;=========================================================================== ; BURER ;=========================================================================== [m_burer_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive $spawn = "monsters\burer\burer" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 16 visual = monsters\burer\burer corpse_visual = monsters\burer\burer_dead MaxHealthValue = 100 ; range [0..200] Spawn_Inventory_Item_Section = mutant_burer_hand Spawn_Inventory_Item_Probability = 0.0 ;------------------------------------------------------------------------ ; 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 ;------------------------------------------------------------------------ ; Offline Alife ;------------------------------------------------------------------------ Scheduled = on ; option for ALife Simulator Human = off ; option for ALife Simulator Health = 400 ; option for ALife Simulator MinSpeed = 1.0 ; option for ALife Simulator MaxSpeed = 5.0 ; option for ALife Simulator going_speed = 3;4.5 ; option for ALife Simulator search_speed = 1.5 ; option for ALife Simulator smart_terrain_choose_interval = 00:15:00 ;--------------------------------------------------------------------- ; Physics ;--------------------------------------------------------------------- ph_box0_center = 0.0, 0.7, 0.0 ph_box0_size = 0.35, 0.7, 0.35 ph_box1_center = 0.0, 0.6, 0.0 ph_box1_size = 0.35, 0.6, 0.35 ph_crash_speed_min = 10 ph_crash_speed_max = 30 ph_collision_damage_factor = 0.1 ph_mass = 70; 100 destroyed_vis_name = dynamics\Dead_Body\skelet_crash ;---------------------------------------------------------------------------- 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 ;Время 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, 6.0, 6.0, 0.2, 0.5 Velocity_RunFwdNormal = 4.5, 2.5, 2.5, 0.2, 1 Velocity_RunFwdDamaged = 3.5, 3.0, 3.0, 0.2, 1 Velocity_WalkFwdNormal = 1.6, 3.0, 3.0, 0.02, 1.5 Velocity_WalkFwdDamaged = 1.0, 3.0, 3.0, 0.5, 2.0 Velocity_Drag = 1.0, 3.0, 3.0, 1, 1 Velocity_Steal = 1.5, 3.0, 3.0, 1, 1 ; acceleration Accel_Generic = 1.5 Accel_Calm = 1.5 Accel_Aggressive = 200 ;6.5 runaway_distance = 7 normal_distance = 11 max_runaway_time = 6000 ;-------------------------------------------------------------------------- ; Attack parameters ;-------------------------------------------------------------------------- MinAttackDist = 1.5 MaxAttackDist = 2.5 as_min_dist = 0.9 as_step = 0.3 attack_effector = m_burer_attack_effector attack_params = m_burer_attack_params Melee_Rotation_Factor = 1.8 ;------------------------------------------------------------------------- ; Entity Conditions ;------------------------------------------------------------------------- satiety_v = 0.0001 ;скорость уменьшения сытости со временем radiation_v = 0.00001 ;скорость уменьшения радиации satiety_power_v = 0.001 ;увеличение силы при уменьшении сытости satiety_health_v = 0.00007 ;увеличение здоровья при уменьшении сытости satiety_critical = -1.0 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.01 ;уменьшение здоровья при воздействии радиации morale_v = 0.01 ;скорость восстановления морали health_hit_part = 0.5 ;процент хита, уходящий на отнимание здоровья power_hit_part = 1.0 ;процент хита, уходящий на отнимание силы psy_health_v = 0.1 ;скорость восстановления psy-здоровья ;открытые раны bleeding_v = 0.05 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.04 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду) min_wound_size = 0.01 sleep_health = 1.0 ;1.5 ;коэффициенты скоростей изменения параметров во время сна 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 ; частота укусов в сек eat_slice = 0.01 ; увеличение сытости при 1 укусе eat_slice_weight = 10.0 ; уменьшение еды у трупа bone_head = head ; bone name DayTime_Begin = 0 ; начала дня для монстра DayTime_End = 21 ; конец дня для монстра Min_Satiety = 0.6 ; мин. норма сытости (меньше - уже голодный) Max_Satiety = 0.9 ; макс. норма сытости (больше - очень сытый) satiety_threshold = 0.5 ; below this value monster fill hunger ;--------------------------------------------------------- ; Sounds and sound parameters ;--------------------------------------------------------- sound_idle = monsters\burer\burer_idle_ sound_eat = monsters\burer\burer_idle_ sound_aggressive = monsters\biting\def_ sound_attack_hit = monsters\burer\burer_attack_ sound_take_damage = monsters\burer\burer_telekinetic_ sound_die = monsters\burer\burer_attacking_ sound_threaten = monsters\biting\def_ sound_landing = monsters\biting\def_ sound_steal = monsters\biting\def_ sound_panic = monsters\burer\burer_attacking_ sound_growling = monsters\biting\def_ sound_gravi_attack = monsters\burer\burer_gravi_attack_ sound_tele_attack = monsters\biting\def_ sound_gravi_wave = monsters\burer\burer_gravi_wave_0 sound_die_in_anomaly = monsters\burer\burer_attacking_ killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE idle_sound_delay = 55000;5000 eat_sound_delay = 3000 attack_sound_delay = 14000;4000 sound_distant_idle = monsters\burer\burer_idle_ distant_idle_sound_delay = 80000 distant_idle_sound_range = 100.0 SoundThreshold = 0.06 ; range [0..1] max_hear_dist = 60 ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.1 Morale_Attack_Success_Quant = 0.2 Morale_Take_Heart_Speed = 0.1 Morale_Despondent_Speed = 0.1 Morale_Stable_Speed = 0.1 Morale_Despondent_Threashold = 0.5 ;------------------------------------------------------------------------- ; Shield Ability ;------------------------------------------------------------------------- shield_cooldown = 3000 shield_time = 3000 shield_keep_particle = anomaly2\burer_shield_01 shield_keep_particle_period = 300 Particle_Shield = anomaly2\burer_shield_01 ;------------------------------------------------------------------------- ; Anti-aim Ability ;------------------------------------------------------------------------- anti_aim_timeout = 3 ;1.5 ; sec anti_aim_effectors = effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4 anti_aim_animation = stand_stamina_attack_ anti_aim_max_angle = 0.5 anti_aim_detection_gain_speed = 10 ; 2 anti_aim_detection_loose_speed = 0.1 weapon_drop_velocity = 8 weapon_drop_stamina_k = 0.7 ;IF player stamina < stamina_hit*inv_weight(weapon param)*weapon_drop_stamina_k THEN weapon is dropped weight_to_stamina_hit = 0.27 ;0.25 ;kg to stamina % ;------------------------------------------------------------------------- ; Gravi Ability ;------------------------------------------------------------------------- Gravi_Cooldown = 5000 ; milisec Gravi_MinDist = 1 ; meter Gravi_MaxDist = 15 ; meter Gravi_Speed = 76 ; meter/sec Gravi_Step = 2 ; meter Gravi_Time_To_Hold = 1200 ; milisec Gravi_Radius = 3.0 Gravi_Impulse_To_Objects = 60.0 Gravi_Impulse_To_Enemy = 1000.0 Gravi_Hit_Power = 1.0 ;------------------------------------------------------------------------- ; Tele Ability ;------------------------------------------------------------------------- Tele_Max_Handled_Objects = 4; Tele_Max_Time = 7000; // (s) max time to be in telekinesis Tele_Time_To_Hold = 400 Tele_Object_Min_Mass = 100 Tele_Object_Max_Mass = 1000.0 Tele_Find_Radius = 12.0 Tele_Min_Distance = 5 Tele_Max_Distance = 50 Tele_Raise_Speed = 6 Tele_Fly_Velocity = 70 ;50 Tele_Object_Height = 3 ;2 sound_tele_hold = monsters\burer\burer_tele_hold sound_tele_throw = monsters\burer\burer_tele_throw ;------------------------------------------------------------------------- ; Scanner ;------------------------------------------------------------------------- scan_critical_value = 25.0 ; граничное значение scan_radius = 50.0 ; радиус сканирования scan_velocity_threshold = 4.0 ; граничная скорость, до которой движение актера игнорируется scan_decrease_value = 0.3 ; уменьшение текущей суммы в секунду scan_trace_time_freq = 2 ; частота трейса скорости (for programmer only) (1 = 2 раза в сек) scan_sound = monsters\burer\burer_scan_affect_0 scan_effector_section = m_burer_scan_effector ;------------------------------------------------------------------------- ; Particles ;------------------------------------------------------------------------- Particle_Tele_Object = static\fire_distort Particle_Gravi_Wave = anomaly2\burer_wave Particle_Gravi_Prepare = anomaly2\burer_prepare ;------------------------------------------------------------------------- ; Other Stuff (refactoring needed) ;------------------------------------------------------------------------- critical_wound_threshold = -1 critical_wound_decrease_quant = 0. ef_creature_type = 18 ; option for evaluation functions ef_weapon_type = 3 ef_detector_type = 1 panic_threshold = 0.1 cform = skeleton ; collision class class = SM_BURER ; AI class script_binding = bind_monster.bind bone_torso = chest ; bone name bone_head = head ; bone name bone_fire = head ; bone name weapon_usage = 0 ; boolean actor_restrictor = medium_monster ;medium_monster,stalker,none distance_to_corpse = 1.2 ; дист. до трупа, при которой он переходит в состояние еды selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0, terrain = burer_terrain hit_type = wound DamagedThreshold = 0.5 material = creatures\large step_params = m_burer_step_params LegsCount = 2 damage = m_burer_damage ;species of monster species = burer rank = 19 spec_rank = weak community = burer monster_type = indoor protections_sect = burer_protections immunities_sect = burer_immunities ;------------------------------------------------------------------------- ; Vision ;------------------------------------------------------------------------- DynamicObjectsCount = 32 eye_fov = 130 eye_range = 110 vision_free_section = burer_vision_free vision_danger_section = burer_vision_danger ; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри, ; иначе возникают артефакты с потерей видимости при переходе от денжера во фри. [burer_protections] skin_armor = 0.5 hit_fraction_monster = 0.2 [burer_immunities] burn_immunity = 1.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.2 radiation_immunity = 0.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 0.5 fire_wound_immunity = 0.7 [burer_vision_free] min_view_distance = 0.6 ; 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 = 100.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 0.3 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 = 0.5 luminocity_factor = 0.5 ; фактор освещения (только для Актёра) transparency_threshold = 0.25 [burer_vision_danger] min_view_distance = 0.6 ; 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 = 100.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 0.3 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 = 0.5 luminocity_factor = 0.5 ; фактор освещения (только для Актёра) transparency_threshold = 0.25 ;================================================================================= ; Burer Attack Params ;================================================================================= [m_burer_attack_params] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Left hand Strike stand_attack_0 = 0.4, 0.70, 100, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5 stand_stamina_attack_0 = 0.4, 0.0, 0, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5 ;================================================================================= ; Burer Attack Effector ;================================================================================= [m_burer_attack_effector] duality_h = 0.1; 0.01 duality_v = 0.01; 0.01 blur = 0.01 gray = 0.5 noise_intensity = 0.1;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 = 0.0,0.0,0.0 time = 3.00 time_attack = 0.05 ; fade in time_release = 0.50 ; fade out ; camera effects ce_time = 0.30 ;time ce_amplitude = 12.0 ce_period_number = 2.0 ce_power = 1.0 ;0.7 ; power ;================================================================================= ; Burer Step Params ;================================================================================= [m_burer_step_params] ;--------------------------------------------------------------------------- ; anim | Cycles | time1 | power1 | time2 | power2 | ;--------------------------------------------------------------------------- stand_walk_fwd_0 = 1, 0.4, 1, 0.9, 0.7, ;stand_walk_dmg_0 = 1, 0.4, 1, 0.9, 0.7, stand_run_fwd_0 = 1, 0.4, 1, 0.9, 0.6, ;stand_run_dmg_0 = 1, 0.4, 1, 0.9, 0.6, ;================================================================================= ; Burer Damage ;================================================================================= [m_Burer_damage] ;bone_name = ,-1, ; - коэфф. изменения хита (уменьшения здоровья) ; - коэфф. изменения величины открытой раны default = 0.5, -1, 0.1 hip = 1, -1, 0.1 spine = 1, -1, 0.1 chest = 1, -1, 0.1 neck = 1, -1, 0.5 head = 2, -1, 0.2 ;================================================================================= ; Burer Scan Effector ;================================================================================= [m_burer_scan_effector] duality_h = 0.003 duality_v = 0.002 blur = 1.5 gray = 0.3 noise_intensity = 0.0 noise_grain = 2 noise_fps = 8 color_base = 0.55,0.5,0.5;0.637,0.442,0.456 color_gray = 0.333,0.333,0.333 color_add = 0.05,0.0,0.0 time = 10.00 time_attack = 0.3 ; fade in time_release = 0.85 ; fade out ;================================================================================= ; Terrain ;================================================================================= [burer_terrain] 255,000,255,255 ;================================================================================= ; *** PROFILES ******************************************************************* ;================================================================================= [burer_normal]:m_burer_e $spawn = "monsters\burer\burer_normal" visual = monsters\burer\burer corpse_visual = monsters\burer\burer_dead icon = ui_npc_monster_burer rank = 19 spec_rank = normal