#include "defines.ltx" #include "prefetch\prefetch.ltx" ;#include "weathers\environment.ltx" #include "creatures\monsters.ltx" #include "creatures\stalkers.ltx" #include "weapons\weapons.ltx" #include "misc\inventory_upgrades.ltx" #include "misc\items.ltx" #include "creatures\actor.ltx" #include "zones\zones.ltx" #include "misc\postprocess.ltx" #include "misc\outfit.ltx" #include "misc\achievements.ltx" #include "misc\artefacts.ltx" #include "misc\devices.ltx" #include "misc\radiation_counter.ltx" #include "misc\quest_items.ltx" #include "models\dynamic_objects.ltx" #include "misc\m_online_offline_group.ltx" #include "misc\squad_descr.ltx" #include "misc\effectors.ltx" #include "creatures\helicopter.ltx" #include "external.ltx" #include "creatures\game_relations.ltx" #include "mp\mp_actor.ltx" #include "mp\team_logo.ltx" #include "mp\weapons_mp\ammo_mp.ltx" #include "mp\weapons_mp\weapons_mp.ltx" #include "mp\weapons_mp\outfit_mp.ltx" #include "mp\weapons_mp\items_mp.ltx" ;Game types #include "mp\SoundMessages\mp_snd_messages.ltx" #include "mp\SoundMessages\ahunt_snd_messages.ltx" #include "mp\SoundMessages\cta_snd_messages.ltx" #include "mp\SoundMessages\dm_snd_messages.ltx" #include "mp\SoundMessages\tdm_snd_messages.ltx" #include "mp\private_defines.ltx" #include "mp\deathmatch_game.ltx" #include "mp\teamdeathmatch_game.ltx" #include "mp\artefacthunt_game.ltx" #include "mp\capturetheartefact_game.ltx" #include "mp\anticheat_active_params.ltx" #include "evaluation.ltx" #include "fonts.ltx" #include "alife.ltx" ; SIMULATION #include "misc\simulation.ltx" ; Respawns #include "creatures\spawn_sections.ltx" ; Extra Content #include "extracontent.ltx" #include "localization.ltx" #include "smart_cover.ltx" [zone_pick_dof] near = -1500.0 far = 10.0 [sound] occlusion_scale = 0.4 snd_collide_min_volume=0.1 snd_collide_max_volume=200. [demo_record] speed0 = 0.3 speed1 = 3.0 speed2 = 15.0 speed3 = 60.0 ang_speed0 = 0.1 ang_speed1 = 0.5 ang_speed2 = 7.0 ang_speed3 = 2.0 [info_portions] ;список xml файлов, содержаих info_portions files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades [dialogs] files = dialogs, dialogs_zaton, dialogs_jupiter, dialogs_pripyat [encyclopedia] files = encyclopedia_infos [profiles] ;список xml файлов, содержаих профили сталкеров и торговцев files = npc_profile ;список xml файлов, содержаих описаниљ конкретнvх сталкеров и торговцев specific_characters_files = character_desc_general, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass [inventory] take_dist = 2 max_weight = 50 max_ruck = 56 max_belt = 5 ;16 slots_count = 12 ; count +1 (zero) slot_persistent_1 = true ;knife slot_active_1 = true slot_persistent_2 = false ;pistol slot_active_2 = true slot_persistent_3 = false ;automatic slot_active_3 = true slot_persistent_4 = true ;grenades slot_active_4 = true slot_persistent_5 = true ;binocular slot_active_5 = true slot_persistent_6 = true ;bolt slot_active_6 = true slot_persistent_7 = false ;outfit slot_active_7 = false slot_persistent_8 = true ;pda slot_active_8 = false slot_persistent_9 = true ;detector slot_active_9 = false slot_persistent_10 = true ;torch slot_active_10 = false slot_persistent_11 = false ;artefact slot_active_11 = true slot_persistent_12 = false ;helmet slot_active_12 = false [lights_hanging_lamp] GroupControlSection = spawn_group $spawn = "physics\hanging lamp" class = SO_HLAMP script_binding = bind_physic_object.init [lights_signal_light] GroupControlSection = spawn_group $spawn = "physics\signal_light" class = SO_HLAMP script_binding = bind_signal_light.init [search_light] GroupControlSection = spawn_group $spawn = "physics\search light" class = O_SEARCH cform = skeleton visual = dynamics\light\projector.ogf script_binding = bind_physic_object.init [explosion_marks] wallmarks = wm\wm_grenade dist = 0.5 ;2.4 ; size = 0.6 ;0.4 ; max_count = 5 [bloody_marks] wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3 dist = 2.0 ;2.4 ;(м) max расстољние отлета крови max_size = 0.4 ;0.3 ;(м)радиус пљтна при хите силой nominal hit по большому объекту (по маленькому *0.5) min_size = 0.06 ;(м)минимальнvй радиус пљтна nominal_hit = 0.5 ;величина номинального хита, при котором разлетаетсљ максимум крови (max_size) ;капли крови blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4 start_blood_size = 0.4 ;размер ранv чтоб начала капать кровь stop_blood_size = 0.025 ;размер ранv чтоб кровь остановилась (должно бvть меньше start_blood_size) blood_drop_time = 0.1 ;OBSOLETE blood_drop_time_min = 0.3 ; blood_drop_time_max = 2.0 ; blood_drop_size = 0.1 ;размер капли (м) крови, котораљ упала [entity_fire_particles] fire_particles = damage_fx\burn_creatures start_burn_size = 0.0003 ;размер ожега после которого начать играть партиклv огнљ stop_burn_size = 0.0001 ;размер ожега после которого остановить партиклv min_burn_time = 10000 ;минимальное времљ отvгрvша партиклов (даже если рана уже зажила) [hud_cursor] ;все размерv в процентах от длинv экрана cross_length = 0.015 ;длина "палочки" прицела min_radius = 0.0 ;минимальнvй радиус прицела (при нулевой дисперсии) max_radius = 1.0 ;максимальнvй радиус radius_lerp_speed = 0.08 ;скорость интерполљции положений прицела cross_color = 0.7,0.7,0.7,0.5 ;цвет прицела disp_scale = 0.08 ;масштаб прицела (относительно радиан) [hud_hitmark] hit_mark_texture = ui\ui_hud_hit_mark; ui\ui_empty grenade_mark_texture = ui\ui_hud_grenade_mark ;ui\ui_hud_hit_mark ;ui\ui_hud_hit_mark_01 ;ui\ui_hud_hit_mark_02 ;ui\ui_hud_hit_mark_03 ;ui\ui_hud_hit_mark_04 ;ui\ui_hud_hit_mark_05 ;ui\ui_hud_hit_mark_06 ;ui\ui_hud_hit_mark_07 ;ui\ui_hud_hit_mark_08 ;ui\ui_hud_hit_mark_09 ;ui\ui_hud_hit_mark_10 ;ui\ui_hud_hit_mark_11 ;ui\ui_hud_hit_mark_12 ;ui\ui_hud_hit_mark_13 ;ui\ui_hud_hit_mark_14 ;ui\ui_hud_hit_mark_15 ;ui\ui_hud_hit_mark_16 ;ui\ui_hud_hit_mark_17 ;ui\ui_hud_hit_mark_18 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; inventory items ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [document] GroupControlSection = spawn_group ;discovery_dependency = $spawn = "documents\document 01" ;$prefetch = 32 class = II_DOC cform = skeleton visual = dynamics\equipments\item_document_1.ogf inv_name = Document inv_name_short = Document inv_weight = 1 ;0.2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 0 inv_grid_y = 0 cost = 0 [spectator] $player = on class = SPECT [??tg_event] class = EVENT [m_car] GroupControlSection = spawn_group discovery_dependency = $spawn = "vehicles\car" cform = skeleton class = SCRPTCAR inv_weight = 1000 cost = 100000 inv_grid_width = 1 inv_grid_height = 1 script_binding = bind_physic_object.init [actor_firsteye_cam] lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 rot_speed = 3.14, 3.14, 0 [actor_ladder_cam] lim_pitch = -1.5, 1.5 lim_yaw = -1.0, 1.0 rot_speed = 3.14, 3.14, 0 [actor_free_cam] ;---------------- lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 lim_zoom = 0.4, 10 rot_speed = 3.14, 1.0, 10 [actor_look_cam] lim_pitch = -0.7, 1 lim_yaw = 0, 0 lim_zoom = 1, 5 rot_speed = 3.14, 6.28, 10 [actor_look_cam_psp] lim_pitch = -0.7, 1 lim_yaw = 0, 0 lim_zoom = 1, 5 rot_speed = 2, 2, 2 offset = 0.4,0.2,-1.1 autoaim_speed_y = 0.5, 3.14 ;min,max speed autoaim_speed_x = 0.5, 3.14 [mounted_weapon_cam] lim_pitch = -0.5, 0.5 lim_yaw = -2.0, 2.0 rot_speed = 3.14, 1.0, 0 [car_firsteye_cam] lim_pitch = -0.5, 0.3 lim_yaw = -2.0, 2.0 rot_speed = 3.14, 1.0, 0 [car_free_cam] lim_pitch = -1, 1.56 ;0, 1.56 lim_yaw = 0, 0 ;0, 0 lim_zoom = 1, 10 ;1, 7 rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10 [car_look_cam] lim_pitch = 0, 1.56 lim_yaw = 0 , 0 lim_zoom = 1, 7 rot_speed = 25, 1.0, 10 [heli_free_cam] lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 lim_zoom = 5, 25 rot_speed = 3.14, 1.0, 10 [heli_front_cam] ;lim_yaw = -0.01,0.01 lim_pitch = -1.2, 1.2 lim_yaw = -1.5, 1.5 rot_speed = 3.14, 1.5, 0 [heli_look_cam] lim_pitch = 0, 1.56 lim_yaw = 0, 0 lim_zoom = 5, 15 rot_speed = 3.14, 1.0, 10 [interface] font_game = font_game font_small = font_small [graph_point] class = AI_GRAPH $spawn = "ai\graph point" ;----------------------------------------------------------------- ; Trade ;----------------------------------------------------------------- [trade] ;коэффициентv изменениљ ценv при торговле в зависимости от отношениљ к персонажу ;линейно апроксимируітсљ между значениљ buy_price_factor_hostile = 1 ;коэффициент покупки при goodwill = -100 buy_price_factor_friendly = 1 ;коэффициент покупки при goodwill = 100 sell_price_factor_hostile = 1 ;коэффициент покупки при goodwill = -100 sell_price_factor_friendly = 1 ;коэффициент покупки при goodwill = 100 ;----------------------------------------------------------------- [spawn_group_zone] GroupControlSection = spawn_group_zone $spawn = "ai\group zone" ; option for Level Editor class = AI_SPGRP [spawn_group] GroupControlSection = spawn_group $spawn = "ai\spawn group" ; option for Level Editor class = AI_SPGRP [level_changer] GroupControlSection = $spawn = "ai\level changer" ;$prefetch = 4 class = LVL_CHNG script_binding = bind_level_changer.bind shape_transp_color = 255, 255, 255, 100 shape_edge_color = 32, 32, 32, 255 [script_zone] GroupControlSection = $spawn = "ai\script zone" ;$prefetch = 4 class = SCRIPTZN script_binding = xr_zones.bind [physics] object_damage_factor = 1.2f ;***************************************** ; ++=+іLT+і- Lі+= ;***************************************** [stalker_names_stalker] name_cnt = 104 last_name_cnt = 600 [stalker_names_bandit] name_cnt = 38 last_name_cnt = 182 [stalker_names_science] name_cnt = 15 last_name_cnt = 29 [stalker_names_private] name_cnt = 1 last_name_cnt = 200 [stalker_names_sergeant] name_cnt = 1 last_name_cnt = 200 [stalker_names_lieutenant] name_cnt = 1 last_name_cnt = 200 [stalker_names_captain] name_cnt = 1 last_name_cnt = 200 [script_object] GroupControlSection = spawn_group $spawn = "script\script object" ; option for Level Editor $npc = on ; option for Level Editor ; $prefetch = 32 ; Scheduled = on ; option for ALife Simulator Human = off ; option for ALife Simulator cform = skeleton ; collision class class = SCRPTOBJ ; AI class ;параметрv показvваниљ входљих сообений PDA в главном мені [maingame_ui] pda_msgs_max_show_time = 20000 info_msgs_max_show_time = 10000 snd_new_contact = detectors\contact_1 snd_new_contact1 = detectors\contact_8 [hud_sound] hud_sound_vol_k = 0.38 hud_step_sound_vol_k = 0.21 [attachable_item] GroupControlSection = spawn_group discovery_dependency = $spawn = "equipment\attachable_item" cform = skeleton class = II_ATTCH cost = 100 inv_name = "Attachable item" inv_name_short = "Attachable item" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 0, -3.14, 1.6 attach_position_offset = 0.105, 0.00, 0.085 attach_bone_name = bip01_head [new_attachable_item] GroupControlSection = spawn_group discovery_dependency = $spawn = "equipment\new_attachable_item" cform = skeleton class = II_BTTCH cost = 100 inv_name = "Attachable item" inv_name_short = "Attachable item" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 0, -3.14, 1.6 attach_position_offset = 0.105, 0.00, 0.085 attach_bone_name = bip01_head [hand_radio]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "equipment\hand_radio" cform = skeleton class = II_ATTCH visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf cost = 0 inv_name = "hand_radio" inv_name_short = "hand_radio" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = -1.5708,0.1919,3.1416 ;устанавливаетсљ в радианах Angle*PI/180 attach_position_offset = 0.075, 0.066, 0.023 attach_bone_name = bip01_l_hand auto_attach = false ; рация для правой руки [hand_radio_r]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "equipment\hand_radio_r" cform = skeleton class = II_ATTCH visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf cost = 0 inv_name = "hand_radio" inv_name_short = "hand_radio" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 1.571,0.75,0.0 ;устанавливаетсљ в радианах Angle*PI/180 attach_position_offset = 0.015, -0.084, 0.023 attach_bone_name = bip01_r_hand auto_attach = false [breakable_object] class = O_BRKBL remove_time = 10 ;after remove_time seconds object will be removed after it is breaked hit_break_threthhold = 0. ;weapon impact can stand breakable_object collision_break_threthhold = 2000.f ;collision impact can stand breakable_object immunity_factor = 1.3 ;hit power multiplier [climable_object] class = O_CLMBL [zone_team_base] $spawn = "network\team base" class = Z_TEAMBS GroupControlSection = spawn_group_zone [multiplayer_skins] stalker_killer_head_1 = 0,380 stalker_killer_antigas = 128,380 stalker_killer_head_3 = 256,380 stalker_killer_mask = 384,380 stalker_killer_exoskeleton = 512,380 stalker_sci_killer = 640,380 stalker_killer_military = 768,380 stalker_sv_balon_10 = 0,705 stalker_sv_hood_9 = 128,705 stalker_sv_rukzak_3 = 256,705 stalker_sv_rukzak_2 = 384,705 stalker_sv_exoskeleton = 512,705 stalker_sci_svoboda = 640,705 stalker_sv_military = 768,705 [main_ingame_indicators_thresholds] radiation = 0.1,0.25,0.4,0.55,0.7 wounds = 0.01,0.2,0.4,0.6,0.8 jammed = 0.5,0.6,0.7,0.8,0.9 starvation = 0.5,0.6,0.7,0.8,0.9 fatigue = 0.3,0.6,0.7,0.8,0.9 [tutorial_conditions_thresholds] max_power = 0.75 power = 0.1 bleeding = 0.4 satiety = 0.5 radiation = 0.1 weapon_jammed = 0.9 psy_health = 0.5 [squad_manager] schedule_min = 1 schedule_max = 999 [agent_manager] schedule_min = 100 schedule_max = 1000 [custom_script_object] GroupControlSection = spawn_group discovery_dependency = $spawn = "scripts\custom_object" cform = skeleton class = NW_ATTCH visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf cost = 0 inv_name = "custom_script_object" inv_name_short = "custom_script_object" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 0, 0, 0 attach_position_offset = 0.08, 0.04, 0.03 attach_bone_name = bip01_r_hand [ph_skeleton_object] class = P_SKELET remove_time = 120 [script] current_server_entity_version = 12 [space_restrictor] GroupControlSection = spawn_group_restrictor $spawn = "ai\space_restrictor" ;$prefetch = 64 class = SPC_RS_S script_binding = bind_restrictor.bind shape_transp_color = 0, 255, 0, 24 shape_edge_color = 32, 32, 32, 255 [camp_zone] GroupControlSection = spawn_group_restrictor $spawn = "ai\camp" $prefetch = 16 $def_sphere = 2 class = SPC_RS_S script_binding = bind_camp.bind shape_transp_color = 0, 0, 255, 24 shape_edge_color = 32, 32, 32, 255 [anomal_zone]:space_restrictor GroupControlSection = spawn_group_zone $spawn = "ai\anomal_zone" $def_sphere = 2 $prefetch = 16 script_binding = bind_anomaly_zone.bind shape_transp_color = 240, 217, 182, 58 shape_edge_color = 32, 32, 32, 255 [collision_damage] bonce_damage_factor_for_objects = 1. [pkm_visual_memory] min_view_distance = 1 ;0.4 ; коэффициент, которvй множитсљ на eye_range, в зависимости от угла max_view_distance = 1 ;0.8 ; коэффициент, которvй множитсљ на eye_range, в зависимости от угла visibility_threshold = 50 ;150.0 ; значение, при достижении суммой которого объект считаетсљ видимvм always_visible_distance = 1 ;0.1 time_quant = 0.00001 decrease_value = 0.1 ; значение, на которое уменьшаетсљ вес, если объект попал в фрустум, но отсЈксљ по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5 ; фактор освеениљ (только длљ LктЈра) transparency_threshold = 0.4 ; view_fov_deg = 90 view_aspect = 1 view_far_plane = 100 [details] swing_normal_amp1 = .1 swing_normal_amp2 = .05 swing_normal_rot1 = 30.0 swing_normal_rot2 = 1.0 swing_normal_speed = 2.0 ; fast swing_fast_amp1 = 0.35;0.25 swing_fast_amp2 = .20;0.15 swing_fast_rot1 = 5 swing_fast_rot2 = .5;0.75 swing_fast_speed = 0.5;1 [ph_capture_visuals] ;Список объектов которvе можно таскать. ;NPC ;actors\stalker_bandit\stalker_bandit_1 ;actors\stalker_bandit\stalker_bandit_2 ;actors\stalker_bandit\stalker_bandit_3 ;actors\stalker_bandit\stalker_bandit_3_face_1 ;actors\stalker_bandit\stalker_bandit_3_face_2 ;actors\stalker_bandit\stalker_bandit_3_mask ;actors\stalker_bandit\stalker_bandit_4 ;actors\stalker_dolg\stalker_dolg_1 ;actors\stalker_dolg\stalker_dolg_2 ;actors\stalker_dolg\stalker_dolg_2_face_1 ;actors\stalker_dolg\stalker_dolg_2_face_2 ;actors\stalker_dolg\stalker_dolg_2_mask ;actors\stalker_dolg\stalker_dolg_3 ;actors\stalker_dolg\stalker_dolg_4 ;actors\stalker_freedom\stalker_freedom_1 ;actors\stalker_freedom\stalker_freedom_2 ;actors\stalker_freedom\stalker_freedom_2_face_1 ;actors\stalker_freedom\stalker_freedom_2_face_2 ;actors\stalker_freedom\stalker_freedom_2_mask ;actors\stalker_freedom\stalker_freedom_3 ;actors\stalker_freedom\stalker_freedom_4 ;actors\stalker_hero\stalker_hero_1 ;actors\stalker_hero\stalker_hero_stc_strelok ;actors\stalker_lesnik\stalker_lesnik_1 ;actors\stalker_merc\stalker_merc_2 ;actors\stalker_merc\stalker_merc_4 ;actors\stalker_monolith\stalker_monolith_1 ;actors\stalker_monolith\stalker_monolith_2 ;actors\stalker_monolith\stalker_monolith_3 ;actors\stalker_monolith\stalker_monolith_4 ;actors\stalker_nebo\stalker_nebo_1 ;actors\stalker_nebo\stalker_nebo_2 ;actors\stalker_nebo\stalker_nebo_2_face_1 ;actors\stalker_nebo\stalker_nebo_2_face_2 ;actors\stalker_nebo\stalker_nebo_2_face_3 ;actors\stalker_nebo\stalker_nebo_2_mask ;actors\stalker_nebo\stalker_nebo_3 ;actors\stalker_neutral\stalker_neutral_1 ;actors\stalker_neutral\stalker_neutral_2 ;actors\stalker_neutral\stalker_neutral_2_face_1 ;actors\stalker_neutral\stalker_neutral_2_face_2 ;actors\stalker_neutral\stalker_neutral_2_mask ;actors\stalker_neutral\stalker_neutral_3 ;actors\stalker_neutral\stalker_neutral_4 ;actors\stalker_soldier\stalker_soldier_1 ;actors\stalker_soldier\stalker_soldier_2 ;actors\stalker_soldier\stalker_soldier_2_face_1 ;actors\stalker_soldier\stalker_soldier_3 ;actors\stalker_soldier\stalker_soldier_4 ;actors\stalker_trader\stalker_trader_1 ;actors\stalker_ucheniy\stalker_ucheniy_1 ;actors\stalker_zombied\stalker_zombied_1 ;actors\stalker_zombied\stalker_zombied_2 ;actors\stalker_zombied\stalker_zombied_3 ;actors\stalker_zombied\stalker_zombied_4 ;Monsters ;monsters\controller\controller_1 ;monsters\controller\controller_2 ;monsters\controller\controller_3 ;monsters\controller\controller_4 ;monsters\controller\controller_dead ;monsters\crow\crow ;monsters\dog\dog ;monsters\dog\dog_bulterier ;monsters\dog\dog_bulterier_dead ;monsters\dog\dog_dead ;monsters\dog\dog_red ;monsters\dog\dog_red_dead ;monsters\dog\dog_white ;monsters\dog\dog_white_dead ;monsters\flesh\flesh ;monsters\flesh\flesh_dead ;monsters\flesh\flesh_strong ;monsters\krovosos\krovosos ;monsters\krovosos\krovosos_dead ;monsters\krovosos\krovosos_strong ;monsters\krovosos\krovosos_strong_xray ;monsters\krovosos\krovosos_xray ;monsters\mutant_boar\mutant_boar ;monsters\mutant_boar\mutant_boar_dead ;monsters\mutant_boar\mutant_boar_strong ;monsters\poltergeist\poltergeist ;monsters\poltergeist\poltergeist_dead ;monsters\poltergeist\poltergeist_strong ;monsters\pseudodog\pseudodog ;monsters\pseudodog\pseudodog_dead ;monsters\pseudodog\pseudodog_grey ;monsters\pseudodog\pseudodog_grey_dead ;monsters\rat\rat_1 ;monsters\snork\snork ;monsters\snork\snork_dead ;monsters\tushkano\tushkano ;monsters\tushkano\tushkano_dead