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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[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

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[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

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[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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[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_

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@ -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

View file

@ -0,0 +1,667 @@
[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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@ -0,0 +1,5 @@
#include "m_stalker.ltx"
#include "immunities.ltx"
#include "damages.ltx"
#include "m_stalker_zombied.ltx"
#include "m_stalker_monolith.ltx"