360 lines
16 KiB
Plaintext
360 lines
16 KiB
Plaintext
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[actor_terrain]
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255,255,000,255
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[actor]:common_ph_friction_params_on_npc_death
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GroupControlSection = spawn_group
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$spawn = "actor"
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$ed_icon = ed\ed_actor
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$player = on
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$prefetch = 16
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cform = skeleton
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class = S_ACTOR
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money = 0;
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rank = 3;
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script_binding = bind_stalker.actor_init
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visual = actors\stalker_hero\stalker_hero_1.ogf
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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player_hud_section = actor_hud
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terrain = actor_terrain
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; CoC-Xray
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;=====================================================================================================
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snd_night_vision_on = weapons\nv_start
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snd_night_vision_off = weapons\nv_off
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snd_night_vision_idle = weapons\nv_loop
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snd_night_vision_broken = weapons\nv_off
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;=====================================================================================================
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max_item_mass = 50
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jump_speed = 6.85
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crouch_coef = 0.45
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climb_coef = 0.5
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run_coef = 2.410 ;4.1
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sprint_koef = 2.08 ;2.0
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run_back_coef = 1.33
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walk_back_coef = 0.61
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air_control_param = 0.02
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walk_accel = 11.5 ;16
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show_corpses_dist = 10
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sprint_strafe_coef = 0.8 ;Anomaly 1.5, speed multiplier for diagonal sprinting
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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pickup_info_radius = 5 ;3
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feel_grenade_radius = 6.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
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feel_grenade_time = 0.4 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD>) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ef_creature_type = 17 ; option for evaluation functions
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; attach params
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; NOTE: when you add new torches, you should assign their sections here. Otherwise they will stick in the place you spawned them at
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attachable_items = device_torch,device_torch_dummy,device_torch_nv_1,device_torch_nv_2,device_torch_nv_3,attachable_item,hand_radio
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ph_box0_center = 0.0, 0.90, 0.0
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ph_box0_size = 0.30, 0.90, 0.30
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ph_box1_center = 0.0, 0.67, 0.0
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ph_box1_size = 0.25, 0.67, 0.20
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ph_box2_center = 0.0, 0.22, 0.0
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ph_box2_size = 0.25, 0.22, 0.25
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stalker_restrictor_radius = 0.05;0.02;0.02;0.02;0.02
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stalker_small_restrictor_radius = .01;
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medium_monster_restrictor_radius = 0.1
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ph_crash_speed_min = 15
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ph_crash_speed_max = 41
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ph_collision_damage_factor = 0.88
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ph_mass = 94
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weapon_bone0 = bip01_r_finger1
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weapon_bone1 = bip01_l_finger1
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weapon_bone2 = bip01_r_finger11
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damage = actor_damage
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hit_probability_gd_novice = 1 ;0.20
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hit_probability_gd_stalker = 1 ;0.30
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hit_probability_gd_veteran = 1 ;0.40
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hit_probability_gd_master = 1 ;0.50
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hit_sounds = actor_hit_snds
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;actor condition
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immunities_sect = actor_immunities_gd_novice
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condition_sect = actor_condition
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heavy_breath_snd = none ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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heavy_blood_snd = affects\heartbeat; heart\8
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heavy_danger_snd = affects\heartbeat
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material = creatures\actor
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camera_height_factor = 0.92 ;0.85
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD>
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disp_base = 1.5 ;<3B><><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
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disp_aim = 0.05
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disp_vel_factor = 2.5 ;<3B><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> 10 <20>/<2F> (<28><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD>)
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disp_accel_factor = 0.0 ;<3B><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (+ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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disp_crouch_factor = -0.65 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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disp_crouch_no_acc_factor = -0.75 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> + no acceleration
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disp_jump_factor = 1.8
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body_remove_time = 300000 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> TimeFactor)
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sleep_time_factor = 1000 ;400 ;<3B><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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max_sleep_hours = 12
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;species of monster
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species = actor
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;---STEP MANAGER------------------------------------------------------
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LegsCount = 2
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step_params = stalker_step_manager
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foot_bones = stalker_foot_bones
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memory_update_time = 100
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; visibility parameters
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DynamicObjectsCount = 32
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min_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>
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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>
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visibility_threshold = 1.0 ; <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>
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always_visible_distance = 1.0
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time_quant = 0.005
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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>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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velocity_factor = 0.5
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luminocity_factor = 0.5;0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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transparency_threshold = 0.9 ; 0.25
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still_visible_time = 15000 ; <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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quick_item_1 = medkit
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quick_item_2 = bandage
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quick_item_3 = medkit_army
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quick_item_4 = stimpack
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[actor_immunities_gd_novice]
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burn_immunity = 5.45
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strike_immunity = 0.64
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shock_immunity = 0.95
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wound_immunity = 0.70
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radiation_immunity = 0.51
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telepatic_immunity = 1.25
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chemical_burn_immunity = 1.21
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explosion_immunity = 0.39
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fire_wound_immunity = 0.33
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[actor_immunities_gd_stalker]
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burn_immunity = 7.25
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strike_immunity = 0.85
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shock_immunity = 1.26
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wound_immunity = 0.93
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radiation_immunity = 0.68
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telepatic_immunity = 1.66
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chemical_burn_immunity = 1.61
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explosion_immunity = 0.52
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fire_wound_immunity = 0.5
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[actor_immunities_gd_veteran]
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burn_immunity = 9.1
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strike_immunity = 1.07
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shock_immunity = 1.59
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wound_immunity = 1.17
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radiation_immunity = 0.85
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telepatic_immunity = 2.09
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chemical_burn_immunity = 2.02
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explosion_immunity = 0.65
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fire_wound_immunity = 0.75
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[actor_immunities_gd_master]
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burn_immunity = 10.9
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strike_immunity = 1.28
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shock_immunity = 1.90
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wound_immunity = 1.41
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radiation_immunity = 1.03
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telepatic_immunity = 2.50
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chemical_burn_immunity = 2.42
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explosion_immunity = 0.79
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fire_wound_immunity = 1.0
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[actor_condition]
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satiety_v = 0.00002 ;0.0000250 ;rate of satiety reduction with time
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radiation_v = 0.00001 ;<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 = 0.00325 ;increase strength while reducing satiety
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satiety_health_v = 0.00001 ;increase in health while reducing satiety
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satiety_critical = 0.2 ;the critical value of satiety (as a percentage of 0..1) when health begins to decrease
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radiation_health_v = 0.0018 ;0.002 ;<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 = 0.0001 ;<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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psy_health_v = 0.0015 ;0.001 ;<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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alcohol_v = -0.00052
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health_hit_part = 1.0 ;<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 = 0.035 ;<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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max_power_leak_speed = 0.000001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>) <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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max_walk_weight = 100 ; 950 ; wpn_test ; 150 ; 55 ;50 ;490 ;90
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; PROLONGED BLEEDING SYSTEM ;;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; Bullets and melee attacks can cause very severe bleeding but health loss is prolonged in time.
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bleeding_v = 0.0015 ;<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 = 0.0002 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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min_wound_size = 0.0064 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
bleed_speed_k = 0.88 ; TotalWounds * bleed_speed_k
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
;--when actor in sleep
|
|||
|
satiety_v_sleep = 0.000006
|
|||
|
radiation_v_sleep = 0.000014 ;0.0003
|
|||
|
satiety_power_v_sleep = 0.0001
|
|||
|
satiety_health_v_sleep = 0.00001
|
|||
|
radiation_health_v_sleep = 0.0012
|
|||
|
morale_v_sleep = 0.000125
|
|||
|
psy_health_v_sleep = 0.002
|
|||
|
alcohol_v_sleep = -0.0025
|
|||
|
max_power_leak_speed_sleep = -0.00001
|
|||
|
|
|||
|
bleeding_v_sleep = 0.0
|
|||
|
wound_incarnation_v_sleep = 0.0005
|
|||
|
|
|||
|
health_restore_v = 0.0 ;0.0001
|
|||
|
|
|||
|
;;;;;;;;
|
|||
|
;actor_condition only
|
|||
|
|
|||
|
jump_power = 0.018 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
jump_weight_power = 0.2 ;0.045 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
overweight_jump_k = 1.03 ;10 ;10 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> jump_weight_power)
|
|||
|
|
|||
|
stand_power = -0.005
|
|||
|
walk_power = 0.0002 ;0.00002 ;0.000012 ;Reduction of force for a second during walking without taking into account weight of a burden
|
|||
|
walk_weight_power = 0.0044 ;0.0022 ; 0.0044 orig ;0.0001 ;Reduction of force for a second during walking in view of weight of a burden, for the maximal allowable weight
|
|||
|
overweight_walk_k = 2.5 ;9 ;10 ;Factor influence of an overload of a burden (it is multiplied on walk_weight_power)
|
|||
|
accel_k = 1.3 ;1.25 ;5 ;Factor on run (it is multiplied walk_power, walk_weight_power)
|
|||
|
sprint_k = 4.0 ;75 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> "sprint" <20><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> walk_power, walk_weight_power)
|
|||
|
|
|||
|
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
limping_health_begin = 0.09 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
limping_health_end = 0.12 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
limping_power_begin = 0.18 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
limping_power_end = 0.29 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
use_limping_state = on
|
|||
|
|
|||
|
cant_walk_power_begin = 0.0015 ;The threshold of force less which actor cannot move
|
|||
|
cant_walk_power_end = 0.007 ;The threshold of force more which actor can move
|
|||
|
|
|||
|
cant_sprint_power_begin = 0.08 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
cant_sprint_power_end = 0.10 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
can_sleep_callback = dream.can_sleep_callback
|
|||
|
sleep_video_name_callback = dream.sleep_video_name_callback
|
|||
|
|
|||
|
radio_zone_max_power = 0.055 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (% <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
fire_zone_max_power = 1.15
|
|||
|
acid_zone_max_power = 0.25
|
|||
|
psi_zone_max_power = 0.25
|
|||
|
electra_zone_max_power = 4.0
|
|||
|
|
|||
|
max_power_restore_speed = 0.020
|
|||
|
max_fire_wound_protection = 1.20
|
|||
|
max_wound_protection = 2.20
|
|||
|
|
|||
|
hud_health_blink = 0.05
|
|||
|
|
|||
|
|
|||
|
[actor_thd_gd_novice] ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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> novice
|
|||
|
killing_hit_treshold = 0.0
|
|||
|
last_chance_health = 0.0
|
|||
|
invulnerable_time = 0.0
|
|||
|
|
|||
|
[actor_thd_gd_stalker] ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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> stalker
|
|||
|
killing_hit_treshold = 0.0
|
|||
|
last_chance_health = 0.0
|
|||
|
invulnerable_time = 0.0
|
|||
|
|
|||
|
[actor_thd_gd_veteran] ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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> veteran
|
|||
|
killing_hit_treshold = 0.0
|
|||
|
last_chance_health = 0.0
|
|||
|
invulnerable_time = 0.0
|
|||
|
|
|||
|
[actor_thd_gd_master] ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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> master
|
|||
|
killing_hit_treshold = 0.0
|
|||
|
last_chance_health = 0.0
|
|||
|
invulnerable_time = 0.0
|
|||
|
|
|||
|
[actor_damage]
|
|||
|
;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>
|
|||
|
;<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>)
|
|||
|
;<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>
|
|||
|
;-1 - <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><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><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
default = 0.75, -1, 1.0
|
|||
|
|
|||
|
bip01_pelvis = 0.9, 10, 1.2
|
|||
|
bip01_spine = 1.0, 10, 1.3
|
|||
|
bip01_spine1 = 1.0, 0, 1.5 ;torso
|
|||
|
bip01_spine2 = 1.0, 0, 1.5 ;stomach
|
|||
|
bip01_neck = 1.0, 0, 2.0
|
|||
|
bip01_head = 1.0, 0, 2.0
|
|||
|
eyelid_1 = 1.0, 0, 2.0
|
|||
|
eye_left = 1.0, 0, 2.0
|
|||
|
eye_right = 1.0, 0, 2.0
|
|||
|
jaw_1 = 1.0, 0, 2.0
|
|||
|
|
|||
|
bip01_l_clavicle = 0.9, 4, 1.2
|
|||
|
bip01_l_upperarm = 0.7, 4, 1.0
|
|||
|
bip01_l_forearm = 0.6, 4, 0.8
|
|||
|
bip01_l_hand = 0.5, 4, 0.6
|
|||
|
bip01_l_finger0 = 0.25, 4, 0.3
|
|||
|
bip01_l_finger01 = 0.25, 4, 0.3
|
|||
|
bip01_l_finger02 = 0.25, 4, 0.3
|
|||
|
bip01_l_finger1 = 0.25, 4, 0.3
|
|||
|
bip01_l_finger11 = 0.25, 4, 0.3
|
|||
|
bip01_l_finger12 = 0.25, 4, 0.3
|
|||
|
bip01_l_finger2 = 0.25, 4, 0.3
|
|||
|
bip01_l_finger21 = 0.25, 4, 0.3
|
|||
|
bip01_l_finger22 = 0.25, 4, 0.3
|
|||
|
|
|||
|
bip01_r_clavicle = 0.9, 2, 1.2
|
|||
|
bip01_r_upperarm = 0.7, 2, 1.0
|
|||
|
bip01_r_forearm = 0.6, 2, 0.8
|
|||
|
bip01_r_hand = 0.5, 2, 0.6
|
|||
|
bip01_r_finger0 = 0.25, 2, 0.3
|
|||
|
bip01_r_finger01 = 0.25, 2, 0.3
|
|||
|
bip01_r_finger02 = 0.25, 2, 0.3
|
|||
|
bip01_r_finger1 = 0.25, 2, 0.3
|
|||
|
bip01_r_finger11 = 0.25, 2, 0.3
|
|||
|
bip01_r_finger12 = 0.25, 2, 0.3
|
|||
|
bip01_r_finger2 = 0.25, 2, 0.3
|
|||
|
bip01_r_finger21 = 0.25, 2, 0.3
|
|||
|
bip01_r_finger22 = 0.25, 2, 0.3
|
|||
|
|
|||
|
bip01_l_thigh = 0.85, 8, 1.1
|
|||
|
bip01_l_calf = 0.65, 8, 0.9
|
|||
|
bip01_l_foot = 0.5, 8, 0.6
|
|||
|
bip01_l_toe0 = 0.25, 8, 0.3
|
|||
|
bip01_r_thigh = 0.85, 6, 1.1
|
|||
|
bip01_r_calf = 0.65, 6, 0.9
|
|||
|
bip01_r_foot = 0.5, 6, 0.6
|
|||
|
bip01_r_toe0 = 0.25, 6, 0.3
|
|||
|
|
|||
|
[actor_animation]
|
|||
|
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
fwd_l_strafe_yaw = 22.5
|
|||
|
back_l_strafe_yaw = 22.5
|
|||
|
fwd_r_strafe_yaw = 22.5
|
|||
|
back_r_strafe_yaw = 22.5
|
|||
|
l_strafe_yaw = 0
|
|||
|
r_strafe_yaw = 0
|
|||
|
|
|||
|
|
|||
|
[actor_hit_snds]
|
|||
|
burn =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4
|
|||
|
shock =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4
|
|||
|
strike =actor\drop1,actor\drop2,actor\drop3,actor\drop4 ; ,actor\hurt4
|
|||
|
wound =actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4,actor\hurt5,actor\hurt6,actor\hurt7 ; ,actor\hurt4
|
|||
|
radiation =monsters\biting\def_0 ; actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
|
|||
|
telepatic =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4
|
|||
|
fire_wound =actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4
|
|||
|
chemical_burn =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4
|
|||
|
explosion =affects\tinnitus3a
|
|||
|
wound_2 =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8
|
|||
|
light_burn =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8
|