add game&rawdata
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789
gamedata/configs/creatures/m_stalker.ltx
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789
gamedata/configs/creatures/m_stalker.ltx
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[stalker_foot_bones]
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front_left = bip01_l_foot
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front_right = bip01_r_foot
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[stalker_step_manager]
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; order: left, right
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;--------------------------------------------------------------------------
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; animation Cycles | time1 | power1 | time2 | power2 |
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;--------------------------------------------------------------------------
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dmg_norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3
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dmg_norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.2
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dmg_norm_run_fwd_1 = 1, 0.2, 1, 0.65, 1
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dmg_norm_walk_fwd_0 = 1, 0.2, 0.2, 0.65, 0.2
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dmg_norm_walk_back_0 = 1, 0.2, 0.2, 0.65, 0.2
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dmg_norm_walk_ls_0 = 1, 0.2, 0.2, 0.65, 0.2
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dmg_norm_walk_rs_0 = 1, 0.2, 0.2, 0.65, 0.2
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dmg_norm_run_fwd_0 = 1, 0.2, 1, 0.65, 1
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dmg_norm_run_back_0 = 1, 0.2, 1, 0.65, 1
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dmg_norm_run_ls_0 = 1, 0.2, 1, 0.65, 1
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dmg_norm_run_rs_0 = 1, 0.2, 1, 0.65, 1
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dmg_norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
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dmg_norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
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norm_escape_0 = 1, 0.2, 1.1, 0.65, 1.1
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norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1
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norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1
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norm_walk_fwd_1 = 1, 0.2, 0.25, 0.65, 0.25
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norm_jump_end = 1, 0.2, 1.2, 0.21, 1.2
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norm_walk_fwd_0 = 1, 0.2, 0.25, 0.65, 0.25
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norm_walk_back_0 = 1, 0.2, 0.25, 0.65, 0.25
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norm_walk_ls_0 = 1, 0.2, 0.25, 0.65, 0.25
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norm_walk_rs_0 = 1, 0.2, 0.25, 0.65, 0.25
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norm_run_fwd_0 = 1, 0.2, 0.9, 0.65, 0.9
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norm_run_back_0 = 1, 0.2, 0.8, 0.65, 0.8
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norm_run_ls_0 = 1, 0.2, 0.8, 0.65, 0.8
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norm_run_rs_0 = 1, 0.2, 0.8, 0.65, 0.8
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norm_run_fwd_1 = 1, 0.2, 0.9, 0.65, 0.9
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norm_turn_left_1 = 1, 0.2, 0.2, 0.65, 0.2
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norm_turn_right_1 = 1, 0.2, 0.2, 0.65, 0.2
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norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
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norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
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cr_walk_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_walk_back_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_walk_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_walk_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_run_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_run_back_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_run_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_run_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_turn_left_0 = 1, 0.2, 0.1, 0.65, 0.1
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cr_turn_right_0 = 1, 0.2, 0.1, 0.65, 0.1
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cl_run_back_0 = 1, 0.2, 1, 0.4, 1
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cl_run_fwd_0 = 1, 0.2, 1, 0.4, 1
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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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[stalker_vision_free]
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min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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max_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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visibility_threshold = 80.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
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always_visible_distance = 0.1
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time_quant = 0.005
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decrease_value = 0.1 ; 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 = 1.0 ;0.5
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luminocity_factor = 0.8 ;0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
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transparency_threshold = 0.4 ; 0.75
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[stalker_vision_danger]
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min_view_distance = 0.7 ; 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 = 40.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
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always_visible_distance = 0.1
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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 = 1.0 ;0.5
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luminocity_factor = 0.8 ;0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
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transparency_threshold = 0.4 ; 0.25
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[stalker_sound_perceive]
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weapon = 2; 0.75; 10 êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
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item = 0.5; êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
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npc = 1;1;2 êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
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anomaly = 0.0; êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
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world = 0.2; êîýôôèöèåíò óñèëåíèÿ ïðèîðèòåòà\ñèëû çâóêà
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[stalker_damage]
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default = 1.0, -1, 1.0
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bip01_pelvis = 1, 1, 0.3
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bip01_spine = 1, 1, 0.8
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bip01_spine1 = 1, 1, 0.8
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bip01_spine2 = 1, 1, 0.8
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bip01_neck = 1, 0, 1.0
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bip01_head = 4, 0, 1.0 , 3
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eyelid_1 = 4, 0, 1.0 , 3
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eye_left = 4, 0, 1.0 , 3
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eye_right = 4, 0, 1.0 , 3
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jaw_1 = 4, 0, 1.0
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bip01_l_clavicle = 1, 10, 0.7
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bip01_l_upperarm = 1, 10, 0.6
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bip01_l_forearm = 1, 10, 0.5
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bip01_l_hand = 0.1, -1, 0.2
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bip01_l_finger0 = 0.05, -1, 0.1
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bip01_l_finger01 = 0.05, -1, 0.1
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bip01_l_finger02 = 0.05, -1, 0.1
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bip01_l_finger1 = 0.05, -1, 0.1
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bip01_l_finger11 = 0.05, -1, 0.1
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bip01_l_finger12 = 0.05, -1, 0.1
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bip01_l_finger2 = 0.05, -1, 0.1
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bip01_l_finger21 = 0.05, -1, 0.1
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bip01_l_finger22 = 0.05, -1, 0.1
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bip01_r_clavicle = 1, 8, 0.7
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bip01_r_upperarm = 1, 8, 0.6
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bip01_r_forearm = 0.1, 8, 0.5
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bip01_r_hand = 0.05, -1, 0.2
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bip01_r_finger0 = 0.05, -1, 0.1
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bip01_r_finger01 = 0.05, -1, 0.1
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bip01_r_finger02 = 0.05, -1, 0.1
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bip01_r_finger1 = 0.05, -1, 0.1
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bip01_r_finger11 = 0.05, -1, 0.1
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bip01_r_finger12 = 0.05, -1, 0.1
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bip01_r_finger2 = 0.05, -1, 0.1
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bip01_r_finger21 = 0.05, -1, 0.1
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bip01_r_finger22 = 0.05, -1, 0.1
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bip01_l_thigh = 1, 4, 0.5
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bip01_l_calf = 1, 4, 0.4
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bip01_l_foot = 0.1, 4, 0.3
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bip01_l_toe0 = 0.1, -1, 0.2
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bip01_r_thigh = 1, 6, 0.5
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bip01_r_calf = 1, 6, 0.4
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bip01_r_foot = 0.1, 6, 0.3
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bip01_r_toe0 = 0.1, -1, 0.2
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[critical_wound_head_section]
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bip01_head
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eyelid_1
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eye_left
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eye_right
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jaw_1
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bip01_l_hand
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bip01_l_finger0
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bip01_l_finger01
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bip01_l_finger02
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bip01_l_finger1
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bip01_l_finger11
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bip01_l_finger12
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bip01_l_finger2
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bip01_l_finger21
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bip01_l_finger22
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bip01_r_hand
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bip01_r_finger0
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bip01_r_finger01
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bip01_r_finger02
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bip01_r_finger1
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bip01_r_finger11
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bip01_r_finger12
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bip01_r_finger2
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bip01_r_finger21
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bip01_r_finger22
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bip01_neck
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[critical_wound_torso_section]
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bip01_pelvis
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bip01_tail
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bip01_spine
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bip01_spine1
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bip01_spine2
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[critical_wound_hand_left_section]
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bip01_l_upperarm
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bip01_l_forearm
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bip01_l_clavicle
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[critical_wound_hand_right_section]
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bip01_r_upperarm
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bip01_r_forearm
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bip01_r_clavicle
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[critical_wound_leg_left_section]
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bip01_l_thigh
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bip01_l_calf
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bip01_l_foot
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bip01_l_toe0
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[critical_wound_leg_right_section]
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bip01_r_thigh
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bip01_r_calf
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bip01_r_foot
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bip01_r_toe0
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[critical_wound_body_parts_section]
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head = critical_wound_head_section
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torso = critical_wound_torso_section
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hand_left = critical_wound_hand_left_section
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hand_right = critical_wound_hand_right_section
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leg_left = critical_wound_leg_left_section
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leg_right = critical_wound_leg_right_section
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[stalker_immunities]
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burn_immunity = 0.5 ;êîýôôèöèåíòû èììóíèòåòà
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strike_immunity = 0.5
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shock_immunity = 0.5
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wound_immunity = 0.5
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radiation_immunity = 0.5
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telepatic_immunity = 0.5
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chemical_burn_immunity = 0.5
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explosion_immunity = 0.5
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fire_wound_immunity = 1.0
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wound_2_immunity = 1.0
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[stalker_condition]
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satiety_v = 0.00001 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
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radiation_v = 0.0001 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
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satiety_power_v = 0.0005 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
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satiety_health_v = 0.1 ;0.0001 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
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satiety_critical = 0.0 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
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radiation_health_v = 0.001 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
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morale_v = 0.0001 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
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health_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
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power_hit_part = 0.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
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psy_health_v = 0.01 ; ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
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sleep_health = 1.0 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
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sleep_power = 1.0
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sleep_satiety = 1.0
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sleep_radiation = 1.0
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sleep_psy_health = 1.0
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;---LIMPING STATE-----------------------------------------------------
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use_limping_state = off
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limping_threshold = 0.5
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;îòêðûòûå ðàíû
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bleeding_v = 0.0 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
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wound_incarnation_v = 0.001 ;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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[stalker_terrain]
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255,000,255,255
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[sakharov_terrain]
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255,001,255,255
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[sim_smart_1]
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255,002,255,255
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[sim_smart_2]
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255,003,255,255
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[sim_smart_3]
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255,004,255,255
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[sim_smart_4]
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255,005,255,255
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[sim_smart_5]
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255,006,255,255
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[sim_smart_6]
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255,007,255,255
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[sim_smart_7]
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255,008,255,255
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[sim_smart_8]
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255,009,255,255
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[sim_smart_base]
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255,010,255,255
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[stalker_movement_speeds]
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; danger
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;; crouch
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;;; walk
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danger_crouch_walk_forward = 1.1
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danger_crouch_walk_backward = 1.05
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danger_crouch_walk_left = 1.05
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danger_crouch_walk_right = 1.05
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;;; run
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danger_crouch_run_forward = 2.5
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danger_crouch_run_backward = 2.5
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danger_crouch_run_left = 2.4
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danger_crouch_run_right = 2.4
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;; stand
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;;; walk
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danger_stand_walk_forward = 1.8
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danger_stand_walk_backward = 1.8
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danger_stand_walk_left = 2.0
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danger_stand_walk_right = 2.0
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;;; run
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danger_stand_run_forward = 3.6
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danger_stand_run_backward = 3.0
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danger_stand_run_left = 2.0
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danger_stand_run_right = 2.0
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; free
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;; stand
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;;; forward
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free_stand_walk_forward = 1.1
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free_stand_run_forward = 3.0
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; panic
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;; stand
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;;; run
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;;;; forward
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panic_stand_run_forward = 7.0
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[stalker]:common_ph_friction_params_on_npc_death
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class = AI_STL_S ; Class identifier
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can_select_items = on
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;---EVALUATION FUNCTIONS----------------------------------------------
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ef_creature_type = 17 ; option for evaluation functions
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;---LEVEL EDITOR------------------------------------------------------
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$spawn = "stalkers\stalker" ; option for Level Editor
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$npc = on ; option for Level Editor
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visual = actors\stalker_hero\stalker_hero_1.ogf; option for Level Editor
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corpse_visual = dynamics\equipments\item_rukzak.ogf ;actors\hero\stalker_novice.ogf; option for Level Editor
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custom_data = default_custom_data.ltx ; option for Level Editor
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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
|
||||
Loading…
Add table
Add a link
Reference in a new issue