[m_dog_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald ;$spawn = "monsters\dog" ; 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 = 100 ; 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\dog\dog corpse_visual = monsters\dog\dog_dead icon = ui_npc_monster_dog MaxHealthValue = 100 ; range [0..200] DynamicObjectsCount = 32 smart_terrain_choose_interval = 00:15:00 Spawn_Inventory_Item_Section = mutant_dog_tail Spawn_Inventory_Item_Probability = 0.0 cform = skeleton ; collision class class = SM_DOG_S ; AI class ef_creature_type = 6 ; option for evaluation functions ef_weapon_type = 2 ef_detector_type = 1 panic_threshold = 0.1 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 ;------------------------------------------------------------------------ ; 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 = 0.35, 0.4, 0.35 ;0.35, 0.9, 0.35 ph_box1_center = 0.0, 0.2, 0.0 ph_box1_size = 0.35, 0.4, 0.35 ph_crash_speed_min = 10 ph_crash_speed_max = 30 ph_collision_damage_factor = 0.1 ph_mass = 40 ;70 actor_restrictor = medium_monster ;medium_monster,stalker,none 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 = 6.0 ph_after_death_velocity_factor= 0.75 ph_skel_shot_up_factor = 0.25 ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- ; Squad seperation behaviour (расталкивание) ;--------------------------------------------------------------------- separate_factor = 0.5 ; сила расталкивания separate_range = 1 ; радиус в котором расталкивание действует ;---------------------------------------------------------------------------- ; Movement::Velocities & Acceleration ;---------------------------------------------------------------------------- ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 3.4, 3.2, 1, 1 Velocity_WalkFwdNormal = 1.45, 3.5, 3.3, 0.2, 1.5 Velocity_WalkFwdDamaged = 1.3, 3.5, 3.3, 0.2, 1 Velocity_RunFwdNormal = 6.5, 4.5, 4.3, 0.21, 1 Velocity_RunFwdDamaged = 4.5, 4.5, 4.3, 0.18, 1 Velocity_WalkSmelling = 0.8, 3.0, 3.0, 1, 1 Velocity_WalkGrowl = 0.6, 3.0, 3.0, 1, 1 Velocity_Drag = 0.6, 3.0, 3.0, 1, 1 Velocity_Steal = 1.5, 3.0, 3.0, 1, 1 ; acceleration Accel_Generic = 1.5 Accel_Calm = 2.5 Accel_Aggressive = 14.5 ;-------------------------------------------------------------------------- ; Mob-home parameters ;-------------------------------------------------------------------------- anim_factor = 50 ;анимации воя/рытья vs анимаций обнюхивания, задается в процентах 1..100 corpse_use_timeout = 10 ;таймаут на юзание трупа, сек. min_life_time = 10 ;минимальное время бодрствования, сек (расчитывается min_life_time + rand(10) * min_life_time) min_sleep_time = 5 ;минимальное время сна, сек. (расчитывается min_sleep_time + rand(5) * min_sleep_time) drive_out_time = 5 ;время, на протяжении которого собака будет пытаться выгнать врага min_move_dist = 4 ;минимальная длинна отрезка пути при патрулировании, м. max_move_dist = 6 ;максимальная длинна отрезка пути при патрулировании, м. ;-------------------------------------------------------------------------- ; Attack parameters ;-------------------------------------------------------------------------- MinAttackDist = 1.9 MaxAttackDist = 2.4 hit_type = wound as_min_dist = 1.2 as_step = 0.4 Melee_Rotation_Factor = 2.6 ;------------------------------------------------------------------------ ; Attack On Move ;------------------------------------------------------------------------ aom_enabled = 1 aom_animation_left = stand_attack_ aom_animation_right = stand_attack_ aom_far_radius = 6 aom_max_go_close_time = 6 aom_prepare_time = 3 aom_attack_radius = 0.3 aom_update_side_period = 3 aom_prediction_factor = 1.2 ;-------------------------------------------------------------------------- ; Jump parameters ;-------------------------------------------------------------------------- jump_delay = 3000 jump_factor = 1 jump_ground_trace_range = 1.0 jump_hit_trace_range = 2.0 jump_build_line_distance = 1.0 jump_min_distance = 4.0 jump_max_distance = 7.0 jump_max_angle = 0.1 jump_max_height = 2.5 jump_auto_aim_factor = 3 ;------------------------------------------------------------------------- ; Entity Conditions ;------------------------------------------------------------------------- satiety_v = 0.0001 ;0.01 ;скорость уменьшения сытости со временем radiation_v = 0.00001 ;0.004 ;скорость уменьшения радиации satiety_power_v = 0.005 ;0.01 ;увеличение силы при уменьшении сытости satiety_health_v = 0.005 ;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 = 0.01 ;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 ;открытые раны bleeding_v = 0.04 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.05 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду) min_wound_size = 0.01 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_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 ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.2 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 = 0.4 ;--------------------------------------------------------- ; Sounds and sound parameters ;--------------------------------------------------------- sound_idle = monsters\dog\bdog_idle_ sound_eat = monsters\dog\bdog_eat_ sound_aggressive = monsters\dog\bdog_attack_ ; издается, когда монстр преследует противника ; sound_attack = ; звук для неудачной попытки ударить или укусить (рык) sound_attack_hit = monsters\dog\attack_hit_ ; звук для успешной попытки ударить или укусить (рык) sound_take_damage = monsters\dog\bdog_hurt_ sound_die = monsters\dog\bdog_die_ sound_bkgnd = monsters\biting\def_ sound_threaten = monsters\dog\bdog_groan_ sound_landing = monsters\biting\def_ sound_steal = monsters\biting\def_; monsters\dog\bdog_idle_ sound_panic = monsters\dog\bdog_panic_ sound_growling = monsters\bdog_growl_ sound_die_in_anomaly = monsters\dog\bdog_die_ sound_distant_idle = monsters\dog\bdog_distant_ ; только для расстояний свыше 200м killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE idle_sound_delay = 80000;50000 ;20000 ;15000 eat_sound_delay = 2000 ;3000 attack_sound_delay = 5000 ;2000; 5000 ;2000 distant_idle_sound_delay = 80000 distant_idle_sound_range = 30.0 SoundThreshold = 0.04 ; range [0..1] max_hear_dist = 100 ;------------------------------------------------------------------------- ; Damages ;------------------------------------------------------------------------- DamagedThreshold = 0.3 damage = m_dog_damage critical_wound_threshold = 0.3 ;1.1 critical_wound_decrease_quant = 0. critical_wound_anim_head = critical_hit_head_0 critical_wound_bones_head = dog_critical_wound_bones_head critical_wound_anim_torso = critical_hit_torso_0 critical_wound_bones_torso = dog_critical_wound_bones_torso critical_wound_anim_legs = critical_hit_torso_0 critical_wound_bones_legs = dog_critical_wound_bones_legs ;------------------------------------------------------------------------- ; Other Stuff (refactoring needed) ;------------------------------------------------------------------------- DayTime_Begin = 0 ;6 ; эрўрыр фэ  фы  ьюэёЄЁр DayTime_End = 21 ; ъюэхЎ фэ  фы  ьюэёЄЁр Min_Satiety = 0.5 ;0.06 ; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ) Max_Satiety = 1.0 ;0.9 ; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ) distance_to_corpse = 1.3 ; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv material = creatures\medium DynamicObjectsCount = 32 squad_attack_algorithm = 1 attack_effector = m_dog_attack_effector LegsCount = 4 ;species of monster species = dog terrain = dog_terrain immunities_sect = dog_immunities protections_sect = dog_protections attack_params = m_dog_attack_params step_params = m_dog_step_params ;------------------------------------------------------------------------- ; Vision ;------------------------------------------------------------------------- eye_fov = 160 ;140 eye_range = 50 ;50 ;40; vision_free_section = dog_vision_free vision_danger_section = dog_vision_danger ; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри, ; иначе возникают артефакты с потерей видимости при переходе от денжера во фри. [dog_vision_free] 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 = 80.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 0.2 time_quant = 0.005 decrease_value = 0.01 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 1.0 luminocity_factor = 0.7 ; фактор освещения (только для Актёра) transparency_threshold = 0.4 [dog_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 = 0.2 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 luminocity_factor = 0.7 ; фактор освещения (только для Актёра) transparency_threshold = 0.4 [dog_terrain] 255,000,255,255 [dog_protections] skin_armor = 0.1 hit_fraction_monster = 0.5 [dog_immunities] burn_immunity = 1.0 ;коэффициенты иммунитета strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 0.9 ;0.75 ;1.0 radiation_immunity = 0.001 ;0.5 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 1.0 fire_wound_immunity = 1.0 ;================================================================================= ; DOG Damage ;================================================================================= [m_Dog_damage] ;bone_name = ,-1, ; - коэфф. изменения хита (уменьшения здоровья) ; - коэфф. изменения величины открытой раны default = 0.5, -1, 0.2 bip01_pelvis = 1.0, -1, 0.5 bip01_spine = 1.0, -1, 0.5 bip01_spine1 = 1.0, -1, 0.5 bip01_neck = 1.0, -1, 1.5 bip01_head = 2.0, -1, 0.5, 10 ;=========================================================================== ; Attack Animation Parameters ;=========================================================================== [m_dog_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 = 0.01, 0.10, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 ;Both Legs strike with bite stand_attack_1 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 stand_attack_2 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 stand_attack_3 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 ;Jump attack jump_ataka_02 = 0.01, 0.15, 100, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0 stand_atack_run_0 = 0.5, 0.15, 300, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5 [m_dog_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 = 0.1,0,0;0,0,0 time = 0.1 time_attack = 0.05 ; fade in time_release = 0.25 ; fade out ; camera effects ce_time = 0.35 ;time ce_amplitude = 5.0 ce_period_number = 2.0 ce_power = 0.7 ; power ;=========================================================================== ; Step Events ;=========================================================================== [m_dog_step_params] fwdleftleg fwdrightleg backrightleg backleftleg ;------------------------------------------------------------------------------------------------------------ ; anim Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 | ;------------------------------------------------------------------------------------------------------------ stand_walk_fwd_0 = 1, 0.2, 0.75, 0.4, 0.7, 0.6, 0.75, 0.8, 0.75 stand_walk_dmg_0 = 1, 0.4, 0.75, 0.2, 0.7, 0.45, 0.75, 0.7, 0.75 stand_run_0 = 1, 0.25, 0.75, 0.20, 0.7, 0.6, 0.75, 0.67, 0.75 stand_run_dmg_0 = 1, 0.4, 0.75, 0.20, 0.7, 0.7, 0.75, 0.7, 0.75 stand_steal_0 = 1, 0.2, 0.75, 0.25, 0.7, 0.7, 0.75, 0.7, 0.75 stand_drag_0 = 1, 0.2, 0.75, 0.25, 0.7, 0.7, 0.75, 0.7, 0.75 [dog_critical_wound_bones_head] bip01_neck bip01_head bip01_ponytail2 [dog_critical_wound_bones_torso] bip01_pelvis bip01_l_calf bip01_r_calf bip01_spine bip01_spine1 bip01_spine2 bip01_l_clavicle bip01_r_clavicle bip01_tail bip01_tail1 bip01_tail2 bip01_tail3 [dog_critical_wound_bones_legs] bip01_l_horselink bip01_l_foot bip01_l_toe0 bip01_r_thigh bip01_r_horselink bip01_r_foot bip01_r_toe0 bip01_l_upperarm bip01_l_forearm bip01_l_hand bip01_l_finger0 bip01_l_finger01 bip01_r_upperarm bip01_r_forearm bip01_r_hand bip01_r_finger0 bip01_r_finger01 bip01_l_thigh ;********************************************************************************* ; NORMAL PROFILE ;********************************************************************************* [dog_normal]:m_dog_e $spawn = "monsters\dogs\dog_02_normal" visual = monsters\dog\dog_red corpse_visual = monsters\dog\dog_red_dead icon = ui_npc_monster_dog_red panic_threshold = 0.0 ;0.2 rank = 4 immunities_sect = dog_immunities_normal attack_params = dog_attack_params_normal spec_rank = normal community = dog [dog_immunities_normal] burn_immunity = 0.7 strike_immunity = 0.7 shock_immunity = 0.7 wound_immunity = 0.7 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.7 explosion_immunity = 0.85 fire_wound_immunity = 1.5 [dog_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 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8 ;Both Legs strike with bite stand_attack_1 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8 stand_attack_2 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8 stand_attack_3 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8 ;Jump attack jump_ataka_02 = 0.2, 0.45, 100, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0 stand_atack_run_0 = 0.5, 0.45, 300, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5 [dog_weak]:dog_normal $spawn = "monsters\dogs\dog_01_weak" visual = monsters\dog\dog_white corpse_visual = monsters\dog\dog_white_dead icon = ui_npc_monster_dog_white [dog_strong]:dog_normal $spawn = "monsters\dogs\dog_03_strong" visual = monsters\dog\dog corpse_visual = monsters\dog\dog_dead icon = ui_npc_monster_dog [dog_cute]:dog_normal $spawn = "monsters\dogs\dog_04_cute" visual = monsters\dog\dog_bulterier corpse_visual = monsters\dog\dog_bulterier_dead icon = ui_npc_monster_dog