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

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[mp_skins_path]
skin_path = actors\stalker_mp\
[mp_actor]:common_ph_friction_params_on_npc_death
GroupControlSection = spawn_group
$spawn = "mp_actor"
$ed_icon = ed\ed_actor
$player = on
$prefetch = 16
cform = skeleton
class = O_ACTOR
money = 200;
rank = 3;
jump_speed = 6.1 ;6
crouch_coef = 0.45 ; 0.2
climb_coef = 0.9
air_control_param = 0.05 ;0.03 ;0.1
max_item_mass = 0 ;35.0;40.0
run_coef = 2.7 ;2.6 ;2.5
sprint_koef = 1.8 ;2.15 ; 2.5 1.6 ;1.5 ; áûëî 2.0
run_back_coef = 1.8
walk_back_coef = 0.9
walk_strafe_coef = 0.6 ;0.8 ;0.9
run_strafe_coef = 0.7
visual = actors\stalker_hero\stalker_hero_1.ogf
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
walk_accel = 22 ;19
texture_prefetch = actors\stalker_mp\mp_team_green_1, actors\stalker_mp\mp_team_green_2, actors\stalker_mp\mp_team_green_3, actors\stalker_mp\mp_team_green_4, actors\stalker_mp\mp_team_blue_1, actors\stalker_mp\mp_team_blue_2, actors\stalker_mp\mp_team_blue_3, actors\stalker_mp\mp_team_blue_4, actors\stalker_mp\mp_team_green_addon_fr, actors\stalker_mp\mp_team_green_addon_uk, actors\stalker_mp\mp_team_blue_addon_de, actors\stalker_mp\mp_team_blue_addon_us, actors\stalker_mp\mp_team_green_armor_military, actors\stalker_mp\mp_team_green_armor_sci, actors\stalker_mp\mp_team_green_armor_exo, actors\stalker_mp\mp_team_blue_armor_military, actors\stalker_mp\mp_team_blue_armor_sci, actors\stalker_mp\mp_team_blue_armor_exo
;ðàäèóñ â êîòðîì íàä ïðåäìåòàìè âûâîäÿòñÿ èõ íàçâàíèÿ
pickup_info_radius = 5 ;3
feel_grenade = 30.0 ; ýòî íóæíî óäàëèòü
feel_grenade_radius = 30.0 ;ðàññòîÿíèå (â ìåòðàõ) íà êîòîðîì àêòåð ÷óâñòâóåò ãðàíàòó (ëþáóþ)
feel_grenade_time = 0.6 ;âðåìÿ ãðàíàòû (ñåê) ïîñëå êîòîðîãî àêòåð ÷óâñòâóåò ãðàíàòó
Invincibility_Shield_3rd = anomaly2\burer_shield_01
Invincibility_Shield_1st = anomaly2\burer_shield_01
HeadShotParticle = hit_fx\hit_flesh_headshot
;HeadShotParticle = hit_fx\hit_dust_00
;ðàäèóñ â êîòðîì íàä ïðåäìåòàìè âûâîäÿòñÿ èõ íàçâàíèÿ
pickup_info_radius = 5 ;3
ef_creature_type = 17 ; option for evaluation functions
; attach params
attachable_items = mp_device_torch,attachable_item,hand_radio
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_box2_center = 0.0, 0.3, 0.0
ph_box2_size = 0.40, 0.3, 0.40
restrictor_radius = 0.9;delete
stalker_restrictor_radius = 0.9
medium_monster_restrictor_radius = 0.7
ph_crash_speed_min = 15
ph_crash_speed_max = 23
ph_collision_damage_factor = 1.0
ph_mass = 80
;----------------
feel_grenade = 10.0 ;ðàññòîÿíèå (â ìåòðàõ) íà êîòîðîì àêòåð ÷óâñòâóåò ãðàíàòó (ëþáóþ)
player_hud_section = actor_hud
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 0.5 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
ph_skel_fatal_impulse_factor = 8.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11
damage = mp_actor_damage
hit_sounds = actor_hit_snds
hit_probability_novice = 1.00
hit_probability_stalker = 1.00
hit_probability_veteran = 1.00
hit_probability_master = 1.00
;---------------------------------------------------------------------
;actor condition
immunities_sect = mp_actor_immunities
condition_sect = mp_actor_condition
heavy_breath_snd = actor\breath_1 ;çâóê òÿæåëîãî äûõàíèÿ ïðè óñòàëîñòè
heavy_blood_snd = heart\8
heavy_danger_snd = affects\heartbeat
medkit = 0.3 ;âðåìåííî! âìåñòî àïòå÷êè
medkit_wound = 0.2 ;ñêîëüêî ïðîöåíòîâ êðîâîòå÷åíèÿ îñòàâëèâàåò àïòå÷êà
antirad = 0.3 ;âðåìåííî! âìåñòî àíòèðàäà
material = creatures\human
camera_height_factor = 0.85
;äèñïåðñèÿ ñòðåëüáû ñ ó÷åòîì õîäüáû è áåãà
disp_base = 0.65;0.8 ;óãîë (â ãðàäóñàõ) ðàçëåòà ïóëü, êîãäà àêòåð ñòîèò íà ìåñòå
disp_aim = 0.01;0.04
disp_vel_factor = 2.0;2.5 ;íà ñêîëüêî óâåëè÷èòñÿ äèñïåðñèÿ ïðè ñêðîñòè â 10 ì/ñ (íå îáÿçàòåëüíî ïðè áåãå)
disp_accel_factor = 2.5;3.0; 2.0 ;åùå íà ñêîëüêî óâåëè÷èòñÿ, åñëè àêòåð áåæèò (+ ñêîðîñòü)
disp_crouch_factor = -0.35;-0.5;-0.2 ;óìåíüøåíèå åñëè àêòåð ñèäèò
disp_crouch_no_acc_factor = -0.75;-1.0;-0.4 ;óìåíüøåíèå åñëè àêòåð ñèäèò + no acceleration
disp_jump_factor = 30.0;7.0; 2.0
body_remove_time = 5000 ;âðåìÿ óíè÷òîæåíèÿ òðóïà (ñ ó÷åòîì TimeFactor)
sleep_time_factor = 400 ;âî ñêîëüêî ðàç âðåìÿ èäåò áûñòðåå, êîãäà àêòåð ñïèò
;---STEP MANAGER------------------------------------------------------
LegsCount = 2
step_params = mp_stalker_step_manager
foot_bones = stalker_foot_bones
; visibility parameters
DynamicObjectsCount = 32
min_view_distance = 0.8 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
always_visible_distance = 0.3
time_quant = 0.005
decrease_value = 0.1 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5;0 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
transparency_threshold = 0.4 ; 0.25
;species of monster
species = human
;autopickup
AutoPickUp_AABB = 0.2, 0.1, 0.2; AABB áîêñ àâòîïîäáîðà ïðåäìåòîâ
AutoPickUp_AABB_offs = 0.0, 0.1, 0.0; ñìåùåíèå áîêñà àâòîïîäáîðà ïðåäìåòîâ îòíîñèòåëüíî ïîçèöèè èãðîêà
;spawn effect
;spawn_effect = anomaly2\electra2_blast
[mp_actor_damage]
;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>,<bonepassbullet>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
;<bone_pass_bullet> - 0 - ïîñëå ïîïàäàíèÿ ïóëè â ýòó êîñòü, ýòà ïóëÿ áîëüøå íå íàíîñèò àêòåðó ïîâðåæäåíèé
; 1 - ïóëÿ íàíîñèò àêòåðó ïîâðåæäåíèÿ êàê îáû÷íî
;-1 - íåò àíèìàöèé, ÷åòíûé íîìåð - ñïåðåäè, íå÷åòíûé íîìåð - ñçàäè, ÓÊÀÇÛÂÀÅÒÑß ÒÎËÜÊÎ ÏÅÐÅÄÍÈÉ!!! ÇÀÄÍÈÉ ÍÀ ÀÂÒÎÌÀÒÅ
default = 1.0, -1, 0.1
bip01_pelvis = 0.25, 15, 0.8 ;îò ÿäðà äî ïîÿñà
bip01_spine = 0.3, 15, 0.8 ;â îñíîâíîì áåç øåéïà
bip01_spine1 = 0.4, 15, 0.8 ;òîðñ äî øåè
bip01_spine2 = 0.4, 15, 0.8
bip01_neck = 1.25, 5, 0.1 ;â îñíîâíîì áåç øåéïà
bip01_head = 2, 5, 0.1 ;î÷åíü áîëüøîé øåéï
eye_left = 3, 5, 0.1 ;ãëàçà
eye_right = 3, 5, 0.1 ;ãëàçà
jaw_1 = 1.25, 5, 0.1 ;ðîò îò øåè äî íîñà
bip01_l_clavicle = 0.4, 15, 0.8 ;ïëå÷î + bip01_spine1
bip01_l_upperarm = 0.3, 6, 0.6, 1 ;0.2
bip01_l_forearm = 0.3, 6, 0.5, 1 ;
bip01_l_hand = 0.2, 6, 0.2, 1 ;áûëî 0.15
bip01_l_finger0 = 0.2, 6, 0.2, 1
bip01_l_finger1 = 0.2, 6, 0.2, 1
bip01_l_finger2 = 0.2, 6, 0.2, 1
bip01_r_clavicle = 0.4, 15, 0.8 ;ïëå÷î + bip01_spine1
bip01_r_upperarm = 0.3, 4, 0.6, 1
bip01_r_forearm = 0.3, 4, 0.5, 1
bip01_r_hand = 0.2, 4, 0.2, 1
bip01_r_finger0 = 0.2, 4, 0.2, 1
bip01_r_finger1 = 0.2, 4, 0.2, 1
bip01_r_finger2 = 0.2, 4, 0.2, 1
bip01_l_thigh = 0.3, 12, 0.5 ;áåäðî
bip01_l_calf = 0.25, 12, 0.4 ;ãîëåíü
bip01_l_foot = 0.15, 12, 0.3 ;ïÿòêà,1
bip01_l_toe0 = 0.15, 12, 0.2 ;ïàëüöû,1
bip01_r_thigh = 0.3, 9, 0.5 ;áåäðî
bip01_r_calf = 0.25, 9, 0.4 ;ãîëåíü
bip01_r_foot = 0.15, 9, 0.3 ;ïÿòêà,1
bip01_r_toe0 = 0.15, 9, 0.2 ;ïàëüöû,1
[mp_actor_immunities]
burn_immunity = 0.4 ;1.0 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.98 ;1.0
shock_immunity = 0.4 ;1.0
wound_immunity = 1.0
radiation_immunity = 2.5
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[mp_actor_condition]:actor_condition
satiety_v = 0.0 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.01 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.00055 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.0005 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = 0.0 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.06 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.001 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 1.0 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 0.1;0.01 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
alcohol_v = -0.03
max_walk_weight = 60
;îòêðûòûå ðàíû
bleeding_v = 0.05 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.25 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû çàæèâåò â èãðîâóþ ñåêóíäó)
min_wound_size = 0.03 ;ìèíèìàëüíûé ðàçìåð ðàíû, ïîñëå êîòîðîãî îíà ñ÷èòàåòñÿ çàæèâøåé
sleep_health = 1.0 ;1.5 ;êîýôôèöèåíòû ñêîðîñòåé èçìåíåíèÿ ïàðàìåòðîâ âî âðåìÿ ñíà
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
;;;;;;;;
;actor_condition only
jump_power = 0.15 ;0.07 ; ;óìåøüøåíèå ñèëû ñ ïðûæêîì áåç ó÷åòà âåñà íîøè
jump_weight_power = 0.0 ;0.045 ;óìåøüøåíèå ñèëû ñ ïðûæêîì ñ ó÷åòîì âåñà íîøè, äëÿ ìàêñèìàëüíîãî äîïóñòèìîãî âåñà
overweight_jump_k = 0 ;10 ;êîýôôèöèåíò âëèÿíèå ïåðåãðóçêè ïðûæîê ñ âåñîì (óìíîæàåòñÿ íà jump_weight_power)
stand_power = -0.23;
walk_power = -0.14; ;óìåøüøåíèå ñèëû çà ñåêíäó âî âðåìÿ õîäüáû áåç ó÷åòà âåñà íîøè
walk_weight_power = 0.00 ;óìåøüøåíèå ñèëû çà ñåêíäó âî âðåìÿ õîäüáû ñ ó÷åòîì âåñà íîøè, äëÿ ìàêñèìàëüíîãî äîïóñòèìîãî âåñà
overweight_walk_k = 0 ; ;êîýôôèöèåíò âëèÿíèå ïåðåãðóçêè íîøè (óìíîæàåòñÿ íà walk_weight_power)
accel_k = 0.0 ;0 ;êîýôôèöèåíò íà áåã (óìíîæàåòñÿ walk_power, walk_weight_power)
sprint_k = -1.7 ; ; -1.5 êîýôôèöèåíò íà "sprint" áåã (óìíîæàåòñÿ walk_power, walk_weight_power)
; õðîìîòà
limping_health_begin = 0.1;0.2 ;ïîðîã çäîðîâüÿ ìåíüøå êîòîðîãî àêòåð íà÷èíàåò õðîìàòü
limping_health_end = 0.11;0.21 ;ïîðîã çäîðîâüÿ áîëüøå êîòîðîãî àêòåð ïåðåñòàåò õðîìàòü
limping_power_begin = 0.1 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íà÷èíàåò õðîìàòü
limping_power_end = 0.2 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ïåðåñòàåò õðîìàòü
use_limping_state = on
cant_walk_power_begin = 0.00 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íå ìîæåò äâèãàòüñÿ
cant_walk_power_end = 0.10 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ñìîæåò äâèãàòüñÿ
cant_sprint_power_begin = 0.20 ;ïîðîã ñèëû ìåíüøå êîòîðîãî àêòåð íå ìîæåò áåæàòü â ñïðèíòå
cant_sprint_power_end = 0.30 ;ïîðîã ñèëû áîëüøå êîòîðîãî àêòåð ñìîæåò áåæàòü â ñïðèíòå
;--------------------------------------------------------------------------------------------------------------------
;-- ÀÍÈÌÀÖÈÈ ÄËß ÑÌÅÐÒÈ
;--------------------------------------------------------------------------------------------------------------------
;cëó÷àéíûå
;random_death_animations = ragdoll_burst_front_0,ragdoll_burst_front_1,ragdoll_burst_back_0,ragdoll_burst_left_0,ragdoll_burst_right_0 ;norm_2_reg_doll_0,norm_2_reg_doll_1,norm_2_reg_doll_2,norm_2_reg_doll_3,norm_2_reg_doll_4,norm_2_reg_doll_5
;ïî òèïàì îò 0 äî 7
;ïîðÿäîê ïî íàïðàâëåíèÿì - front/back/left/right
; Â ãîëîâó, êîãäà ïåðñîíàæ áåæèò íà íàñ.
kill_enertion = ragdoll_inertion_front_0/ragdoll_inertion_front_3/ragdoll_inertion_front_2/ragdoll_inertion_front_1
; Ñìåðòü îò àâòîìàòíîé î÷åðåäè
;kill_burst = ragdoll_burst_front_0,ragdoll_burst_front_1/ragdoll_burst_back_0/ragdoll_burst_left_0/ragdoll_burst_right_0
; Ñìåðòü îò âûñòðåëà èç äðîáîâèêà
kill_shortgun = ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0
; Ñìåðòü õåäøîòîì
kill_headshot = ragdoll_headshot_front_0,ragdoll_headshot_front_1,ragdoll_headshot_front_2,ragdoll_headshot_front_3,ragdoll_headshot_front_4,ragdoll_headshot_front_5,ragdoll_headshot_front_6,ragdoll_headshot_front_7,ragdoll_headshot_front_8,ragdoll_headshot_front_9,ragdoll_headshot_front_10/ragdoll_headshot_back_0,ragdoll_headshot_back_1,ragdoll_headshot_back_2,ragdoll_headshot_back_3,ragdoll_headshot_back_4,ragdoll_headshot_back_5/ragdoll_headshot_left_0,ragdoll_headshot_left_1,ragdoll_headshot_left_2,ragdoll_headshot_left_3,ragdoll_headshot_left_4,ragdoll_headshot_left_5,ragdoll_headshot_left_6,ragdoll_headshot_left_7/ragdoll_headshot_right_0,ragdoll_headshot_right_1,ragdoll_headshot_right_2,ragdoll_headshot_right_3
; Ñìåðòü õåäøîòîì èç ñíàéïåðêè
kill_sniper_headshot = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2/ragdoll_sniper_headshot_back_0/ragdoll_sniper_headshot_left_0/ragdoll_sniper_headshot_right_0
; Ñìåðòü îò ñíàéïåðêè â òåëî
kill_sniper_body = ragdoll_sniper_body_front_0,ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_2/ragdoll_sniper_body_back_0,ragdoll_sniper_body_back_1,ragdoll_sniper_body_back_2,ragdoll_sniper_body_back_3/ragdoll_sniper_body_left_0/ragdoll_sniper_body_right_0
; Ñìåðòü îò âçðûâíîé âîëíû ãðàíàòû
kill_grenade = ragdoll_grenade_front_0/ragdoll_grenade_back_0/ragdoll_grenade_left_0/ragdoll_grenade_right_0
;front-norm_2_rag_doll_front_0,norm_2_rag_doll_front_1,norm_2_rag_doll_front_2/back-norm_2_rag_doll_back_0,norm_2_rag_doll_back_1,norm_2_rag_doll_back_2/right-norm_2_rag_doll_right_0/left-norm_2_rag_doll_left_0
;--------------------------------------------------------------------------------------------------------------------
[mp_stalker_step_manager]
; order: left, right
;--------------------------------------------------------------------------
; animation Cycles | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
dmg_norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3
dmg_norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_run_fwd_1 = 1, 0.2, 1, 0.65, 1
dmg_norm_walk_fwd_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_back_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_ls_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_rs_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_run_fwd_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_back_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_ls_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_rs_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_escape_0 = 1, 0.2, 1.1, 0.65, 1.1
norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1
norm_escape_00 = 1, 0.2, 1.1, 0.65, 1.1
norm_walk_fwd_1 = 1, 0.2, 0.25, 0.65, 0.25
norm_jump_end = 1, 0.2, 1.2, 0.21, 1.2
norm_walk_fwd_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_back_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_ls_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_rs_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_run_fwd_0 = 1, 0.2, 0.9, 0.65, 0.9
norm_run_back_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_ls_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_rs_0 = 1, 0.2, 0.8, 0.65, 0.8
norm_run_fwd_1 = 1, 0.2, 0.9, 0.65, 0.9
norm_turn_left_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_right_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
cr_walk_fwd_0 = 1, 0.2, 0.01, 0.65, 0.01
cr_walk_back_0 = 1, 0.2, 0.01, 0.65, 0.01
cr_walk_ls_0 = 1, 0.2, 0.01, 0.65, 0.01
cr_walk_rs_0 = 1, 0.2, 0.01, 0.65, 0.01
cr_run_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_back_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_turn_left_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_turn_right_0 = 1, 0.2, 0.1, 0.65, 0.1