add game&rawdata
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554
gamedata/configs/creatures/m_controller.ltx
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554
gamedata/configs/creatures/m_controller.ltx
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[m_controller_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
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$spawn = "monsters\old\controller" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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Scheduled = on ; option for ALife Simulator
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Human = off ; option for ALife Simulator
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Health = 200 ; option for ALife Simulator
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 5.0 ; option for ALife Simulator
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going_speed = 3;4.5 ; option for ALife Simulator
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current_level_going_speed = 3;2 ; option for ALife Simulator
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search_speed = 1.5 ; option for ALife Simulator
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visual = monsters\controller\controller_1
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corpse_visual = monsters\controller\controller_dead
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icon = ui_npc_monster_controller
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MaxHealthValue = 200 ; range [0..200]
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DynamicObjectsCount = 32
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smart_terrain_choose_interval = 00:15:00
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ef_creature_type = 12 ; option for evaluation functions
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ef_weapon_type = 3
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ef_detector_type = 1
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panic_threshold = 0.1
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cform = skeleton ; collision class
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class = SM_CONTR ; AI class
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script_binding = bind_monster.bind
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bone_torso = bip01_spine1 ; bone name
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head ; bone name
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weapon_usage = 0 ; boolean
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stamina_hit = 0.2;
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;------------------------------------------------------------------------
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; Influences
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;------------------------------------------------------------------------
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fire_max_distance = 0
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fire_max_power = 5
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fire_linear_factor = 0
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fire_quadratic_factor = 0.025
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psy_linear_factor = 0.5
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psy_quadratic_factor = 0.0
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psy_max_distance = 12.0
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psy_max_power = 0.2
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psy_sound = anomaly\psy_voices_1_l ;monsters\controller\controller_presence_l
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psy_pp_effector_name = psy_antenna ;postprocess_psi
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psy_pp_highest_at = 0.1
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radiation_max_distance = 0
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radiation_max_power = 0.02
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radiation_linear_factor = 1
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radiation_quadratic_factor = 1
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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ph_box0_center = 0.0, 0.9, 0.0
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ph_box0_size = 0.45, 0.9, 0.45
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ph_box1_center = 0.0, 0.6, 0.0
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ph_box1_size = 0.45, 0.6, 0.45
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ph_crash_speed_min = 100
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ph_crash_speed_max = 300
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ph_collision_damage_factor = 0.1
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ph_mass = 90; 170.
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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;---------------------------------------------------------------------
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ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
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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))
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ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
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ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
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ph_skel_fatal_impulse_factor = 6.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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;---------------------------------------------------------------------
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 2.4, 2.4, 1, 1
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Velocity_WalkFwdNormal = 1.5, 6.0, 6.0, 0.02, 2.0
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Velocity_RunFwdNormal = 5.0, 4.6, 4.6, 0.25, 1
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Velocity_WalkFwdDamaged = 1.5, 6.0, 6.0, 0.5, 2.0
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Velocity_RunFwdDamaged = 4.0, 4.0, 4.0, 0.2, 1
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Velocity_Drag = -5.0, 0.1, 0.1, 1, 1
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Velocity_Steal = 0.7, 1.3, 1.3, 1, 1
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Velocity_Drag = -5.0, 0.1, 0.1, 1, 1
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Velocity_MoveFwd = 5.0, 0.1, 0.1, 1, 1
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Velocity_MoveBkwd = -5.0, 0.1, 0.1, 1, 1
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 12.5
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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MinAttackDist = 1.5 ;0.5
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MaxAttackDist = 2.9 ;3.8
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as_min_dist = 0.8
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as_step = 0.5
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DayTime_Begin = 0 ; íà÷àëà äíÿ äëÿ ìîíñòðà
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DayTime_End = 21 ; êîíåö äíÿ äëÿ ìîíñòðà
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Min_Satiety = 0.6 ; ìèí. íîðìà ñûòîñòè (ìåíüøå - óæå ãîëîäíûé)
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Max_Satiety = 0.9 ; ìàêñ. íîðìà ñûòîñòè (áîëüøå - î÷åíü ñûòûé)
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distance_to_corpse = 1.2 ; äèñò. äî òðóïà, ïðè êîòîðîé îí ïåðåõîäèò â ñîñòîÿíèå åäû
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; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
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selector_free_hunting = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
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; fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
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selector_cover = 20.0, -1000.0, 30.0, 0.0, 0.0, 100000.0, 100000.0, 1000.0,
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selector_hear_sound = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
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selector_getaway = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
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selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
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; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
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selector_walk_around = 20.0, 6.0, 1000.0, 4.0, 5000.0, 8.0, 5000.0,
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terrain = controller_terrain
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hit_type = wound
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;-------------------------------------------------------------------------
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; Entity Conditions
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;-------------------------------------------------------------------------
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satiety_v = 0.0005;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
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radiation_v = 0.00001;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
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satiety_power_v = 0.001;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
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satiety_health_v = 0.001;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
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satiety_critical = -1.0;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
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radiation_health_v = 0.01;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
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morale_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
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health_hit_part = 0.25;0.1;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
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power_hit_part = 0.1;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
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psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
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immunities_sect = controller_immunities
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;îòêðûòûå ðàíû
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bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
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wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
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min_wound_size = 0.01
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sleep_health = 1.0 ;1.5 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
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sleep_power = 1.0 ;1.5
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sleep_satiety = 1.0 ;0.8
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sleep_radiation = 1.0 ;1.1
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sleep_psy_health = 1.0
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eat_freq = 5.0 ; ÷àñòîòà óêóñîâ â ñåê
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eat_slice = 0.04 ; óâåëè÷åíèå ñûòîñòè ïðè 1 óêóñå
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eat_slice_weight = 10.0 ; óìåíüøåíèå åäû ó òðóïà
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satiety_threshold = 0.5 ; below this value monster fill hunger
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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Morale_Hit_Quant = 0.05
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Morale_Attack_Success_Quant = 0.1
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Morale_Take_Heart_Speed = 0.1
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Morale_Despondent_Speed = 0.1
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Morale_Stable_Speed = 0.02
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Morale_Despondent_Threashold = 0.5
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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = monsters\controller\controller_idle_
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sound_eat = monsters\controller\controller_eat_
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sound_aggressive = monsters\controller\controller_attack_
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sound_attack_hit = monsters\controller\controller_attack_hit_
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sound_take_damage = monsters\controller\controller_hit_
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sound_die = monsters\controller\controller_die_
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sound_threaten = monsters\boar\boar_threaten_
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sound_landing = monsters\boar\landing_
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sound_steal = monsters\biting\def_
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sound_panic = monsters\controller\controller_panic_
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sound_growling = monsters\biting\def_
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sound_bkgnd = monsters\biting\def_
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sound_die_in_anomaly = monsters\controller\controller_die_
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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idle_sound_delay = 12000
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eat_sound_delay = 10000
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attack_sound_delay = 5000
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sound_distant_idle = monsters\controller\controller_idle_
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distant_idle_sound_delay = 80000
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distant_idle_sound_range = 100.0
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sound_control_start = monsters\controller\controller_control1
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sound_control_hit = monsters\controller\controller_control2
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SoundThreshold = 0.06 ; range [0..1]
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max_hear_dist = 60;
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;-------------------------------------------------------------------------
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critical_wound_threshold = 0.4
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critical_wound_decrease_quant = 0.
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critical_wound_anim_head = stand_attack_0
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critical_wound_bones_head = controller_critical_wound_bones_head
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critical_wound_anim_torso = stand_attack_0
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critical_wound_bones_torso = controller_critical_wound_bones_torso
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critical_wound_anim_legs = stand_attack_0
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critical_wound_bones_legs = controller_critical_wound_bones_legs
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DamagedThreshold = 0.1
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material = creatures\medium
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DynamicObjectsCount = 32
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attack_effector = m_controller_attack_effector
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attack_params = m_controller_attack_params
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step_params = m_controller_step_params
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LegsCount = 2
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damage = m_controller_damage
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;---------- FIRE---------;
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tube_damage = 0.25
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tube_condition_see_duration = 10 ;50
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tube_condition_min_delay = 2000 ;10000
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tube_condition_min_distance = 5
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tube_at_once = false ; true for test-mode
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control_fx_texture = act\act_controller_hit
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control_fx_texture2 = act\act_controller_hit1
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; Controlling ability properties
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Max_Controlled_Count = 10;4
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control_effector = controller_control_effector
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Friend_Community_Overrides = monolith
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;-------------------------------------------------------------------------
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; Anti-aim Ability
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;-------------------------------------------------------------------------
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;anti_aim_timeout = 4 ; sec
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;anti_aim_effectors = effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4
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;anti_aim_animation = stand_attack_
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;anti_aim_max_angle = 0.5
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;anti_aim_detection_gain_speed = 1
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;anti_aim_detection_loose_speed = 0.1
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;-------------------------------------------------------------------------
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Control_Hit = weapons\generic_weapon_controller
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;species of monster
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species = controller
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rank = 18
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spec_rank = normal
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community = controller
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protections_sect = controller_protections
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;-------------------------------------------------------------------------
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; Vision
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;-------------------------------------------------------------------------
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eye_fov = 110 ;150
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eye_range = 60 ;100
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vision_free_section = controller_vision_free
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vision_danger_section = controller_vision_danger
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; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
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; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
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[controller_vision_free]
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min_view_distance = 0.5 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
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always_visible_distance = 0.3
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time_quant = 0.001
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decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
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velocity_factor = 0.5
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luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
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transparency_threshold = 0.25
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[controller_vision_danger]
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min_view_distance = 0.5 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
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always_visible_distance = 0.3
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time_quant = 0.001
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decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
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velocity_factor = 0.5
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luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
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transparency_threshold = 0.25
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[controller_protections]
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skin_armor = 0.5
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hit_fraction_monster = 0.4
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;===========================================================================
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; Step Events
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;===========================================================================
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[m_controller_step_params]
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;---------------------------------------------------------------------------
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; anim | Cycles | time1 | power1 | time2 | power2 |
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;---------------------------------------------------------------------------
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stand_walk_fwd_0 = 1, 0.01, 1, 0.25, 0.7,
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stand_walk_dmg_0 = 1, 0.01, 1, 0.25, 0.7,
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stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
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stand_run_dmg_0 = 1, 0.01, 1, 0.25, 0.6,
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;===========================================================================
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; IMMUNITIES
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;===========================================================================
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[controller_immunities]
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burn_immunity = 1.0 ;êîýôôèöèåíòû èììóíèòåòà
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strike_immunity = 0.9
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shock_immunity = 1.0
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wound_immunity = 0.2
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radiation_immunity = 0.0
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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
|
||||
Loading…
Add table
Add a link
Reference in a new issue