343 lines
15 KiB
Plaintext
343 lines
15 KiB
Plaintext
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[fracture_normal]: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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;$spawn = "monsters\fracture" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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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 = 500 ; 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 = 4.5 ; option for ALife Simulator
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search_speed = 1.5 ; option for ALife Simulator
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visual = monsters\fracture\fracture.ogf
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corpse_visual = monsters\fracture\fracture.ogf
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icon = ui_npc_monster_fracture
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;Spawn_Inventory_Item_Section = mutant_fracture_hand
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;Spawn_Inventory_Item_Probability = 0.5
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MaxHealthValue = 1.0 ; range [0..200]
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rank = 3
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spec_rank = normal
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smart_terrain_choose_interval = 00:25:00 ;00:15:00
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ef_creature_type = 21 ; option for evaluation functions
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ef_weapon_type = 4
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ef_detector_type = 1
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panic_threshold = 0.1
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satiety_threshold = 0.5
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jump_max_height = 1.0
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cform = skeleton ; collision class
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class = SM_IZLOM ; AI class
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rank = 7
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script_binding = bind_monster.bind
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bone_torso = bip01_spine1 ; bone name
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head ; bone name
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weapon_usage = 0 ; boolean
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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 = 0.1
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ph_mass = 170.
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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;---------------------------------------------------------------------
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ph_skeleton_airr_lin_factor = 1.1 ;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 = 5.0 ;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 = 5.0 ;<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 = 8.0
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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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SoundThreshold = 0.06 ; range [0..1]
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eye_fov = 170;
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eye_range = 100 ;30
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max_hear_dist = 90
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hit_power = 50.0;
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ImpulseMin = 500.0
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ImpulseMax = 550.0
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 1.4, 1.4, 1, 1
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Velocity_WalkFwdNormal = 0.9, 2.5, 2.5, 0.02, 2.0
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Velocity_RunFwdNormal = 3.0, 3.5, 3.5, 0.4, 1
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Velocity_WalkFwdDamaged = 0.7, 3.0, 3.0, 0.2, 2.0
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Velocity_RunFwdDamaged = 5.0, 3.0, 3.0, 0.2, 1
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Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
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Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 7.5
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;attack parameters
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MinAttackDist = 1.8
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MaxAttackDist = 3
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as_min_dist = 0.5
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as_step = 0.5
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feel_enemy_who_just_hit_max_distance = 20 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DayTime_Begin = 0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DayTime_End = 21 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Min_Satiety = 0.4 ; <20><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>)
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Max_Satiety = 1.0 ; <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD>v<EFBFBD>)
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distance_to_corpse = 50 ; <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><>v
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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>
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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 = 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>
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always_visible_distance = 0.3
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time_quant = 0.001
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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>
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velocity_factor = 0.5
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luminocity_factor = 1.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
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transparency_threshold = 0.25
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vision_free_section = fracture_vision_free
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vision_danger_section = fracture_vision_danger
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terrain = fracture_terrain
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hit_type = wound
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;entity condition
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; entity condition
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satiety_v = 0.00001 ;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 = 0.005 ;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 = 0.4 ;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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immunities_sect = fracture_normal_immunities
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0.4 ;<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 = 0.01 ;<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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sleep_health = 1.0 ;1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><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> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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eat_slice = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><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><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
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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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sound_idle = monsters\fracture\fracture_idle_
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sound_eat = monsters\fracture\fracture_eat_
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sound_aggressive = monsters\fracture\fracture_attack_
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sound_attack_hit = monsters\fracture\fracture_attack_hit_
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sound_take_damage = monsters\fracture\fracture_take_damage_
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sound_die = monsters\fracture\fracture_die_
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sound_threaten = monsters\biting\def_
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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\fracture\fracture_attack_
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sound_growling = monsters\biting\def_
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sound_die_in_anomaly = monsters\fracture\fracture_die_
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
|
|||
|
|
|||
|
|
|||
|
idle_sound_delay = 125000
|
|||
|
eat_sound_delay = 3000
|
|||
|
attack_sound_delay = 4000
|
|||
|
|
|||
|
sound_distant_idle = ambient\soundscape\mutants\zombie\distant_
|
|||
|
distant_idle_sound_delay = 50000
|
|||
|
distant_idle_sound_range = 50.0
|
|||
|
|
|||
|
DamagedThreshold = 0.5
|
|||
|
critical_wound_threshold = -1
|
|||
|
critical_wound_decrease_quant = 0.
|
|||
|
|
|||
|
material = creatures\medium
|
|||
|
DynamicObjectsCount = 32
|
|||
|
|
|||
|
squad_attack_algorithm = 1
|
|||
|
|
|||
|
LegsCount = 2
|
|||
|
|
|||
|
attack_effector = monster_attack_effector
|
|||
|
attack_params = fracture_normal_attack_params
|
|||
|
step_params = fracture_normal_step_params
|
|||
|
damage = Fracture_normal_damage
|
|||
|
|
|||
|
;species of monster
|
|||
|
species = fracture
|
|||
|
community = fracture
|
|||
|
|
|||
|
[Fracture_normal_damage]
|
|||
|
;bone_name = <hit_scale>,-1,<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>
|
|||
|
|
|||
|
default = 1, -1, 0.3
|
|||
|
|
|||
|
bip01_pelvis = 1, -1, 0.4
|
|||
|
bip01_spine = 1, -1, 0.4
|
|||
|
bip01_spine1 = 1, -1, 0.4
|
|||
|
bip01_neck = 1.5, -1, 1.0
|
|||
|
bip01_head = 3, -1, 0.5
|
|||
|
|
|||
|
[fracture_terrain]
|
|||
|
255,000,255,255
|
|||
|
|
|||
|
|
|||
|
;---EVALUATION FUNCTIONS----------------------------------------------
|
|||
|
|
|||
|
|
|||
|
|
|||
|
[fracture_normal_attack_params]
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
stand_attack_0 = 0.45, 0.55, 15, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
|||
|
stand_attack_1 = 0.45, 0.65, 19, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
|||
|
stand_attack_2 = 0.45, 0.75, 17, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
|||
|
|
|||
|
[fracture_normal_attack_effector]
|
|||
|
|
|||
|
duality_h = 0.01
|
|||
|
duality_v = 0.01
|
|||
|
blur = 0.01
|
|||
|
gray = 0.5
|
|||
|
noise_intensity = 0.0
|
|||
|
noise_grain = 1
|
|||
|
noise_fps = 30
|
|||
|
color_base = 0.255,0.0,0.0
|
|||
|
color_gray = 0.333,0.333,0.333
|
|||
|
color_add = 0,0,0
|
|||
|
time = 0.4
|
|||
|
time_attack = 0.10 ; fade in
|
|||
|
time_release = 0.35 ; fade out
|
|||
|
|
|||
|
; camera effects
|
|||
|
ce_time = 0.5 ;time
|
|||
|
ce_amplitude = -15.0
|
|||
|
ce_period_number = 1.5 ;2.0
|
|||
|
ce_power = 1.5 ;0.7 ; power
|
|||
|
|
|||
|
|
|||
|
[fracture_normal_step_params]
|
|||
|
;---------------------------------------------------------------------------
|
|||
|
; anim | Cycles | time1 | power1 | time2 | power2 |
|
|||
|
;---------------------------------------------------------------------------
|
|||
|
stand_walk_fwd_0 = 1, 0.01, 1, 0.25, 0.7,
|
|||
|
stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; IMMUNITIES
|
|||
|
;===========================================================================
|
|||
|
[fracture_normal_immunities]
|
|||
|
burn_immunity = 0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
strike_immunity = 0.8
|
|||
|
shock_immunity = 0.8
|
|||
|
wound_immunity = 0.50 ;0.75 ;1.0
|
|||
|
radiation_immunity = 0.5
|
|||
|
telepatic_immunity = 1.0
|
|||
|
chemical_burn_immunity = 0.2
|
|||
|
explosion_immunity = 0.8
|
|||
|
fire_wound_immunity = 9
|
|||
|
|
|||
|
|
|||
|
; <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>.
|
|||
|
|
|||
|
[fracture_vision_free]
|
|||
|
min_view_distance = 0.4 ; min range of cone based on eye_range
|
|||
|
max_view_distance = 0.7 ; max range of cone based on eye_range
|
|||
|
visibility_threshold = 25 ;Threshold in which object becomes visible based on factors
|
|||
|
always_visible_distance = 0 ;Distance object is always considered visible (float)
|
|||
|
time_quant = 0.005 ;step increment to for sight calculations
|
|||
|
decrease_value = 0.1 ;Decrease over time to overall threshold
|
|||
|
velocity_factor = 0.6 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
|
|||
|
luminocity_factor = 0.8 ;Low value = easier to see at night
|
|||
|
transparency_threshold = 0.3 ;Low value = easier to see through objects
|
|||
|
still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
|
|||
|
|
|||
|
[fracture_vision_danger]
|
|||
|
min_view_distance = 0.4 ; min range of cone based on eye_range
|
|||
|
max_view_distance = 1.0 ; max range of cone based on eye_range
|
|||
|
visibility_threshold = 25 ;Threshold in which object becomes visible based on factors
|
|||
|
always_visible_distance = 0 ;Distance object is always considered visible (float)
|
|||
|
time_quant = 0.0055 ;step increment to for sight calculations
|
|||
|
decrease_value = 0.1 ;Decrease over time to overall threshold
|
|||
|
velocity_factor = 1.0 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
|
|||
|
luminocity_factor = 0.8 ;Low value = easier to see at night
|
|||
|
transparency_threshold = 0.3 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
|
|||
|
still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
|
|||
|
[fracture_weak]:fracture_normal
|
|||
|
MaxHealthValue = 0.75 ; range [0..200]
|
|||
|
|
|||
|
skin_armor = 0.01
|
|||
|
hit_fraction_monster = 0.8
|
|||
|
|
|||
|
rank = 1
|
|||
|
spec_rank = weak
|
|||
|
|
|||
|
[fracture_strong]:fracture_normal
|
|||
|
MaxHealthValue = 1.5 ; range [0..200]
|
|||
|
|
|||
|
skin_armor = 0.02
|
|||
|
hit_fraction_monster = 0.7
|
|||
|
|
|||
|
rank = 6
|
|||
|
spec_rank = strong
|
|||
|
|
|||
|
[fracture_2]:fracture_normal
|
|||
|
MaxHealthValue = 1.0 ; range [0..200]
|
|||
|
|
|||
|
skin_armor = 0.01
|
|||
|
hit_fraction_monster = 0.8
|
|||
|
|
|||
|
rank = 3
|
|||
|
spec_rank = normal
|
|||
|
|
|||
|
[fracture_3]:fracture_normal
|
|||
|
MaxHealthValue = 1.25 ; range [0..200]
|
|||
|
|
|||
|
skin_armor = 0.01
|
|||
|
hit_fraction_monster = 0.8
|
|||
|
|
|||
|
rank = 3
|
|||
|
spec_rank = normal
|