[m_pseudodog_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald ;$spawn = "monsters\pseudodog" ; option for Level Editor $npc = on ; option for Level Editor ;$prefetch = 16 Scheduled = on ; option for ALife Simulator Human = off ; option for ALife Simulator Health = 250 ; option for ALife Simulator MinSpeed = 1.0 ; option for ALife Simulator MaxSpeed = 1.5 ; option for ALife Simulator going_speed = 3.0 ; option for ALife Simulator current_level_going_speed = 3;2 ; option for ALife Simulator search_speed = .5 ; option for ALife Simulator visual = monsters\pseudodog\pseudodog corpse_visual = monsters\pseudodog\pseudodog_dead icon = ui_npc_monster_pseudodog MaxHealthValue = 1.0 ; range [0..200] DynamicObjectsCount = 32 smart_terrain_choose_interval = 00:15:00 Spawn_Inventory_Item_Section = mutant_pseudodog_tail Spawn_Inventory_Item_Probability = 0.0 ef_creature_type = 21 ; option for evaluation functions ef_weapon_type = 2 ef_detector_type = 1 panic_threshold = 0.1 cform = skeleton ; collision class class = SM_P_DOG ; AI class script_binding = bind_monster.bind bone_torso = bip01_spine1 ; bone name bone_head = bip01_head ; bone name bone_fire = bip01_head ; bone name bone_eye_left = bip01_ponytail1 bone_eye_right = bip01_ponytail2 weapon_usage = 0 ; boolean ;------------------------------------------------------------------------ ; Influences ;------------------------------------------------------------------------ fire_max_distance = 0 fire_max_power = 5 fire_linear_factor = 0 fire_quadratic_factor = 0.025 psy_max_distance = 0 psy_max_power = 5 psy_linear_factor = 0.05 psy_quadratic_factor = 0 radiation_max_distance = 0 radiation_max_power = 0.01 radiation_linear_factor = 1 radiation_quadratic_factor = 1 radiation_pp_effector_name = postprocess_rad radiation_pp_highest_at = 0.02 ;--------------------------------------------------------------------- ; Physics ;--------------------------------------------------------------------- ph_box0_center = 0.0, 0.2, 0.0 ;0.0, 0.9, 0.0 ph_box0_size = 0.50, 0.4, 0.50 ph_box1_center = 0.0, 0.2, 0.0 ph_box1_size = 0.50, 0.4, 0.50 ph_crash_speed_min = 100 ph_crash_speed_max = 300 ph_collision_damage_factor = 0.1 ph_mass = 75;50 ; also it's the food destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster ;--------------------------------------------------------------------- ph_skeleton_airr_lin_factor = 2.0 ;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода) ph_skeleton_airr_ang_factor = 0.0 ;0.0 (изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0)) ph_skeleton_hinger_factor1 = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода) ph_skeleton_ddelay = 15.0 ;Tремя изменения значения трения в суставе с момента создания шелла, сек ph_skel_fatal_impulse_factor = 6.0 ph_after_death_velocity_factor= 0.75 ph_skel_shot_up_factor = 0.25 ;--------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; Movement::Velocities & Acceleration ;---------------------------------------------------------------------------- ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 1.4, 1.4, 1, 1 Velocity_RunFwdNormal = 6.5, 2.0, 2.0, 0.05, 1.0 Velocity_RunFwdDamaged = 4.3, 2.0, 2.0, 0.5, 1.0 Velocity_WalkFwdNormal = 5.0, 2.0, 2.0, 0.1, 1.0 Velocity_WalkFwdDamaged = 2.2, 3.0, 3.0, 0.1, 2.2 Velocity_Drag = 0.6, 0.8, 0.8, 1, 1 Velocity_Steal = 1.6, 3.0, 3.0, 1, 1 ; acceleration Accel_Generic = 1.5 Accel_Calm = 2.5 Accel_Aggressive = 14.5 ;-------------------------------------------------------------------------- ; Attack parameters ;-------------------------------------------------------------------------- MinAttackDist = 1.6 MaxAttackDist = 2.0 as_min_dist = 1.0 as_step = 0.2 DayTime_Begin = 0 ;6 ; эрўрvр фэ  фv  ьіэїЄЁр DayTime_End = 21 ; ъіэхЎ фэ  фv  ьіэїЄЁр Min_Satiety = 0.95 ;0.3 ;0.6 ; ьшэ. эіЁьр їvЄіїЄш (ьхэі-х - іцх уіvіфэv ) Max_Satiety = 1.0 ; ьръї. эіЁьр їvЄіїЄш (сіvі-х - іўхэі їvЄv ) distance_to_corpse = 1.8 ; фшїЄ. фі ЄЁіяр, яЁш ъіЄіЁі іэ яхЁхїіфшЄ т їіїЄі эшх хфv ;terrain = 255,255,255,255,30,40 terrain = pseudodogs_terrain hit_type = wound Melee_Rotation_Factor = 2.6 ;------------------------------------------------------------------------- ; Entity Conditions ;------------------------------------------------------------------------- satiety_v = 0.0001 ;0.01 ;скорость уменьшения сvтости со временем radiation_v = 0.00001 ;0.004 ;скорость уменьшения радиации satiety_power_v = 0.005 ;0.01 ;увеличение силv при уменьшении сvтости satiety_health_v = 0.00001 ;0.03 ;увеличение здоровья при уменьшении сvтости satiety_critical = -1.0 ;0.25 ;критическое значения сvтости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.01 ;0.006 ;уменьшение здоровья при воздействии радиации morale_v = 0.1 ;скорость восстановления морали health_hit_part = 1.0 ;0.8 ;процент хита, уходя ий на отнимание здоровья power_hit_part = 1.0 ;0.9 ;процент хита, уходя ий на отнимание силv psy_health_v = 0.1 ;скорость восстановления psy-здоровья immunities_sect = pseudodog_immunities protections_sect = pseudodog_protections ;открvтvе ранv bleeding_v = 0.05 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.04 ;крутизна кривой заживления (какой процент ранv останется после заживления в игровуі секунду) min_wound_size = 0.01 sleep_health = 1.0 ;1.5 ;ъі¤ЇЇшЎшхэЄv їъіЁіїЄх шчьхэхэш  ярЁрьхЄЁіт ті тЁхь  їэр sleep_power = 1.0 ;1.5 sleep_satiety = 1.0 ;0.8 sleep_radiation = 1.0 ;1.1 sleep_psy_health = 1.0 eat_freq = 5.0 ; ўрїЄіЄр іъіїіт т їхъ eat_slice = 0.01 ; ітхvшўхэшх їvЄіїЄш яЁш 1 іъіїх eat_slice_weight = 10.0 ; іьхэі-хэшх хфv і ЄЁіяр satiety_threshold = 0.5 ; below this value monster fill hunger ;--------------------------------------------------------- ; Sounds and sound parameters ;--------------------------------------------------------- sound_idle = monsters\pseudodog\pdog_idle_ sound_eat = monsters\pseudodog\pdog_chew_ sound_aggressive = monsters\pseudodog\pdog_aggression_ sound_attack_hit = monsters\pseudodog\pdog_attack_ sound_take_damage = monsters\pseudodog\pdog_hurt_ sound_die = monsters\pseudodog\pdog_death_ sound_bkgnd = monsters\biting\def_ sound_threaten = monsters\pseudodog\pdog_threaten_ sound_landing = monsters\biting\def_ sound_steal = monsters\biting\def_ sound_panic = monsters\biting\def_ sound_growling = monsters\biting\def_ sound_psy_attack = monsters\pseudodog\psy_attack_ sound_die_in_anomaly = monsters\pseudodog\pdog_death_ killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE idle_sound_delay = 92000 eat_sound_delay = 3000 attack_sound_delay = 28500 sound_distant_idle = monsters\pseudodog\pdog_idle_ distant_idle_sound_delay = 80000 distant_idle_sound_range = 100.0 SoundThreshold = 0.05 ; range [0..1] max_hear_dist = 60 ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.1 Morale_Attack_Success_Quant = 0.1 Morale_Take_Heart_Speed = 0.1 Morale_Despondent_Speed = 0.1 Morale_Stable_Speed = 0.01 Morale_Despondent_Threashold = 0.5 ;---------------------------------------------------------------------------- ; Jump Parameters ;---------------------------------------------------------------------------- jump_delay = 3000 ;3000 jump_factor = 2.5 jump_ground_trace_range = 1.0 jump_hit_trace_range = 2.0 jump_build_line_distance = 1.0 jump_min_distance = 3.0 jump_max_distance = 8.0 jump_max_angle = 0.5 jump_max_height = 3.5 jump_auto_aim_factor = 0.2 ;------------------------------------------------------------------------- ; Other Stuff (refactoring needed) ;------------------------------------------------------------------------- DamagedThreshold = 0.2 critical_wound_threshold = -1 critical_wound_decrease_quant = 0. material = creatures\medium DynamicObjectsCount = 32 squad_attack_algorithm = 1 attack_effector = m_pseudodog_attack_effector damage = m_pseudodog_damage attack_params = m_pseudodog_attack_params step_params = m_pseudodog_step_params LegsCount = 4 anger_hunger_threshold = 0.1 anger_loud_threshold = 0.7 ;species of monster species = pseudodog rank = 7 spec_rank = weak community = pseudodog ;------------------------------------------------------------------------- ; Vision ;------------------------------------------------------------------------- eye_fov = 110 ;150 eye_range = 60 ;100 vision_free_section = pseudodog_vision_free vision_danger_section = pseudodog_vision_danger ; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри, ; иначе возникают артефакты с потерей видимости при переходе от денжера во фри. [pseudodog_vision_free] min_view_distance = 0.4 ; коэффициент, которvй множится на eye_range, в зависимости от угла max_view_distance = 1.0 ; коэффициент, которvй множится на eye_range, в зависимости от угла visibility_threshold = 100.0 ; значение, при достижении суммой которого объект считается видимvм always_visible_distance = 0.2 time_quant = 0.001 decrease_value = 0.01 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсїкся по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5 ; фактор освещения (только для Актера) transparency_threshold = 0.25 [pseudodog_vision_danger] min_view_distance = 0.4 ; коэффициент, которvй множится на eye_range, в зависимости от угла max_view_distance = 1.0 ; коэффициент, которvй множится на eye_range, в зависимости от угла visibility_threshold = 100.0 ; значение, при достижении суммой которого объект считается видимvм always_visible_distance = 0.2 time_quant = 0.001 decrease_value = 0.01 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсїкся по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5 ; фактор освещения (только для Актера) transparency_threshold = 0.25 [m_pseudodog_attack_params] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.35, 0.6, 100, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5 ;Jump attack run_jamp_1 = 0.55, 0.6, 120, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0 ;=========================================================================== ; SPECIAL EFFECTORS ;=========================================================================== [m_pseudodog_attack_effector] duality_h = 0.01 duality_v = 0.01 blur = 0.01 gray = 0.5 noise_intensity = 0.0 noise_grain = 1 noise_fps = 30 color_base = 0.65,0.15,0.1 color_gray = 0.333,0.333,0.333 color_add = 0,0,0 time = 0.3 time_attack = 0.05 ; fade in time_release = 0.25 ; fade out ; camera effects ce_time = 0.45 ;time ce_amplitude = -15.0 ce_period_number = 2.0 ce_power = 1.0 ;0.7 ; power ;=========================================================================== ; Step Events ;=========================================================================== [m_pseudodog_step_params] left right right left ;------------------------------------------------------------------------------------------------------------------ ; anim cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 | ;----------------------------------------------------------------------------------------------------------------- stand_walk_fwd_0 = 1, 0.1, 1, 0.34, 1, 0.6, 1, 0.84, 1 stand_walk_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.5, 1, 0.7, 1 stand_run_0 = 1, 0.1, 1, 0.3, 1, 0.5, 1, 0.55, 1 stand_run_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.7, 1, 0.75, 1 stand_drag_0 = 1, 0.2, 1, 0.25, 1, 0.7, 1, 0.75, 1 ;********************************************************************************* ; PROTECTIONS ;********************************************************************************* [pseudodog_protections] skin_armor = 0.2 hit_fraction_monster = 0.4 ;=========================================================================== ; IMMUNITIES ;=========================================================================== [pseudodog_immunities] burn_immunity = 1.0 ;коэффициентv иммунитета strike_immunity = 0.5 shock_immunity = 0.5 wound_immunity = 0.5 ;0.75 ;1.0 radiation_immunity = 0.0000001 ;1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 0.8 explosion_immunity = 0.4 fire_wound_immunity = 1.0 ;================================================================================= ; PSEUDO-DOG Damage ;================================================================================= [m_Pseudodog_damage] ;bone_name = ,-1, ; - коэфф. изменения хита (уменьшения здоровья) ; - коэфф. изменения величинv открvтой ранv default = 0.3, -1, 0.1 bip01_pelvis = 1.0, -1, 0.1 bip01_spine = 1.0, -1, 0.1 bip01_spine1 = 1.0, -1, 0.1 bip01_neck = 1.0, -1, 1.5 bip01_head = 2.0, -1, 0.3, 10 ;================================================================================= ; PSEUDO-DOG Terrain ;================================================================================= [pseudodogs_terrain] 255,000,255,255 ;********************************************************************************* ; NORMAL PROFILE ;********************************************************************************* [pseudodog_normal]:m_pseudodog_e $spawn = "monsters\pseudodogs\pseudodog_02_normal" visual = monsters\pseudodog\pseudodog corpse_visual = monsters\pseudodog\pseudodog_dead icon = ui_npc_monster_pseudodog panic_threshold = 0; 0.2 rank = 7 immunities_sect = pseudodog_immunities_normal attack_params = pseudodog_attack_params_normal spec_rank = normal community = pseudodog [pseudodog_immunities_normal] burn_immunity = 1.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.9 radiation_immunity = 0.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.8 fire_wound_immunity = 1.2 [pseudodog_attack_params_normal] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.45, 0.5, 50, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.6 ;Jump attack run_jamp_1 = 0.55, 0.6, 250, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0 ;--------------------------------------------------------------------------------- ;-- PSY DOG ;--------------------------------------------------------------------------------- [psy_dog_aura_effector] duality_h = 0.00 duality_v = 0.00 blur = 10 gray = 0.0 noise_intensity = 10.0 noise_grain = 1 noise_fps = 25 color_base = 0.9,0.9,1.0 color_gray = 0.33,0.330,0.33 color_add = 0.00,0.00,0.015 [psy_dog]:pseudodog_normal $spawn = "monsters\psy_dog\psy_dog" visual = monsters\pseudodog\pseudodog_grey corpse_visual = monsters\pseudodog\pseudodog_grey_dead icon = ui_npc_monster_pseudodog_grey class = SM_DOG_P aura_effector = psy_dog_aura_effector Phantoms_Count = 3 Time_Phantom_Respawn = 1000 ;--------------------------------------------------------------------------------- ;-- PSY DOG PHANTOM ;--------------------------------------------------------------------------------- ;========================================================================================= ; Appear Effector ;========================================================================================= [psy_dog_phantom_appear_effector] duality_h = 0.028 ;0.31 duality_v = 0.028 ;0.31 blur = 0.00 gray = 0 ;0.5 noise_intensity = 1 noise_grain = 0.1 noise_fps = 50 color_base = 0.5,0.5,0.5 ;0.1,0.15,0.4 color_gray = 0.333,0.333,0.333 ;0.333,0.333,0.333 color_add = 0.00,0.00,0.00 time = 0.5 ;1.5 time_attack = 0.05 ;0.5 ; fade in time_release = 0.3 ; fade out ; camera effects ce_time = 0 ;0.2 ;1.5 ce_amplitude = 0 ;1.0 ce_period_number = 0 ;2.0 ce_power = 0 ;0.3 ;0.7 ;========================================================================================= ; Base Definition ;========================================================================================= [psy_dog_phantom]:pseudodog_normal $spawn = "monsters\psy_dog\psy_dog_phantom" visual = monsters\pseudodog\pseudodog_grey icon = ui_npc_monster_pseudodog_grey class = SM_DOG_F rank = 1 ;jump_delay = 3000 ;3000 ;jump_factor = 3 ;jump_min_distance = 4.0 ;jump_max_distance = 10.0 ;jump_max_angle = 0.2 appear_effector = psy_dog_phantom_appear_effector particles_appear = monsters\pseudo_phantom_birth_00 particles_disappear = monsters\pseudo_phantom_death_00 attack_params = psydog_attack_params_phantom hit_type = telepatic [psydog_attack_params_phantom] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.45, 0.55, 10, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.6 ;Jump attack run_jamp_1 = 0.55, 0.55, 10, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0 ;========================================================================================= [zat_b18_dog]:pseudodog_normal $spawn = "monsters\psy_dog\zat_b18_dog" community = pseudodog radiation_max_distance = 0 ;---------------------------------------------------------------------------- ; Movement::Velocities & Acceleration ;---------------------------------------------------------------------------- ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 3.0, 3.0, 1, 1 Velocity_RunFwdNormal = 6.6, 5.0, 5.0, 0.05, 1.0 Velocity_RunFwdDamaged = 4.3, 5.0, 5.0, 0.5, 1.0 Velocity_WalkFwdNormal = 5.0, 5.0, 5.0, 0.1, 1.0 Velocity_WalkFwdDamaged = 2.2, 6.0, 6.0, 0.1, 2.2 ;********************************************************************************* ; FEARLESS PROFILES FOR GARBAGE ;********************************************************************************* [psy_dog_normal]:pseudodog_normal $spawn = "monsters\psy_dog\psy_dog_normal" visual = monsters\pseudodog\pseudodog_grey corpse_visual = monsters\pseudodog\pseudodog_grey_dead icon = ui_npc_monster_pseudodog_grey class = SM_DOG_P rank = 13 aura_effector = psy_dog_aura_effector Phantoms_Count = 2 Time_Phantom_Respawn = 5000 Max_Phantoms_Count = 3 Min_Phantoms_Count = 2 Time_Phantom_Appear = 3000