486 lines
22 KiB
Plaintext
486 lines
22 KiB
Plaintext
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[m_chimera_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
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$spawn = "monsters\chimera\chimera_default" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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visual = monsters\chimera\chimera
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corpse_visual = monsters\chimera\chimera_dead
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icon = ui_npc_monster_snork ; @@@@@NEEDS REFACTORING@@@@@
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terrain = chimera_terrain
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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 = 5
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fire_linear_factor = 0
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fire_quadratic_factor = 0.025
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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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radiation_pp_effector_name = postprocess_rad
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radiation_pp_highest_at = 0.04
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;spawn_phantom = m_phantom_chimera
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can_spawn_phantom = false
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;---OFFLINE ALIFE------------------------------------------------------------------
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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 = 1000 ; option for ALife Simulator
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 5.0 ; option for ALife Simulator
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going_speed = 3;4.5 ; option for ALife Simulator
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current_level_going_speed = 3;2 ; option for ALife Simulator
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search_speed = 1.5 ; option for ALife Simulator
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MaxHealthValue = 200 ; range [0..200]
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smart_terrain_choose_interval = 00:15:00
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;-----------------------------------------------------------------------------------
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script_binding = bind_monster.bind
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ef_creature_type = 20 ; option for evaluation functions
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ef_weapon_type = 2
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ef_detector_type = 1
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panic_threshold = 0.0
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cform = skeleton ; collision class
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class = SM_CHIMS ; AI class
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bone_torso = spine_1 ; bone name
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bone_head = head_boss ; bone name
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bone_fire = head_boss ; bone name
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weapon_usage = 0 ; boolean
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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ph_box0_center = 0.0, 0.9, 0.0
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ph_box0_size = 0.35, 0.9, 0.35
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ph_box1_center = 0.0, 0.6, 0.0
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ph_box1_size = 0.40, 0.6, 0.40
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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 = 0.01
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ph_mass = 220;170
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
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;destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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ph_skeleton_airr_lin_factor = 2.0 ;550.0 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <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 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <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 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <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 = 12.0
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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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; 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, 3.5, 1.5, 1, 1
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Velocity_RunFwdNormal = 9.5, 3.5, 2.0, 0.2, 1
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Velocity_RunFwdDamaged = 7.0, 3.5, 2.0, 0.2, 1
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Velocity_WalkFwdDamaged = 3.8, 3.0, 2.0, 0.5, 2.0
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Velocity_WalkFwdNormal = 4.3, 3.2, 1.2, 0.02, 3.0
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Velocity_Drag = 2.0, 3.0, 3.0, 1, 1
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Velocity_Steal = 2.0, 3.0, 2.0, 1, 1
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Velocity_Rotate = 6.0, 9.0, 1.0, 0.3 1
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Velocity_JumpGround = 12.0, 3.5, 2.0, 0.4, 1
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Velocity_JumpStart = 12.0, 3.5, 2.0, 0.4, 1
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Accel_Generic = 1.5
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Accel_Calm = 3.5
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Accel_Aggressive = 9.5
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;------------------------------------------------------------------------
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; Attack specific
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;------------------------------------------------------------------------
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prediction_factor = 0.1
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attack_radius = 1 ;12 ; run around radius
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prepare_jump_timeout = 0 ; ms
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attack_jump_timeout = 0 ; ms
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stealth_timeout = 0 ; ms
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num_attack_jumps = 1
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num_prepare_jumps = 0
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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MinAttackDist = 1.8;1.2 ;0.5
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MaxAttackDist = 4.8;2.7 ;3.8
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as_min_dist = 1.2
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as_step = 0.3
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hit_type = wound ; type of attack
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;--------------------------------------------------------------------------
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; Jump parameters
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;--------------------------------------------------------------------------
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jump_delay = 0
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jump_factor = 2
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jump_ground_trace_range = 1.5
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jump_hit_trace_range = 2
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jump_build_line_distance = 8.0
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jump_min_distance = 0.1
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jump_max_distance = 15.0
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jump_max_angle = 0.55
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jump_max_height = 6.0
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jump_auto_aim_factor = 0
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;-------------------------------------------------------------------------
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; Entity Conditions
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;-------------------------------------------------------------------------
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satiety_v = 0.0001 ;0.01 ;<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 ;0.004 ;<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 = 0.0001 ;0.01 ;<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 = 0.0001 ;0.03 ;<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 ;0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <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 = 0.01 ;0.006 ;<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 = 0.01 ;<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 ;0.8 ;<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 ;0.9 ;<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-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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protections_sect = chimera_protections
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immunities_sect = chimera_immunities
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0.04 ;<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 = 0.05 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><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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;Health from which to play injured animation
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DamagedThreshold = 0.2
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sleep_health = 1.0 ;1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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sleep_power = 1.0 ;1.5
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sleep_satiety = 1.0 ;0.8
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sleep_radiation = 1.0 ;1.1
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sleep_psy_health = 1.0
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eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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eat_slice = 0.001 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> 1 <20><><EFBFBD><EFBFBD><EFBFBD>
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eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD>
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satiety_threshold = 0.5 ; below this value monster fill hunger
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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Morale_Hit_Quant = 0.2
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Morale_Attack_Success_Quant = 0.1
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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 = 0.01
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Morale_Despondent_Threashold = 0.4
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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = monsters\chimera\chimera_idle_
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sound_eat = monsters\biting\def_ ; eat_
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sound_aggressive = monsters\chimera\chimera_attack_
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sound_attack_hit = monsters\chimera\chimera_attack_hit_
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sound_take_damage = monsters\biting\def_
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sound_die = monsters\chimera\chimera_death_
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sound_bkgnd = monsters\biting\def_
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;sound_threaten = monsters\biting\def_ ; threaten_
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sound_threaten = monsters\chimera\chimera_attack_
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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 = 95000
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eat_sound_delay = 3000
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attack_sound_delay = 12000
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sound_distant_idle = ambient\soundscape\mutants\chimera\distant_
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distant_idle_sound_delay = 50000
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distant_idle_sound_range = 50.0
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SoundThreshold = 0.02 ; range [0..1]
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max_hear_dist = 60
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;--------------------------------------------------------------------------
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; Chimera Damage
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;--------------------------------------------------------------------------
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;bone_name = <hit_scale>,-1,<wound_scale>
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;<hit_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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;<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>
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default = 0.75, -1, 0.6
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hip = 1, -1, 0.25
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spine = 0.75, -1, 0.1
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spine_1 = 0.75, -1, 0.1
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neck_r = 0.95, -1, 1.6
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head_boss = 1.95, -1, 0.9
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;-------------------------------------------------------------------------
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; Other Stuff (refactoring needed)
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;-------------------------------------------------------------------------
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material = creatures\medium
|
|||
|
DynamicObjectsCount = 32
|
|||
|
|
|||
|
squad_attack_algorithm = 1
|
|||
|
attack_effector = m_chimera_attack_effector
|
|||
|
|
|||
|
critical_wound_threshold = -1
|
|||
|
critical_wound_decrease_quant = 0.
|
|||
|
|
|||
|
attack_params = m_chimera_attack_params
|
|||
|
step_params = m_chimera_step_params
|
|||
|
|
|||
|
LegsCount = 4
|
|||
|
damage = m_chimera_damage
|
|||
|
|
|||
|
;species of monster
|
|||
|
species = chimera
|
|||
|
|
|||
|
DayTime_Begin = 21 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
DayTime_End = 5 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Min_Satiety = 0.00055 ; <20><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
Max_Satiety = 0.9 ; <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
|
|||
|
distance_to_corpse = 1.2 ;4.5 ; <20><><EFBFBD><EFBFBD>. <20><> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
|
|||
|
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
; Vision
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
eye_fov = 110 ;140
|
|||
|
eye_range = 110 ;50
|
|||
|
|
|||
|
vision_free_section = chimera_vision_free
|
|||
|
vision_danger_section = chimera_vision_danger
|
|||
|
|
|||
|
; <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>,
|
|||
|
; <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>.
|
|||
|
|
|||
|
[chimera_vision_free]
|
|||
|
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 = 0.6
|
|||
|
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> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
velocity_factor = 0.5
|
|||
|
luminocity_factor = 2.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
transparency_threshold = 0.25
|
|||
|
|
|||
|
[chimera_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 = 1.6 ; <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 = 0.6
|
|||
|
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> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
velocity_factor = 0.5
|
|||
|
luminocity_factor = 2.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
transparency_threshold = 0.25
|
|||
|
|
|||
|
[chimera_protections]
|
|||
|
skin_armor = 0.3
|
|||
|
hit_fraction_monster = 0.2
|
|||
|
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
[m_chimera_attack_params]
|
|||
|
jump_attack_1 = 0.3, 1.75, 180, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 2.5
|
|||
|
|
|||
|
[m_chimera_attack_effector]
|
|||
|
duality_h = 0.1; 0.01
|
|||
|
duality_v = 0.01; 0.01
|
|||
|
blur = 0.01
|
|||
|
gray = 0.5
|
|||
|
noise_intensity = 0.1;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 = 0.0,0.0,0.0
|
|||
|
time = 3.00
|
|||
|
time_attack = 0.05 ; fade in
|
|||
|
time_release = 0.50 ; fade out
|
|||
|
|
|||
|
; camera effects
|
|||
|
ce_time = 0.30 ;time
|
|||
|
ce_amplitude = 12.0
|
|||
|
ce_period_number = 2.0
|
|||
|
ce_power = 1.0 ;0.7 ; power
|
|||
|
|
|||
|
[m_chimera_step_params]
|
|||
|
;---------------------------------------------------------------------------
|
|||
|
; anim | Cycles | time1 | power1 | time2 | power2 |
|
|||
|
;---------------------------------------------------------------------------
|
|||
|
stand_walk_0 = 1, 0.01, 1, 0.25, 0.7,
|
|||
|
stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
|
|||
|
|
|||
|
;---------------------------------------------------------------------------
|
|||
|
; IMMUNITIES
|
|||
|
;---------------------------------------------------------------------------
|
|||
|
[chimera_immunities]
|
|||
|
burn_immunity = 0.66 ; = 0.35 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
strike_immunity = 0.0
|
|||
|
shock_immunity = 0.12 ; = 0.1
|
|||
|
wound_immunity = 0.02
|
|||
|
radiation_immunity = 0.0
|
|||
|
telepatic_immunity = 0.0
|
|||
|
chemical_burn_immunity = 0.85 ; = 3.0 ; = 0.45
|
|||
|
explosion_immunity = 0.3 ; .1
|
|||
|
fire_wound_immunity = 0.5 ; .1
|
|||
|
|
|||
|
[chimera_black_immunities]
|
|||
|
burn_immunity = 0.35 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
strike_immunity = 0.0
|
|||
|
shock_immunity = 0.1
|
|||
|
wound_immunity = 0.02
|
|||
|
radiation_immunity = 0.0
|
|||
|
telepatic_immunity = 0.0
|
|||
|
chemical_burn_immunity = 0.45
|
|||
|
explosion_immunity = 0.2
|
|||
|
fire_wound_immunity = 0.2
|
|||
|
|
|||
|
;=================================================================================
|
|||
|
; Terrain
|
|||
|
;=================================================================================
|
|||
|
[chimera_terrain]
|
|||
|
;255,255,255,255,30,40
|
|||
|
255,000,255,255
|
|||
|
|
|||
|
|
|||
|
|
|||
|
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
|
|||
|
;selector_free_hunting = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
|
|||
|
; fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
|
|||
|
;selector_cover = 20.0, -1000.0, 30.0, 0.0, 0.0, 100000.0, 100000.0, 1000.0,
|
|||
|
;selector_hear_sound = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
|
|||
|
;
|
|||
|
;selector_getaway = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
|
|||
|
;selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
|
|||
|
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
|
|||
|
;selector_walk_around = 20.0, 6.0, 1000.0, 4.0, 5000.0, 8.0, 5000.0,
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
;*********************************************************************************
|
|||
|
; NORMAL PROFILE
|
|||
|
;*********************************************************************************
|
|||
|
[chimera_normal]:m_chimera_e
|
|||
|
corpse_visual = monsters\chimera\chimera_dead
|
|||
|
$spawn = "monsters\chimera\chimera_normal"
|
|||
|
panic_threshold = 0.1
|
|||
|
rank = 20
|
|||
|
immunities_sect = chimera_immunities
|
|||
|
spec_rank = normal
|
|||
|
MaxHealthValue = 1.0 ; range [0..200]
|
|||
|
|
|||
|
|
|||
|
[chimera_normal2]:m_chimera_e
|
|||
|
visual = monsters\chimera\chimera
|
|||
|
corpse_visual = monsters\chimera\chimera_dead
|
|||
|
$spawn = "monsters\chimera\chimera_normal"
|
|||
|
panic_threshold = 0.1
|
|||
|
rank = 20
|
|||
|
immunities_sect = chimera_immunities
|
|||
|
spec_rank = normal
|
|||
|
MaxHealthValue = 1.0 ; range [0..200]
|
|||
|
|
|||
|
[chimera_normal3]:m_chimera_e
|
|||
|
visual = monsters\chimera\chimera
|
|||
|
corpse_visual = monsters\chimera\chimera_dead
|
|||
|
$spawn = "monsters\chimera\chimera_normal"
|
|||
|
panic_threshold = 0.1
|
|||
|
rank = 20
|
|||
|
immunities_sect = chimera_immunities
|
|||
|
spec_rank = normal
|
|||
|
MaxHealthValue = 1.0 ; range [0..200]
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;;;;;;;;;;;;;;;;Chimera population - Borovos 2013;;;;;;;;;;;;;;;;;
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Weak ---------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
[chimera_weak]:m_chimera_e
|
|||
|
visual = monsters\chimera\chimera
|
|||
|
corpse_visual = monsters\chimera\chimera_dead
|
|||
|
$spawn = "monsters\chimera\chimera_weak"
|
|||
|
panic_threshold = 0.15
|
|||
|
immunities_sect = chimera_immunities
|
|||
|
|
|||
|
MaxHealthValue = 0.75 ; range [0..200]
|
|||
|
|
|||
|
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Strong -------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
[chimera_strong]:m_chimera_e
|
|||
|
visual = monsters\chimera\chimera
|
|||
|
corpse_visual = monsters\chimera\chimera_dead
|
|||
|
$spawn = "monsters\chimera\chimera_strong"
|
|||
|
panic_threshold = 0.05
|
|||
|
immunities_sect = chimera_immunities
|
|||
|
MaxHealthValue = 1.25 ; range [0..200]
|
|||
|
|
|||
|
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Strong2 -------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
[chimera_strong2]:m_chimera_e
|
|||
|
visual = monsters\chimera\chimera
|
|||
|
corpse_visual = monsters\chimera\chimera_dead
|
|||
|
$spawn = "monsters\chimera\chimera_strong"
|
|||
|
panic_threshold = 0.05
|
|||
|
immunities_sect = chimera_immunities
|
|||
|
MaxHealthValue = 1.25 ; range [0..200]
|
|||
|
|
|||
|
[chimera_strong3]:m_chimera_e
|
|||
|
visual = monsters\chimera\chimera
|
|||
|
corpse_visual = monsters\chimera\chimera_dead
|
|||
|
$spawn = "monsters\chimera\chimera_strong"
|
|||
|
panic_threshold = 0.05
|
|||
|
immunities_sect = chimera_immunities
|
|||
|
MaxHealthValue = 1.25 ; range [0..200]
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Black -------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
[chimera_strong4]:m_chimera_e
|
|||
|
visual = monsters\chimera\chimera4_big
|
|||
|
corpse_visual = monsters\chimera\chimera4_big_dead
|
|||
|
$spawn = "monsters\chimera\chimera_strong"
|
|||
|
radiation_max_distance = 6
|
|||
|
panic_threshold = 0.05
|
|||
|
immunities_sect = chimera_black_immunities
|
|||
|
MaxHealthValue = 1.33 ; range [0..200]
|