559 lines
19 KiB
TeX
559 lines
19 KiB
TeX
[m_poltergeist_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
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$spawn = "monsters\old\poltergeist" ; option for Level Editor
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$npc = on ; option for Level Editor
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;$prefetch = 16
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Scheduled = on ; option for ALife Simulator
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Human = off ; option for ALife Simulator
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Health = 250 ; option for ALife Simulator
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 1.5 ; option for ALife Simulator
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going_speed = 4.0 ; option for ALife Simulator
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current_level_going_speed = 4;2 ; option for ALife Simulator
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search_speed = .5 ; option for ALife Simulator
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visual = monsters\poltergeist\poltergeist
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corpse_visual = monsters\poltergeist\poltergeist_dead
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icon = ui_npc_monster_poltergeist
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MaxHealthValue = 150 ; range [0..200]
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DynamicObjectsCount = 32
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smart_terrain_choose_interval = 00:15:00
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cform = skeleton ; collision class
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class = SM_POLTR ; AI class
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ef_creature_type = 5 ;10 ; option for evaluation functions
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ef_weapon_type = 3
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ef_detector_type = 1
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panic_threshold = 0.1
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script_binding = bind_monster.bind
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bone_torso = bip01_spine1 ; bone name
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head ; bone name
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weapon_usage = 0 ; boolean
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type = flamer
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;------------------------------------------------------------------------
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; Influences
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;------------------------------------------------------------------------
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fire_max_distance = 0
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fire_max_power = 0.1
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fire_linear_factor = 1
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fire_quadratic_factor = 1
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pp_effector_name = postprocess_thermal
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pp_highest_at = 0.02
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psy_max_distance = 0
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psy_max_power = 5
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psy_linear_factor = 0.05
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psy_quadratic_factor = 0
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radiation_max_distance = 0
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radiation_max_power = 0.02
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radiation_linear_factor = 1
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radiation_quadratic_factor = 1
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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ph_box0_center = 0.0, 0.2, 0.0 ;0.0, 0.9, 0.0
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ph_box0_size = 0.50, 0.4, 0.50
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ph_box1_center = 0.0, 0.2, 0.0
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ph_box1_size = 0.50, 0.4, 0.50
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ph_crash_speed_min = 10
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ph_crash_speed_max = 30
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ph_collision_damage_factor = 0.1
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ph_mass = 80 ; also it's the food
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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;---------------------------------------------------------------------
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ph_skeleton_airr_lin_factor = 2.0 ;550.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.002 <20><> <20><><EFBFBD><EFBFBD>)
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ph_skeleton_airr_ang_factor = 0.0 ;0.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.3 <20><> <20><><EFBFBD><EFBFBD> (0.0*0.3=0.0))
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ph_skeleton_hinger_factor1 = 1.0 ;1.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 5.0 <20><> <20><><EFBFBD><EFBFBD>)
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ph_skeleton_ddelay = 15.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>
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ph_skel_fatal_impulse_factor = 6.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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;---------------------------------------------------------------------
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 5.0, 5.0, 0.2, 0.5
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Velocity_WalkFwdNormal = 1.7, 2.0, 2.0, 0.2, 2.0
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Velocity_WalkFwdDamaged = 1.5, 3.0, 3.0, 0.8, 2.0
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Velocity_RunFwdNormal = 4.0, 3.0, 3.0, 0.4, 1.0
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Velocity_RunFwdDamaged = 2.5, 3.2, 3.2, 0.4, 1
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Velocity_Drag = 0.6, 3.0, 3.0, 1, 1
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Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
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; Speed factors while invisible
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Velocity_Invisible_Linear = 5.0
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Velocity_Invisible_Angular = 3.5
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 3.0
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Height_Change_Velocity = 0.5
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Height_Change_Min_Time = 3000
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Height_Change_Max_Time = 10000
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Height_Min = 0.4
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Height_Max = 2.0
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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;attack parameters
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MinAttackDist = 0.5 ;2.1
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MaxAttackDist = 2.0
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as_min_dist = 0.1
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as_step = 0.3
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;-------------------------------------------------------------------------
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; Entity Conditions
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;-------------------------------------------------------------------------
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DayTime_Begin = 0
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DayTime_End = 21
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Min_Satiety = 0.7
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Max_Satiety = 0.95
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distance_to_corpse = 1.8
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terrain = poltergeist_terrain
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protections_sect = poltergeist_protections
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hit_type = strike
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;entity condition
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satiety_v = 0.0001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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radiation_v = 0.00001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_power_v = 0.005 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_health_v = 0.001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_critical = -1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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radiation_health_v = 0.0001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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morale_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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health_hit_part = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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power_hit_part = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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immunities_sect = poltergeist_immunities
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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wound_incarnation_v = 0.3 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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min_wound_size = 0.01
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sleep_health = 1.0
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sleep_power = 1.0
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sleep_satiety = 1.0
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sleep_radiation = 1.0
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sleep_psy_health = 1.0
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eat_freq = 5.0
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eat_slice = 0.01
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eat_slice_weight = 10.0
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satiety_threshold = 0.5 ; below this value monster fill hunger
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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = monsters\biting\def_
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sound_eat = monsters\biting\def_
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sound_aggressive = monsters\biting\def_
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sound_attack_hit = monsters\biting\def_
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sound_take_damage = monsters\biting\def_
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sound_die = monsters\biting\def_
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sound_threaten = monsters\biting\def_
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sound_landing = monsters\biting\def_
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sound_steal = monsters\biting\def_
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sound_panic = monsters\biting\def_
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sound_growling = monsters\biting\def_
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sound_die_in_anomaly = monsters\biting\def_
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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idle_sound_delay = 0
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eat_sound_delay = 0
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attack_sound_delay = 0
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sound_distant_idle = monsters\biting\def_
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distant_idle_sound_delay = 80000
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distant_idle_sound_range = 100.0
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SoundThreshold = 0.06 ; range [0..1]
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max_hear_dist = 60
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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Morale_Hit_Quant = 0.01
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Morale_Attack_Success_Quant = 0.3
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Morale_Take_Heart_Speed = 0.1
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Morale_Despondent_Speed = 0.1
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Morale_Stable_Speed = 0.3
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Morale_Despondent_Threashold = 0.5
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;-------------------------------------------------------------------------
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; Other Stuff (refactoring needed)
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;-------------------------------------------------------------------------
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DamagedThreshold = 0.4
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material = creatures\large ;objects\bullet
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squad_attack_algorithm = 1
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attack_effector = m_poltergeist_attack_effector
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attack_params = m_poltergeist_attack_params
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step_params = m_poltergeist_step_params
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anger_hunger_threshold = 0.1
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anger_loud_threshold = 0.7
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LegsCount = 2
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damage = m_poltergeist_damage
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;---------------------------
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Invisible_Energy_Restore_Velocity = 0.1
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Invisible_Energy_Decline_Velocity = 0.0
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Invisible_Energy_Critical_Value = 0.01
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Invisible_Energy_Activate_Value = 0.99
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Invisible_Energy_Aggressive_Restore_Velocity = 0.1
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Particles_Damage = monsters\polter_damage
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Particles_Death = monsters\polter_death_00
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Particles_Idle = monsters\polter_idle_00
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Particles_Hidden = monsters\polter_linza_00
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;-- Delays -------------------
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Delay_Flame_Min = 30000
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Delay_Flame_Normal = 30001
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Delay_Flame_Aggressive = 30001
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Delay_Tele_Min = 0 ;100
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Delay_Tele_Normal = 100 ;300
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Delay_Tele_Aggressive = 10 ;200
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Delay_Scare_Min = 30000
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Delay_Scare_Normal = 30001
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Delay_Scare_Aggressive = 30001
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;---------------------------
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;species of monster
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species = poltergeist
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rank = 11
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spec_rank = normal
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community = poltergeist
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critical_wound_threshold = -1
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critical_wound_decrease_quant = 0.
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;-------------------------------------------------------------------------
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; Vision
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;-------------------------------------------------------------------------
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eye_fov = 100 ;120
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eye_range = 40 ;60
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DynamicObjectsCount = 32
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vision_free_section = poltergeist_vision_free
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vision_danger_section = poltergeist_vision_danger
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; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> visibility_threshold <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>,
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; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>.
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[poltergeist_vision_free]
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min_view_distance = 0.8 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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max_view_distance = 1.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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visibility_threshold = 100.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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always_visible_distance = 0.5
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time_quant = 0.001
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decrease_value = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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velocity_factor = 0.5
|
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luminocity_factor = 0.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
transparency_threshold = 0.25
|
||
|
||
[poltergeist_vision_danger]
|
||
min_view_distance = 0.8 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||
max_view_distance = 1.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||
visibility_threshold = 100.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
always_visible_distance = 0.5
|
||
time_quant = 0.001
|
||
decrease_value = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
velocity_factor = 0.5
|
||
luminocity_factor = 0.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
transparency_threshold = 0.25
|
||
|
||
[poltergeist_protections]
|
||
skin_armor = 0.1
|
||
hit_fraction_monster = 0.4
|
||
|
||
[m_Poltergeist_damage]
|
||
;bone_name = <hit_scale>,-1,<wound_scale>
|
||
;<hit_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
;<wound_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
|
||
default = 1.0, -1, 0.1
|
||
|
||
bip01_pelvis = 1.0, -1, 0.2
|
||
bip01_spine = 1.0, -1, 0.2
|
||
bip01_spine1 = 1.0, -1, 0.2
|
||
bip01_neck = 1.0, -1, 0.5
|
||
bip01_head = 2.0, -1, 0.3
|
||
[m_poltergeist_attack_params]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
;Left hand Strike
|
||
stand_attack_0 = 0.30, 0.20, 50, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
||
;Left hand Strike2
|
||
stand_attack_1 = 0.30, 0.15, 50, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
||
|
||
[m_poltergeist_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 = 0,0,0
|
||
time = 0.3
|
||
time_attack = 0.05 ; fade in
|
||
time_release = 0.25 ; fade out
|
||
|
||
; camera effects
|
||
ce_time = 0.45 ;time
|
||
ce_amplitude = -15.0
|
||
ce_period_number = 1.5 ;2.0
|
||
ce_power = 1.5 ;0.7 ; power
|
||
|
||
[m_poltergeist_step_params] left right right left
|
||
;------------------------------------------------------------------------------------------------------------------
|
||
; anim cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
|
||
;-----------------------------------------------------------------------------------------------------------------
|
||
stand_walk_fwd_0 = 1, 0.1, 1, 0.34, 1, 0.6, 1, 0.84, 1
|
||
stand_walk_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.5, 1, 0.7, 1
|
||
stand_run_fwd_0 = 1, 0.1, 1, 0.3, 1, 0.5, 1, 0.55, 1
|
||
stand_run_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.7, 1, 0.75, 1
|
||
|
||
;===========================================================================
|
||
; TERRAIN
|
||
;===========================================================================
|
||
[poltergeist_terrain]
|
||
255,000,255,255
|
||
|
||
;===========================================================================
|
||
; IMMUNITIES
|
||
;===========================================================================
|
||
[poltergeist_immunities]
|
||
burn_immunity = 0.3 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.7
|
||
shock_immunity = 0.5
|
||
wound_immunity = 0.3
|
||
radiation_immunity = 0.0
|
||
telepatic_immunity = 1.0
|
||
chemical_burn_immunity = 1.0
|
||
explosion_immunity = 1.0
|
||
fire_wound_immunity = 1.0
|
||
|
||
;===========================================================================
|
||
; TELE
|
||
;===========================================================================
|
||
[m_poltergeist_normal_tele]:m_poltergeist_e
|
||
$spawn = "monsters\poltergeists\poltergeist_normal_tele"
|
||
rank = 11
|
||
spec_rank = normal
|
||
|
||
detection_pp_effector_name = poltergeist_detection_effector
|
||
detection_near_range_factor = 2
|
||
detection_far_range_factor = 1
|
||
detection_far_range = 50
|
||
detection_speed_factor = 4.0
|
||
detection_loose_speed = 2.0
|
||
detection_success_level = 10.0
|
||
detection_max_level = 15.0
|
||
detection_fly_around_level = 5.0
|
||
detection_fly_around_distance = 30.0
|
||
detection_fly_around_change_direction_time = 5 ; sec
|
||
|
||
type = telekinetic
|
||
immunities_sect = poltergeist_tele_immunities
|
||
|
||
Tele_Fly_Time = 0.30
|
||
Tele_Fly_Velocity = 30
|
||
|
||
Tele_Find_Radius = 50
|
||
Tele_Object_Min_Mass = 0
|
||
Tele_Object_Max_Mass = 5000
|
||
Tele_Object_Count = 3;7
|
||
Tele_Hold_Time = 1000
|
||
Tele_Wait_Time = 1000
|
||
Tele_Delay_Between_Objects_Time = 1000
|
||
Tele_Distance = 50
|
||
Tele_Object_Height = 2
|
||
Tele_Time_Object_Keep = 5000
|
||
Tele_Raise_Speed = 6
|
||
Tele_Delay_Between_Objects_Raise_Time = 200
|
||
Tele_Collision_Damage = 0.5
|
||
|
||
|
||
Particles_Damage = monsters\polter_damage
|
||
Particles_Death = monsters\polter_death
|
||
Particles_Idle = monsters\polter_idle
|
||
Particles_Hidden = monsters\polter_linza
|
||
|
||
|
||
Hidden_Particles = monsters\polter_linza
|
||
;Hide_Particles = monsters\polter_yadro;monsters\polter_hide
|
||
|
||
Sound_Idle = monsters\poltergeist\tele_idle_0
|
||
sound_take_damage = monsters\poltergeist\tele_damage_
|
||
sound_die = monsters\poltergeist\tele_death_
|
||
|
||
sound_tele_hold = monsters\burer\burer_tele_hold
|
||
sound_tele_throw = monsters\burer\burer_tele_throw
|
||
|
||
[poltergeist_tele_immunities]
|
||
burn_immunity = 0.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.5
|
||
shock_immunity = 0.0
|
||
wound_immunity = 0.25
|
||
radiation_immunity = 0.0
|
||
telepatic_immunity = 1.0
|
||
chemical_burn_immunity = 1.0
|
||
explosion_immunity = 0.1
|
||
fire_wound_immunity = 1.0
|
||
|
||
;===========================================================================
|
||
; FLAMER
|
||
;===========================================================================
|
||
|
||
[m_poltergeist_normal_flame]:m_poltergeist_e
|
||
$spawn = "monsters\poltergeists\poltergeist_normal_flame"
|
||
rank = 12
|
||
spec_rank = normal
|
||
|
||
fire_max_distance = 5
|
||
fire_max_power = 0.1
|
||
|
||
detection_pp_effector_name = poltergeist_detection_effector
|
||
detection_near_range_factor = 2
|
||
detection_far_range_factor = 1
|
||
detection_far_range = 50
|
||
detection_speed_factor = 4.0
|
||
detection_loose_speed = 2.0
|
||
detection_success_level = 10.0
|
||
detection_max_level = 15.0
|
||
detection_fly_around_level = 5.0
|
||
detection_fly_around_distance = 8.0
|
||
detection_fly_around_change_direction_time = 5 ; sec
|
||
|
||
type = flamer
|
||
immunities_sect = poltergeist_flame_immunities
|
||
flame_hit_value = 0.7
|
||
|
||
flame_sound = monsters\poltergeist\attack_hit_flame
|
||
flame_particles_prepare = monsters\polter_yadro
|
||
flame_particles_fire = static\monsters_fire_idle
|
||
flame_particles_stop = static\monsters_fire_stop
|
||
flame_fire_time_delay = 1000 ;2400 ; don't change - for programmers only
|
||
flame_fire_time_play = 6000
|
||
flame_length = 8.0
|
||
flame_hit_value = 0.3
|
||
flame_hit_delay = 200
|
||
flames_count = 3
|
||
flames_delay = 2000 ;3500 ;2000
|
||
flame_aura_radius = 10
|
||
|
||
flame_scan_radius = 0
|
||
flame_scan_sound = monsters\burer\burer_scan_affect_0
|
||
flame_scan_effector_section = m_poltergeist_scan_effector
|
||
flame_scan_delay_min_max = 5000,10000
|
||
|
||
flame_min_dist = 2
|
||
flame_max_dist = 30
|
||
flame_min_height = 0.5
|
||
flame_max_height = 1.0
|
||
|
||
Particles_Damage = monsters\polter_damage
|
||
Particles_Death = monsters\polter_death_00
|
||
Particles_Idle = monsters\polter_idle_00
|
||
Particles_Hidden = monsters\polter_linza_00
|
||
|
||
|
||
Hidden_Particles = monsters\polter_linza_00 ;monsters\polter_hidden
|
||
Sound_Idle = monsters\poltergeist\fire_idle_0
|
||
|
||
[poltergeist_flame_immunities]
|
||
burn_immunity = 0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.5
|
||
shock_immunity = 0.5
|
||
wound_immunity = 0.2
|
||
radiation_immunity = 0.0
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 1.0
|
||
explosion_immunity = 0.1
|
||
fire_wound_immunity = 1.0
|
||
|
||
|
||
|
||
[m_poltergeist_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
|
||
|
||
|
||
|
||
|
||
[pri_a25_poltergeist]:m_poltergeist_normal_tele
|
||
$spawn = "monsters\poltergeists\pri_a25_poltergeist"
|
||
detection_linear_factor = 18.0
|
||
detection_loose_speed = 4.0;
|
||
|
||
[labx8_poltergeist]:m_poltergeist_normal_tele
|
||
$spawn = "monsters\poltergeists\labx8_poltergeist"
|
||
Tele_Find_Radius = 145
|
||
Tele_Object_Count = 2 ;4;7
|
||
|
||
detection_far_range = 145
|
||
detection_speed_factor = 6.0 ;4.0
|
||
detection_loose_speed = 4.0 ;2.0
|
||
|
||
detection_near_range_factor = 1
|
||
detection_far_range_factor = 1
|
||
|
||
Tele_Time_Object_Keep = 18000 ;5000
|
||
Height_Min = 0.4
|
||
Height_Max = 0.9
|