0.098647
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.681000, 0.681000, 0.681000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[13:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.187608, 0.171922, 0.148392
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.801000, 0.801000, 0.801000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -28.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[14:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.144627, 0.148549, 0.164235
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.992000, 0.992000, 0.992000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -28.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[15:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.862500
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.131706, 0.127784, 0.112098
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.619314, 0.611470, 0.591863
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[16:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.111176, 0.115098, 0.126863
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.821000, 0.821000, 0.821000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[17:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.114255, 0.102490, 0.086804
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.501000, 0.501000, 0.501000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[18:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.152549, 0.152549, 0.140784
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.653000, 0.653000, 0.653000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -25.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[19:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.139549, 0.143471, 0.159157
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.500000, 0.450000, 0.400000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -27.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[20:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.211137, 0.207216, 0.215059
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.260000, 0.210000, 0.160000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.580000, 0.580000, 0.580000
sky_rotation = 0.000000
sky_texture = sky\sky_18_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -24.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[21:00:00]
ambient = rain
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.182765, 0.163157, 0.155314
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.330000, 0.280000, 0.230000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.859000, 0.859000, 0.859000
sky_rotation = 0.000000
sky_texture = sky\sky_20_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -17.999994
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.500000
wind_direction = 0.000000
wind_velocity = 0.000000
[22:00:00]
ambient = rain
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.038667, 0.038667, 0.054353
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.110000, 0.100000, 0.040000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.368000, 0.368000, 0.368000
sky_rotation = 0.000000
sky_texture = sky\sky_17_clouds_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -12.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[23:00:00]
ambient = rain
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 600.000000
fog_color = 0.012000, 0.012000, 0.012000
fog_density = 0.900000
fog_distance = 600.000000
hemisphere_color = 0.090000, 0.080000, 0.060000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 1.000000
sky_color = 0.056000, 0.056000, 0.056000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.000000
thunderbolt_collection = collection_stancia
thunderbolt_duration = 0.350000
thunderbolt_period = 4.500000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

View file

@ -0,0 +1,648 @@
[00:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.020000, 0.020000, 0.020000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.175000, 0.175000, 0.175000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[01:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 1.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.013529, 0.013529, 0.021373
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.596000, 0.596000, 0.596000
sky_rotation = 0.000000
sky_texture = sky\sky_14_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[02:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.024451, 0.020529, 0.028373
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.050000, 0.050000, 0.050000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.310000, 0.310000, 0.310000
sky_rotation = 0.000000
sky_texture = sky\sky_13_cube_night
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[03:00:00]
ambient = night
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.150000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.020294, 0.020294, 0.016373
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.100000, 0.100000, 0.100000, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.135000, 0.135000, 0.135000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[04:00:00]
ambient = morning
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.056510, 0.060431, 0.064353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.247059, 0.192157, 0.145098, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.439000, 0.439000, 0.439000
sky_rotation = 0.000000
sky_texture = sky\sky_9_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -6.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[05:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.179059, 0.163372, 0.202588
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.258824, 0.141176, 0.090196, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.584001, 0.584001, 0.584001
sky_rotation = 0.000000
sky_texture = sky\sky_2_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -9.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[06:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.336627, 0.332706, 0.387608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.333647, 0.239529, 0.184627, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.897000, 0.897000, 0.897000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 1.000000, 0.800000, 0.600000
sun_longitude = -12.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[07:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.176804, 0.157196, 0.184647
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.592392, 0.466903, 0.349256, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.636001, 0.636001, 0.636001
sky_rotation = 0.000000
sky_texture = sky\sky_4_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.937255, 0.878431, 0.796078
sun_longitude = -15.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[08:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.322608, 0.346137, 0.385353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.474510, 0.372549, 0.290196, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.872000, 0.872000, 0.872000
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -18.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[09:00:00]
ambient = morning
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.281569, 0.301176, 0.379608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.454902, 0.380392, 0.345098, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_8_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -21.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[10:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.100000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.423353, 0.442961, 0.493941
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.411765, 0.356863, 0.321569, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.928000, 0.928000, 0.928000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -24.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[11:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.259039, 0.255118, 0.329628
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.521569, 0.439216, 0.352941, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_6_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -27.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[12:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.419608, 0.443137, 0.482353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.470588, 0.368627, 0.329412, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -30.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[13:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.427353, 0.446961, 0.497941
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.458824, 0.380392, 0.317647, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.928001, 0.928001, 0.928001
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.905882, 0.839216, 0.694118
sun_longitude = -27.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[14:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.316627, 0.312706, 0.367608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.560784, 0.447059, 0.360784, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.988235, 0.878431, 0.745098
sun_longitude = -24.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[15:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.258804, 0.254882, 0.325471
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.517647, 0.411765, 0.349020, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_6_cube
sun = gradient1
sun_altitude = -68.999985
sun_color = 0.988235, 0.878431, 0.745098
sun_longitude = -21.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[16:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.406608, 0.430137, 0.469353
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.443137, 0.349020, 0.274510, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_7_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.988235, 0.878431, 0.745098
sun_longitude = -18.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[17:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.273569, 0.293176, 0.371608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.454902, 0.352941, 0.286275, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_8_cube
sun = default10
sun_altitude = -68.999985
sun_color = 0.988235, 0.894118, 0.745098
sun_longitude = -15.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[18:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.368627, 0.364706, 0.419608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.439216, 0.360784, 0.313726, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 1.000000, 1.000000, 1.000000
sky_rotation = 0.000000
sky_texture = sky\sky_3_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.988235, 0.788235, 0.737255
sun_longitude = -12.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[19:00:00]
ambient = day
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.419353, 0.438961, 0.489942
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.345098, 0.270588, 0.247059, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.921000, 0.921000, 0.921000
sky_rotation = 0.000000
sky_texture = sky\sky_19_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.949020, 0.584314, 0.407843
sun_longitude = -9.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[20:00:00]
ambient = evening
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.309000, 0.305078, 0.316843
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.264765, 0.170647, 0.107902, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.797001, 0.797001, 0.797001
sky_rotation = 0.000000
sky_texture = sky\sky_18_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.988235, 0.545098, 0.380392
sun_longitude = -6.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 1.000000
wind_direction = 0.000000
wind_velocity = 0.000000
[21:00:00]
ambient = evening
ambient_color = 0.020000, 0.020000, 0.020000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.302627, 0.232039, 0.169294
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.146765, 0.119314, 0.095784, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.720000, 0.720000, 0.720000
sky_rotation = 0.000000
sky_texture = sky\sky_20_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.500000
wind_direction = 0.000000
wind_velocity = 0.000000
[22:00:00]
ambient = evening
ambient_color = 0.010000, 0.010000, 0.010000
clouds_color = 0.000000, 0.000000, 0.000000, 0.500000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.142627, 0.150471, 0.193608
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.113725, 0.078431, 0.039216, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.513000, 0.513000, 0.513000
sky_rotation = 0.000000
sky_texture = sky\sky_17_cube
sun = sun_rise
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000
[23:00:00]
ambient = night
ambient_color = 0.008000, 0.008000, 0.008000
clouds_color = 0.000000, 0.000000, 0.000000, 0.000000
clouds_texture = sky\sky_oblaka
far_plane = 350.000000
fog_color = 0.007686, 0.007686, 0.006000
fog_density = 0.900000
fog_distance = 350.000000
hemisphere_color = 0.090196, 0.074510, 0.058824, 1.000000
rain_color = 0.345098, 0.309804, 0.262745
rain_density = 0.000000
sky_color = 0.056000, 0.056000, 0.056000
sky_rotation = 0.000000
sky_texture = sky\sky_5_cube
sun =
sun_altitude = -68.999985
sun_color = 0.000000, 0.000000, 0.000000
sun_longitude = -3.000000
sun_shafts_intensity = 0.300000
thunderbolt_collection =
thunderbolt_duration = 0.000000
thunderbolt_period = 0.000000
water_intensity = 0.100000
wind_direction = 0.000000
wind_velocity = 0.000000

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[evaluation]
;line1="This version is provided exclusively to KD Labs for internal reviewing only. 01.10.04."
;line2=" Any unauthorized use of this code is strictly prohibited."
;line3=" All rights reserved. GSC Game World 2004 (c)"
line1=""
line2=""
line3=""

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[extracontent_packs]
extracontent_pack_1 = BonusPack1
extracontent_pack_2 = BonusPack2
[extracontent_pack_1]
stalker_killer_mask_us
stalker_killer_mask_uk
mp_pool
[extracontent_pack_2]
stalker_killer_mask_de
stalker_killer_mask_fr
mp_darkvalley

107
gamedata/configs/fonts.ltx Normal file
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;used
[font_default]
shader = hud\font ;font
size = 14
name = Arial ;Arial is default font by system
[font_letterica]:font_default
shader = hud\font
name = Letterica
[font_graffiti]:font_default
shader = hud\font
name = Graffiti1CTT
[font_condensed]:font_default
shader = hud\font
name = RobotoCondensed
opentype = true
[font_condensed_18]:font_condensed
size = 18
letter_spacing = 0.3
[font_condensed_20]:font_condensed
size = 20
letter_spacing = 0.3
[font_statistic]:font_default
size = 13
interval = 0.75,1
[sdk_font_statistic]:font_default
size = 10
[stat_font]:font_statistic ;TODO deprecated
[ui_font_console]:font_default
name = consola
opentype = true
[hud_font_di]:ui_font_console ;TODO deprecated
[ui_font_console_2]:ui_font_console
shader = hud\font2
[hud_font_di2]:ui_font_console_2 ;TODO deprecated
[ui_font_hud]:font_default
size = 16
[hud_font_medium]:ui_font_hud ;TODO deprecated
[ui_font_letterica16]:font_condensed
size = 18
letter_spacing = 0.3
[ui_font_letterica16_russian]:ui_font_letterica16 ;TODO deprecated
[letterica16]:ui_font_letterica16 ;TODO deprecated
[ui_font_letterica18]:font_condensed
size = 20
letter_spacing = 0.3
[ui_font_letterica18_russian]:ui_font_letterica18 ;TODO deprecated
[ui_font_letterica25]:font_condensed
size = 28
letter_spacing = 0.5
[ui_font_letter_25]:ui_font_letterica25 ;TODO deprecated
[ui_font_graffiti19]:font_graffiti
size = 19
[graffiti19]:ui_font_graffiti19 ;TODO deprecated
[ui_font_graffiti19_russian]:ui_font_graffiti19 ;TODO deprecated
[ui_font_graffiti22]:font_graffiti
size = 22
[ui_font_graff_50]:font_graffiti
size = 50
[ui_font_graff_32]:font_graffiti
size = 32
[ui_font_graff_40]:font_graffiti
size = 40
[ui_font_graffiti22_russian]:ui_font_graffiti22 ;TODO deprecated
[ui_font_graffiti32]:font_graffiti
size = 32
[graffiti22]:font_graffiti
size = 22
[graffiti50]:font_graffiti
size = 50
[ui_font_arial_14]:font_default ;TODO deprecated
opentype = true
[arial_14]:ui_font_arial_14 ;TODO deprecated

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#include "game_maps_single.ltx"
#include "game_maps_mp.ltx"
#include "game_levels.ltx"
#include "game_graphs.ltx"
#include "game_story_ids.ltx"
#include "game_spawn_story_ids.ltx"
#include "game_levels_music.ltx"

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[actor_item]
bolt_item = bolt
pda_item = device_pda
[pda_map]
hand_spot_icon_xml_section = treasure; override engine pda hand spot icon xml section
[night_vision]
night_vision_section = night_vision_base
night_vision_animator = nvs_animator
[headlamp]
headlamp_animator = nvs_animator
[glass_mask]
clearmask_animator = clear_gasmask_animator
[quick_kick]
quick_kick_animator = knife_kick_animator
[mutant_kicks]
burer_kick_animator = burer_kick_animator_hud
front_kick_animator = boar_front_kick_animator_hud
back_kick_animator = boar_back_kick_animator_hud
[render]
default_wallmark = explosion_marks
[sound_events]
screenshot = device\torch_click
[callbacks]
; IX-Ray
OnSkipKillActor = xr_effects.enable_ui
; IX-Ray Clear Sky
;OnStartAttack = sim_combat.start_attack
; Call of Chernobyl
;OnCanTake = _G.CInventoryBox_CanTake
;OnInvBoxCanTakeItem = _G.CInventoryBox_OnInvBoxCanTakeItem
;OnInvBoxCanPlaceItem = _G.CInventoryBox_OnInvBoxCanPlaceItem
;OnBeforeHit = _G.CActor__BeforeHitCallback
;OnUnregister = _G.CSE_ALifeDynamicObject_on_unregister
;OnInventoryEat = _G.CInventory__eat
;OnBeforeChangeLevel = _G.CALifeUpdateManager__on_before_change_level
;OnItemDropped = actor_menu_inventory.CUIActorMenu_OnItemDropped
;OnItemFocusReceive = actor_menu_inventory.CUIActorMenu_OnItemFocusReceive
;OnItemFocusLost = actor_menu_inventory.CUIActorMenu_OnItemFocusLost
;OnCanMoveToPartner = actor_menu_inventory.CUIActorMenu_CanMoveToPartner
;OnItemAvailableToTrade = actor_menu_inventory.CInventory_ItemAvailableToTrade
;OnPropertyBoxClicked = pda.property_box_clicked
;OnPropertyBoxAddProperties = pda.property_box_add_properties
;OnSetActiveSubdialog = pda.set_active_subdialog
;OnGetRankingsArraySize = pda.get_rankings_array_size
;OnKeyPress = level_input.on_key_press
;OnGetVisibleValue = visual_memory_manager.get_visible_value
;OnUpdateBestWeapon = ai_stalker.update_best_weapon
; Improved Weapon Pack
;OnZoneTouch = _G.CZone_Touch
; GUNSLINGER Mod
;OnCanDisassembleItem = inventory_upgrades.gunsl_can_disassemble_item
;OnQuestionDisassembleItem = inventory_upgrades.gunsl_question_disassemble_item
;OnEffectDisassemble = inventory_upgrades.gunsl_effect_disassemble
; 2055
; OnSaveStatus = mod_saves.GetStatus

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[location_0]
000 = "..."
001 = "sim_smart_1"
002 = "sim_smart_2"
003 = "sim_smart_3"
004 = "sim_smart_4"
005 = "sim_smart_5"
006 = "sim_smart_6"
007 = "sim_smart_7"
008 = "sim_smart_8"
009 = "sim_smart_base"
[location_1]
000 = "..."
001 = "îãðàíè÷åííûé äîñòóï"
002 = "çàïðåùåííûé äîñòóï"
[location_2]
000 = "..."
001 = "íå äëÿ èãðîêà"
[location_3]
000 = "..."
001 = "zat_a1"
002 = "zat_a23_smart_terrain"
003 = "zat_b100"
004 = "zat_b101"
005 = "zat_b103_merc_smart"
006 = "zat_b104_zombied"
007 = "zat_b106_smart_terrain"
008 = "zat_b12"
009 = "zat_b14_smart_terrain"
010 = "zat_b18"
011 = "zat_b20_smart_terrain"
012 = "zat_b28"
013 = "zat_b33"
014 = "zat_b38_zat_b38u"
015 = "zat_b39"
016 = "zat_b40_smart_terrain"
017 = "zat_b42_smart_terrain"
018 = "zat_b52_zat_medic_home_smart"
019 = "zat_b53"
020 = "zat_b54"
021 = "zat_b56"
022 = "zat_b5_smart_terrain"
023 = "zat_b7_zat_b7_stalker_raider"
024 = "zat_stalker_base_smart"
025 = "zat_b55"
026 = "zat_sim_1"
027 = "zat_sim_2"
028 = "zat_sim_3"
029 = "zat_sim_4"
030 = "zat_sim_5"
031 = "zat_sim_6"
032 = "zat_sim_7"
033 = "zat_sim_8"
034 = "zat_sim_9"
035 = "zat_sim_10"
036 = "zat_sim_11"
037 = "zat_sim_12"
038 = "zat_sim_13"
039 = "zat_sim_14"
040 = "zat_sim_15"
041 = "zat_sim_16"
042 = "zat_sim_17"
043 = "zat_sim_18"
044 = "zat_sim_19"
045 = "zat_sim_20"
046 = "zat_sim_21"
047 = "zat_sim_22"
048 = "zat_sim_23"
049 = "zat_sim_24"
050 = "zat_sim_25"
051 = "zat_sim_26"
052 = "zat_sim_27"
053 = "zat_sim_28"
054 = "zat_sim_29"
055 = "zat_sim_30"
056 = "jup_a10_smart_terrain"
057 = "jup_a12"
058 = "jup_a12_merc"
059 = "jup_a6"
060 = "jup_a9"
061 = "jup_b1"
062 = "jup_b19"
063 = "jup_b200"
064 = "jup_b200_tushkan_smart_terrain"
065 = "jup_b202"
066 = "jup_b203"
067 = "jup_b204"
068 = "jup_b205_smart_terrain"
069 = "jup_b205_smart_terrain_tushkano"
070 = "jup_b206"
071 = "jup_b207"
072 = "jup_b207_depot_attack"
073 = "jup_b208"
074 = "jup_b209"
075 = "jup_b211"
076 = "jup_b212"
077 = "jup_b219"
078 = "jup_b25"
079 = "jup_b32"
080 = "jup_b4"
081 = "jup_b41"
082 = "jup_b46"
083 = "jup_b47"
084 = "jup_b6_anom_2"
085 = "jup_b8_smart_terrain"
086 = "jup_sim_1"
087 = "jup_sim_10"
088 = "jup_sim_11"
089 = "jup_sim_12"
090 = "jup_sim_13"
091 = "jup_sim_14"
092 = "jup_sim_15"
093 = "jup_sim_16"
094 = "jup_sim_17"
095 = "jup_sim_18"
096 = "jup_sim_19"
097 = "jup_sim_2"
098 = "jup_sim_20"
099 = "jup_sim_21"
100 = "jup_sim_3"
101 = "jup_sim_4"
102 = "jup_sim_5"
103 = "jup_sim_6"
104 = "jup_sim_7"
105 = "jup_sim_8"
106 = "jup_sim_9"
107 = "pri_a15"
108 = "pri_a16"
109 = "pri_a17"
110 = "pri_a18_smart_terrain"
111 = "pri_a21_smart_terrain"
112 = "pri_a22_smart_terrain"
113 = "pri_a25_smart_terrain"
114 = "pri_a28_arch"
115 = "pri_a28_base"
116 = "pri_b28_evac"
117 = "pri_a28_heli"
118 = "pri_a28_school"
119 = "pri_a28_shop"
120 = "pri_b301"
121 = "pri_b302"
122 = "pri_b303"
123 = "pri_b304_monsters_smart_terrain"
124 = "pri_b305_dogs"
125 = "pri_b306"
126 = "pri_b307"
127 = "pri_b35_mercs"
128 = "pri_b35_military"
129 = "pri_b36_smart_terrain"
130 = "pri_sim_1"
131 = "pri_sim_2"
132 = "pri_sim_3"
133 = "pri_sim_4"
134 = "pri_sim_5"
135 = "pri_sim_6"
136 = "pri_sim_7"
137 = "pri_sim_8"
138 = "pri_sim_9"
139 = "pri_sim_10"
140 = "pri_sim_11"
141 = "pri_sim_12"
[graph_points_draw_color_palette]
default = 0x6000ffff
000_000_000_000 = 0x60ff00ff

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[zaton_musics]
music\zaton_day = 5, 22, 0.2, 2, 4
music\zaton_night = 22, 5, 0.3, 1, 2
[jupiter_musics]
music\jupiter_day = 5, 22, 0.3, 2, 4
music\jupiter_night = 22, 5, 0.25, 1, 2
[pripyat_musics]
music\pripyat_day = 5, 22, 0.2, 2, 4
music\pripyat_night = 22, 5, 0.25, 1, 2
[underground_musics]
music\underground = 1, 23, 0.25, 2, 4
music\underground = 23, 1, 0.25, 2, 4
[marsh_musics]
music\zaton_day = 4, 22, 0.25, 20, 40
music\zaton_night = 22, 4, 0.25, 10, 20
[escape_musics]
music\amb01 = 4, 22, 0.25, 20, 40
music\night = 22, 4, 0.35, 10, 20
[garbage_musics]
music\amb03 = 4, 22, 0.35, 20, 40
music\amb09 = 22, 4, 0.35, 10, 20
[darkvalley_musics]
music\amb16 = 4, 22, 0.25, 20, 40
music\amb17 = 4, 22, 0.25, 20, 40
music\night = 22, 4, 0.35, 10, 20
[agroprom_musics]
music\amb08 = 4, 22, 0.2, 20, 40
music\amb06 = 22, 4, 0.3, 10, 20
[agroprom_u_musics]
music\amb10 = 1, 23, 0.3, 1, 2
[yantar_musics]
music\amb13 = 4, 22, 0.3, 20, 40
music\amb20 = 22, 4, 0.3, 10, 20
[red_forest_musics]
music\amb02 = 5, 22, 0.3, 20, 40
music\amb04 = 22, 5, 0.35, 10, 20
[military_musics]
music\amb22 = 4, 22, 0.3, 20, 40
music\amb07 = 22, 4, 0.25, 10, 20
[limansk_musics]
music\limansk = 1, 23, 0.25, 5, 7
[hospital_musics]
music\hospital = 1, 23, 0.3, 5, 7
[l01_escape_musics]
music\amb01 = 6, 22, 0.2, 20, 40
music\amb20 = 22, 6, 0.2, 20, 40
[l02_garbage_musics]
;music\amb02 = 6, 22, 0.2, 20, 40
;music\amb20 = 22, 6, 0.2, 20, 40
[l03_agroprom_musics]
music\amb08 = 6, 22, 0.2, 20, 40
music\amb20 = 22, 6, 0.2, 20, 40
[l03u_agr_underground_musics]
music\amb10 = 0, 0, 0.2, 20, 40
[l04_darkvalley_musics]
music\amb05 = 6, 22, 0.2, 20, 40
music\amb09 = 22, 6, 0.2, 20, 40
[l05_bar_musics]
music\amb01 = 6, 22, 0.2, 20, 40
music\amb03 = 22, 6, 0.2, 20, 40
[l06_rostok_musics]
music\amb06 = 6, 22, 0.2, 20, 40
music\amb09 = 22, 6, 0.2, 20, 40
[l07_military_musics]
music\amb21 = 6, 22, 0.2, 20, 40
music\amb17 = 22, 6, 0.2, 20, 40
[l08_yantar_musics]
music\amb22 = 6, 22, 0.2, 20, 40
music\amb17 = 22, 6, 0.2, 20, 40
[l08u_brainlab_musics]
music\amb15 = 0, 0, 0.2, 20, 40
[l10_radar_musics]
music\amb03 = 6, 22, 0.2, 20, 40
music\amb17 = 22, 6, 0.2, 20, 40
[l10u_bunker_musics]
music\amb04 = 0, 0, 0.2, 20, 40
[l11_pripyat_musics]
music\amb07 = 6, 22, 0.2, 20, 40
music\amb17 = 22, 6, 0.2, 20, 40
[l12_stancia_musics]
music\amb08 = 6, 22, 0.2, 20, 40
music\amb17 = 22, 6, 0.2, 20, 40
[l12u_sarcofag_musics]
music\amb11 = 0, 0, 0.2, 20, 40
[l12u_control_musics]
music\amb13 = 0, 0, 0.2, 20, 40
[l12_stancia_2_musics]
music\amb12 = 6, 22, 0.2, 20, 40
music\amb17 = 22, 6, 0.2, 20, 40

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[level_maps_mp]
mp_agroprom =
mp_atp =
mp_bath =
mp_darkvalley =
mp_factory =
mp_garbage =
mp_lost_village =
mp_military_1 =
mp_military_2 =
mp_pripyat =
mp_rostok =
mp_workshop =
net_test =
[mp_agroprom]
weathers = [default]
[mp_atp]
weathers = [default]
[mp_bath]
weathers = [default]
[mp_darkvalley]
weathers = [default]
[mp_factory]
weathers = [default]
[mp_garbage]
weathers = [default]
[mp_lost_village]
weathers = [default]
[mp_military_1]
weathers = [default]
[mp_military_2]
weathers = [default]
[mp_pripyat]
weathers = [default]
[mp_rostok]
weathers = [default]
[mp_workshop]
weathers = [default]
[net_test]
weathers = [default]

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[___level_music_tracks]
;
music\marsh_night = 0, 8, 0.25, 10, 20
music\marsh_2 = 8, 24, 0.25, 5, 25
[def_map]
bound_rect = -10000.0f, -10000.0f, 10000.0f, 10000.0f
texture = ui\ui_nomap2
[global_map]
;
bound_rect = 0.0, 0.0, 1024, 1024.0
max_zoom = 6.0
texture = ui\ui_global_map
[level_maps_single]
; stohe_selo =
zaton =
jupiter =
jupiter_underground =
pripyat =
labx8 =
; plecha_selo =
; weapons_test =
; peacemaker_selo =
[stohe_selo]
global_rect = 0.0, 0.0, 100.0, 100.0
[plecha_selo]
global_rect = 100.0, 0.0, 200.0, 100.0
[peacemaker_selo]
global_rect = 200.0, 0.0, 300.0, 100.0
music_tracks = zaton_musics
[zaton]
global_rect = 307.0, 90.0, 717.0, 500.000000
music_tracks = zaton_musics
weathers = dynamic_default
[jupiter]
global_rect = 68.0, 563.0, 478.0, 973.000000
music_tracks = jupiter_musics
weathers = dynamic_default
[jupiter_underground]
global_rect = 570.0, 884.0, 571.0, 885.0
music_tracks = underground_musics
weathers = indoor_ambient
[pripyat]
global_rect = 580.0, 564.0, 954.0, 938.000000
music_tracks = pripyat_musics
weathers = dynamic_default
[labx8]
global_rect = 746.0, 719.0, 747.0, 720.0
music_tracks = underground_musics
weathers = indoor
;[weapons_test]
; global_rect = 300.0, 300.0, 497.485352, 400

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[spawn_story_ids]

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[story_ids]
;story ids for test
65000 = "test_01"
65001 = "test_02"
65002 = "test_03"
65003 = "test_04"
65004 = "test_05"
65535 = "Invalid"

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af_cristall = 1, prob=0.003 \n
af_fireball = 1, prob=0.003 \n
af_dummy_glassbeads = 1, prob=0.003 \n
af_eye = 1, prob=0.001 \n
af_fire = 1, prob=0.001 \n
af_medusa = 1, prob=0.003 \n
af_cristall_flower = 1, prob=0.003 \n
af_night_star = 1, prob=0.003 \n
af_vyvert = 1, prob=0.003 \n
af_gravi = 1, prob=0.001 \n
af_gold_fish = 1, prob=0.001 \n
af_blood = 1, prob=0.003 \n
af_mincer_meat = 1, prob=0.003 \n
af_soul = 1, prob=0.003 \n
af_fuzz_kolobok = 1, prob=0.003 \n
af_baloon = 1, prob=0.001 \n
af_glass = 1, prob=0.001 \n
af_electra_sparkler = 1, prob=0.003 \n
af_electra_flash = 1, prob=0.003 \n
af_electra_moonlight = 1, prob=0.003 \n
af_dummy_battery = 1, prob=0.003 \n
af_dummy_dummy = 1, prob=0.001 \n
af_ice = 1, prob=0.001 \n

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<critical_wound_weights>55,30,15</critical_wound_weights>

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<critical_wound_weights>55,30,15</critical_wound_weights>

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<critical_wound_weights>55,30,15</critical_wound_weights>

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<critical_wound_weights>55,30,15</critical_wound_weights>

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<critical_wound_weights>55,30,15</critical_wound_weights>

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<critical_wound_weights>55,30,15</critical_wound_weights>

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