;=========================================================================== ; BOAR ;=========================================================================== [m_boar_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald ;$spawn = "monsters\boars\boar_base" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 16 visual = monsters\mutant_boar\mutant_boar corpse_visual = monsters\mutant_boar\mutant_boar_dead icon = ui_npc_monster_mutant_boar ;------------------------------------------------------------------------ ; 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 current_level_going_speed = 3;2 ; option for ALife Simulator search_speed = 1.5 ; option for ALife Simulator MaxHealthValue = 200 ; range [0..200] DynamicObjectsCount = 32 smart_terrain_choose_interval = 00:15:00 Spawn_Inventory_Item_Section = mutant_boar_leg 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 ;------------------------------------------------------------------------ ; Physics ;------------------------------------------------------------------------ ph_box0_center = 0.0, 0.6, 0.0 ph_box0_size = 0.55, 0.6, 0.55 ph_box1_center = 0.0, 0.6, 0.0 ph_box1_size = 0.55, 0.6, 0.55 ph_crash_speed_min = 10 ph_crash_speed_max = 30 ph_collision_damage_factor = 0.1 ph_mass = 250 ;110 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 ;Время изменения значения трения в суставе с момента создания шелла, сек ph_skel_fatal_impulse_factor = 12.0 ph_after_death_velocity_factor= 0.75 ph_skel_shot_up_factor = 0.25 ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- ; Squad seperation behaviour (расталкивание) ;--------------------------------------------------------------------- separate_factor = 0.8 ; сила расталкивания separate_range = 3 ; радиус в котором расталкивание действует ;------------------------------------------------------------------------ ; Movement ;------------------------------------------------------------------------ ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 3.4, 3.0, 1, 1 Velocity_RunFwdNormal = 5.5, 3.0, 2.8, 0.4, 1 Velocity_RunFwdDamaged = 4.5, 3.0, 2.8, 0.2, 1 Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 ; speed factors linear | angular_real | angular_path | min | max ;Velocity_Stand = 0, 3.4, 3.0, 1, 1 ;Velocity_RunFwdNormal = 7.5, 3.0, 2.8, 0.4, 1 ;Velocity_RunFwdDamaged = 4.5, 3.0, 2.8, 0.2, 1 ;Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 ;Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 ;Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 ;Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 ; acceleration Accel_Generic = 1.5 Accel_Calm = 2.5 Accel_Aggressive = 6.5 ;------------------------------------------------------------------------ ; Attack ;------------------------------------------------------------------------ attack_effector = m_boar_attack_effector attack_params = m_boar_attack_params ;attack parameters MinAttackDist = 2.6 MaxAttackDist = 3.2 as_min_dist = 1.6 as_step = 0.5 Run_Attack_Dist = 3.5, 4.0 Run_Attack_Delay = 1000, 3000 Melee_Rotation_Factor = 2.2 hit_type = wound ; type of attack ;------------------------------------------------------------------------ ; Attack On Move ;------------------------------------------------------------------------ aom_enabled = 1 aom_animation_left = stand_attack_run_left_ aom_animation_right = stand_attack_run_right_ aom_far_radius = 8 aom_max_go_close_time = 8 aom_prepare_time = 4 aom_attack_radius = 1 aom_update_side_period = 3 aom_prediction_factor = 1.2 ;------------------------------------------------------------------------ ; Conditions ;------------------------------------------------------------------------ satiety_v = 0.0005 ;0.01 ;скорость уменьшения сытости со временем radiation_v = 0.00001 ;0.004 ;скорость уменьшения радиации satiety_power_v = 0.00001;0.005 ;0.01 ;увеличение силы при уменьшении сытости satiety_health_v = 0.001 ;0.03 ;увеличение здоровья при уменьшении сытости satiety_critical = -1.0 ;0.25 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.00 ;0.006 ;уменьшение здоровья при воздействии радиации morale_v = 0.01 ;скорость восстановления морали health_hit_part = 1.0 ;0.8 ;процент хита, уходящий на отнимание здоровья power_hit_part = 1.0 ;0.9 ;процент хита, уходящий на отнимание силы psy_health_v = 0.1 ;скорость восстановления psy-здоровья ;Immunities immunities_sect = boar_immunities protections_sect = boar_protections ;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 Settings sleep_health = 1.0 ;1.5 ;ъю¤ЇЇшЎшхэЄv ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр sleep_power = 1.0 ;1.5 sleep_satiety = 1.0 ;0.8 sleep_radiation = 1.0 ;1.1 sleep_psy_health = 1.0 ;Eat settings eat_freq = 5.0 ; ўрёЄюЄр єъєёют т ёхъ eat_slice = 0.01 ; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх eat_slice_weight = 10.0 ; єьхэ№°хэшх хфv є ЄЁєяр satiety_threshold = 0.5 ; below this value monster fill hunger ;------------------------------------------------------------------------ ; Sound ;------------------------------------------------------------------------ sound_idle = monsters\boar\boar_idle_ ; idle_ sound_eat = monsters\boar\boar_eat_ ; eat_ sound_aggressive = monsters\boar\boar_aggressive_ ; attack_ sound_attack_hit = monsters\boar\boar_attack_ sound_take_damage = monsters\boar\boar_pain_ ; hit_ sound_die = monsters\boar\boar_death_ ; die_ sound_bkgnd = monsters\biting\def_ sound_threaten = monsters\boar\boar_threaten_ sound_landing = monsters\boar\landing_ sound_steal = monsters\biting\def_ sound_panic = monsters\boar\boar_panic_ sound_growling = monsters\biting\def_ sound_die_in_anomaly = monsters\boar\boar_anomaly_ killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE sound_distant_idle = monsters\boar\boar_idle_ distant_idle_sound_delay = 80000 distant_idle_sound_range = 100.0 ;Frequency of sounds to be played idle_sound_delay = 18000 eat_sound_delay = 5000 attack_sound_delay = 4000 SoundThreshold = 0.06 ; range [0..1] max_hear_dist = 60 ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.02 Morale_Attack_Success_Quant = 0.1 Morale_Take_Heart_Speed = 0.1 Morale_Despondent_Speed = 0.1 Morale_Stable_Speed = 0.05 Morale_Despondent_Threashold = 0.5 ;------------------------------------------------------------------------- ; Damages ;------------------------------------------------------------------------- ;Health from which to play injured animation DamagedThreshold = 0.2 damage = m_boar_damage critical_wound_threshold = 0.4; 1.1 critical_wound_decrease_quant = 0. critical_wound_anim_head = critical_hit_head_0 critical_wound_bones_head = boar_critical_wound_bones_head critical_wound_anim_torso = critical_hit_torso_0 critical_wound_bones_torso = boar_critical_wound_bones_torso critical_wound_anim_legs = critical_hit_torso_0 critical_wound_bones_legs = boar_critical_wound_bones_legs ;------------------------------------------------------------------------ ; Other ;------------------------------------------------------------------------ ef_creature_type = 11 ; option for evaluation functions ef_weapon_type = 2 ef_detector_type = 1 panic_threshold = 0.1 cform = skeleton ; collision class class = SM_BOARW ; 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 weapon_usage = 0 ; boolean actor_restrictor = medium_monster ;medium_monster,stalker,none step_params = m_boar_step_params LegsCount = 4 DayTime_Begin = 0 ; эрўрыр фэ  фы  ьюэёЄЁр DayTime_End = 21 ; ъюэхЎ фэ  фы  ьюэёЄЁр distance_to_corpse = 2.1 ; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv terrain = boar_terrain material = creatures\hoof DynamicObjectsCount = 32 ;species of monster species = boar ;------------------------------------------------------------------------ ; Vision ;------------------------------------------------------------------------ eye_fov = 110 ;130 eye_range = 40 ;60 vision_free_section = boar_vision_free vision_danger_section = boar_vision_danger ; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри, ; иначе возникают артефакты с потерей видимости при переходе от денжера во фри. [boar_vision_free] min_view_distance = 0.51 ; коэффициент, который множится на eye_range, в зависимости от угла max_view_distance = 1.01 ; коэффициент, который множится на eye_range, в зависимости от угла visibility_threshold = 100.01 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 0.31 time_quant = 0.0011 decrease_value = 0.011 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 0.51 luminocity_factor = 0.51 ; фактор освещения (только для Актёра) transparency_threshold = 0.251 [boar_vision_danger] min_view_distance = 0.5 ; 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 ;=========================================================================== ; ATTACK PARAMS ;=========================================================================== [m_boar_attack_params] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.30, 0.65, 150, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2 ;Bite2 stand_attack_1 = 0.30, 0.65, 150, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2 ;Right Leg Attack stand_attack_2 = 0.30, 0.65, 200, 0.0, 1.0, 2.0, -0.6, 0.6, -0.6, 0.6, 3.2 stand_attack_run_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_left_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2 stand_attack_run_right_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2 ;=========================================================================== ; SPECIAL EFFECTORS ;=========================================================================== [m_boar_attack_effector] duality_h = 0.05;0.01 duality_v = 0.02;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 = 0.30 time_attack = 0.05 ; fade in time_release = 0.15 ; fade out ; camera effects ce_time = 0.35 ; time ce_amplitude = 10 ; head shake after hit ce_period_number = 2.0 ; camera shake times ce_power = 2.5; 2.0 ; power ;================================================================================= ; Boar Damage ;================================================================================= [m_Boar_damage] ;bone_name = ,-1, ; - коэфф. изменения хита (уменьшения здоровья) ; - коэфф. изменения величины открытой раны default = 0.5, -1, 0.3 bip01_pelvis = 1.0, -1, 0.3 bip01_spine = 1.0, -1, 0.3 bip01_spine1 = 1.0, -1, 0.3 bip01_spine2 = 1.0, -1, 0.3 bip01_l_upperarm = 1.0, -1, 0.3 bip01_r_upperarm = 1.0, -1, 0.3 bip01_l_thigh = 1.0, -1, 0.3 bip01_r_thigh = 1.0, -1, 0.3 bip01_neck = 1.5, -1, 1.5 bip01_head = 1.5, -1, 0.3 [boar_critical_wound_bones_head] bip01_pelvis bip01_l_thigh bip01_l_calf bip01_l_horselink bip01_l_foot bip01_l_toe0 bip01_r_thigh bip01_r_calf bip01_r_horselink bip01_r_foot bip01_r_toe0 bip01_spine bip01_spine1 bip01_spine2 bip01_neck bip01_head bip01_ponytail1 bip01_ponytail2 bone01 bone02 bone04 bone05 bone06 bone07 bone08 bone09 bone10 bone11 bone12 bone13 bone14 bone15 bip01_l_clavicle bip01_l_upperarm bip01_l_forearm bip01_l_hand bip01_l_finger0 bip01_r_clavicle bip01_r_upperarm bip01_r_forearm bip01_r_hand bip01_r_finger0 bone16 bone17 bone19 bone18 bip01_tail bip01_tail1 [boar_critical_wound_bones_torso] [boar_critical_wound_bones_legs] ;================================================================================= ; Boar Terrain ;================================================================================= [boar_terrain] 255,000,255,255 ;=========================================================================== ; Step Events ;=========================================================================== [m_boar_step_params] ;------------------------------------------------------------------------------------------------------------- ; anim | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 | ;------------------------------------------------------------------------------------------------------------- stand_walk_fwd_0 = 5, 0.01, 1, 0.5, 0.7, 0.15, 1.0, 0.5, 1.0 stand_walk_fwd_dmg_0 = 4, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0 stand_run_fwd_0 = 1, 0.01, 1, 0.05, 0.7, 0.2, 1.0, 0.2, 0.2 stand_run_dmg_0 = 4, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0 stand_steal_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0 stand_drag_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0 ;=========================================================================== ; IMMUNITIES ;=========================================================================== [boar_immunities] burn_immunity = 1.0 ;коэффициенты иммунитета strike_immunity = 0.8 shock_immunity = 0.8 wound_immunity = 0.5 radiation_immunity = 0.0 telepatic_immunity = 1.0 chemical_burn_immunity = 0.8 explosion_immunity = 0.15 fire_wound_immunity = 0.8 ;********************************************************************************* ; PROTECTIONS ;********************************************************************************* [boar_protections] skin_armor = 0.5 hit_fraction_monster = 0.3 ;********************************************************************************* ; BASE PROFILES ;********************************************************************************* ;********************************************************************************* ; NORMAL PROFILE ;********************************************************************************* [boar_normal]:m_boar_e $spawn = "monsters\boars\boar_02_normal" visual = monsters\mutant_boar\mutant_boar corpse_visual = monsters\mutant_boar\mutant_boar_dead icon = ui_npc_monster_mutant_boar panic_threshold = 0.2 rank = 5 immunities_sect = boar_immunities_normal attack_params = boar_attack_params_normal spec_rank = normal community = boar [boar_immunities_normal] burn_immunity = 0.2 strike_immunity = 0.2 shock_immunity = 0.2 wound_immunity = 0.4 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.2 explosion_immunity = 0.3 fire_wound_immunity = 0.85 [boar_attack_params_normal] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Bite2 stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Right Leg Attack stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5 stand_attack_run_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_left_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_right_0 = 0.40, 0.65, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 [boar_strong]:m_boar_e $spawn = "monsters\boars\boar_03_strong" visual = monsters\mutant_boar\mutant_boar_strong icon = ui_npc_monster_mutant_boar_strong panic_threshold = 0.05 rank = 6 immunities_sect = boar_immunities_strong attack_params = boar_attack_params_strong spec_rank = strong community = boar ;********************************************************************************* ; STRONG PROFILE ;********************************************************************************* [boar_immunities_strong] burn_immunity = 0.1 strike_immunity = 0.1 shock_immunity = 0.1 wound_immunity = 0.5 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.1 explosion_immunity = 0.3 fire_wound_immunity = 0.7 [boar_attack_params_strong] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Bite2 stand_attack_1 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Right Leg Attack stand_attack_2 = 0.20, 0.7, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5 stand_attack_run_0 = 0.40, 0.7, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_left_0 = 0.40, 0.7, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_right_0 = 0.40, 0.7, 1800, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2