add game&rawdata

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

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
head = 0,0,0
chest = 0,0,0
spine = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = left_foot
front_right = right_foot
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = head ; bone for capture
distance = 0.05 ; distance - less this distance between bone and capture taget object is captured
time_limit = 5 ; max time for trying to capture object "sec"
pull_force = 12000000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 1 ; velocity scale for pulling 1- normal
capture_force = 65000000 ; max force for holding taget
[capture_used_bones]
bones = left_arm, right_arm, left_forearm, right_forearm
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine1 = 0,0,0
bip01_spine = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_hand
front_right = bip01_r_hand
back_right = bip01_r_toe0
back_left = bip01_l_toe0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_head ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
head_boss = 0,0,0
spine = 0,0,0
hip = 0,0,0
spine_1 = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = hand_l
front_right = hand_r
back_right = l_foot
back_left = r_foot
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = head_boss ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine1 = 0,0,0
bip01_l_upperarm = 0,0,0
bip01_r_upperarm = 0,0,0
bip01_l_thigh = 0,0,0
bip01_r_thigh = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_toe0
front_right = bip01_r_toe0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_head ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine1 = 0,0,0
bip01_spine = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_finger0
front_right = bip01_r_finger0
back_right = bip01_r_foot
back_left = bip01_l_foot
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_ponytail2 ; bone for capture
distance = 0.05 ; distance - less this distance between bone and capture taget object is captured
time_limit = 5 ; max time for trying to capture object "sec"
pull_force = 12000000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 1 ; velocity scale for pulling 1- normal
capture_force = 65000000 ; max force for holding taget
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
bip01_pelvis = 0,0,0
bip01_l_forearm = 0,0,0
bip01_r_forearm = 0,0,0
bip01_l_calf = 0,0,0
bip01_r_calf = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_finger0
front_right = bip01_r_finger0
back_right = bip01_r_toe0
back_left = bip01_l_toe0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_ponytail1 ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 116500 ; max force for holding taget
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
head_boss = 0,0,0
spine = 0,0,0
hip = 0,0,0
spine_1 = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = hand_l
front_right = hand_r
back_right = l_foot
back_left = r_foot
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = head_boss ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_tail ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 20500 ; max force for holding tagett
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
; bip01_l_upperarm = 0,0,0
; bip01_r_upperarm = 0,0,0
bip01_l_forearm = 0,0,0
bip01_r_forearm = 0,0,0
bip01_l_thigh = 0,0,0
bip01_r_thigh = 0,0,0
bip01_l_calf = 0,0,0
bip01_r_calf = 0,0,0

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine1 = 0,0,0
bip01_l_upperarm = 0,0,0
bip01_r_upperarm = 0,0,0
bip01_l_thigh = 0,0,0
bip01_r_thigh = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_toe0
front_right = bip01_r_toe0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_head ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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\;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
bip01_r_thigh = 0,0,0
bip01_l_thigh = 0,0,0
bip01_l_upperarm = 0,0,0
bip01_r_upperarm = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_toe1
front_right = bip01_r_toe1
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_r_finger2 ; bone for capture
distance = 0.05 ; distance - less this distance between bone and capture taget object is captured
time_limit = 5 ; max time for trying to capture object "sec"
pull_force = 12000000 ; max force used to bring the taget to capture bone
pull_distance = 5 ; max distance taget can be puled
velocity_scale = 1 ; velocity scale for pulling 1- normal
capture_force = 65000000 ; max force for holding taget
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
bip01_spine1 = 0,0,0
bip01_l_forearm = 0,0,0
bip01_r_forearm = 0,0,0
bip01_l_calf = 0,0,0
bip01_r_calf = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_finger0
front_right = bip01_r_finger0
back_right = bip01_r_toe0
back_left = bip01_l_toe0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bone01 ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 116500 ; max force for holding taget
[capture_used_bones]
bones = bip01_l_forearm, bip01_l_horselink, bip01_r_forearm, bip01_r_horselink
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
;bip01_head = 0,0,0
bip01_spine = 0,0,0
;bip01_l_forearm = 0,0,0
;bip01_r_forearm = 0,0,0
;bip01_r_clavicle = 0,0,0
;bip01_l_clavicle = 0,0,0
;bip01_l_upperarm = 0,0,0
;bip01_r_upperarm = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_finger21
front_right = bip01_r_finger21
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_head ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
[capture_used_bones]
bones = bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine1 = 0,0,0
bip01_spine = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_finger0
front_right = bip01_r_finger0
back_right = bip01_r_toe0
back_left = bip01_l_toe0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bone01 ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 15000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 1 ; velocity scale for pulling 1- normal
capture_force = 116500 ; max force for holding taget
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
head = 0,0,0
spine = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = lefthand
front_right = righthand
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = head ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine1 = 0,0,0
bip01_spine = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_toe0
front_right = bip01_r_toe0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_ponytail1 ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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#include "human_captures.ltx"
[immunities]
immunities_sect = no_resistance
[bone_protection]
bones_protection_sect = stalker_bandit_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_bandit_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_bandit_3

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_bandit_4

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_dolg_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_dolg_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_dolg_3

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_dolg_4

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_freedom_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_freedom_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_freedom_3

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_freedom_4

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_hero_1

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_tail ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 3000 ; max force used to bring the taget to capture bone
pull_distance = 1.5 ; max distance taget can be puled
velocity_scale = 0.05 ; velocity scale for pulling 1- normal
capture_force = 90000 ; max force for holding taget
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
; bip01_l_upperarm = 0,0,0
; bip01_r_upperarm = 0,0,0
bip01_l_forearm = 0,0,0
bip01_r_forearm = 0,0,0
bip01_l_thigh = 0,0,0
bip01_r_thigh = 0,0,0
bip01_l_calf = 0,0,0
bip01_r_calf = 0,0,0
;-------------------------------------------------------------------------------
;------ immunities section -----------------------------------------------------
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = gilet_mask_damage
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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#include "human_captures.ltx"
[immunities]
immunities_sect = strelok_resistance
[bone_protection]
bones_protection_sect = stalker_hero_1

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;#include "human_captures.ltx"
;[immunities]
;immunities_sect = medium_resistance
;[bone_protection]
;bones_protection_sect = stalker_lesnik_1 ;stalker_hero_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_merc_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_merc_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_merc_3

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_merc_4

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_monolith_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_monolith_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_monolith_3

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_monolith_4

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_nebo_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_nebo_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = medium_resistance

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#include "human_captures.ltx"
[immunities]
immunities_sect = no_resistance
[bone_protection]
bones_protection_sect = stalker_neutral_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_neutral_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_neutral_3

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_neutral_4

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_neutral_nauchniy

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_neutral_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_neutral_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_oon_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_oon_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = low_resistance
[bone_protection]
bones_protection_sect = stalker_soldier_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_soldier_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_soldier_3

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_soldier_4

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;#include "human_captures.ltx"
;[immunities]
;immunities_sect = medium_resistance
;[bone_protection]
;bones_protection_sect = stalker_hero_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_hero_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_zombied_1

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#include "human_captures.ltx"
[immunities]
immunities_sect = medium_resistance
[bone_protection]
bones_protection_sect = stalker_zombied_2

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_zombied_3

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#include "human_captures.ltx"
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_zombied_4

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;-------------------------------------------------------------------------------
;------ disable params ---------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
bip01_head = 0,0,0
bip01_spine1 = 0,0,0
bip01_spine = 0,0,0
;-------------------------------------------------------------------------------
;------ foot bones -------------------------------------------------------------
[foot_bones]
front_left = bip01_l_toe0
front_right = bip01_r_toe0
;-------------------------------------------------------------------------------
;------ capture params ---------------------------------------------------------
[capture]
bone = bip01_tail ; bone for capture
distance = 0.3 ; distance - less this distance between bone and capture taget object is captured
time_limit = 3 ; max time for trying to capture object "sec"
pull_force = 8000 ; max force used to bring the taget to capture bone
pull_distance = 1.4 ; max distance taget can be puled
velocity_scale = 0.022 ; velocity scale for pulling 1- normal
capture_force = 6500 ; max force for holding taget
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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@ -0,0 +1,641 @@
;***************************************************************
;* ÍÅ ÈÇÌÅÍßÒÜ!!!!!!!!!!!!!!! *
;***************************************************************
[physic_object]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYS_S
remove_time = 60; after this time unbreaked removable bone will be removed
script_binding = bind_physic_object.init
[physic_destroyable_object]
GroupControlSection = spawn_group
$spawn = "physics\destroyable_object"
;$prefetch = 8
class = O_DSTR_S
remove_time = 60; after this time unbreaked removable bone will be removed
script_binding = bind_physic_object.init
[physic_door]
GroupControlSection = spawn_group
$spawn = "physics\door"
;$prefetch = 8
class = O_DSTR_S
remove_time = 60; after this time unbreaked removable bone will be removed
script_binding = bind_physic_object.init
is_ai_obstacle = false
;*******************************************************************************
;* ÄÀËÜØÅ ÌÎÆÍÎ ÌÅÍßÒÜ:-) *
;*******************************************************************************
;[phys_obj_test]:physic_object
;$spawn = "dynamic_objects\test_object"
;visual = dynamics\equipments\novice_suit
;startup_animation =
;fixed_bones =
;[phys_destroyable_obj_test]:physic_destroyable_object
;$spawn = "dynamic_objects\test_destroyable_object"
;visual = dynamics\equipments\novice_suit
;startup_animation =
;fixed_bones =
;*** scene_objects ***************************************************************
[jup_b43_af_fuzz_kolobok]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b43_af_fuzz_kolobok"
visual = dynamics\artefacts\af_fuzz_kolobok.ogf
startup_animation = idle
fixed_bones = link
[jup_b43_af_mincer_meat]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b43_af_mincer_meat"
visual = dynamics\artefacts\af_mincer_meat.ogf
startup_animation = idle
fixed_bones = link
[jup_b41_af_oasis_heart]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b41_af_oasis_heart"
visual = dynamics\artefacts\af_cristall_plant.ogf
startup_animation = idle
fixed_bones = link
[jup_b41_af_half_artifact]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b41_half_artifact"
visual = dynamics\artefacts\af_psi_field.ogf
startup_animation = idle
fixed_bones = link
[jup_b32_ph_scanner]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b32_ph_scanner"
visual = dynamics\equipments\quest\scanner_artefact.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[jup_b209_ph_scanner]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b209_ph_scanner"
visual = dynamics\equipments\quest\scanner_anomaly.ogf
custom_data = scripts\jupiter\jup_b209_scanner.ltx
startup_animation = idle
fixed_bones = link
story_id = jup_b209_ph_scanner
[jup_b207_depot_cover]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b207_depot_cover"
visual = dynamics\fence\debris_01.ogf
story_id = jup_b207_depot_cover_id
[pri_a28_actor_hideout]:physic_object
$spawn = "dynamic_objects\scene_objects\pri_a28_actor_hideout"
visual = dynamics\fence\debris_01.ogf
[jup_b219_gate]:physic_object
$spawn = "dynamic_objects\scene_objects\jup_b219_gate"
visual = dynamics\door\door_katakomb_big_4.ogf
story_id = jup_b219_gate_id
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[pri_a25_explosive_charge]:physic_object
$spawn = "dynamic_objects\scene_objects\pri_a25_explosive_charge"
visual = dynamics\equipments\quest\explosive_charge.ogf
startup_animation = idle
fixed_bones = link
story_id = pri_a25_explosive_charge_id
custom_data = models\objects\ignore_static.ltx
[zat_b57_ph_gas]:physic_object
$spawn = "dynamic_objects\scene_objects\zat_b57_ph_gas"
visual = dynamics\equipments\quest\balloon_poison_gas.ogf
startup_animation = idle
fixed_bones = link
story_id = zat_b57_ph_gas
custom_data = models\objects\ignore_static.ltx
[pri_a28_earth_helli_1]:physic_object
$spawn = "dynamic_objects\scene_objects\pri_a28_earth_helli_1"
visual = dynamics\vehicles\mi24\veh_mi24_u_02.ogf
startup_animation = idle
fixed_bones = korpus1
story_id = pri_a28_earth_helli_1
custom_data = models\objects\ignore_static.ltx
[pri_a28_earth_helli_2]:physic_object
$spawn = "dynamic_objects\scene_objects\pri_a28_earth_helli_2"
visual = dynamics\vehicles\mi24\veh_mi24_u_02.ogf
startup_animation = idle
fixed_bones = korpus1
story_id = pri_a28_earth_helli_2
custom_data = models\objects\ignore_static.ltx
[door_lab_x8]:physic_object
$spawn = "physics\door_lab_x8"
script_binding = bind_door_labx8.bind
[jup_b206_plant_ph]:physic_destroyable_object
$spawn = "dynamic_objects\scene_objects\jup_b206_plant_ph"
visual = dynamics\equipments\quest\anomaly_plant.ogf
startup_animation = idle
fixed_bones = link
story_id = jup_b206_plant_ph
custom_data = models\objects\ignore_static.ltx
;*******************************************************************************
;*** armory_room ***************************************************************
[shooting_target_1]:physic_destroyable_object
$spawn = "dynamic_objects\armory_room\shooting_target_1"
visual = dynamics\armory_room\shooting_target_1.ogf
startup_animation = shooting_target_1_down
fixed_bones = link
;*******************************************************************************
;*** balon *********************************************************************
[balon_01]:physic_destroyable_object
$spawn = "dynamic_objects\balon\balon_01"
visual = dynamics\balon\balon_01.ogf
[balon_02]:physic_destroyable_object
$spawn = "dynamic_objects\balon\balon_02"
visual = dynamics\balon\balon_02.ogf
[balon_02link]:physic_destroyable_object
$spawn = "dynamic_objects\balon\balon_02link"
visual = dynamics\balon\balon_02.ogf
fixed_bones = bone01, bone02, bone03
[balon_02a]:physic_destroyable_object
$spawn = "dynamic_objects\balon\balon_02a"
visual = dynamics\balon\balon_02a.ogf
[bidon]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bidon"
visual = dynamics\balon\bidon.ogf
[bochka_close_1]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bochka_close_1"
visual = dynamics\balon\bochka_close_1.ogf
[bochka_close_2]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bochka_close_2"
visual = dynamics\balon\bochka_close_2.ogf
[bochka_close_3]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bochka_close_3"
visual = dynamics\balon\bochka_close_3.ogf
[bochka_close_4]:physic_destroyable_object
$spawn = "dynamic_objects\balon\bochka_close_4"
visual = dynamics\balon\bochka_close_4.ogf
[gaz_balon]:physic_destroyable_object
$spawn = "dynamic_objects\balon\gaz_balon"
visual = dynamics\balon\gaz_balon.ogf
;*******************************************************************************
;*** box ***********************************************************************
;*******************************************************************************
;*** el_tehnika ****************************************************************
[disel_generator]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\disel_generator"
visual = dynamics\el_tehnika\disel_generator.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[krisagenerator]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\krisagenerator"
visual = dynamics\el_tehnika\krisagenerator.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_01]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_01"
visual = dynamics\el_tehnika\ventilator_01.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_02]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_02"
visual = dynamics\el_tehnika\ventilator_02.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_03]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_03"
visual = dynamics\el_tehnika\ventilator_03.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_04]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_04"
visual = dynamics\el_tehnika\ventilator_04.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ventilator_05]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\ventilator_05"
visual = dynamics\el_tehnika\ventilator_05.ogf
startup_animation = idle
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[speakerphone]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\speakerphone"
visual = dynamics\el_tehnika\speakerphone.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[notebook]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\notebook"
visual = dynamics\el_tehnika\notebook.ogf
[priemnik_gorizont]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\priemnik_gorizont"
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
[rupor]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\rupor"
visual = dynamics\el_tehnika\rupor.ogf
fixed_bones = link
[transiver]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\transiver"
visual = dynamics\el_tehnika\transiver.ogf
[tv_1]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\tv_1"
visual = dynamics\el_tehnika\tv_1.ogf
[table_lamp_01]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\table_lamp_01"
visual = dynamics\el_tehnika\table_lamp_01.ogf
fixed_bones = link
[komp_monitor]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\komp_monitor"
visual = dynamics\el_tehnika\komp_monitor.ogf
[komp_klava]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\komp_klava"
visual = dynamics\el_tehnika\komp_klava.ogf
[komp_block]:physic_destroyable_object
$spawn = "dynamic_objects\el_tehnika\komp_block"
visual = dynamics\el_tehnika\komp_blok.ogf
;*******************************************************************************
;*** fence *********************************************************************
;*******************************************************************************
[debris_01]:physic_destroyable_object
$spawn = "dynamic_objects\fence\debris_01"
visual = dynamics\fence\debris_01.ogf
[wood_fence_1]:physic_destroyable_object
$spawn = "dynamic_objects\fence\wood_fence_1"
fixed_bones = link
visual = dynamics\fence\wood_fence_1.ogf
[wood_fence_2]:physic_destroyable_object
$spawn = "dynamic_objects\fence\wood_fence_2"
fixed_bones = link
visual = dynamics\fence\wood_fence_2.ogf
[wood_fence_3]:physic_destroyable_object
$spawn = "dynamic_objects\fence\wood_fence_3"
fixed_bones = link
visual = dynamics\fence\wood_fence_3.ogf
[wood_fence_4]:physic_destroyable_object
$spawn = "dynamic_objects\fence\wood_fence_4"
fixed_bones = link
visual = dynamics\fence\wood_fence_4.ogf
;*** workshop_room *************************************************************
;*******************************************************************************
[banka_kraski_1]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\banka_kraski_1"
visual = dynamics\workshop_room\banka_kraski_1.ogf
[kanistra_01]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\kanistra_01"
visual = dynamics\workshop_room\kanistra_01.ogf
[tiski]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\tiski"
visual = dynamics\workshop_room\tiski.ogf
[kanistra_02]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\kanistra_02"
visual = dynamics\workshop_room\kanistra_02.ogf
[vedro_01]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\vedro_01"
visual = dynamics\workshop_room\vedro_01.ogf
[axe]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\axe"
visual = dynamics\workshop_room\axe.ogf
[hammer]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\hammer"
visual = dynamics\workshop_room\hammer.ogf
[hatch_01]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\hatch_01"
visual = dynamics\workshop_room\hatch_01.ogf
[keyga]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\keyga"
visual = dynamics\workshop_room\keyga.ogf
[lopata]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\lopata"
visual = dynamics\workshop_room\lopata.ogf
[molot]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\molot"
visual = dynamics\workshop_room\molot.ogf
[pick]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\pick"
visual = dynamics\workshop_room\pick.ogf
[riffler]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\riffler"
visual = dynamics\workshop_room\riffler.ogf
[saw]:physic_destroyable_object
$spawn = "dynamic_objects\workshop_room\saw"
visual = dynamics\workshop_room\saw.ogf
;***kitchen_room****************************************************************
[bottle_3L]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\bottle_3L"
visual = dynamics\kitchen_room\bottle_3l.ogf
[freezer]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\freezer"
visual = dynamics\kitchen_room\freezer.ogf
[bludo]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\bludo"
visual = dynamics\kitchen_room\kitchen_bludo.ogf
[kastrula]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\kastrula"
visual = dynamics\kitchen_room\kitchen_kastrula.ogf
[kastrula_up]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\kastrula_up"
visual = dynamics\kitchen_room\kitchen_kastrula_up.ogf
[krujka]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\krujka"
visual = dynamics\kitchen_room\kitchen_krujka.ogf
[lojka]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\lojka"
visual = dynamics\kitchen_room\kitchen_lojka.ogf
[miska]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\miska"
visual = dynamics\kitchen_room\kitchen_miska.ogf
[tarelka1]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\tarelka1"
visual = dynamics\kitchen_room\kitchen_tarelka1.ogf
[tarelka2]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\tarelka2"
visual = dynamics\kitchen_room\kitchen_tarelka2.ogf
[teapot_1]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\teapot_1"
visual = dynamics\kitchen_room\teapot_1.ogf
[gaz_plita]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\gaz_plita"
visual = dynamics\kitchen_room\gaz_plita.ogf
[gaz_plita_small]:physic_destroyable_object
$spawn = "dynamic_objects\kitchen_room\gaz_plita_small"
visual = dynamics\kitchen_room\gaz_plita_small.ogf
;*******************************************************************************
;*** box ***********************************************************************
[box_1a]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_1a"
visual = dynamics\box\box_1a.ogf
[box_1b]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_1b"
visual = dynamics\box\box_1b.ogf
[box_1c]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_1c"
visual = dynamics\box\box_1c.ogf
[box_bottle_1]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_bottle_1"
visual = dynamics\box\box_bottle_1.ogf
[box_metall_01]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_metall_01"
visual = dynamics\box\box_metall_01.ogf
[box_wood_01]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_wood_01"
visual = dynamics\box\box_wood_01.ogf
[box_wood_02]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_wood_02"
visual = dynamics\box\box_wood_02.ogf
[box_paper]:physic_destroyable_object
$spawn = "dynamic_objects\box\box_paper"
visual = dynamics\box\box_paper.ogf
;*******************************************************************************
;***medical_object**************************************************************
[kolyaska_01]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\kolyaska_01"
visual = dynamics\medical_object\kolyaska_01.ogf
[kolyaska_01_braked]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\kolyaska_01_braked"
visual = dynamics\medical_object\kolyaska_01_braked.ogf
[kolyaska_wheel_01_braked]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\kolyaska_wheel_01_braked"
visual = dynamics\medical_object\kolyaska_wheel_01_braked.ogf
[wheel_litter_01]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\wheel_litter_01"
visual = dynamics\medical_object\wheel_litter_01.ogf
[wheel_litter_01_braked]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\wheel_litter_01_braked"
visual = dynamics\medical_object\wheel_litter_01_braked.ogf
[med_stolik_01]:physic_destroyable_object
$spawn = "dynamic_objects\medical_object\med_stolik_01"
visual = dynamics\medical_object\med_stolik_01.ogf
;*******************************************************************************
;*** firestation ***************************************************************
[fire_vedro]:physic_destroyable_object
$spawn = "dynamic_objects\firestation\fire_vedro"
visual = dynamics\firestation\fire_vedro.ogf
[ognetushitel]:physic_destroyable_object
$spawn = "dynamic_objects\firestation\ognetushitel"
visual = dynamics\firestation\ognetushitel.ogf
;*******************************************************************************
;*** stul **********************************************************************
[stul_wood_01]:physic_destroyable_object
$spawn = "dynamic_objects\stul\stul_wood_01"
visual = dynamics\stul\stul_wood_01.ogf
[child_bench]:physic_destroyable_object
$spawn = "dynamic_objects\stul\child_bench"
visual = dynamics\stul\child_bench.ogf
[stul_child_01]:physic_destroyable_object
$spawn = "dynamic_objects\stul\stul_child_01"
visual = dynamics\stul\stul_child_01.ogf
[stul_school_01]:physic_destroyable_object
$spawn = "dynamic_objects\stul\stul_school_01"
visual = dynamics\stul\stul_school_01.ogf
[stul_school_01_br]:physic_destroyable_object
$spawn = "dynamic_objects\stul\stul_school_01_br"
visual = dynamics\stul\stul_school_01_br.ogf
[taburet_village]:physic_destroyable_object
$spawn = "dynamic_objects\stul\taburet_village"
visual = dynamics\stul\taburet_village.ogf
[taburet_wood_01]:physic_destroyable_object
$spawn = "dynamic_objects\stul\taburet_wood_01"
visual = dynamics\stul\taburet_wood_01.ogf
;*******************************************************************************
;*** museum weapons ************************************************************
[museum_abakan]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_abakan"
visual = dynamics\weapons\wpn_abakan\wpn_abakan.ogf
fixed_bones = wpn_body
[museum_ak74]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ak74"
visual = dynamics\weapons\wpn_ak74\wpn_ak74.ogf
fixed_bones = wpn_body
[museum_ak74u]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ak74u"
visual = dynamics\weapons\wpn_ak74u\wpn_ak74u.ogf
fixed_bones = wpn_body
[museum_groza]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_groza"
visual = dynamics\weapons\wpn_groza\wpn_groza.ogf
fixed_bones = wpn_body
[museum_lr300]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_lr300"
visual = dynamics\weapons\wpn_lr300\wpn_lr300.ogf
fixed_bones = wpn_body
[museum_rg6]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_rg6"
visual = dynamics\weapons\wpn_rg6\wpn_rg6.ogf
fixed_bones = wpn_body
[museum_rpg7]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_rpg7"
visual = dynamics\weapons\wpn_rpg7\wpn_rpg7.ogf
fixed_bones = wpn_body
[museum_sig550]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_sig550"
visual = dynamics\weapons\wpn_sig550\wpn_sig550.ogf
fixed_bones = wpn_body
[museum_spas12]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_spas12"
visual = dynamics\weapons\wpn_spas12\wpn_spas12.ogf
fixed_bones = wpn_body
[museum_svd]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_svd"
visual = dynamics\weapons\wpn_svd\wpn_svd.ogf
fixed_bones = wpn_body
[museum_bm16]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_bm16"
visual = dynamics\weapons\wpn_bm16\wpn_bm16.ogf
fixed_bones = wpn_body
[museum_toz34]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_toz34"
visual = dynamics\weapons\wpn_toz34\wpn_toz34.ogf
fixed_bones = wpn_body
[museum_val]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_val"
visual = dynamics\weapons\wpn_val\wpn_val.ogf
fixed_bones = wpn_body
[museum_vintorez]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_vintorez"
visual = dynamics\weapons\wpn_vintorez\wpn_vintorez.ogf
fixed_bones = wpn_body
[museum_winchester1300]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_winchester1300"
visual = dynamics\weapons\wpn_winchester1300\wpn_winchester1300.ogf
fixed_bones = wpn_body
[museum_ammo_545x39_fmj]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ammo_545x39_fmj"
visual = dynamics\weapons\wpn_ammo\ammo_545x39_fmj.ogf
fixed_bones = link
[museum_ammo_12x70_buck]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ammo_12x70_buck"
visual = dynamics\weapons\wpn_ammo\ammo_12x70_buck.ogf
fixed_bones = link
[museum_ammo_762x54_7h14]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\museum_ammo_762x54_7h14"
visual = dynamics\weapons\wpn_ammo\ammo_762x54_7h14.ogf
fixed_bones = link
;*******************************************************************************
[balloon_poison_gas]:physic_destroyable_object
$spawn = "dynamic_objects\museum_weapons\balloon_poison_gas"
visual = dynamics\equipments\quest\balloon_poison_gas.ogf
fixed_bones = link

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@ -0,0 +1,92 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.1
angular_factor = 0.1
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\kitchen_room\part\bottle_3L_part_0
dynamics\kitchen_room\part\bottle_3L_part_1
dynamics\kitchen_room\part\bottle_3L_part_2
dynamics\kitchen_room\part\bottle_3L_part_3
dynamics\kitchen_room\part\bottle_3L_part_4
dynamics\kitchen_room\part\bottle_3L_part_5
dynamics\kitchen_room\part\bottle_3L_part_6
dynamics\kitchen_room\part\bottle_3L_part_7
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.05
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_bottle
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = Material\Bottle\collide\bottle_break_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
[damage_bones]
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;---------------------------------------------
default = 1.0, -1, 0.0
link = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.25 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.5
fire_wound_immunity = 3.5
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
;not_collide_parts // íàëè÷èå ýòî ñòðîêè îïðåäåëÿåò êîëèäèòñÿ ëè îáúåêò
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\box\part\box_metall_01_part_1
dynamics\box\part\box_metall_01_part_2
[autoremove_parts]
time = 60
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.1
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.15, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\metal_box\collide\big_metal_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.5 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.5
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 0.2 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 0.2 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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@ -0,0 +1,95 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\box\part\box_paper_part_1
[autoremove_parts]
time = 50
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_paper_box
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.2, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.25 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 3.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 0.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 0.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 0.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.0 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.0 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\box\part\box_wood_01_part_1
dynamics\box\part\box_wood_01_part_2
dynamics\box\part\box_wood_01_part_3
dynamics\box\part\box_wood_01_part_4
dynamics\box\part\box_wood_01_part_5
dynamics\box\part\box_wood_01_part_6
dynamics\box\part\box_wood_01_part_7
[autoremove_parts]
time = 35
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 5.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\door\part\destr_door_wood_130x250_01_part_1
dynamics\door\part\destr_door_wood_130x250_01_part_2
dynamics\door\part\destr_door_wood_130x250_01_part_3
dynamics\door\part\destr_door_wood_130x250_01_part_4
[autoremove_parts]
time = 20
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = explosions\explosion_mine
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = -0.6, 1.4, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 1
explosion_immunity = 0
fire_wound_immunity = 0
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 5.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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@ -0,0 +1,95 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_arka_1_part_1
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = explosions\explosion_concrete_box
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 2.7, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0.5
fire_wound_immunity = 0.25
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 15.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

View file

@ -0,0 +1,94 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_arka_2_part_1
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = explosions\explosion_concrete_box
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 2.7, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0.5
fire_wound_immunity = 0.25
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 15.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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@ -0,0 +1,94 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_arka_3_part_1
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = explosions\explosion_concrete_box
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 2.7, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0.5
fire_wound_immunity = 0.25
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 15.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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@ -0,0 +1,94 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_arka_4_part_1
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = explosions\explosion_concrete_box
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 2.7, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0.5
fire_wound_immunity = 0.25
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 15.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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@ -0,0 +1,94 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 1.0
angular_factor = 1.0
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_arka_5_part_1
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = explosions\explosion_concrete_box
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 3.0, 2.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0.5
fire_wound_immunity = 0.25
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 15.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.2 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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@ -0,0 +1,99 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
ignore_static = 1
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_debris_01_part_01
dynamics\scene_objects\hospital\part\hospital_debris_01_part_02
dynamics\scene_objects\hospital\part\hospital_debris_01_part_03
dynamics\scene_objects\hospital\part\hospital_debris_01_part_04
dynamics\scene_objects\hospital\part\hospital_debris_01_part_05
dynamics\scene_objects\hospital\part\hospital_debris_01_part_06
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = explosions\explosion_hospital_stone
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = -0.7, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 1
explosion_immunity = 0
fire_wound_immunity = 0
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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@ -0,0 +1,98 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
;mesh = true ;RayPick for shooting. Use real mesh (not bounding boxes) for particles
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_fence_part_01
dynamics\scene_objects\hospital\part\hospital_fence_part_02
dynamics\scene_objects\hospital\part\hospital_fence_part_03
dynamics\scene_objects\hospital\part\hospital_fence_part_04
dynamics\scene_objects\hospital\part\hospital_fence_part_05
[autoremove_parts]
time = 300
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles =
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.5, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 1
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 1
fire_wound_immunity = 0.1
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_01
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_02
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_03
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_04
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_05
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = explosions\explosion_mine
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = -0.7, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\large_furniture\large_furniture_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 1
explosion_immunity = 0
fire_wound_immunity = 0
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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@ -0,0 +1,98 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_01
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_02
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_03
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_04
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_05
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_06
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.02
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 1.0, 0.5
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.6 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 1
fire_wound_immunity = 0.6
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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[collide]
ignore_static
ignore_small_objects

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[torch_definition]
range = 15 ; range <in meters>
range_r2 = 15 ; range <in meters>
color = 1.0,1.0,1.0,0.2 ; four color components <r,g,b,a> 0.f<X<3.f
color_r2 = 0.6,0.55,0.55,0.8 ; four color components <r,g,b,a> 0.f<X<3.f
omni_range = 1.5 ; range <in meters>
omni_range_r2 = 0.75 ; range <in meters>
omni_color = 1.0,1.0,1.0,0.1 ; four color components <r,g,b,a> 0.f<X<3.f
omni_color_r2 = 1.0,1.0,1.0,0.1 ; four color components <r,g,b,a> 0.f<X<3.f
color_animator = empty ; color animator name (empty - not using animator) //light_torch_01
spot_texture = internal\internal_light_torch_r2 ; spot texture name (using only in Second Render)
spot_angle = 75 ; spot angle <in gradus>
glow_texture = glow\glow_torch_r2 ; glow texture name (required)
glow_radius = 0.3 ; glow radius <in meters>
guide_bone = lights_bone ; guid bone name (required)

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\pripyat\part\pri_antenna_part_1
dynamics\scene_objects\pripyat\part\pri_antenna_part_2
dynamics\scene_objects\pripyat\part\pri_antenna_part_3
dynamics\scene_objects\pripyat\part\pri_antenna_part_4
dynamics\scene_objects\pripyat\part\pri_antenna_part_5
dynamics\scene_objects\pripyat\part\pri_antenna_part_6
dynamics\scene_objects\pripyat\part\pri_antenna_part_7
dynamics\scene_objects\pripyat\part\pri_antenna_part_8
[autoremove_parts]
time = 10
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.5, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0.2
fire_wound_immunity = 0.1
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 0.1 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\scene_objects\part\part_none
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_small_box_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = $no_sound
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 1
explosion_immunity = 0
fire_wound_immunity = 0
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\fence\part\wood_fence_part_1
dynamics\fence\part\wood_fence_part_2
dynamics\fence\part\wood_fence_part_3
dynamics\fence\part\wood_fence_part_4
dynamics\fence\part\wood_fence_part_5
dynamics\fence\part\wood_fence_part_6
dynamics\fence\part\wood_fence_part_7
[autoremove_parts]
time = 10
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 5.0
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_small_box_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.5, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.5 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0;0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.5
fire_wound_immunity = 2.0
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 0.1 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\fence\part\wooden_board_01_part_03
dynamics\fence\part\wooden_board_01_part_05
dynamics\fence\part\wooden_board_01_part_02
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.01
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 1.5, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.6 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.002
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 1
fire_wound_immunity = 0.6
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\fence\part\wooden_board_01_2m_part_01
dynamics\fence\part\wooden_board_01_2m_part_02
dynamics\fence\part\wooden_board_01_2m_part_03
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.01
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 1.5, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.6 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.002
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 1
fire_wound_immunity = 0.6
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\fence\part\wooden_board_01_part_04
dynamics\fence\part\wooden_board_01_part_02
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.01
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 1.5, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.6 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.002
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 1
fire_wound_immunity = 0.6
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\fence\part\wooden_board_01_part_03
dynamics\fence\part\wooden_board_01_part_01
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.01
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 1.5, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.6 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.002
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 1
fire_wound_immunity = 0.6
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[destroyed]
dynamics\fence\part\wooden_board_01_part_03
dynamics\fence\part\wooden_board_01_part_05
dynamics\fence\part\wooden_board_01_part_02
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.01
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 1.5, 0.0, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.6 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.002
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 1
fire_wound_immunity = 0.6
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.1 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------

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[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[car_definition]
camera_pos = -0.4, 1.7, 2.4
driving_wheels = front_left_wheel,front_right_wheel,front_left_wheel2,front_right_wheel2,back_left_wheel,back_right_wheel,back_left_wheel2,back_right_wheel2 ; âåäóùèå êîë¸ñà
steering_wheels = front_left_wheel,front_right_wheel,front_left_wheel2,front_right_wheel2 ; ðóëåâûå êîë¸ñà
breaking_wheels = back_left_wheel,back_right_wheel,back_left_wheel2,back_right_wheel2 ; òîðìîçÿùèå êîë¸ñà
doors = left_door,right_door,front_left_door,front_right_door ; äâåðè
steer = stearing_wheel ; ðóëü
driver_place = seat_left ; ìåñòî âîäèòåëÿ
exhausts = exhausts ; âûõëîïíàÿ òðóáà
exhaust_particles = vehiclefx\exhaust_1
damage = damage_bones
;-------------------------------------------------------------------------------
;------ Factory parameters of Engine -------------------------------------------
fuel_tank = 30. ; L
fuel_consumption = 4.43 ; L / (100k R); liters per 100 000 rotations
engine_power = 30. ; horse_power (kW=hp*0.808) max power
max_power_rpm = 4200 ; (nominal rpm ) on this rpm value engine power reaches maximum
max_torque_rpm = 2800. ; on this rpm engine torque reaches maximum
power_increment_factor = 0.04
power_decrement_factor = 0.08
rpm_increment_factor = 0.05
rpm_decrement_factor = 0.10
; additional engine parameters
max_engine_rpm = 5000 ; rpm (5000) rpm will never be more
idling_engine_rpm = 750 ; rpm (750) min rpm - starts from this rpm value
;-------------------------------------------------------------------------------
;------ Adjustment a wheel -----------------------------------------------------
reference_radius = 0.28 ; Ðàäèóñ êîëåñà, èñïîëüçóåìûé ïðè ïðîñ÷¸òå äâèãàòåëÿ
axle_friction = 0.01 ; Îñëàáëåíèå ñêîðîñòè â íååòðàëüíîé ïîçèöèè. (N*m)
steering_speed = 2.5 ; Âðåìÿ ïîâîðîòà ðóëåâîãî êîëåñà, â ìàêñèìóì. rps (1)
steering_torque = 90000. ; Ñèëà ãèäðîóñèëèòåëÿ ðóëÿ. (N*m)
break_torque = 0.02 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m)
break_time = 0.9 ; âðåìÿ íàðàñòàíèÿ ñèëû òîðìîæåíèÿ äî ìàêñèìóìà, ïðè ïîäòîðìàæèâàíèè (ñòðåëêà íàçàä)
hand_break_torque = 0.02 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
;-------------------------------------------------------------------------------
;------ Gearbox ----------------------------------------------------------------
main_gear_ratio = 4.63 ; Ïåðåäàòî÷íîå îòíîøåíèå
auto_transmission = on ; Àâòîìàòè÷åñêàÿ êîðîáêà (on/off)
[transmission_gear_ratio]
; shift down/ shift up. (rpm, íåîáõîäèìîå äëÿ ïåðåêëþ÷åíèÿ)
;R = 4.76, 2000,4500
R = 3.73, 2000,4500
N1 = 3.73, 2000,4500
N2 = 2.29, 2000,4500
N3 = 1.39, 2000,4500
N4 = 0.96, 2000,4500
;-------------------------------------------------------------------------------
;------ Rest Adjustment --------------------------------------------------------
[lights]
headlights = f1,f2
[f1]
bone = left_light
color = 0.6,0.6,0.6,0.5
range = 25
cone_angle = 80
spot_texture = lights\lights_torch_01
glow_texture = glow\glow_Yellow
glow_radius = 0.5
[f2]
bone = right_light
color = 0.6,0.6,0.6,0.6
range = 25
cone_angle = 80
spot_texture = lights\lights_torch_01
glow_texture = glow\glow_Yellow
glow_radius = 0.5
[car_sound]
snd_volume = 1.0
snd_name = car\car2
transmission_switch = car\car_gearchange
explosion_sound = weapons\heli_explosion
relative_pos = 0.0,0.5,3.0.
;-------------------------------------------------------------------------------
;------ animations params ------------------------------------------------------
[doors]
open_torque_factor = 10 ;ìíîæèòåëü ìîìåíòà ñèë äëÿ îòêðûâàíèÿ äâåðè (default = 2)
[animations]
driver_animation_type = 0 ;òèï àíèìàöèé àêòåðà äëÿ äàííîé ìàøèíû.
;-------------------------------------------------------------------------------
;------ damage params ----------------------------------------------------------
[damage_particles]
explosion_particles = explosions\expl_mushroom_01
car_damage_particles1 = explosions\expl_car_smoke_small
car_damage_particles2 = explosions\expl_car_smoke_big
wheels_damage_particles1 = vehiclefx\exhaust_1
wheels_damage_particles2 = vehiclefx\exhaust_1
particle_bones1 = kabina; root;left_door,right_door
particle_bones2 = root ;kabina
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
root = 1.5,-0.5,1
back_left_wheel = 0,0,0
back_right_wheel = 0,0,0
front_left_wheel = 0,0,0
front_right_wheel = 0,0,0
kabina = 1.3,-0.5,-1
left_door = 0,0,0
right_door = 0,0,0
;-------------------------------------------------------------------------------
;------ damage items -----------------------------------------------------------
[damage_items]
front_left_wheel = 5000
front_right_wheel = 5000
front_left_wheel2 = 5000
front_right_wheel2 = 5000
back_left_wheel = 5000
back_right_wheel = 5000
back_left_wheel2 = 5000
back_right_wheel2 = 5000
left_door = 2000
right_door = 2000
;-------------------------------------------------------------------------------
;------ collisiondamage --------------------------------------------------------
[collision_damage]
root = 0.0001
kabina = 0.0001
back_left_wheel = 0.00001
back_right_wheel = 0.00001
back_left_wheel2 = 0.00001
back_right_wheel2 = 0.00001
front_left_wheel = 0.00001
front_right_wheel = 0.00001
front_left_wheel2 = 0.00001
front_right_wheel2 = 0.00001
;-------------------------------------------------------------------------------
;------ damage bones -----------------------------------------------------------
[damage_bones] ;àíàëîãè÷íî ñåêöèè â àêòåðå, íî áåç àíèìàöèé
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
default = 1, -1, 0.1
[immunities]
burn_immunity = 0.5 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.1
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.2
fire_wound_immunity = 0.0001
;-------------------------------------------------------------------------------
;----------------explosion params-----------------------------------------------
[explosion]
hit_power_critical = 0.0, 0.0, 0.0, 0.0
k_hit_critical = 0
frag_hit_critical = 0
blast = 1
blast_r = 15
blast_impulse = 350
frags = 15
frags_r = 20
frag_hit = 0.45
frag_hit_impulse = 250
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 1.4
wm_size = 0.1
explode_particles = explosions\expl_car
light_color = 0.6,0.5,0.3
light_range = 15.0
light_time = 1.0
;òðàññû îò îñêîëêîâ
fragment_speed = 76
fragment_tracer_max_length = 3
explode_duration = 50 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\heli_explosion
;wallmarks
wallmark_section = explosion_marks
[explode_effector]
effect_sect_name= effector_explode_hit
;-------------------------------------------------------------------------------
;------ Others params ----------------------------------------------------------
[air_resistance]
linear_factor = 20000.f ;
angular_factor = 20000.f ;
[wheels_params]
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[front_left_wheel]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[front_right_wheel]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[front_left_wheel2]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[front_right_wheel2]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[back_left_wheel]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[back_right_wheel]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[back_left_wheel2]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
[back_right_wheel2]
break_torque = 0.1 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.15 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 10 ;
spring_factor = 1 ;
friction_factor = 3.0 ;
;-------------------------------------------------------------------------------
;------ Weapons params ---------------------------------------------------------
[mounted_weapon_definition]
fire_bone = mashine_gun_fire_point ; fire bone name
rotate_x_bone = mashine_gun ; rotate X-axis(pitch) bone name
rotate_y_bone = mashine_gun_tower ; rotate Y-axis(head) bone name
min_gun_speed = 1.5
max_gun_speed = 3.5
wpn_section = stationary_mgun
;-------------------------------------------------------------------------------
;------ destroyed part ---------------------------------------------------------
[destroyed]
dynamics\scene_objects\part\part_none.ogf
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- part impulse_transition ---------------------------------------------------
[impulse_transition_to_parts]
random_min = 10.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone = ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

View file

@ -0,0 +1,85 @@
[helicopter_definition]
default_hit_factor = 0.01 ; default hit factor (0..1)
hit_section = hit_bones ; hit section name
wpn_rotate_x_bone = front_gun ; rotate X-axis(pitch) bone name
wpn_rotate_y_bone = front_gun_tower ; rotate Y-axis(head) bone name
wpn_fire_bone = front_gun_fire ; weapon axis (fire) bone name
left_rocket_bone = left_gun ;
left_rocket2_bone = left_gun2 ;
right_rocket_bone = right_gun ;
right_rocket2_bone = right_gun2 ;
smoke_bone = front_propeller
light_bone = front_propeller
[hit_bones] ; per bones hit factor
pilot1 = 0.00015
pilot2 = 0.00015
back_propeller = 0.00015
[on_death_mode]
scale_bone = front_propeller2,back_propeller2
;-------------------------------------------------------------------------------
;------ destroyed part ---------------------------------------------------------
[destroyed]
dynamics\vehicles\mi24\part\veh_mi24_part1
dynamics\vehicles\mi24\part\veh_mi24_part2
dynamics\vehicles\mi24\part\veh_mi24_part3
dynamics\vehicles\mi24\part\veh_mi24_part4
dynamics\vehicles\mi24\part\veh_mi24_part5
dynamics\vehicles\mi24\part\veh_mi24_part6
dynamics\vehicles\mi24\part\veh_mi24_part7
dynamics\vehicles\mi24\part\veh_mi24_part8
dynamics\vehicles\mi24\part\veh_mi24_part9
dynamics\vehicles\mi24\part\veh_mi24_part10
[autoremove_parts]
time = 60
;-------------------------------------------------------------------------------
;--- part impulse_transition ---------------------------------------------------
[impulse_transition_to_parts]
random_min = 20.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 30.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone = ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 2.0 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 2.0 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
[explosion]
hit_power_critical = 0.0, 0.0, 0.0, 0.0
k_hit_critical = 0
frag_hit_critical = 0
blast = 2
blast_r = 15
blast_impulse = 350
frags = 15
frags_r = 30
frag_hit = 0.8
frag_hit_impulse = 320
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.25
wm_size = 0.1
explode_particles = explosions\expl_mushroom_01
light_color = 0.6,0.5,0.3
light_range = 15.0
light_time = 0.5
;òðàññû îò îñêîëêîâ
fragment_speed = 76
fragment_tracer_max_length = 3
explode_duration = 50 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\heli_explosion
;wallmarks
wallmark_section = explosion_marks
[explode_effector]
effect_sect_name= effector_explode_hit

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[helicopter_definition]
default_hit_factor = 0.01 ; default hit factor (0..1)
hit_section = hit_bones ; hit section name
wpn_rotate_x_bone = left_gun1 ; rotate X-axis(pitch) bone name
wpn_rotate_y_bone = left_gun1_tower ; rotate Y-axis(head) bone name
wpn_fire_bone = left_gun1_fire ; weapon axis (fire) bone name
left_rocket_bone = left_gun2 ;
left_rocket2_bone = left_gun2 ;
right_rocket_bone = right_gun ;
right_rocket2_bone = right_gun ;
smoke_bone = front_propeller
light_bone = front_propeller
[hit_bones] ; per bones hit factor
;root = 0.000015
;korpus1 = 0.000015
;korpus2 = 0.000015
front_propeller = 0.00001
korpus4 = 0.00001
[on_death_mode]
scale_bone = front_propeller2,back_propeller2
;-------------------------------------------------------------------------------
;------ destroyed part ---------------------------------------------------------
[destroyed]
dynamics\vehicles\mi2\part\veh_mi2_part_01
dynamics\vehicles\mi2\part\veh_mi2_part_02
dynamics\vehicles\mi2\part\veh_mi2_part_03
dynamics\vehicles\mi2\part\veh_mi2_part_04
dynamics\vehicles\mi2\part\veh_mi2_part_05
dynamics\vehicles\mi2\part\veh_mi2_part_06
dynamics\vehicles\mi2\part\veh_mi2_part_07
dynamics\vehicles\mi2\part\veh_mi2_part_08
[autoremove_parts]
time = 60
;-------------------------------------------------------------------------------
;--- part impulse_transition ---------------------------------------------------
[impulse_transition_to_parts]
random_min = 20.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 30.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone = ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 2.0 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 2.0 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
[explosion]
hit_power_critical = 0.0, 0.0, 0.0, 0.0
k_hit_critical = 0
frag_hit_critical = 0
blast = 2
blast_r = 15
blast_impulse = 350
frags = 15
frags_r = 30
frag_hit = 0.8
frag_hit_impulse = 320
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.25
wm_size = 0.1
explode_particles = explosions\expl_mushroom_01
light_color = 0.6,0.5,0.3
light_range = 15.0
light_time = 0.5
;òðàññû îò îñêîëêîâ
fragment_speed = 76
fragment_tracer_max_length = 3
explode_duration = 50 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\heli_explosion
;wallmarks
wallmark_section = explosion_marks
[explode_effector]
effect_sect_name= effector_explode_hit

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[disable]
linear_factor = 1
angular_factor = 1
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[car_definition]
camera_pos = 0.0, 0.0, 0.0
driving_wheels = joint_wheel; âåäóùèå êîë¸ñà
steering_wheels = joint_wheel; ðóëåâûå êîë¸ñà
breaking_wheels = joint_wheel; òîðìîçÿùèå êîë¸ñà
doors = joint_door; äâåðè
;steer = link; ðóëü
driver_place = joint_actor; ìåñòî âîäèòåëÿ
exhausts = link ; âûõëîïíàÿ òðóáà
exhaust_particles = explosions\expl_mushroom_01
damage = damage_bones
;-------------------------------------------------------------------------------
;------ Factory parameters of Engine -------------------------------------------
fuel_tank = 250. ; L
fuel_consumption = 0.1 ; L / (100k R); liters per 100 000 rotations
engine_power = 25 ; horse_power (kW=hp*0.808) max power
max_power_rpm = 2300 ; (nominal rpm ) on this rpm value engine power reaches maximum
max_torque_rpm = 1600. ; on this rpm engine torque reaches maximum
power_increment_factor = 0.01
power_decrement_factor = 0.1
rpm_increment_factor = 0.02
rpm_decrement_factor = 0.02
m_power_neutral_factor = 0.75
; additional engine parameters
max_engine_rpm = 3000 ; rpm (5000) rpm will never be more
idling_engine_rpm = 750 ; rpm (750) min rpm - starts from this rpm value
;-------------------------------------------------------------------------------
;------ Adjustment a wheel -----------------------------------------------------
reference_radius = 0.65 ; Ðàäèóñ êîëåñà, èñïîëüçóåìûé ïðè ïðîñ÷¸òå äâèãàòåëÿ
axle_friction = 0.0001 ; Îñëàáëåíèå ñêîðîñòè â íååòðàëüíîé ïîçèöèè. (N*m)
steering_speed = 0.5 ; Âðåìÿ ïîâîðîòà ðóëåâîãî êîëåñà, â ìàêñèìóì. rps (1)
steering_torque = 900000. ; Ñèëà ãèäðîóñèëèòåëÿ ðóëÿ. (N*m)
break_torque = 0.06 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m)
break_time = 1.0 ; âðåìÿ íàðàñòàíèÿ ñèëû òîðìîæåíèÿ äî ìàêñèìóìà, ïðè ïîäòîðìàæèâàíèè (ñòðåëêà íàçàä)
hand_break_torque = 0.06 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
;-------------------------------------------------------------------------------
;------ Gearbox ----------------------------------------------------------------
main_gear_ratio = 20.0 ; Ïåðåäàòî÷íîå îòíîøåíèå
auto_transmission = on ; Àâòîìàòè÷åñêàÿ êîðîáêà (on/off)
[transmission_gear_ratio]
; shift down/ shift up. (rpm, íåîáõîäèìîå äëÿ ïåðåêëþ÷åíèÿ)
R = 2.0, 1500,2450
N1 = 2.0, 1500,2450
N2 = 1.0, 1500,2450
;N3 = 1.71, 2200,2850
;N4 = 1.00, 2200,2850
;-------------------------------------------------------------------------------
;------ Rest Adjustment --------------------------------------------------------
[lights]
headlights = f1,f2
[f1]
bone = joint_light
color = 1.0,1.0,1.0,0.8
range = 25
cone_angle = 50
spot_texture = lights\lights_torch_01
glow_texture = glow\glow_Yellow
glow_radius = 1.5
[f2]
bone = joint_light
color = 1.0,1.0,1.0,0.8
range = 25
cone_angle = 50
spot_texture = lights\lights_torch_01
glow_texture = glow\glow_Yellow
glow_radius = 1.5
[car_sound]
snd_volume = 1.0
snd_name = car\apc_run
engine_sound_start_dellay = 0.5
engine_start = car\apc_start
engine_stop = car\apc_stop
transmission_switch = car\car_gearchange
explosion_sound = weapons\heli_explosion
relative_pos = 0.0,0.5,3.0.
;-------------------------------------------------------------------------------
;------ animations params ------------------------------------------------------
[doors]
open_torque_factor = 10 ;ìíîæèòåëü ìîìåíòà ñèë äëÿ îòêðûâàíèÿ äâåðè (default = 2)
[animations]
driver_animation_type = 0 ;òèï àíèìàöèé àêòåðà äëÿ äàííîé ìàøèíû.
;-------------------------------------------------------------------------------
;------ damage params ----------------------------------------------------------
[damage_particles]
explosion_particles = explosions\expl_mushroom_01
car_damage_particles1 = explosions\expl_car_smoke_small
car_damage_particles2 = explosions\expl_car_smoke_big
wheels_damage_particles1 = vehiclefx\exhaust_1
wheels_damage_particles2 = vehiclefx\exhaust_1
particle_bones1 = link
particle_bones2 = link
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
link = 0,0,0
;-------------------------------------------------------------------------------
;------ damage items -----------------------------------------------------------
[damage_items]
;-------------------------------------------------------------------------------
;------ collisiondamage --------------------------------------------------------
[collision_damage]
;-------------------------------------------------------------------------------
;------ damage bones -----------------------------------------------------------
[damage_bones] ;àíàëîãè÷íî ñåêöèè â àêòåðå, íî áåç àíèìàöèé
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
default = 1, -1, 0.1
[immunities]
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
;-------------------------------------------------------------------------------
;----------------explosion params-----------------------------------------------
[explosion]
hit_power_critical = 0.0, 0.0, 0.0, 0.0
k_hit_critical = 0
frag_hit_critical = 0
blast = 1
blast_r = 15
blast_impulse = 350
frags = 15
frags_r = 30
frag_hit = 0.5
frag_hit_impulse = 350
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.25
wm_size = 0.1
explode_particles = explosions\expl_mushroom_01
light_color = 0.6,0.5,0.3
light_range = 15.0
light_time = 0.5
;òðàññû îò îñêîëêîâ
fragment_speed = 76
fragment_tracer_max_length = 3
explode_duration = 50 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\heli_explosion
;wallmarks
wallmark_section = explosion_marks
[explode_effector]
effect_sect_name= effector_explode_hit
;-------------------------------------------------------------------------------
;------ Others params ----------------------------------------------------------
[air_resistance]
linear_factor = 500.f ;
angular_factor = 2500.f ;
[wheels_params]
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_left_wheel]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_right_wheel]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_left_wheel2]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_right_wheel2]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_left_wheel]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_right_wheel]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_left_wheel2]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque))
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_right_wheel2]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
;-------------------------------------------------------------------------------
;------ Weapons params ---------------------------------------------------------
[mounted_weapon_definition]
fire_bone = joint_fire ; fire bone name
rotate_x_bone = joint_rotate_x ; rotate X-axis(pitch) bone name
rotate_y_bone = joint_rotate_y ; rotate Y-axis(head) bone name
min_gun_speed = 10
max_gun_speed = 10
wpn_section = stationary_mgun
[visual_memory_definition]
section = pkm_visual_memory
;-------------------------------------------------------------------------------
;------ destroyed part ---------------------------------------------------------
[destroyed]
dynamics\scene_objects\part\part_none
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- part impulse_transition ---------------------------------------------------
[impulse_transition_to_parts]
random_min = 10.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone = ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------

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[disable]
linear_factor = 1
angular_factor = 1
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[car_definition]
camera_pos = -0.4, 1.7, 2.4
driving_wheels = joint_actor; âåäóùèå êîë¸ñà
steering_wheels = joint_actor; ðóëåâûå êîë¸ñà
breaking_wheels = joint_actor; òîðìîçÿùèå êîë¸ñà
doors = link; äâåðè
;steer = joint_actor; ðóëü
driver_place = link; ìåñòî âîäèòåëÿ
exhausts = joint_actor ; âûõëîïíàÿ òðóáà
exhaust_particles = explosions\expl_mushroom_01
damage = damage_bones
;-------------------------------------------------------------------------------
;------ Factory parameters of Engine -------------------------------------------
fuel_tank = 250. ; L
fuel_consumption = 0.1 ; L / (100k R); liters per 100 000 rotations
engine_power = 25 ; horse_power (kW=hp*0.808) max power
max_power_rpm = 2300 ; (nominal rpm ) on this rpm value engine power reaches maximum
max_torque_rpm = 1600. ; on this rpm engine torque reaches maximum
power_increment_factor = 0.01
power_decrement_factor = 0.1
rpm_increment_factor = 0.02
rpm_decrement_factor = 0.02
m_power_neutral_factor = 0.75
; additional engine parameters
max_engine_rpm = 3000 ; rpm (5000) rpm will never be more
idling_engine_rpm = 750 ; rpm (750) min rpm - starts from this rpm value
;-------------------------------------------------------------------------------
;------ Adjustment a wheel -----------------------------------------------------
reference_radius = 0.65 ; Ðàäèóñ êîëåñà, èñïîëüçóåìûé ïðè ïðîñ÷¸òå äâèãàòåëÿ
axle_friction = 0.0001 ; Îñëàáëåíèå ñêîðîñòè â íååòðàëüíîé ïîçèöèè. (N*m)
steering_speed = 0.5 ; Âðåìÿ ïîâîðîòà ðóëåâîãî êîëåñà, â ìàêñèìóì. rps (1)
steering_torque = 900000. ; Ñèëà ãèäðîóñèëèòåëÿ ðóëÿ. (N*m)
break_torque = 0.06 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m)
break_time = 1.0 ; âðåìÿ íàðàñòàíèÿ ñèëû òîðìîæåíèÿ äî ìàêñèìóìà, ïðè ïîäòîðìàæèâàíèè (ñòðåëêà íàçàä)
hand_break_torque = 0.06 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
;-------------------------------------------------------------------------------
;------ Gearbox ----------------------------------------------------------------
main_gear_ratio = 20.0 ; Ïåðåäàòî÷íîå îòíîøåíèå
auto_transmission = on ; Àâòîìàòè÷åñêàÿ êîðîáêà (on/off)
[transmission_gear_ratio]
; shift down/ shift up. (rpm, íåîáõîäèìîå äëÿ ïåðåêëþ÷åíèÿ)
R = 2.0, 1500,2450
N1 = 2.0, 1500,2450
N2 = 1.0, 1500,2450
;N3 = 1.71, 2200,2850
;N4 = 1.00, 2200,2850
;-------------------------------------------------------------------------------
;------ Rest Adjustment --------------------------------------------------------
[lights]
headlights = f1,f2
[f1]
bone = joint_camera
color = 1.0,1.0,1.0,0.8
range = 25
cone_angle = 50
spot_texture = lights\lights_torch_01
glow_texture = glow\glow_Yellow
glow_radius = 1.5
[f2]
bone = joint_camera
color = 1.0,1.0,1.0,0.8
range = 25
cone_angle = 50
spot_texture = lights\lights_torch_01
glow_texture = glow\glow_Yellow
glow_radius = 1.5
[car_sound]
snd_volume = 1.0
snd_name = car\apc_run
engine_sound_start_dellay = 0.5
engine_start = car\apc_start
engine_stop = car\apc_stop
transmission_switch = car\car_gearchange
explosion_sound = weapons\heli_explosion
relative_pos = 0.0,0.5,3.0.
;-------------------------------------------------------------------------------
;------ animations params ------------------------------------------------------
[doors]
open_torque_factor = 10 ;ìíîæèòåëü ìîìåíòà ñèë äëÿ îòêðûâàíèÿ äâåðè (default = 2)
[animations]
driver_animation_type = 0 ;òèï àíèìàöèé àêòåðà äëÿ äàííîé ìàøèíû.
;-------------------------------------------------------------------------------
;------ damage params ----------------------------------------------------------
[damage_particles]
explosion_particles = explosions\expl_mushroom_01
car_damage_particles1 = explosions\expl_car_smoke_small
car_damage_particles2 = explosions\expl_car_smoke_big
wheels_damage_particles1 = vehiclefx\exhaust_1
wheels_damage_particles2 = vehiclefx\exhaust_1
particle_bones1 = joint_actor
particle_bones2 = joint_actor
;-------------------------------------------------------------------------------
;------ particle bones ---------------------------------------------------------
[particle_bones]
link = 0,0,0
;-------------------------------------------------------------------------------
;------ damage items -----------------------------------------------------------
[damage_items]
;-------------------------------------------------------------------------------
;------ collisiondamage --------------------------------------------------------
[collision_damage]
;-------------------------------------------------------------------------------
;------ damage bones -----------------------------------------------------------
[damage_bones] ;àíàëîãè÷íî ñåêöèè â àêòåðå, íî áåç àíèìàöèé
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
default = 1, -1, 0.1
[immunities]
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
;-------------------------------------------------------------------------------
;----------------explosion params-----------------------------------------------
[explosion]
hit_power_critical = 0.0, 0.0, 0.0, 0.0
k_hit_critical = 0
frag_hit_critical = 0
blast = 1
blast_r = 15
blast_impulse = 350
frags = 15
frags_r = 30
frag_hit = 0.5
frag_hit_impulse = 350
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.25
wm_size = 0.1
explode_particles = explosions\expl_mushroom_01
light_color = 0.6,0.5,0.3
light_range = 15.0
light_time = 0.5
;òðàññû îò îñêîëêîâ
fragment_speed = 76
fragment_tracer_max_length = 3
explode_duration = 50 ;ïîäîëæèòåëüíîñòü âçðûâà (ñ)
;çâóêè
snd_explode = weapons\heli_explosion
;wallmarks
wallmark_section = explosion_marks
[explode_effector]
effect_sect_name= effector_explode_hit
;-------------------------------------------------------------------------------
;------ Others params ----------------------------------------------------------
[air_resistance]
linear_factor = 500.f ;
angular_factor = 2500.f ;
[wheels_params]
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_left_wheel]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_right_wheel]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_left_wheel2]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[front_right_wheel2]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_left_wheel]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_right_wheel]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_left_wheel2]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque))
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
[back_right_wheel2]
break_torque = 0.060 ; Ñèëà òîðìîçíûõ êîëîäîê. (N*m
hand_break_torque = 0.060 ; ñèëà òîðìîæåíèÿ ïðîáåëîì (ïî óìîë÷àíèþ = break_torque)
damping_factor = 20 ;
spring_factor = 0.8 ;
friction_factor = 1.4 ;
;-------------------------------------------------------------------------------
;------ Weapons params ---------------------------------------------------------
[mounted_weapon_definition]
fire_bone = joint_fire ; fire bone name
rotate_x_bone = joint_rotate_x ; rotate X-axis(pitch) bone name
rotate_y_bone = joint_rotate_y ; rotate Y-axis(head) bone name
min_gun_speed = 10
max_gun_speed = 10
wpn_section = stationary_mgun
[visual_memory_definition]
section = pkm_visual_memory
;-------------------------------------------------------------------------------
;------ destroyed part ---------------------------------------------------------
[destroyed]
dynamics\scene_objects\part\part_none
[autoremove_parts]
time = 30
;-------------------------------------------------------------------------------
;--- part impulse_transition ---------------------------------------------------
[impulse_transition_to_parts]
random_min = 10.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 1.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone = ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------