[stalker_foot_bones] front_left = bip01_l_foot front_right = bip01_r_foot [stalker_step_manager] ; order: left, right ;-------------------------------------------------------------------------- ; animation Cycles | time1 | power1 | time2 | power2 | ;-------------------------------------------------------------------------- dmg_norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3 dmg_norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_run_fwd_1 = 1, 0.2, 1, 0.65, 1 dmg_norm_walk_fwd_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_walk_back_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_walk_ls_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_walk_rs_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_run_fwd_0 = 1, 0.2, 1, 0.65, 1 dmg_norm_run_back_0 = 1, 0.2, 1, 0.65, 1 dmg_norm_run_ls_0 = 1, 0.2, 1, 0.65, 1 dmg_norm_run_rs_0 = 1, 0.2, 1, 0.65, 1 dmg_norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2 norm_escape_0 = 1, 0.2, 1.1, 0.65, 1.1 norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1 norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1 norm_walk_fwd_1 = 1, 0.2, 0.25, 0.65, 0.25 norm_jump_end = 1, 0.2, 1.2, 0.21, 1.2 norm_walk_fwd_0 = 1, 0.2, 0.25, 0.65, 0.25 norm_walk_back_0 = 1, 0.2, 0.25, 0.65, 0.25 norm_walk_ls_0 = 1, 0.2, 0.25, 0.65, 0.25 norm_walk_rs_0 = 1, 0.2, 0.25, 0.65, 0.25 norm_run_fwd_0 = 1, 0.2, 0.9, 0.65, 0.9 norm_run_back_0 = 1, 0.2, 0.8, 0.65, 0.8 norm_run_ls_0 = 1, 0.2, 0.8, 0.65, 0.8 norm_run_rs_0 = 1, 0.2, 0.8, 0.65, 0.8 norm_run_fwd_1 = 1, 0.2, 0.9, 0.65, 0.9 norm_turn_left_1 = 1, 0.2, 0.2, 0.65, 0.2 norm_turn_right_1 = 1, 0.2, 0.2, 0.65, 0.2 norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2 norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2 cr_walk_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_walk_back_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_walk_ls_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_walk_rs_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_run_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_run_back_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_run_ls_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_run_rs_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_turn_left_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_turn_right_0 = 1, 0.2, 0.1, 0.65, 0.1 cl_run_back_0 = 1, 0.2, 1, 0.4, 1 cl_run_fwd_0 = 1, 0.2, 1, 0.4, 1 ; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри, ; иначе возникают артефакты с потерей видимости при переходе от денжера во фри. [stalker_vision_free] min_view_distance = 0.4 ; коэффициент, который множится на eye_range, в зависимости от угла max_view_distance = 0.8 ; коэффициент, который множится на eye_range, в зависимости от угла visibility_threshold = 80.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 0.1 time_quant = 0.005 decrease_value = 0.1 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 1.0 ;0.5 luminocity_factor = 0.8 ;0.5 ; фактор освещения (только для Актёра) transparency_threshold = 0.4 ; 0.75 [stalker_vision_danger] min_view_distance = 0.7 ; коэффициент, который множится на eye_range, в зависимости от угла max_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла visibility_threshold = 40.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 0.1 time_quant = 0.001 decrease_value = 0.01 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 1.0 ;0.5 luminocity_factor = 0.8 ;0.5 ; фактор освещения (только для Актёра) transparency_threshold = 0.4 ; 0.25 [stalker_sound_perceive] weapon = 2; 0.75; 10 коэффициент усиления приоритета\силы звука item = 0.5; коэффициент усиления приоритета\силы звука npc = 1;1;2 коэффициент усиления приоритета\силы звука anomaly = 0.0; коэффициент усиления приоритета\силы звука world = 0.2; коэффициент усиления приоритета\силы звука [stalker_damage] default = 1.0, -1, 1.0 bip01_pelvis = 1, 1, 0.3 bip01_spine = 1, 1, 0.8 bip01_spine1 = 1, 1, 0.8 bip01_spine2 = 1, 1, 0.8 bip01_neck = 1, 0, 1.0 bip01_head = 4, 0, 1.0 , 3 eyelid_1 = 4, 0, 1.0 , 3 eye_left = 4, 0, 1.0 , 3 eye_right = 4, 0, 1.0 , 3 jaw_1 = 4, 0, 1.0 bip01_l_clavicle = 1, 10, 0.7 bip01_l_upperarm = 1, 10, 0.6 bip01_l_forearm = 1, 10, 0.5 bip01_l_hand = 0.1, -1, 0.2 bip01_l_finger0 = 0.05, -1, 0.1 bip01_l_finger01 = 0.05, -1, 0.1 bip01_l_finger02 = 0.05, -1, 0.1 bip01_l_finger1 = 0.05, -1, 0.1 bip01_l_finger11 = 0.05, -1, 0.1 bip01_l_finger12 = 0.05, -1, 0.1 bip01_l_finger2 = 0.05, -1, 0.1 bip01_l_finger21 = 0.05, -1, 0.1 bip01_l_finger22 = 0.05, -1, 0.1 bip01_r_clavicle = 1, 8, 0.7 bip01_r_upperarm = 1, 8, 0.6 bip01_r_forearm = 0.1, 8, 0.5 bip01_r_hand = 0.05, -1, 0.2 bip01_r_finger0 = 0.05, -1, 0.1 bip01_r_finger01 = 0.05, -1, 0.1 bip01_r_finger02 = 0.05, -1, 0.1 bip01_r_finger1 = 0.05, -1, 0.1 bip01_r_finger11 = 0.05, -1, 0.1 bip01_r_finger12 = 0.05, -1, 0.1 bip01_r_finger2 = 0.05, -1, 0.1 bip01_r_finger21 = 0.05, -1, 0.1 bip01_r_finger22 = 0.05, -1, 0.1 bip01_l_thigh = 1, 4, 0.5 bip01_l_calf = 1, 4, 0.4 bip01_l_foot = 0.1, 4, 0.3 bip01_l_toe0 = 0.1, -1, 0.2 bip01_r_thigh = 1, 6, 0.5 bip01_r_calf = 1, 6, 0.4 bip01_r_foot = 0.1, 6, 0.3 bip01_r_toe0 = 0.1, -1, 0.2 [critical_wound_head_section] bip01_head eyelid_1 eye_left eye_right jaw_1 bip01_l_hand bip01_l_finger0 bip01_l_finger01 bip01_l_finger02 bip01_l_finger1 bip01_l_finger11 bip01_l_finger12 bip01_l_finger2 bip01_l_finger21 bip01_l_finger22 bip01_r_hand bip01_r_finger0 bip01_r_finger01 bip01_r_finger02 bip01_r_finger1 bip01_r_finger11 bip01_r_finger12 bip01_r_finger2 bip01_r_finger21 bip01_r_finger22 bip01_neck [critical_wound_torso_section] bip01_pelvis bip01_tail bip01_spine bip01_spine1 bip01_spine2 [critical_wound_hand_left_section] bip01_l_upperarm bip01_l_forearm bip01_l_clavicle [critical_wound_hand_right_section] bip01_r_upperarm bip01_r_forearm bip01_r_clavicle [critical_wound_leg_left_section] bip01_l_thigh bip01_l_calf bip01_l_foot bip01_l_toe0 [critical_wound_leg_right_section] bip01_r_thigh bip01_r_calf bip01_r_foot bip01_r_toe0 [critical_wound_body_parts_section] head = critical_wound_head_section torso = critical_wound_torso_section hand_left = critical_wound_hand_left_section hand_right = critical_wound_hand_right_section leg_left = critical_wound_leg_left_section leg_right = critical_wound_leg_right_section [stalker_immunities] burn_immunity = 0.5 ;коэффициенты иммунитета strike_immunity = 0.5 shock_immunity = 0.5 wound_immunity = 0.5 radiation_immunity = 0.5 telepatic_immunity = 0.5 chemical_burn_immunity = 0.5 explosion_immunity = 0.5 fire_wound_immunity = 1.0 wound_2_immunity = 1.0 [stalker_condition] satiety_v = 0.00001 ;скорость уменьшения сытости со временем radiation_v = 0.0001 ;скорость уменьшения радиации satiety_power_v = 0.0005 ;увеличение силы при уменьшении сытости satiety_health_v = 0.1 ;0.0001 ;увеличение здоровья при уменьшении сытости satiety_critical = 0.0 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.001 ;уменьшение здоровья при воздействии радиации morale_v = 0.0001 ;скорость восстановления морали health_hit_part = 1.0 ;процент хита, уходящий на отнимание здоровья power_hit_part = 0.0 ;процент хита, уходящий на отнимание силы psy_health_v = 0.01 ; скорость восстановления psy-здоровья sleep_health = 1.0 ;коэффициенты скоростей изменения параметров во время сна sleep_power = 1.0 sleep_satiety = 1.0 sleep_radiation = 1.0 sleep_psy_health = 1.0 ;---LIMPING STATE----------------------------------------------------- use_limping_state = off limping_threshold = 0.5 ;открытые раны bleeding_v = 0.0 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.001 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду) min_wound_size = 0.01 [stalker_terrain] 255,000,255,255 [sakharov_terrain] 255,001,255,255 [sim_smart_1] 255,002,255,255 [sim_smart_2] 255,003,255,255 [sim_smart_3] 255,004,255,255 [sim_smart_4] 255,005,255,255 [sim_smart_5] 255,006,255,255 [sim_smart_6] 255,007,255,255 [sim_smart_7] 255,008,255,255 [sim_smart_8] 255,009,255,255 [sim_smart_base] 255,010,255,255 [stalker_movement_speeds] ; danger ;; crouch ;;; walk danger_crouch_walk_forward = 1.1 danger_crouch_walk_backward = 1.05 danger_crouch_walk_left = 1.05 danger_crouch_walk_right = 1.05 ;;; run danger_crouch_run_forward = 2.5 danger_crouch_run_backward = 2.5 danger_crouch_run_left = 2.4 danger_crouch_run_right = 2.4 ;; stand ;;; walk danger_stand_walk_forward = 1.8 danger_stand_walk_backward = 1.8 danger_stand_walk_left = 2.0 danger_stand_walk_right = 2.0 ;;; run danger_stand_run_forward = 3.6 danger_stand_run_backward = 3.0 danger_stand_run_left = 2.0 danger_stand_run_right = 2.0 ; free ;; stand ;;; forward free_stand_walk_forward = 1.1 free_stand_run_forward = 3.0 ; panic ;; stand ;;; run ;;;; forward panic_stand_run_forward = 7.0 [stalker]:common_ph_friction_params_on_npc_death class = AI_STL_S ; Class identifier can_select_items = on ;---EVALUATION FUNCTIONS---------------------------------------------- ef_creature_type = 17 ; option for evaluation functions ;---LEVEL EDITOR------------------------------------------------------ $spawn = "stalkers\stalker" ; option for Level Editor $npc = on ; option for Level Editor visual = actors\stalker_hero\stalker_hero_1.ogf; option for Level Editor corpse_visual = dynamics\equipments\item_rukzak.ogf ;actors\hero\stalker_novice.ogf; option for Level Editor custom_data = default_custom_data.ltx ; option for Level Editor character_profile = default ; option for Level Editor use_single_item_rule = off ;---GAME-------------------------------------------------------------- $prefetch = 32 cform = skeleton ; collision class ;биолог вид существа species = human ;---MATERIAL---------------------------------------------------------- material = creatures\human ;---DEAD_VISUAL------------------------------------------------------- destroyed_vis_name = dynamics\Dead_Body\skelet_crash ;---SCRIPTS----------------------------------------------------------- script_binding = bind_stalker.init ;---GROUP SECTIONS---------------------------------------------------- GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mine_field attachable_items = device_torch,attachable_item,hand_radio,hand_radio_r,bread, vodka, energy_drink, kolbasa, guitar_a, harmonica_a, wpn_binoc, detector_simple, pri_a15_wpn_svu, pri_a15_wpn_wincheaster1300, wpn_binoc1, pri_a15_wpn_ak74u, pri_a15_wpn_ak74, pri_a15_documents, af_quest_b14_twisted, detector_advanced, detector_elite, device_pda, anomaly_scaner ;---SECTIONS---------------------------------------------------------- damage = stalker_damage immunities_sect = stalker_immunities condition_sect = stalker_condition ;---OFFLINE ALIFE------------------------------------------------------------------ Health = 100 ; option for ALife Simulator money = 5000 ; option for ALife Simulator going_speed = 3;2 ; option for ALife Simulator current_level_going_speed = 3 ; option for ALife Simulator search_speed = 0.5 ; option for ALife Simulator going_item_detect_probability = 0.1 ; option for ALife Simulator search_item_detect_probability = 0.9 ; option for ALife Simulator max_item_mass = 10000000.0 ; option for ALife Simulator inv_max_weight = 10000000.0 ; Допустимый вес инвентори MaxHealthValue = 100 ; option for ALife Simulator, range [0..200] smart_terrain_choose_interval = 00:15:00 ;---ONLINE ALIFE------------------------------------------------------------------- time_to_search_for_artefacts = 60000 ; in milliseconds distance_to_search_for_artefacts= 30.0 ; in meters ;---ONLINE-OFFLINE ALIFE----------------------------------------------------------- terrain = 255,255,255,255,0,1 ;terrain = stalker_terrain ;---SOUND------------------------------------------------------------- sound_threshold = 0.08 self_sound_factor = 0.1 ;1.0 self_decrease_quant = 250 ; in milliseconds self_decrease_factor = 0.95 ; fading factor killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE sound_perceive_section = stalker_sound_perceive ;---VISIBILITY-------------------------------------------------------- vision_danger_section = stalker_vision_danger vision_free_section = stalker_vision_free eye_fov = 160 ;110;120 eye_range = 100 far_plane_factor = 1.0 ; фактор дальности тумана fog_density_factor = 0.05 ; фактор плотности тумана ;---MEMORY------------------------------------------------------------ DynamicObjectsCount = 32 DynamicSoundsCount = 32 DynamicHitCount = 32 ;---ENEMY------------------------------------------------------------ ignore_monster_threshold = 0.0 ;0.6 ;0.8 max_ignore_distance = 15.0 panic_threshold = 0.0 ;---SOUND PLAYER------------------------------------------------------ sound_death = fight\death\death_ sound_anomaly_death = fight\death\anomaly_ sound_hit = fight\hit\hit_ sound_humming = states\idle\idle_ sound_alarm = fight\enemy\enemy_ sound_backup = fight\backup\backup_,fight\threat\threat_close_ sound_detour = fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_ sound_friendly_fire = fight\friendly_fire\friendly_fire_ sound_panic_human = ;states\panic_human\panic_human_ sound_panic_monster = ;states\panic_monster\panic_monster_ sound_tolls = fight\tolls\tolls_ sound_wounded = fight\friend_hitted\hit_friend_ sound_grenade_alarm = fight\grenade\grenade_ sound_friendly_grenade_alarm = fight\friendly_grenade\friendly_grenade_ sound_need_backup = fight\cover_fire\cover_fire_ sound_running_in_danger = states\breath\breath_1 sound_walking_in_danger = states\breath\breath_2 sound_kill_wounded = help\wounded\kill_wounded_ sound_enemy_critically_wounded = fight\enemy_hit\enemy_hit_ sound_enemy_killed_or_wounded = fight\enemy_down\enemy_down_ sound_attack_no_allies = fight\fire\fire_,fight\threat\threat_distant_ sound_attack_allies_single_enemy = fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_ sound_attack_allies_several_enemies = fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_ sound_search1_no_allies = fight\threat\threat_distant_ sound_search1_with_allies = fight\searching_enemy\search_ sound_enemy_lost_no_allies = sound_enemy_lost_with_allies = fight\searching_enemy\enemy_lost_ sound_throw_grenade = fight\grenade\grenade_ready_ ;---STEP MANAGER------------------------------------------------------ LegsCount = 2 step_params = stalker_step_manager foot_bones = stalker_foot_bones ;---MOVEMENT---------------------------------------------------------- movement_speeds = stalker_movement_speeds; ;---SIGHT------------------------------------------------------------------------- max_left_torso_angle = 45 ; максимальный угол поворота налево без доворота тела max_right_torso_angle = 30 ; максимальный угол поворота направо без доворота тела ;---WEAPON BONES------------------------------------------------------------------ weapon_bone0 = bip01_r_finger1 weapon_bone1 = bip01_l_finger1 weapon_bone2 = bip01_r_finger11 ;---ANIMATION BONES------------------------------------------------------------------ bone_head = bip01_head bone_shoulder = bip01_spine2 bone_spin = bip01_spine1 bone_model = bip01 ;---ANIMATION------------------------------------------------------------------------ crouch_type = 0 ; 0 - crouch a little, 1 - crouch full; -1 - random crouch ;---FIRE DISPERSIONS-------------------------------------------------- disp_walk_stand = 3 ;8 ;6 disp_walk_crouch = 2 ;4 ;3 disp_run_stand = 5 ;14 ;12;8 disp_run_crouch = 4 ;6 ;4 disp_stand_stand = 3 ;4 disp_stand_crouch = 2 ; 2 disp_stand_stand_zoom = 1 ;1.5 ;1 disp_stand_crouch_zoom = 1 ;1.25;1 ;---FIRE QUEUE PARAMETERS fire_queue_section = fire_queue_params ;---CRITICAL WOUND------------------------------------------------------------------ critical_wound_threshold = 0.4 critical_wound_decrease_quant = 0.2 body_parts_section_id = critical_wound_body_parts_section critical_wound_weights = 100,50,10 ;---HIT INFO--------------------------------------------------------- hit_power = 10 hit_type = strike power_fx_factor = 50.0 ;---PHYSICS----------------------------------------------------------- ph_box0_center = 0.0, 0.9, 0.0 ph_box0_size = 0.35, 0.9, 0.35 ph_box1_center = 0.0, 0.6, 0.0 ph_box1_size = 0.40, 0.6, 0.40 ;--------------------------------------------------------------------- ph_crash_speed_min = 10 ph_crash_speed_max = 30 ph_collision_damage_factor = 0.1 ;--------------------------------------------------------------------- ph_mass = 80 ;--------------------------------------------------------------------- ph_character_have_wounded_state = true; имеет ли персонаж состояние раненый ;-------------------------------------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------------------------------------- ;-- АНИМАЦИИ ДЛЯ СМЕРТИ ;-------------------------------------------------------------------------------------------------------------------- ;cлучайные ;random_death_animations = ragdoll_burst_front_0,ragdoll_burst_front_1,ragdoll_burst_back_0,ragdoll_burst_left_0,ragdoll_burst_right_0 ;norm_2_reg_doll_0,norm_2_reg_doll_1,norm_2_reg_doll_2,norm_2_reg_doll_3,norm_2_reg_doll_4,norm_2_reg_doll_5 ;по типам от 0 до 7 ;порядок по направлениям - front/back/left/right ; В голову, когда персонаж бежит на нас. kill_enertion = ragdoll_inertion_front_0/ragdoll_inertion_front_3/ragdoll_inertion_front_2/ragdoll_inertion_front_1 ; Смерть от автоматной очереди ;kill_burst = ragdoll_burst_front_0,ragdoll_burst_front_1/ragdoll_burst_back_0/ragdoll_burst_left_0/ragdoll_burst_right_0 ; Смерть от выстрела из дробовика kill_shortgun = ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5,ragdoll_shortgun_back_6/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0,ragdoll_shortgun_right_1 ; Смерть хедшотом kill_headshot = ragdoll_headshot_front_0,ragdoll_headshot_front_1,ragdoll_headshot_front_2,ragdoll_headshot_front_3,ragdoll_headshot_front_4,ragdoll_headshot_front_5,ragdoll_headshot_front_6,ragdoll_headshot_front_7,ragdoll_headshot_front_8,ragdoll_headshot_front_9,ragdoll_headshot_front_10/ragdoll_headshot_back_0,ragdoll_headshot_back_1,ragdoll_headshot_back_2,ragdoll_headshot_back_3,ragdoll_headshot_back_4,ragdoll_headshot_back_5/ragdoll_headshot_left_0,ragdoll_headshot_left_1,ragdoll_headshot_left_2,ragdoll_headshot_left_3,ragdoll_headshot_left_4,ragdoll_headshot_left_5,ragdoll_headshot_left_6,ragdoll_headshot_left_7/ragdoll_headshot_right_0,ragdoll_headshot_right_1,ragdoll_headshot_right_2,ragdoll_headshot_right_3,ragdoll_headshot_right_4,ragdoll_headshot_right_5,ragdoll_headshot_right_6 ; Смерть хедшотом из снайперки kill_sniper_headshot = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2/ragdoll_sniper_headshot_back_0/ragdoll_sniper_headshot_left_0/ragdoll_sniper_headshot_right_0 ; Смерть от снайперки в тело kill_sniper_body = ragdoll_sniper_body_front_0,ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_2/ragdoll_sniper_body_back_0,ragdoll_sniper_body_back_1,ragdoll_sniper_body_back_2,ragdoll_sniper_body_back_3/ragdoll_sniper_body_left_0/ragdoll_sniper_body_right_0 ; Смерть от взрывной волны гранаты kill_grenade = ragdoll_grenade_front_0/ragdoll_grenade_back_0/ragdoll_grenade_left_0/ragdoll_grenade_right_0 ;front-norm_2_rag_doll_front_0,norm_2_rag_doll_front_1,norm_2_rag_doll_front_2/back-norm_2_rag_doll_back_0,norm_2_rag_doll_back_1,norm_2_rag_doll_back_2/right-norm_2_rag_doll_right_0/left-norm_2_rag_doll_left_0 ;-------------------------------------------------------------------------------------------------------------------- [stalker_trader]:stalker $spawn = "stalkers\stalker_trader" ; option for Level Editor use_single_item_rule = off can_select_items = off [stalker_sakharov]:stalker_trader $spawn = "stalkers\stalker_sakharov" immunities_sect = stalker_immunities_sakharov [stalker_immunities_sakharov] burn_immunity = 0.0 ;коэффициенты иммунитета strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 wound_2_immunity = 0.0 [stalker_strelok]:stalker $spawn = "stalkers\stalker_strelok" immunities_sect = stalker_immunities_strelok condition_sect = strelok_condition [strelok_condition] satiety_v = 0.00001 ;скорость уменьшения сытости со временем radiation_v = 0.0001 ;скорость уменьшения радиации satiety_power_v = 0.0005 ;увеличение силы при уменьшении сытости satiety_health_v = 0.1 ;0.0001 ;увеличение здоровья при уменьшении сытости satiety_critical = 0.0 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.001 ;уменьшение здоровья при воздействии радиации morale_v = 0.0001 ;скорость восстановления морали health_hit_part = 1.0 ;процент хита, уходящий на отнимание здоровья power_hit_part = 0.0 ;процент хита, уходящий на отнимание силы psy_health_v = 0.0 ; скорость восстановления psy-здоровья sleep_health = 1.0 ;коэффициенты скоростей изменения параметров во время сна sleep_power = 1.0 sleep_satiety = 1.0 sleep_radiation = 1.0 sleep_psy_health = 1.0 ;---LIMPING STATE----------------------------------------------------- use_limping_state = off limping_threshold = 0.5 ;открытые раны bleeding_v = 0.0 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.001 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду) min_wound_size = 0.01 [stalker_immunities_strelok] burn_immunity = 0.0 ;коэффициенты иммунитета strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 1.0 chemical_burn_immunity = 0.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 wound_2_immunity = 0.0 [stalker_die_hard]:stalker $spawn = "stalkers\stalker_die_hard" immunities_sect = stalker_immunities_die_hard [stalker_immunities_die_hard] burn_immunity = 0.0 ;коэффициенты иммунитета strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 wound_2_immunity = 0.0 ;---RAGDOLL TEST STALKER----------------------------------------------------- [stalker_ragdoll]:stalker $spawn = "stalkers\stalker_ragdoll" ; option for Level Editor immunities_sect = stalker_immunities_ragdoll damage = stalker_damage_ragdoll [stalker_immunities_ragdoll] burn_immunity = 10000.0 ;коэффициенты иммунитета strike_immunity = 10000.0 shock_immunity = 10000.0 wound_immunity = 10000.0 radiation_immunity = 10000.0 telepatic_immunity = 10000.0 chemical_burn_immunity = 10000.0 explosion_immunity = 10000.0 fire_wound_immunity = 10000.0 wound_2_immunity = 10000.0 [stalker_damage_ragdoll] default = 10000.0, -1, 1.0 bip01_pelvis = 10000.0, 1000, 0.3 bip01_spine = 10000.0, 1000, 0.8 bip01_spine1 = 10000.0, 1000, 0.8 bip01_spine2 = 10000.0, 1000, 0.8 bip01_neck = 10000.0, 1000, 1.0 bip01_head = 10000.0, 1000, 1.0 eyelid_1 = 10000.0, 1000, 1.0 eye_left = 10000.0, 1000, 1.0 eye_right = 10000.0, 1000, 1.0 jaw_1 = 10000.0, 1000, 1.0 bip01_l_clavicle = 10000.0, 1000, 0.7 bip01_l_upperarm = 10000.0, 1000, 0.6 bip01_l_forearm = 10000.0, 1000, 0.5 bip01_l_hand = 10000.0, 1000, 0.2 bip01_l_finger0 = 10000.0, 1000, 0.1 bip01_l_finger01 = 10000.0, 1000, 0.1 bip01_l_finger02 = 10000.0, 1000, 0.1 bip01_l_finger1 = 10000.0, 1000, 0.1 bip01_l_finger11 = 10000.0, 1000, 0.1 bip01_l_finger12 = 10000.0, 1000, 0.1 bip01_l_finger2 = 10000.0, 1000, 0.1 bip01_l_finger21 = 10000.0, 1000, 0.1 bip01_l_finger22 = 10000.0, 1000, 0.1 bip01_r_clavicle = 10000.0, 1000, 0.7 bip01_r_upperarm = 10000.0, 1000, 0.6 bip01_r_forearm = 10000.0, 1000, 0.5 bip01_r_hand = 10000.0, 1000, 0.2 bip01_r_finger0 = 10000.0, 1000, 0.1 bip01_r_finger01 = 10000.0, 1000, 0.1 bip01_r_finger02 = 10000.0, 1000, 0.1 bip01_r_finger1 = 10000.0, 1000, 0.1 bip01_r_finger11 = 10000.0, 1000, 0.1 bip01_r_finger12 = 10000.0, 1000, 0.1 bip01_r_finger2 = 10000.0, 1000, 0.1 bip01_r_finger21 = 10000.0, 1000, 0.1 bip01_r_finger22 = 10000.0, 1000, 0.1 bip01_l_thigh = 10000.0, 1000, 0.5 bip01_l_calf = 10000.0, 1000, 0.4 bip01_l_foot = 10000.0, 1000, 0.3 bip01_l_toe0 = 10000.0, 1000, 0.2 bip01_r_thigh = 10000.0, 1000, 0.5 bip01_r_calf = 10000.0, 1000, 0.4 bip01_r_foot = 10000.0, 1000, 0.3 bip01_r_toe0 = 10000.0, 1000, 0.2 [fire_queue_params] ; min < 15 < medium < 30 < max pstl_min_queue_size_far = 1 pstl_max_queue_size_far = 1 pstl_min_queue_interval_far = 3000 pstl_max_queue_interval_far = 5000 pstl_min_queue_size_medium = 1 pstl_max_queue_size_medium = 1 pstl_min_queue_interval_medium = 1000 pstl_max_queue_interval_medium = 3000 pstl_min_queue_size_close = 1 pstl_max_queue_size_close = 1 pstl_min_queue_interval_close = 500 pstl_max_queue_interval_close = 1000 shtg_min_queue_size_far = 1 shtg_max_queue_size_far = 1 shtg_min_queue_interval_far = 1500 shtg_max_queue_interval_far = 2000 shtg_min_queue_size_medium = 1 shtg_max_queue_size_medium = 1 shtg_min_queue_interval_medium = 1000 shtg_max_queue_interval_medium = 1500 shtg_min_queue_size_close = 2 shtg_max_queue_size_close = 2 shtg_min_queue_interval_close = 500 shtg_max_queue_interval_close = 1000 snp_min_queue_size_far = 1 snp_max_queue_size_far = 1 snp_min_queue_interval_far = 2000 snp_max_queue_interval_far = 3000 snp_min_queue_size_medium = 1 snp_max_queue_size_medium = 1 snp_min_queue_interval_medium = 1500 snp_max_queue_interval_medium = 2000 snp_min_queue_size_close = 1 snp_max_queue_size_close = 1 snp_min_queue_interval_close = 1000 snp_max_queue_interval_close = 1500 auto_min_queue_size_far = 1 auto_max_queue_size_far = 2 auto_min_queue_interval_far = 1500 auto_max_queue_interval_far = 2000 auto_min_queue_size_medium = 2 auto_max_queue_size_medium = 3 auto_min_queue_interval_medium = 1000 auto_max_queue_interval_medium = 1500 auto_min_queue_size_close = 3 auto_max_queue_size_close = 5 auto_min_queue_interval_close = 500 auto_max_queue_interval_close = 1000 mchg_min_queue_size_far = 10 mchg_max_queue_size_far = 15 mchg_min_queue_interval_far = 3000 mchg_max_queue_interval_far = 4000 mchg_min_queue_size_medium = 10 mchg_max_queue_size_medium = 15 mchg_min_queue_interval_medium = 2000 mchg_max_queue_interval_medium = 3000 mchg_min_queue_size_close = 10 mchg_max_queue_size_close = 15 mchg_min_queue_interval_close = 1000 mchg_max_queue_interval_close = 2000