658 lines
28 KiB
Plaintext
658 lines
28 KiB
Plaintext
|
;===========================================================================
|
|||
|
; FLESH
|
|||
|
;===========================================================================
|
|||
|
[m_flesh_e]:monster_base
|
|||
|
GroupControlSection = spawn_group
|
|||
|
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_gravi_zone
|
|||
|
$spawn = "monsters\fleshes\flesh_base" ; option for Level Editor
|
|||
|
$npc = on ; option for Level Editor
|
|||
|
$prefetch = 16
|
|||
|
Scheduled = on ; option for ALife Simulator
|
|||
|
Human = off ; option for ALife Simulator
|
|||
|
Health = 350 ; option for ALife Simulator
|
|||
|
MinSpeed = 1.0 ; option for ALife Simulator
|
|||
|
MaxSpeed = 1.5 ; option for ALife Simulator
|
|||
|
going_speed = 3.0 ; option for ALife Simulator
|
|||
|
current_level_going_speed = 3;2 ; option for ALife Simulator
|
|||
|
search_speed = .5 ; option for ALife Simulator
|
|||
|
visual = monsters\flesh\flesh
|
|||
|
corpse_visual = monsters\flesh\flesh_dead
|
|||
|
icon = ui_npc_monster_flesh
|
|||
|
MaxHealthValue = 200 ; range [0..200]
|
|||
|
DynamicObjectsCount = 8
|
|||
|
smart_terrain_choose_interval = 00:15:00
|
|||
|
|
|||
|
spawn_phantom = m_phantom_flesh
|
|||
|
can_spawn_phantom = false
|
|||
|
|
|||
|
;Spawn_Inventory_Item_Section = mutant_flesh_eye
|
|||
|
;Spawn_Inventory_Item_Probability = 0.8
|
|||
|
|
|||
|
ef_creature_type = 7 ; option for evaluation functions
|
|||
|
ef_weapon_type = 2
|
|||
|
ef_detector_type = 1
|
|||
|
panic_threshold = 0.45
|
|||
|
|
|||
|
cform = skeleton ; collision class
|
|||
|
class = SM_FLESH ; AI class
|
|||
|
|
|||
|
script_binding = bind_monster.bind
|
|||
|
|
|||
|
bone_torso = bip01_spine1 ; bone name
|
|||
|
bone_head = bip01_head ; bone name
|
|||
|
bone_fire = bip01_head ; bone name
|
|||
|
weapon_usage = 0 ; boolean
|
|||
|
|
|||
|
;------------------------------------------------------------------------
|
|||
|
; Influences
|
|||
|
;------------------------------------------------------------------------
|
|||
|
|
|||
|
fire_max_distance = 0
|
|||
|
fire_max_power = 5
|
|||
|
fire_linear_factor = 0
|
|||
|
fire_quadratic_factor = 0.025
|
|||
|
|
|||
|
psy_max_distance = 0
|
|||
|
psy_max_power = 5
|
|||
|
psy_linear_factor = 0.05
|
|||
|
psy_quadratic_factor = 0
|
|||
|
|
|||
|
radiation_max_distance = 0
|
|||
|
radiation_max_power = 0.01
|
|||
|
radiation_linear_factor = 1
|
|||
|
radiation_quadratic_factor = 1
|
|||
|
radiation_pp_effector_name = postprocess_rad
|
|||
|
radiation_pp_highest_at = 0.02
|
|||
|
|
|||
|
;---------------------------------------------------------------------
|
|||
|
; Physics
|
|||
|
;---------------------------------------------------------------------
|
|||
|
; movement
|
|||
|
ph_box0_center = 0.0, 0.9, 0.0
|
|||
|
ph_box0_size = 0.55, 0.9, 0.55
|
|||
|
ph_box1_center = 0.0, 0.6, 0.0
|
|||
|
ph_box1_size = 0.40, 0.6, 0.40
|
|||
|
ph_crash_speed_min = 10
|
|||
|
ph_crash_speed_max = 30
|
|||
|
ph_collision_damage_factor = 0.1
|
|||
|
ph_mass = 200;100 ; also it's the food
|
|||
|
|
|||
|
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
|
|||
|
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
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>)
|
|||
|
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))
|
|||
|
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>)
|
|||
|
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>
|
|||
|
|
|||
|
ph_skel_fatal_impulse_factor = 12.0
|
|||
|
ph_after_death_velocity_factor= 0.75
|
|||
|
ph_skel_shot_up_factor = 0.25
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
|
|||
|
;---------------------------------------------------------------------
|
|||
|
; Squad seperation behaviour (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
;---------------------------------------------------------------------
|
|||
|
separate_factor = 0.8 ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
separate_range = 3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
; Movement::Velocities & Acceleration
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
|
|||
|
; speed factors linear | angular_real | angular_path | min | max
|
|||
|
Velocity_Stand = 0, 1.79, 1.79 1, 1
|
|||
|
Velocity_WalkFwdNormal = 1.5, 2.0, 2.0, 0.2, 2.0
|
|||
|
Velocity_WalkFwdDamaged = 1.2, 1.14, 1.14, 0.2, 2.0
|
|||
|
Velocity_RunFwdNormal = 8.0, 2.5, 2.5, 0.2, 1
|
|||
|
Velocity_RunFwdDamaged = 4.5, 3.0, 3.0, 0.3, 1
|
|||
|
Velocity_Drag = 1.5, 2.14, 2.14, 1, 1
|
|||
|
Velocity_Steal = 1.3, 2.14, 2.14, 1, 1
|
|||
|
|
|||
|
; acceleration
|
|||
|
Accel_Generic = 1.5
|
|||
|
Accel_Calm = 2.5
|
|||
|
Accel_Aggressive = 4.0
|
|||
|
|
|||
|
;--------------------------------------------------------------------------
|
|||
|
; Attack parameters
|
|||
|
;--------------------------------------------------------------------------
|
|||
|
|
|||
|
MinAttackDist = 2.3
|
|||
|
MaxAttackDist = 2.9
|
|||
|
|
|||
|
as_min_dist = 1.3
|
|||
|
as_step = 0.4
|
|||
|
|
|||
|
Melee_Rotation_Factor = 1.8
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
; Entity Conditions
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
|
|||
|
satiety_v = 0.0001 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
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>
|
|||
|
satiety_power_v = 0.005 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
satiety_health_v = 0.0005 ;0.001 ;0.03 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
satiety_critical = -1.0 ;0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>𪹸<EFBFBD>
|
|||
|
radiation_health_v = 0.01 ;0.006 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
morale_v = 0.035 ;<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>
|
|||
|
health_hit_part = 1.0 ;0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <09><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
power_hit_part = 1.0 ;0.9 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <09><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v
|
|||
|
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>
|
|||
|
health_restore_v = 0.00006
|
|||
|
|
|||
|
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
bleeding_v = 0.005 ;<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>
|
|||
|
wound_incarnation_v = 0.004 ;<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>)
|
|||
|
min_wound_size = 0.012
|
|||
|
|
|||
|
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>
|
|||
|
sleep_power = 1.0 ;1.5
|
|||
|
sleep_satiety = 1.0 ;0.8
|
|||
|
sleep_radiation = 1.0 ;1.1
|
|||
|
sleep_psy_health = 1.0
|
|||
|
|
|||
|
eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
|
|||
|
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>
|
|||
|
eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
satiety_threshold = 0.5 ; below this value monster fill hunger
|
|||
|
|
|||
|
;---------------------------------------------------------
|
|||
|
; Sounds and sound parameters
|
|||
|
;---------------------------------------------------------
|
|||
|
|
|||
|
SoundThreshold = 0.07 ; range [0..1]
|
|||
|
max_hear_dist = 40
|
|||
|
|
|||
|
sound_idle = monsters\flesh\flesh_idle_
|
|||
|
sound_eat = monsters\flesh\flesh_eat_
|
|||
|
sound_aggressive = monsters\flesh\flesh_aggressive_
|
|||
|
sound_attack_hit = monsters\flesh\flesh_attack_ ;hit_
|
|||
|
sound_take_damage = monsters\flesh\flesh_pain_
|
|||
|
sound_die = monsters\flesh\flesh_death_
|
|||
|
sound_threaten = monsters\flesh\flesh_attack_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\flesh\flesh_panic_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\flesh\flesh_anomaly_death_
|
|||
|
sound_distant = mmonsters\boar\distant_
|
|||
|
|
|||
|
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
|
|||
|
|
|||
|
idle_sound_delay = 85000
|
|||
|
eat_sound_delay = 3000
|
|||
|
attack_sound_delay = 6000
|
|||
|
|
|||
|
sound_distant_idle = ambient\soundscape\mutants\flesh\distant_
|
|||
|
distant_idle_sound_delay = 50000
|
|||
|
distant_idle_sound_range = 50.0
|
|||
|
|
|||
|
|
|||
|
;---------------------------------------------------------
|
|||
|
; Logic
|
|||
|
;---------------------------------------------------------
|
|||
|
|
|||
|
DayTime_Begin = 6 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
DayTime_End = 21 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Min_Satiety = 0.4 ;0.6 ; <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>)
|
|||
|
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>)
|
|||
|
|
|||
|
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
; Morale
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
|
|||
|
Morale_Hit_Quant = 0.2
|
|||
|
Morale_Attack_Success_Quant = 0.1
|
|||
|
Morale_Take_Heart_Speed = 0.1
|
|||
|
Morale_Despondent_Speed = 0.1
|
|||
|
Morale_Stable_Speed = 0.005
|
|||
|
Morale_Despondent_Threashold = 0.1
|
|||
|
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
; Other Stuff (refactoring needed)
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
|
|||
|
critical_wound_threshold = 0.4
|
|||
|
critical_wound_decrease_quant = 0.
|
|||
|
|
|||
|
critical_wound_anim_head = critical_hit_head_0
|
|||
|
critical_wound_bones_head = flesh_critical_wound_bones_head
|
|||
|
|
|||
|
critical_wound_anim_torso = critical_hit_torso_0
|
|||
|
critical_wound_bones_torso = flesh_critical_wound_bones_torso
|
|||
|
|
|||
|
critical_wound_anim_legs = critical_hit_torso_0
|
|||
|
critical_wound_bones_legs = flesh_critical_wound_bones_legs
|
|||
|
|
|||
|
|
|||
|
distance_to_corpse = 0.9; <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
|
|||
|
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
|
|||
|
|
|||
|
DamagedThreshold = 0.4
|
|||
|
|
|||
|
material = creatures\hoof
|
|||
|
step_params = m_flesh_step_params
|
|||
|
LegsCount = 4
|
|||
|
|
|||
|
;species of monster
|
|||
|
species = flesh
|
|||
|
|
|||
|
terrain = flesh_terrain
|
|||
|
damage = m_flesh_damage
|
|||
|
protections_sect = flesh_protections
|
|||
|
immunities_sect = flesh_immunities
|
|||
|
attack_effector = m_flesh_attack_effector
|
|||
|
attack_params = m_flesh_attack_params
|
|||
|
|
|||
|
|
|||
|
;---------------------------------------------------------
|
|||
|
; Vision
|
|||
|
;---------------------------------------------------------
|
|||
|
|
|||
|
eye_fov = 240
|
|||
|
eye_range = 80 ;30
|
|||
|
|
|||
|
; number of visible objects monster can handle
|
|||
|
DynamicObjectsCount = 8
|
|||
|
|
|||
|
vision_free_section = flesh_vision_free
|
|||
|
vision_danger_section = flesh_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>.
|
|||
|
|
|||
|
[flesh_vision_free]
|
|||
|
min_view_distance = 0.75 ; <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 = 60 ; <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 = 1.35
|
|||
|
time_quant = 0.004
|
|||
|
decrease_value = 0.011 ; <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 = 0.7
|
|||
|
luminocity_factor = 0.7 ; <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 = 0.30
|
|||
|
|
|||
|
[flesh_vision_danger]
|
|||
|
min_view_distance = 1.2 ; <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 = 60 ; <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 = 1.35
|
|||
|
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 = 0.3
|
|||
|
luminocity_factor = 0.7 ; <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 = 0.30
|
|||
|
|
|||
|
feel_enemy_who_just_hit_max_distance = 350
|
|||
|
|
|||
|
[flesh_terrain]
|
|||
|
255,000,255,255
|
|||
|
|
|||
|
[m_Flesh_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 = 0.75, -1, 0.3
|
|||
|
|
|||
|
bip01_pelvis = 2.0, -1, 0.8
|
|||
|
bip01_spine = 0.9, -1, 0.4
|
|||
|
bip01_neck = 0.75, -1, 1.5
|
|||
|
bip01_head = 0.7, -1, 0.3
|
|||
|
|
|||
|
[flesh_protections]
|
|||
|
skin_armor = 0.25
|
|||
|
hit_fraction_monster = 0.67
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; Immunities
|
|||
|
;===========================================================================
|
|||
|
[flesh_immunities]
|
|||
|
burn_immunity = 1.34 ; = 0.65 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
strike_immunity = 1
|
|||
|
shock_immunity = 0.88 ; = 1.0
|
|||
|
wound_immunity = 0.54
|
|||
|
radiation_immunity = 0.0
|
|||
|
telepatic_immunity = 1.0
|
|||
|
chemical_burn_immunity = 1.28 ; = 3.0 ; = 0.5
|
|||
|
explosion_immunity = 0.65
|
|||
|
fire_wound_immunity = 0.45 ; .28
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; Attack Animation Parameters
|
|||
|
;===========================================================================
|
|||
|
[m_flesh_attack_params]
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
;Left leg strike
|
|||
|
stand_attack_0 = 0.25, 0.45, 70, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
;Both leg strike
|
|||
|
stand_attack_1 = 0.30, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
stand_attack_2 = 0.30, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
stand_attack_3 = 0.40, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; Step Events
|
|||
|
;===========================================================================
|
|||
|
[m_flesh_step_params]
|
|||
|
;-------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
|
|||
|
;-------------------------------------------------------------------------------------------------------------
|
|||
|
stand_walk_fwd_0 = 8, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
|
|||
|
stand_walk_fwd_dmg_0= 7, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
|
|||
|
stand_run_0 = 6, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
|
|||
|
stand_run_dmg_0 = 6, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
|
|||
|
stand_crawl_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
|
|||
|
stand_drag_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; SPECIAL EFFECTORS
|
|||
|
;===========================================================================
|
|||
|
[m_flesh_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 = 0.65,0.15,0.1
|
|||
|
color_gray = 0.333,0.333,0.333
|
|||
|
color_add = 0,0,0
|
|||
|
time = 0.3
|
|||
|
time_attack = 0.05 ; fade in
|
|||
|
time_release = 0.25 ; fade out
|
|||
|
|
|||
|
; camera effects
|
|||
|
ce_time = 0.45 ;time
|
|||
|
ce_amplitude = -10.0
|
|||
|
ce_period_number = 2.0
|
|||
|
ce_power = 1.5 ;0.7 ; power
|
|||
|
|
|||
|
;*********************************************************************************
|
|||
|
;WEAK PROFILE
|
|||
|
;*********************************************************************************
|
|||
|
|
|||
|
[flesh_weak]:m_flesh_e
|
|||
|
panic_threshold = 0.55
|
|||
|
immunities_sect = flesh_immunities_weak
|
|||
|
attack_params = flesh_attack_params_weak
|
|||
|
$spawn = "monsters\fleshes\flesh_weak"
|
|||
|
MaxHealthValue = 0.75 ; range [0..200]
|
|||
|
|
|||
|
skin_armor = 0.08
|
|||
|
|
|||
|
[flesh_immunities_weak]
|
|||
|
burn_immunity = 1.19 ; = 0.65
|
|||
|
strike_immunity = 0.55
|
|||
|
shock_immunity = 0.78 ; = 0.4
|
|||
|
wound_immunity = 0.47
|
|||
|
radiation_immunity = 0.0
|
|||
|
telepatic_immunity = 0.0
|
|||
|
chemical_burn_immunity = 1.11 ; = 3.0 ; = 0.5
|
|||
|
explosion_immunity = 0.65
|
|||
|
fire_wound_immunity = 1.0
|
|||
|
|
|||
|
[flesh_attack_params_weak]
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
;Left leg strike
|
|||
|
stand_attack_0 = 0.25, 0.4, 50, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.0
|
|||
|
;Both leg strike
|
|||
|
stand_attack_1 = 0.30, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
stand_attack_2 = 0.30, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
stand_attack_3 = 0.40, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
|
|||
|
|
|||
|
|
|||
|
;*********************************************************************************
|
|||
|
; NORMAL PROFILE
|
|||
|
;*********************************************************************************
|
|||
|
|
|||
|
[flesh_normal]:m_flesh_e
|
|||
|
$spawn = "monsters\fleshes\flesh_02_normal"
|
|||
|
visual = monsters\flesh\flesh
|
|||
|
corpse_visual = monsters\flesh\flesh_dead
|
|||
|
icon = ui_npc_monster_flesh
|
|||
|
panic_threshold = 0.45
|
|||
|
rank = 2
|
|||
|
immunities_sect = flesh_immunities_normal
|
|||
|
attack_params = flesh_attack_params_normal
|
|||
|
spec_rank = normal
|
|||
|
community = flesh
|
|||
|
|
|||
|
|
|||
|
[flesh_immunities_normal]
|
|||
|
burn_immunity = 1.34 ; = 0.65
|
|||
|
strike_immunity = 0.65
|
|||
|
shock_immunity = 0.88 ; = 0.4
|
|||
|
wound_immunity = 0.54
|
|||
|
radiation_immunity = 0.0
|
|||
|
telepatic_immunity = 0.0
|
|||
|
chemical_burn_immunity = 1.28 ; = 3.0 ; = 0.5
|
|||
|
explosion_immunity = 0.6
|
|||
|
fire_wound_immunity = 0.9
|
|||
|
|
|||
|
[flesh_attack_params_normal]
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
;Left leg strike
|
|||
|
stand_attack_0 = 0.25, 0.4, 50, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.0
|
|||
|
;Both leg strike
|
|||
|
stand_attack_1 = 0.30, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
stand_attack_2 = 0.30, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
stand_attack_3 = 0.40, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
; Movement::Velocities & Acceleration
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
|
|||
|
; speed factors linear | angular_real | angular_path | min | max
|
|||
|
Velocity_Stand = 0, 1.79, 1.79 1, 1
|
|||
|
Velocity_WalkFwdNormal = 1.5, 2.0, 2.0, 0.2, 2.0
|
|||
|
Velocity_WalkFwdDamaged = 1.2, 1.14, 1.14, 0.2, 2.0
|
|||
|
Velocity_RunFwdNormal = 8.0, 2.5, 2.5, 0.2, 1
|
|||
|
Velocity_RunFwdDamaged = 6.5, 3.0, 3.0, 0.3, 1
|
|||
|
Velocity_Drag = 1.5, 2.14, 2.14, 1, 1
|
|||
|
Velocity_Steal = 1.3, 2.14, 2.14, 1, 1
|
|||
|
|
|||
|
; acceleration
|
|||
|
Accel_Generic = 1.5
|
|||
|
Accel_Calm = 2.5
|
|||
|
Accel_Aggressive = 4.0
|
|||
|
|
|||
|
;*********************************************************************************
|
|||
|
; STRONG PROFILE
|
|||
|
;*********************************************************************************
|
|||
|
|
|||
|
[flesh_strong]:m_flesh_e
|
|||
|
$spawn = "monsters\fleshes\flesh_03_strong"
|
|||
|
visual = monsters\flesh\flesh_strong
|
|||
|
corpse_visual = monsters\flesh\flesh_dead
|
|||
|
icon = ui_npc_monster_flesh_strong
|
|||
|
panic_threshold = 0.35
|
|||
|
rank = 3
|
|||
|
immunities_sect = flesh_immunities_strong
|
|||
|
attack_params = flesh_attack_params_strong
|
|||
|
spec_rank = strong
|
|||
|
community = flesh
|
|||
|
|
|||
|
damage = m_flesh_strong_damage
|
|||
|
|
|||
|
[m_Flesh_strong_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 = 0.75, -1, 0.65
|
|||
|
|
|||
|
bip01_pelvis = 1.0, -1, 0.25
|
|||
|
bip01_spine = 0.9, -1, 0.1
|
|||
|
bip01_neck = 0.7, -1, 1.7
|
|||
|
bip01_head = 0.2, -1, 0.05
|
|||
|
|
|||
|
[flesh_immunities_strong]
|
|||
|
burn_immunity = 1.34 ; = 0.65
|
|||
|
strike_immunity = 0.65
|
|||
|
shock_immunity = 0.88 ; = 0.4
|
|||
|
wound_immunity = 0.48
|
|||
|
radiation_immunity = 0.0
|
|||
|
telepatic_immunity = 0.0
|
|||
|
chemical_burn_immunity = 1.28 ; = 3.0 ; = 0.5
|
|||
|
explosion_immunity = 0.55
|
|||
|
fire_wound_immunity = 0.7
|
|||
|
|
|||
|
[flesh_attack_params_strong]
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
;Left leg strike
|
|||
|
stand_attack_0 = 0.25, 0.65, 55, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.0
|
|||
|
;Both leg strike
|
|||
|
stand_attack_1 = 0.30, 0.65, 75, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
stand_attack_2 = 0.30, 0.65, 75, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
stand_attack_3 = 0.40, 0.65, 75, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
|
|||
|
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
; Movement::Velocities & Acceleration
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
|
|||
|
; speed factors linear | angular_real | angular_path | min | max
|
|||
|
Velocity_Stand = 0, 1.79, 1.79 1, 1
|
|||
|
Velocity_WalkFwdNormal = 1.5, 2.0, 2.0, 0.2, 2.0
|
|||
|
Velocity_WalkFwdDamaged = 1.2, 1.14, 1.14, 0.2, 2.0
|
|||
|
Velocity_RunFwdNormal = 8.0, 2.5, 2.5, 0.2, 1
|
|||
|
Velocity_RunFwdDamaged = 6.5, 3.0, 3.0, 0.3, 1
|
|||
|
Velocity_Drag = 1.5, 2.14, 2.14, 1, 1
|
|||
|
Velocity_Steal = 1.3, 2.14, 2.14, 1, 1
|
|||
|
|
|||
|
; acceleration
|
|||
|
Accel_Generic = 1.5
|
|||
|
Accel_Calm = 2.5
|
|||
|
Accel_Aggressive = 4.0
|
|||
|
|
|||
|
[flesh_group]
|
|||
|
GroupControlSection = spawn_group
|
|||
|
;$spawn = "monsters\flesh-group" ; option for Level Editor
|
|||
|
$npc = on ; option for Level Editor
|
|||
|
Human = off ; option for ALife Simulator
|
|||
|
class = AI_FLE_G ; AI class
|
|||
|
monster_section = m_flesh_e
|
|||
|
|
|||
|
[flesh_critical_wound_bones_head]
|
|||
|
bip01_neck
|
|||
|
bip01_head
|
|||
|
bip01_ponytail1
|
|||
|
bip01_ponytail2
|
|||
|
|
|||
|
[flesh_critical_wound_bones_torso]
|
|||
|
bip01_pelvis
|
|||
|
bip01_l_calf
|
|||
|
bip01_r_calf
|
|||
|
bip01_spine
|
|||
|
bip01_spine1
|
|||
|
bip01_spine2
|
|||
|
bip01_l_clavicle
|
|||
|
bip01_r_clavicle
|
|||
|
|
|||
|
[flesh_critical_wound_bones_legs]
|
|||
|
bip01_l_horselink
|
|||
|
bip01_l_foot
|
|||
|
bip01_l_toe0
|
|||
|
bip01_r_thigh
|
|||
|
bip01_r_horselink
|
|||
|
bip01_r_foot
|
|||
|
bip01_r_toe0
|
|||
|
bip01_l_upperarm
|
|||
|
bip01_l_forearm
|
|||
|
bip01_l_hand
|
|||
|
bip01_l_finger0
|
|||
|
bip01_l_finger01
|
|||
|
bip01_r_upperarm
|
|||
|
bip01_r_forearm
|
|||
|
bip01_r_hand
|
|||
|
bip01_r_finger0
|
|||
|
bip01_r_finger01
|
|||
|
bip01_l_thigh
|
|||
|
|
|||
|
|
|||
|
|
|||
|
[flesh_01a_weak]:flesh_weak
|
|||
|
$spawn = "monsters\fleshes\flesh_01a_weak"
|
|||
|
visual = monsters\flesh\flesh_small
|
|||
|
corpse_visual = monsters\flesh\flesh_small_dead
|
|||
|
MaxHealthValue = 0.75 ; range [0..200]
|
|||
|
|
|||
|
[flesh_02a_weak]:flesh_weak
|
|||
|
$spawn = "monsters\fleshes\flesh_02a_weak"
|
|||
|
visual = monsters\flesh\flesh2_small
|
|||
|
corpse_visual = monsters\flesh\flesh2_small_dead
|
|||
|
MaxHealthValue = 0.75 ; range [0..200]
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Normal -------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
[flesh_01a_normal]:flesh_normal
|
|||
|
$spawn = "monsters\fleshes\flesh_01a_normal"
|
|||
|
visual = monsters\flesh\flesh
|
|||
|
corpse_visual = monsters\flesh\flesh_dead
|
|||
|
MaxHealthValue = 1.0 ; range [0..200]
|
|||
|
|
|||
|
[flesh_02a_normal]:flesh_normal
|
|||
|
$spawn = "monsters\fleshes\flesh_02a_normal"
|
|||
|
visual = monsters\flesh\flesh2
|
|||
|
corpse_visual = monsters\flesh\flesh2_dead
|
|||
|
MaxHealthValue = 1.0 ; range [0..200]
|
|||
|
|
|||
|
[flesh_03a_normal]:flesh_normal ;added
|
|||
|
$spawn = "monsters\fleshes\flesh_01a_normal"
|
|||
|
visual = monsters\flesh\flesh3
|
|||
|
corpse_visual = monsters\flesh\flesh3
|
|||
|
MaxHealthValue = 1.25 ; range [0..200]
|
|||
|
going_speed = 5.0
|
|||
|
current_level_going_speed = 5
|
|||
|
search_speed = .5
|
|||
|
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Strong -------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
[flesh_01a_strong]:flesh_strong
|
|||
|
$spawn = "monsters\fleshes\flesh_01a_strong"
|
|||
|
visual = monsters\flesh\flesh_big
|
|||
|
corpse_visual = monsters\flesh\flesh_big_dead
|
|||
|
MaxHealthValue = 1.25 ; range [0..200]
|
|||
|
|
|||
|
[flesh_02a_strong]:flesh_strong
|
|||
|
$spawn = "monsters\fleshes\flesh_02a_strong"
|
|||
|
visual = monsters\flesh\flesh2_big
|
|||
|
corpse_visual = monsters\flesh\flesh2_big_dead
|
|||
|
MaxHealthValue = 1.25 ; range [0..200]
|
|||
|
|
|||
|
[flesh_03a_strong]:flesh_strong ;added
|
|||
|
$spawn = "monsters\fleshes\flesh_01a_strong"
|
|||
|
visual = monsters\flesh\flesh3_strong
|
|||
|
corpse_visual = monsters\flesh\flesh3_strong
|
|||
|
MaxHealthValue = 1.5 ; range [0..200]
|
|||
|
going_speed = 5.0
|
|||
|
current_level_going_speed = 5
|
|||
|
search_speed = .5
|
|||
|
|
|||
|
[flesh_bolot]:flesh_strong
|
|||
|
visual = monsters\flesh\fleshasd
|
|||
|
MaxHealthValue = 1.25 ; range [0..200] ; option for ALife Simulator
|
|||
|
going_speed = 5.0
|
|||
|
current_level_going_speed = 5
|
|||
|
search_speed = .5
|
|||
|
|
|||
|
|
|||
|
[flesh_bolot1]:flesh_strong
|
|||
|
visual = monsters\flesh\fleshasda
|
|||
|
MaxHealthValue = 1.25 ; range [0..200] ; option for ALife Simulator
|
|||
|
panic_threshold = 0.0
|