786 lines
23 KiB
TeX
786 lines
23 KiB
TeX
#include "defines.ltx"
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#include "prefetch\prefetch.ltx"
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;#include "weathers\environment.ltx"
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#include "creatures\monsters.ltx"
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#include "creatures\stalkers.ltx"
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#include "weapons\weapons.ltx"
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#include "misc\inventory_upgrades.ltx"
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#include "misc\items.ltx"
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#include "creatures\actor.ltx"
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#include "zones\zones.ltx"
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#include "misc\postprocess.ltx"
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#include "misc\outfit.ltx"
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#include "misc\achievements.ltx"
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#include "misc\artefacts.ltx"
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#include "misc\devices.ltx"
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#include "misc\radiation_counter.ltx"
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#include "misc\quest_items.ltx"
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#include "models\dynamic_objects.ltx"
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#include "misc\m_online_offline_group.ltx"
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#include "misc\squad_descr.ltx"
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#include "misc\effectors.ltx"
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#include "creatures\helicopter.ltx"
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#include "external.ltx"
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#include "creatures\game_relations.ltx"
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#include "mp\mp_actor.ltx"
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#include "mp\team_logo.ltx"
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#include "mp\weapons_mp\ammo_mp.ltx"
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#include "mp\weapons_mp\weapons_mp.ltx"
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#include "mp\weapons_mp\outfit_mp.ltx"
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#include "mp\weapons_mp\items_mp.ltx"
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;Game types
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#include "mp\SoundMessages\mp_snd_messages.ltx"
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#include "mp\SoundMessages\ahunt_snd_messages.ltx"
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#include "mp\SoundMessages\cta_snd_messages.ltx"
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#include "mp\SoundMessages\dm_snd_messages.ltx"
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#include "mp\SoundMessages\tdm_snd_messages.ltx"
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#include "mp\private_defines.ltx"
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#include "mp\deathmatch_game.ltx"
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#include "mp\teamdeathmatch_game.ltx"
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#include "mp\artefacthunt_game.ltx"
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#include "mp\capturetheartefact_game.ltx"
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#include "mp\anticheat_active_params.ltx"
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#include "evaluation.ltx"
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#include "fonts.ltx"
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#include "alife.ltx"
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; SIMULATION
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#include "misc\simulation.ltx"
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; Respawns
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#include "creatures\spawn_sections.ltx"
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; Extra Content
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#include "extracontent.ltx"
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#include "localization.ltx"
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#include "smart_cover.ltx"
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[zone_pick_dof]
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near = -1500.0
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far = 10.0
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[sound]
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occlusion_scale = 0.4
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snd_collide_min_volume=0.1
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snd_collide_max_volume=200.
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[demo_record]
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speed0 = 0.3
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speed1 = 3.0
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speed2 = 15.0
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speed3 = 60.0
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ang_speed0 = 0.1
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ang_speed1 = 0.5
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ang_speed2 = 7.0
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ang_speed3 = 2.0
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[info_portions]
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> xml <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><07><> info_portions
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files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades
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[dialogs]
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files = dialogs, dialogs_zaton, dialogs_jupiter, dialogs_pripyat
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[encyclopedia]
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files = encyclopedia_infos
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[profiles]
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> xml <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><07><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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files = npc_profile
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> xml <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><07><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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specific_characters_files = character_desc_general, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass
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[inventory]
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take_dist = 2
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max_weight = 50
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max_ruck = 56
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max_belt = 5 ;16
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slots_count = 12 ; count +1 (zero)
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slot_persistent_1 = true ;knife
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slot_active_1 = true
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slot_persistent_2 = false ;pistol
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slot_active_2 = true
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slot_persistent_3 = false ;automatic
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slot_active_3 = true
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slot_persistent_4 = true ;grenades
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slot_active_4 = true
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slot_persistent_5 = true ;binocular
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slot_active_5 = true
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slot_persistent_6 = true ;bolt
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slot_active_6 = true
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slot_persistent_7 = false ;outfit
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slot_active_7 = false
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slot_persistent_8 = true ;pda
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slot_active_8 = false
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slot_persistent_9 = true ;detector
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slot_active_9 = false
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slot_persistent_10 = true ;torch
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slot_active_10 = false
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slot_persistent_11 = false ;artefact
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slot_active_11 = true
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slot_persistent_12 = false ;helmet
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slot_active_12 = false
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[lights_hanging_lamp]
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GroupControlSection = spawn_group
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$spawn = "physics\hanging lamp"
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class = SO_HLAMP
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script_binding = bind_physic_object.init
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[lights_signal_light]
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GroupControlSection = spawn_group
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$spawn = "physics\signal_light"
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class = SO_HLAMP
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script_binding = bind_signal_light.init
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[search_light]
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GroupControlSection = spawn_group
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$spawn = "physics\search light"
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class = O_SEARCH
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cform = skeleton
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visual = dynamics\light\projector.ogf
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script_binding = bind_physic_object.init
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[explosion_marks]
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wallmarks = wm\wm_grenade
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dist = 0.5 ;2.4 ;
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size = 0.6 ;0.4 ;
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max_count = 5
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[bloody_marks]
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wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
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dist = 2.0 ;2.4 ;(<EFBFBD>) max <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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max_size = 0.4 ;0.3 ;(<EFBFBD>)<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> nominal hit <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *0.5)
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min_size = 0.06 ;(<EFBFBD>)<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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nominal_hit = 0.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (max_size)
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;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
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start_blood_size = 0.4 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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stop_blood_size = 0.025 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> start_blood_size)
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blood_drop_time = 0.1 ;OBSOLETE
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blood_drop_time_min = 0.3 ;
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blood_drop_time_max = 2.0 ;
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blood_drop_size = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD>) <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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[entity_fire_particles]
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fire_particles = damage_fx\burn_creatures
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start_burn_size = 0.0003 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD>
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stop_burn_size = 0.0001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v
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min_burn_time = 10000 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><>v<EFBFBD><76>v<EFBFBD><76> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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[hud_cursor]
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;<3B><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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cross_length = 0.015 ;<3B><><EFBFBD><EFBFBD><EFBFBD> "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>" <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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min_radius = 0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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max_radius = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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radius_lerp_speed = 0.08 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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cross_color = 0.7,0.7,0.7,0.5 ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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disp_scale = 0.08 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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[hud_hitmark]
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hit_mark_texture = ui\ui_hud_hit_mark; ui\ui_empty
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grenade_mark_texture = ui\ui_hud_grenade_mark
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;ui\ui_hud_hit_mark
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;ui\ui_hud_hit_mark_01
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;ui\ui_hud_hit_mark_02
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;ui\ui_hud_hit_mark_03
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;ui\ui_hud_hit_mark_04
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;ui\ui_hud_hit_mark_05
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;ui\ui_hud_hit_mark_06
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;ui\ui_hud_hit_mark_07
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;ui\ui_hud_hit_mark_08
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;ui\ui_hud_hit_mark_09
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;ui\ui_hud_hit_mark_10
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;ui\ui_hud_hit_mark_11
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;ui\ui_hud_hit_mark_12
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;ui\ui_hud_hit_mark_13
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;ui\ui_hud_hit_mark_14
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;ui\ui_hud_hit_mark_15
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;ui\ui_hud_hit_mark_16
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;ui\ui_hud_hit_mark_17
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;ui\ui_hud_hit_mark_18
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; inventory items
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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[document]
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GroupControlSection = spawn_group
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;discovery_dependency =
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$spawn = "documents\document 01"
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;$prefetch = 32
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class = II_DOC
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cform = skeleton
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visual = dynamics\equipments\item_document_1.ogf
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inv_name = Document
|
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inv_name_short = Document
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inv_weight = 1 ;0.2
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inv_grid_width = 1
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inv_grid_height = 1
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inv_grid_x = 0
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inv_grid_y = 0
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cost = 0
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[spectator]
|
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$player = on
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class = SPECT
|
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|
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[??tg_event]
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class = EVENT
|
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[m_car]
|
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GroupControlSection = spawn_group
|
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discovery_dependency =
|
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$spawn = "vehicles\car"
|
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cform = skeleton
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class = SCRPTCAR
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|
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inv_weight = 1000
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cost = 100000
|
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inv_grid_width = 1
|
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inv_grid_height = 1
|
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|
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script_binding = bind_physic_object.init
|
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|
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|
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[actor_firsteye_cam]
|
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lim_pitch = -1.5, 1.5
|
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lim_yaw = 0, 0
|
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rot_speed = 3.14, 3.14, 0
|
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|
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[actor_ladder_cam]
|
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lim_pitch = -1.5, 1.5
|
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lim_yaw = -1.0, 1.0
|
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rot_speed = 3.14, 3.14, 0
|
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|
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[actor_free_cam]
|
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;----------------
|
||
lim_pitch = -1.5, 1.5
|
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lim_yaw = 0, 0
|
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lim_zoom = 0.4, 10
|
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rot_speed = 3.14, 1.0, 10
|
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|
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[actor_look_cam]
|
||
lim_pitch = -0.7, 1
|
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lim_yaw = 0, 0
|
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lim_zoom = 1, 5
|
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rot_speed = 3.14, 6.28, 10
|
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|
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[actor_look_cam_psp]
|
||
lim_pitch = -0.7, 1
|
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lim_yaw = 0, 0
|
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lim_zoom = 1, 5
|
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rot_speed = 2, 2, 2
|
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offset = 0.4,0.2,-1.1
|
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autoaim_speed_y = 0.5, 3.14 ;min,max speed
|
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autoaim_speed_x = 0.5, 3.14
|
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|
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[mounted_weapon_cam]
|
||
lim_pitch = -0.5, 0.5
|
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lim_yaw = -2.0, 2.0
|
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rot_speed = 3.14, 1.0, 0
|
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|
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[car_firsteye_cam]
|
||
lim_pitch = -0.5, 0.3
|
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lim_yaw = -2.0, 2.0
|
||
rot_speed = 3.14, 1.0, 0
|
||
|
||
[car_free_cam]
|
||
lim_pitch = -1, 1.56 ;0, 1.56
|
||
lim_yaw = 0, 0 ;0, 0
|
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lim_zoom = 1, 10 ;1, 7
|
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rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10
|
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|
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[car_look_cam]
|
||
lim_pitch = 0, 1.56
|
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lim_yaw = 0 , 0
|
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lim_zoom = 1, 7
|
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rot_speed = 25, 1.0, 10
|
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|
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[heli_free_cam]
|
||
lim_pitch = -1.5, 1.5
|
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lim_yaw = 0, 0
|
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lim_zoom = 5, 25
|
||
rot_speed = 3.14, 1.0, 10
|
||
|
||
[heli_front_cam]
|
||
;lim_yaw = -0.01,0.01
|
||
lim_pitch = -1.2, 1.2
|
||
lim_yaw = -1.5, 1.5
|
||
rot_speed = 3.14, 1.5, 0
|
||
|
||
[heli_look_cam]
|
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lim_pitch = 0, 1.56
|
||
lim_yaw = 0, 0
|
||
lim_zoom = 5, 15
|
||
rot_speed = 3.14, 1.0, 10
|
||
|
||
[interface]
|
||
font_game = font_game
|
||
font_small = font_small
|
||
|
||
|
||
[graph_point]
|
||
class = AI_GRAPH
|
||
$spawn = "ai\graph point"
|
||
|
||
;-----------------------------------------------------------------
|
||
; Trade
|
||
;-----------------------------------------------------------------
|
||
[trade]
|
||
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
buy_price_factor_hostile = 1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> goodwill = -100
|
||
buy_price_factor_friendly = 1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> goodwill = 100
|
||
sell_price_factor_hostile = 1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> goodwill = -100
|
||
sell_price_factor_friendly = 1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> goodwill = 100
|
||
|
||
|
||
|
||
;-----------------------------------------------------------------
|
||
|
||
[spawn_group_zone]
|
||
GroupControlSection = spawn_group_zone
|
||
$spawn = "ai\group zone" ; option for Level Editor
|
||
class = AI_SPGRP
|
||
|
||
[spawn_group]
|
||
GroupControlSection = spawn_group
|
||
$spawn = "ai\spawn group" ; option for Level Editor
|
||
class = AI_SPGRP
|
||
|
||
[level_changer]
|
||
GroupControlSection =
|
||
$spawn = "ai\level changer"
|
||
;$prefetch = 4
|
||
class = LVL_CHNG
|
||
script_binding = bind_level_changer.bind
|
||
|
||
shape_transp_color = 255, 255, 255, 100
|
||
shape_edge_color = 32, 32, 32, 255
|
||
|
||
[script_zone]
|
||
GroupControlSection =
|
||
$spawn = "ai\script zone"
|
||
;$prefetch = 4
|
||
class = SCRIPTZN
|
||
script_binding = xr_zones.bind
|
||
|
||
[physics]
|
||
object_damage_factor = 1.2f
|
||
|
||
;*****************************************
|
||
; ++=+<2B>LT+<2B>- L<>+=
|
||
;*****************************************
|
||
[stalker_names_stalker]
|
||
name_cnt = 104
|
||
last_name_cnt = 600
|
||
|
||
[stalker_names_bandit]
|
||
name_cnt = 38
|
||
last_name_cnt = 182
|
||
|
||
[stalker_names_science]
|
||
name_cnt = 15
|
||
last_name_cnt = 29
|
||
|
||
[stalker_names_private]
|
||
name_cnt = 1
|
||
last_name_cnt = 200
|
||
|
||
[stalker_names_sergeant]
|
||
name_cnt = 1
|
||
last_name_cnt = 200
|
||
|
||
[stalker_names_lieutenant]
|
||
name_cnt = 1
|
||
last_name_cnt = 200
|
||
|
||
[stalker_names_captain]
|
||
name_cnt = 1
|
||
last_name_cnt = 200
|
||
|
||
|
||
[script_object]
|
||
GroupControlSection = spawn_group
|
||
$spawn = "script\script object" ; option for Level Editor
|
||
$npc = on ; option for Level Editor
|
||
; $prefetch = 32 ;
|
||
Scheduled = on ; option for ALife Simulator
|
||
Human = off ; option for ALife Simulator
|
||
cform = skeleton ; collision class
|
||
class = SCRPTOBJ ; AI class
|
||
|
||
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><07><> <20><><EFBFBD><EFBFBD><07><><EFBFBD><EFBFBD> PDA <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
[maingame_ui]
|
||
pda_msgs_max_show_time = 20000
|
||
info_msgs_max_show_time = 10000
|
||
snd_new_contact = detectors\contact_1
|
||
snd_new_contact1 = detectors\contact_8
|
||
|
||
[hud_sound]
|
||
hud_sound_vol_k = 0.38
|
||
hud_step_sound_vol_k = 0.21
|
||
|
||
[attachable_item]
|
||
GroupControlSection = spawn_group
|
||
discovery_dependency =
|
||
$spawn = "equipment\attachable_item"
|
||
cform = skeleton
|
||
class = II_ATTCH
|
||
cost = 100
|
||
inv_name = "Attachable item"
|
||
inv_name_short = "Attachable item"
|
||
inv_weight = .5
|
||
inv_grid_width = 2
|
||
inv_grid_height = 1
|
||
inv_grid_x = 16
|
||
inv_grid_y = 12
|
||
attach_angle_offset = 0, -3.14, 1.6
|
||
attach_position_offset = 0.105, 0.00, 0.085
|
||
attach_bone_name = bip01_head
|
||
|
||
[new_attachable_item]
|
||
GroupControlSection = spawn_group
|
||
discovery_dependency =
|
||
$spawn = "equipment\new_attachable_item"
|
||
cform = skeleton
|
||
class = II_BTTCH
|
||
cost = 100
|
||
inv_name = "Attachable item"
|
||
inv_name_short = "Attachable item"
|
||
inv_weight = .5
|
||
inv_grid_width = 2
|
||
inv_grid_height = 1
|
||
inv_grid_x = 16
|
||
inv_grid_y = 12
|
||
attach_angle_offset = 0, -3.14, 1.6
|
||
attach_position_offset = 0.105, 0.00, 0.085
|
||
attach_bone_name = bip01_head
|
||
|
||
[hand_radio]:identity_immunities
|
||
GroupControlSection = spawn_group
|
||
discovery_dependency =
|
||
$spawn = "equipment\hand_radio"
|
||
cform = skeleton
|
||
class = II_ATTCH
|
||
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
|
||
cost = 0
|
||
inv_name = "hand_radio"
|
||
inv_name_short = "hand_radio"
|
||
inv_weight = .5
|
||
inv_grid_width = 2
|
||
inv_grid_height = 1
|
||
inv_grid_x = 16
|
||
inv_grid_y = 12
|
||
attach_angle_offset = -1.5708,0.1919,3.1416 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Angle*PI/180
|
||
attach_position_offset = 0.075, 0.066, 0.023
|
||
attach_bone_name = bip01_l_hand
|
||
auto_attach = false
|
||
|
||
; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
[hand_radio_r]:identity_immunities
|
||
GroupControlSection = spawn_group
|
||
discovery_dependency =
|
||
$spawn = "equipment\hand_radio_r"
|
||
cform = skeleton
|
||
class = II_ATTCH
|
||
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
|
||
cost = 0
|
||
inv_name = "hand_radio"
|
||
inv_name_short = "hand_radio"
|
||
inv_weight = .5
|
||
inv_grid_width = 2
|
||
inv_grid_height = 1
|
||
inv_grid_x = 16
|
||
inv_grid_y = 12
|
||
attach_angle_offset = 1.571,0.75,0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Angle*PI/180
|
||
attach_position_offset = 0.015, -0.084, 0.023
|
||
attach_bone_name = bip01_r_hand
|
||
auto_attach = false
|
||
|
||
[breakable_object]
|
||
class = O_BRKBL
|
||
remove_time = 10 ;after remove_time seconds object will be removed after it is breaked
|
||
hit_break_threthhold = 0. ;weapon impact can stand breakable_object
|
||
collision_break_threthhold = 2000.f ;collision impact can stand breakable_object
|
||
immunity_factor = 1.3 ;hit power multiplier
|
||
|
||
[climable_object]
|
||
class = O_CLMBL
|
||
|
||
[zone_team_base]
|
||
$spawn = "network\team base"
|
||
class = Z_TEAMBS
|
||
GroupControlSection = spawn_group_zone
|
||
|
||
[multiplayer_skins]
|
||
stalker_killer_head_1 = 0,380
|
||
stalker_killer_antigas = 128,380
|
||
stalker_killer_head_3 = 256,380
|
||
stalker_killer_mask = 384,380
|
||
stalker_killer_exoskeleton = 512,380
|
||
stalker_sci_killer = 640,380
|
||
stalker_killer_military = 768,380
|
||
|
||
stalker_sv_balon_10 = 0,705
|
||
stalker_sv_hood_9 = 128,705
|
||
stalker_sv_rukzak_3 = 256,705
|
||
stalker_sv_rukzak_2 = 384,705
|
||
stalker_sv_exoskeleton = 512,705
|
||
stalker_sci_svoboda = 640,705
|
||
stalker_sv_military = 768,705
|
||
|
||
[main_ingame_indicators_thresholds]
|
||
radiation = 0.1,0.25,0.4,0.55,0.7
|
||
wounds = 0.01,0.2,0.4,0.6,0.8
|
||
jammed = 0.5,0.6,0.7,0.8,0.9
|
||
starvation = 0.5,0.6,0.7,0.8,0.9
|
||
fatigue = 0.3,0.6,0.7,0.8,0.9
|
||
|
||
[tutorial_conditions_thresholds]
|
||
max_power = 0.75
|
||
power = 0.1
|
||
bleeding = 0.4
|
||
satiety = 0.5
|
||
radiation = 0.1
|
||
weapon_jammed = 0.9
|
||
psy_health = 0.5
|
||
|
||
[squad_manager]
|
||
schedule_min = 1
|
||
schedule_max = 999
|
||
|
||
[agent_manager]
|
||
schedule_min = 100
|
||
schedule_max = 1000
|
||
|
||
[custom_script_object]
|
||
GroupControlSection = spawn_group
|
||
discovery_dependency =
|
||
$spawn = "scripts\custom_object"
|
||
cform = skeleton
|
||
class = NW_ATTCH
|
||
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
|
||
cost = 0
|
||
inv_name = "custom_script_object"
|
||
inv_name_short = "custom_script_object"
|
||
inv_weight = .5
|
||
inv_grid_width = 2
|
||
inv_grid_height = 1
|
||
inv_grid_x = 16
|
||
inv_grid_y = 12
|
||
attach_angle_offset = 0, 0, 0
|
||
attach_position_offset = 0.08, 0.04, 0.03
|
||
attach_bone_name = bip01_r_hand
|
||
|
||
[ph_skeleton_object]
|
||
class = P_SKELET
|
||
remove_time = 120
|
||
|
||
[script]
|
||
current_server_entity_version = 12
|
||
|
||
[space_restrictor]
|
||
GroupControlSection = spawn_group_restrictor
|
||
$spawn = "ai\space_restrictor"
|
||
;$prefetch = 64
|
||
class = SPC_RS_S
|
||
script_binding = bind_restrictor.bind
|
||
|
||
shape_transp_color = 0, 255, 0, 24
|
||
shape_edge_color = 32, 32, 32, 255
|
||
|
||
|
||
|
||
[camp_zone]
|
||
GroupControlSection = spawn_group_restrictor
|
||
$spawn = "ai\camp"
|
||
$prefetch = 16
|
||
$def_sphere = 2
|
||
class = SPC_RS_S
|
||
script_binding = bind_camp.bind
|
||
|
||
shape_transp_color = 0, 0, 255, 24
|
||
shape_edge_color = 32, 32, 32, 255
|
||
|
||
|
||
|
||
[anomal_zone]:space_restrictor
|
||
GroupControlSection = spawn_group_zone
|
||
$spawn = "ai\anomal_zone"
|
||
$def_sphere = 2
|
||
$prefetch = 16
|
||
script_binding = bind_anomaly_zone.bind
|
||
|
||
shape_transp_color = 240, 217, 182, 58
|
||
shape_edge_color = 32, 32, 32, 255
|
||
|
||
|
||
[collision_damage]
|
||
bonce_damage_factor_for_objects = 1.
|
||
|
||
[pkm_visual_memory]
|
||
min_view_distance = 1 ;0.4 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<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 ;0.8 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<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 = 50 ;150.0 ; <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>v<EFBFBD>
|
||
always_visible_distance = 1 ;0.1
|
||
time_quant = 0.00001
|
||
decrease_value = 0.1 ; <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><07><><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> L<><4C><EFBFBD><EFBFBD><EFBFBD>)
|
||
transparency_threshold = 0.4 ;
|
||
view_fov_deg = 90
|
||
view_aspect = 1
|
||
view_far_plane = 100
|
||
|
||
[details]
|
||
swing_normal_amp1 = .1
|
||
swing_normal_amp2 = .05
|
||
swing_normal_rot1 = 30.0
|
||
swing_normal_rot2 = 1.0
|
||
swing_normal_speed = 2.0
|
||
; fast
|
||
swing_fast_amp1 = 0.35;0.25
|
||
swing_fast_amp2 = .20;0.15
|
||
swing_fast_rot1 = 5
|
||
swing_fast_rot2 = .5;0.75
|
||
swing_fast_speed = 0.5;1
|
||
|
||
[ph_capture_visuals]
|
||
|
||
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
|
||
|
||
;NPC
|
||
;actors\stalker_bandit\stalker_bandit_1
|
||
;actors\stalker_bandit\stalker_bandit_2
|
||
;actors\stalker_bandit\stalker_bandit_3
|
||
;actors\stalker_bandit\stalker_bandit_3_face_1
|
||
;actors\stalker_bandit\stalker_bandit_3_face_2
|
||
;actors\stalker_bandit\stalker_bandit_3_mask
|
||
;actors\stalker_bandit\stalker_bandit_4
|
||
;actors\stalker_dolg\stalker_dolg_1
|
||
;actors\stalker_dolg\stalker_dolg_2
|
||
;actors\stalker_dolg\stalker_dolg_2_face_1
|
||
;actors\stalker_dolg\stalker_dolg_2_face_2
|
||
;actors\stalker_dolg\stalker_dolg_2_mask
|
||
;actors\stalker_dolg\stalker_dolg_3
|
||
;actors\stalker_dolg\stalker_dolg_4
|
||
;actors\stalker_freedom\stalker_freedom_1
|
||
;actors\stalker_freedom\stalker_freedom_2
|
||
;actors\stalker_freedom\stalker_freedom_2_face_1
|
||
;actors\stalker_freedom\stalker_freedom_2_face_2
|
||
;actors\stalker_freedom\stalker_freedom_2_mask
|
||
;actors\stalker_freedom\stalker_freedom_3
|
||
;actors\stalker_freedom\stalker_freedom_4
|
||
;actors\stalker_hero\stalker_hero_1
|
||
;actors\stalker_hero\stalker_hero_stc_strelok
|
||
;actors\stalker_lesnik\stalker_lesnik_1
|
||
;actors\stalker_merc\stalker_merc_2
|
||
;actors\stalker_merc\stalker_merc_4
|
||
;actors\stalker_monolith\stalker_monolith_1
|
||
;actors\stalker_monolith\stalker_monolith_2
|
||
;actors\stalker_monolith\stalker_monolith_3
|
||
;actors\stalker_monolith\stalker_monolith_4
|
||
;actors\stalker_nebo\stalker_nebo_1
|
||
;actors\stalker_nebo\stalker_nebo_2
|
||
;actors\stalker_nebo\stalker_nebo_2_face_1
|
||
;actors\stalker_nebo\stalker_nebo_2_face_2
|
||
;actors\stalker_nebo\stalker_nebo_2_face_3
|
||
;actors\stalker_nebo\stalker_nebo_2_mask
|
||
;actors\stalker_nebo\stalker_nebo_3
|
||
;actors\stalker_neutral\stalker_neutral_1
|
||
;actors\stalker_neutral\stalker_neutral_2
|
||
;actors\stalker_neutral\stalker_neutral_2_face_1
|
||
;actors\stalker_neutral\stalker_neutral_2_face_2
|
||
;actors\stalker_neutral\stalker_neutral_2_mask
|
||
;actors\stalker_neutral\stalker_neutral_3
|
||
;actors\stalker_neutral\stalker_neutral_4
|
||
;actors\stalker_soldier\stalker_soldier_1
|
||
;actors\stalker_soldier\stalker_soldier_2
|
||
;actors\stalker_soldier\stalker_soldier_2_face_1
|
||
;actors\stalker_soldier\stalker_soldier_3
|
||
;actors\stalker_soldier\stalker_soldier_4
|
||
;actors\stalker_trader\stalker_trader_1
|
||
;actors\stalker_ucheniy\stalker_ucheniy_1
|
||
;actors\stalker_zombied\stalker_zombied_1
|
||
;actors\stalker_zombied\stalker_zombied_2
|
||
;actors\stalker_zombied\stalker_zombied_3
|
||
;actors\stalker_zombied\stalker_zombied_4
|
||
|
||
;Monsters
|
||
;monsters\controller\controller_1
|
||
;monsters\controller\controller_2
|
||
;monsters\controller\controller_3
|
||
;monsters\controller\controller_4
|
||
;monsters\controller\controller_dead
|
||
;monsters\crow\crow
|
||
;monsters\dog\dog
|
||
;monsters\dog\dog_bulterier
|
||
;monsters\dog\dog_bulterier_dead
|
||
;monsters\dog\dog_dead
|
||
;monsters\dog\dog_red
|
||
;monsters\dog\dog_red_dead
|
||
;monsters\dog\dog_white
|
||
;monsters\dog\dog_white_dead
|
||
;monsters\flesh\flesh
|
||
;monsters\flesh\flesh_dead
|
||
;monsters\flesh\flesh_strong
|
||
;monsters\krovosos\krovosos
|
||
;monsters\krovosos\krovosos_dead
|
||
;monsters\krovosos\krovosos_strong
|
||
;monsters\krovosos\krovosos_strong_xray
|
||
;monsters\krovosos\krovosos_xray
|
||
;monsters\mutant_boar\mutant_boar
|
||
;monsters\mutant_boar\mutant_boar_dead
|
||
;monsters\mutant_boar\mutant_boar_strong
|
||
;monsters\poltergeist\poltergeist
|
||
;monsters\poltergeist\poltergeist_dead
|
||
;monsters\poltergeist\poltergeist_strong
|
||
;monsters\pseudodog\pseudodog
|
||
;monsters\pseudodog\pseudodog_dead
|
||
;monsters\pseudodog\pseudodog_grey
|
||
;monsters\pseudodog\pseudodog_grey_dead
|
||
;monsters\rat\rat_1
|
||
;monsters\snork\snork
|
||
;monsters\snork\snork_dead
|
||
;monsters\tushkano\tushkano
|
||
;monsters\tushkano\tushkano_dead
|
||
|