[stalker_foot_bones]
front_left = bip01_l_foot
front_right = bip01_r_foot
[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, 1.3, 0.65, 1.3
norm_escape_00 = 1, 0.2, 1.3, 0.65, 1.3
norm_escape_00 = 1, 0.2, 1.3, 0.65, 1.3
norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_jump_end = 1, 0.2, 1.3, 0.21, 1.3
norm_walk_fwd_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_walk_back_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_walk_ls_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_walk_rs_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_run_fwd_0 = 1, 0.2, 1, 0.65, 1
norm_run_back_0 = 1, 0.2, 1, 0.65, 1
norm_run_ls_0 = 1, 0.2, 1, 0.65, 1
norm_run_rs_0 = 1, 0.2, 1, 0.65, 1
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, 0.1, 0.65, 0.1
cr_walk_back_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_walk_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_walk_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
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
[stalker_vision_free]
min_view_distance = 0.2 ; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance = 0.8 ; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold = 100.0 ; значение, при достижении суммой которого объект считается видимым
always_visible_distance = 0.1
time_quant = 0.01
decrease_value = 0.1 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor = 0.5
luminocity_factor = 0.5;0 ; фактор освещения (только для Актёра)
transparency_threshold = 0.75
[stalker_vision_danger]
min_view_distance = 0.8 ; 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 = 100.0 ; значение, при достижении суммой которого объект считается видимым
always_visible_distance = 0.3
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 = 0.5
luminocity_factor = 0.5;0 ; фактор освещения (только для Актёра)
transparency_threshold = 0.25
[stalker_sound_perceive]
weapon = 0.75;10 коэффициент усиления приоритета\силы звука
item = 0.0; коэффициент усиления приоритета\силы звука
npc = 2.0; коэффициент усиления приоритета\силы звука
anomaly = 0.0; коэффициент усиления приоритета\силы звука
world = 0.0; коэффициент усиления приоритета\силы звука
[stalker_damage]
default = 1.0, -1, 1.0
bip01_pelvis = 0.3, 10, 0.3
bip01_spine = 0.7, 10, 0.8
bip01_spine1 = 0.7, 0, 0.8
bip01_neck = 1.0, 0, 1.0
bip01_head = 2.0, 0, 1.0
eyelid_1 = 3.0, 0, 1.0
eye_left = 3.0, 0, 1.0
eye_right = 3.0, 0, 1.0
jaw_1 = 1.0, 0, 1.0
bip01_l_clavicle = 0.1, 4, 0.7
bip01_l_upperarm = 0.2, 4, 0.6
bip01_l_forearm = 0.15, 4, 0.5
bip01_l_hand = 0.1, 4, 0.2
bip01_l_finger0 = 0.02, 4, 0.1
bip01_l_finger01 = 0.02, 4, 0.1
bip01_l_finger02 = 0.02, 4, 0.1
bip01_l_finger1 = 0.02, 4, 0.1
bip01_l_finger11 = 0.02, 4, 0.1
bip01_l_finger12 = 0.02, 4, 0.1
bip01_l_finger2 = 0.02, 4, 0.1
bip01_l_finger21 = 0.02, 4, 0.1
bip01_l_finger22 = 0.02, 4, 0.1
bip01_r_clavicle = 0.1, 2, 0.7
bip01_r_upperarm = 0.2, 2, 0.6
bip01_r_forearm = 0.15, 2, 0.5
bip01_r_hand = 0.1, 2, 0.2
bip01_r_finger0 = 0.02, 2, 0.1
bip01_r_finger01 = 0.02, 2, 0.1
bip01_r_finger02 = 0.02, 2, 0.1
bip01_r_finger1 = 0.02, 2, 0.1
bip01_r_finger11 = 0.02, 2, 0.1
bip01_r_finger12 = 0.02, 2, 0.1
bip01_r_finger2 = 0.02, 2, 0.1
bip01_r_finger21 = 0.02, 2, 0.1
bip01_r_finger22 = 0.02, 2, 0.1
bip01_l_thigh = 0.25, 8, 0.5
bip01_l_calf = 0.15, 8, 0.4
bip01_l_foot = 0.1, 8, 0.3
bip01_l_toe0 = 0.02, 8, 0.2
bip01_r_thigh = 0.25, 6, 0.5
bip01_r_calf = 0.15, 6, 0.4
bip01_r_foot = 0.1, 6, 0.3
bip01_r_toe0 = 0.02, 6, 0.2
[stalker_immunities]
burn_immunity = 1.0 ;коэффициенты иммунитета
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.9
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
wound_2_immunity = 1.0
[stalker_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 = 0.0 ;0.0001 ;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
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 = 0.0001 ;потеря крови при номинальной ране в секунду
wound_incarnation_v = 0.001 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size = 0.01
[stalker_terrain]
255,255,255,255
255,243,242,241
255,143,142,141
255,043,042,041
[stalker]
class = AI_STL_S ; Class identifier
;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type = 17 ; option for evaluation functions
;---LEVEL EDITOR------------------------------------------------------
$spawn = "stalkers\stalker" ; option for Level Editor
$npc = on ; option for Level Editor
visual = actors\hero\stalker_novice.ogf; option for Level Editor
;---GAME--------------------------------------------------------------
$prefetch = 32
cform = skeleton ; collision class
;биолог вид существа
species = human
;---MATERIAL----------------------------------------------------------
material = creatures\human
;---DEAD_VISUAL-------------------------------------------------------
destroyed_vis_name = physics\Dead_Body\skelet_crash
;---SCRIPTS-----------------------------------------------------------
script_binding = bind_stalker.init
;---GROUP SECTIONS----------------------------------------------------
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mine_field
attachable_items = device_torch,attachable_item,hand_radio
;---SECTIONS----------------------------------------------------------
damage = stalker_damage
immunities_sect = stalker_immunities
condition_sect = stalker_condition
;---OFFLINE ALIFE------------------------------------------------------------------
Health = 100 ; option for ALife Simulator
money = 5000 ; option for ALife Simulator
going_speed = 1.5 ; option for ALife Simulator
search_speed = 0.5 ; option for ALife Simulator
going_item_detect_probability = 0.1 ; option for ALife Simulator
search_item_detect_probability = 0.9 ; option for ALife Simulator
max_item_mass = 40.0 ; option for ALife Simulator
MaxHealthValue = 100 ; option for ALife Simulator, range [0..200]
;---ONLINE ALIFE-------------------------------------------------------------------
time_to_search_for_artefacts = 60000 ; in milliseconds
distance_to_search_for_artefacts= 30.0 ; in meters
;---ONLINE-OFFLINE ALIFE-----------------------------------------------------------
terrain = 255,255,255,255,0,1
;terrain = stalker_terrain
;---SOUND-------------------------------------------------------------
; Zmey: FIXME: зарубил звук, т.к. на выстрелы сейчас срывается весь уровень
; и невозможно тестировать скрипты из-за этого.
sound_threshold = 0.01
self_sound_factor = 0.1 ;1.0
self_decrease_quant = 250 ; in milliseconds
self_decrease_factor = 0.95 ; fading factor
killer_clsids = Z_MINCER,Z_GALANT
sound_perceive_section = stalker_sound_perceive
;---VISIBILITY--------------------------------------------------------
vision_danger_section = stalker_vision_danger
vision_free_section = stalker_vision_free
eye_fov = 120
eye_range = 70
far_plane_factor = 1.0 ; фактор дальности тумана
fog_density_factor = 0.05 ; фактор плотности тумана
;---MEMORY------------------------------------------------------------
DynamicObjectsCount = 32
DynamicSoundsCount = 32
DynamicHitCount = 32
;---ENEMY------------------------------------------------------------
ignore_monster_threshold = 0.0 ;0.6 ;0.8
max_ignore_distance = 15.0
panic_threshold = 0.1
;---SOUND PLAYER------------------------------------------------------
sound_death = characters_voice\human_01\fight\death\stalker\death_ ;monsters\stalker\death\em1_killed
sound_anomaly_death = ambient\random\rnd_scr10 ;monsters\stalker\death\em1_killed
sound_hit = characters_voice\human_01\fight\hit\stalker\hit_ ;monsters\human\combat\ukr\ukr1_damage,monsters\stalker\wound\wound
sound_humming = characters_voice\human_01\states\idle\stalker\idle_ ;monsters\stalker\humming\em1_humming,monsters\stalker\humming\em1_whistle
sound_alarm = characters_voice\human_01\fight\enemy\stalker\enemy_ ;monsters\human\combat\ukr\alarm\ukr1_
sound_attack = characters_voice\human_01\fight\attack\stalker\attack_ ;monsters\human\combat\ukr\attack\ukr1_attack
sound_backup = characters_voice\human_01\fight\backup\stalker\backup_ ;monsters\human\combat\ukr\backup\ukr1_otstup
sound_detour = characters_voice\human_01\fight\detour\stalker\detour_ ;monsters\human\combat\ukr\detour\ukr1_detour
sound_search = characters_voice\human_01\fight\searching_enemy\stalker\search_ ;monsters\human\combat\ukr\search\ukr1_finding
sound_friendly_fire = characters_voice\human_01\fight\friendly_fire\stalker\friendly_fire_ ;script_sound\reactions\friendly_fire\soldier\soldier_friendlyfire_
sound_panic_human = characters_voice\human_01\states\panic_human\stalker\panic_ ;monsters\human\combat\ukr\ukr1_surrender,monsters\stalker\surrender\em1_surrender,monsters\stalker\copy\default\surrender\em1_surrender
sound_panic_monster = characters_voice\human_01\states\panic_monster\stalker\panic_ ;script_sound\help\soldier\soldier_help_
sound_tolls = characters_voice\human_01\fight\tolls\tolls_; characters_voice\human_01\states\idle\stalker\idle_
sound_grenade_alarm = characters_voice\human_01\fight\grenade\grenade_
sound_friendly_grenade_alarm = characters_voice\human_01\fight\friendly_grenade\friendly_grenade_
;---STEP MANAGER------------------------------------------------------
LegsCount = 2
step_params = stalker_step_manager
foot_bones = stalker_foot_bones
;---MOVEMENT----------------------------------------------------------
CrouchFactor = 1.05 ; 0.33
WalkFactor = 1.3 ;2.15
WalkBackFactor = 1.2 ;2.15
RunFactor = 4.5
RunBackFactor = 2.2
WalkFreeFactor = 1.25 ;1.00
RunFreeFactor = 5.0
PanicFactor = 7.0
DamagedWalkFactor = 1.2
DamagedRunFactor = 2.0
DamagedWalkFreeFactor = 0.8
DamagedRunFreeFactor = 0.8
DamagedPanicFactor = 2.0
;---SIGHT-------------------------------------------------------------------------
max_left_torso_angle = 90 ; максимальный угол поворота налево без доворота тела
max_right_torso_angle = 60 ; максимальный угол поворота направо без доворота тела
;---WEAPON BONES------------------------------------------------------------------
weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11
;---ANIMATION BONES------------------------------------------------------------------
bone_head = bip01_head
bone_shoulder = bip01_spine2
bone_spin = bip01_spine1
bone_model = bip01
;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand = 12
disp_walk_crouch = 8
disp_run_stand = 16
disp_run_crouch = 10
disp_stand_stand = 6
disp_stand_crouch = 2
;---HIT INFO---------------------------------------------------------
hit_power = 10
hit_type = strike
;---PHYSICS-----------------------------------------------------------
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_crash_speed_min = 16
ph_crash_speed_max = 30
;---------------------------------------------------------------------
ph_mass = 120;80
;---------------------------------------------------------------------
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 1.5
ph_skeleton_airr_ang_factor = 1.5
ph_skeleton_hinger_factor1 = 10.0
ph_skeleton_hinge_vel = 300
ph_skeleton_ddelay = 60
ph_skel_fatal_impulse_factor = 8.0
ph_after_death_velocity_factor= 1.0; 1.3
ph_skel_shot_up_factor = 2.2