e4s-sdk/gamedata/configs/creatures/m_stalker_zombied.ltx
2026-06-17 23:06:51 +03:00

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[stalker_zombied_vision_free]
min_view_distance = 0.4 ; 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 = 0.1
time_quant = 0.005
decrease_value = 0.1 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor = 1.0 ;0.5
luminocity_factor = 0.8 ;0.5 ; фактор освещения (только для Актёра)
transparency_threshold = 0.4
[stalker_zombied_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 = 0.1
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 ;0.5
luminocity_factor = 0.8 ;0.5 ; фактор освещения (только для Актёра)
transparency_threshold = 0.4
[stalker_zombied_condition]
satiety_v = 0.00001 ;скорость уменьшения сытости со временем
radiation_v = 0.0001 ;скорость уменьшения радиации
satiety_power_v = 0.0005 ;увеличение силы при уменьшении сытости
satiety_health_v = 0.001 ;увеличение здоровья при уменьшении сытости
satiety_critical = 0.0 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v = 0.001 ;уменьшение здоровья при воздействии радиации
morale_v = 0.0001 ;скорость восстановления морали
health_hit_part = 1.0 ;процент хита, уходящий на отнимание здоровья
power_hit_part = 0.0 ;процент хита, уходящий на отнимание силы
psy_health_v = 0.1 ;скорость восстановления psy-здоровья
health_restore_v = 0.001 ;скорость восстановления здоровья
sleep_health = 1.0 ;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
;---LIMPING STATE-----------------------------------------------------
use_limping_state = off
limping_threshold = 0.5
;открытые раны
bleeding_v = 0 ;потеря крови при номинальной ране в секунду
wound_incarnation_v = 0.0 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size = 0.01
[stalker_zombied_immunities]:stalker_immunities
telepatic_immunity = 0.0
burn_immunity = 0.0 ;коэффициенты иммунитета
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 1.0
wound_2_immunity = 0.0
[stalker_zombied_movement_speeds]
; zombied stalkers can't crouch or run
; danger
;; crouch
;;; walk
danger_crouch_walk_forward = 0.8
danger_crouch_walk_backward = 0.575
danger_crouch_walk_left = 0.8
danger_crouch_walk_right = 0.8
;;; run
danger_crouch_run_forward = 0.8
danger_crouch_run_backward = 0.575
danger_crouch_run_left = 0.8
danger_crouch_run_right = 0.8
;; stand
;;; walk
danger_stand_walk_forward = 0.8
danger_stand_walk_backward = 0.8
danger_stand_walk_left = 0.8
danger_stand_walk_right = 0.8
;;; run
danger_stand_run_forward = 0.8
danger_stand_run_backward = 0.8
danger_stand_run_left = 0.8
danger_stand_run_right = 0.8
; free
;; stand
;;; forward
free_stand_walk_forward = 0.8
free_stand_run_forward = 0.8
; panic
;; stand
;;; run
;;;; forward
panic_stand_run_forward = 7.0
[stalker_zombied]:stalker
;---LEVEL EDITOR------------------------------------------------------
$spawn = "stalkers\stalker_zombied" ; option for Level Editor
attachable_items = device_torch,attachable_item
;---SECTIONS----------------------------------------------------------
condition_sect = stalker_zombied_condition
;---IMMUNITIES -------------------------------------------------------
immunities_sect = stalker_zombied_immunities
;---VISIBILITY--------------------------------------------------------
vision_danger_section = stalker_zombied_vision_danger
vision_free_section = stalker_zombied_vision_free
eye_fov = 160 ; 170
eye_range = 50;70
;---ENEMY------------------------------------------------------------
ignore_monster_threshold = 0.8
max_ignore_distance = 10.0
panic_threshold = 0
sound_threshold = 0.5
;---SOUND PLAYER------------------------------------------------------
sound_death = fight\death\death_
sound_anomaly_death = fight\death\death_
sound_hit = fight\hit\hit_
sound_humming = states\idle\idle_
sound_backup = ;fight\attack\attack_ ;fight\backup\stalker\backup_
sound_detour = ;fight\enemy\enemy_ ;fight\detour\stalker\detour_
sound_search = ;fight\attack\attack_ ;fight\searching_enemy\stalker\search_
sound_friendly_fire = ;fight\friendly_fire\stalker\friendly_fire_
sound_panic_human = ;states\panic_human\stalker\panic_
sound_panic_monster = ;states\panic_monster\stalker\panic_
sound_tolls = ;fight\tolls\tolls_
sound_grenade_alarm = ;fight\grenade\grenade_
sound_friendly_grenade_alarm = ;fight\friendly_grenade\friendly_grenade_
sound_need_backup = ;fight\attack\attack_ ;fight\cover_fire\cover_fire_
sound_running_in_danger = ;states\breath\stalker\breath_1
sound_walking_in_danger = ;states\breath\stalker\breath_2
sound_kill_wounded = ;help\wounded\kill_wounded_
sound_enemy_critically_wounded = ;fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = ;fight\enemy_down\enemy_down_
sound_attack_no_allies = ;fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy = ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies = ;fight\threat\threat_distant_
sound_search1_with_allies = ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
sound_throw_grenade = ;fight\grenade\grenade_ready_
;---MOVEMENT----------------------------------------------------------
movement_speeds = stalker_zombied_movement_speeds;
;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand = 16
disp_walk_crouch = 16
disp_run_stand = 16
disp_run_crouch = 16
disp_stand_stand = 10; 16
disp_stand_crouch = 5; 16
disp_stand_stand_zoom = 1
disp_stand_crouch_zoom = 1
;----------- MONSTR SPECIES ----------------------------
species = zombie
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold = 1.1
critical_wound_decrease_quant = 0.
body_parts_section_id = critical_wound_body_parts_section
[stalker_fresh_zombied]:stalker_zombied
;---LEVEL EDITOR------------------------------------------------------
$spawn = "stalkers\stalker_fresh_zombied" ; option for Level Editor
;---MOVEMENT----------------------------------------------------------
movement_speeds = stalker_movement_speeds
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold = 1.1
critical_wound_decrease_quant = 0.
body_parts_section_id = critical_wound_body_parts_section