add game&rawdata

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Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
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[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