841 lines
39 KiB
Plaintext
841 lines
39 KiB
Plaintext
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[m_zombie_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
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;$spawn = "monsters\zombies\zombie_base";-- option for Level Editor
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$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 = 50 ;-- 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 = 2 ;--/4.5 ;-- option for ALife Simulator
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search_speed = 1.5 ;-- option for ALife Simulator
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visual = monsters\zombie\zombie_1
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corpse_visual = monsters\zombie\zombie_1
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icon = ui_npc_monster_kontroler
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spawn_phantom = m_phantom_zombi
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can_spawn_phantom = false
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MaxHealthValue = 100 ;-- range [0..200]
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DynamicObjectsCount = 32
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smart_terrain_choose_interval= 00:35:00 ;00:15:00
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ef_creature_type = 3 ;-- option for evaluation functions
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ef_weapon_type = 1
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ef_detector_type = 1
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panic_threshold = 0.1
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;--/Spawn_Inventory_Item_Section = mutant_zombie_head
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;--/Spawn_Inventory_Item_Probability = 1.0
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cform = skeleton ;-- collision class
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class = SM_ZOMBI ;-- AI class
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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 = 80
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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 ;--<2D><><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 = 80
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eye_range = 50
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max_hear_dist = 30
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vision_free_section = zombie_vision_free
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vision_danger_section = zombie_vision_danger
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terrain = zombie_terrain
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;--/ <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>,
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;--/ <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>.
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[zombie_vision_free]
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min_view_distance = 0.4 ; min range of cone based on eye_range
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max_view_distance = 0.8 ; max range of cone based on eye_range
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visibility_threshold = 30 ;Threshold in which object becomes visible based on factors
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always_visible_distance = 0 ;Distance object is always considered visible (float)
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time_quant = 0.005 ;step increment to for sight calculations
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decrease_value = 0.1 ;Decrease over time to overall threshold
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velocity_factor = 0.4 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
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luminocity_factor = 0.70 ;Low value = easier to see at night
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transparency_threshold = 0.65 ;Low value = easier to see through objects
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still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
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[zombie_vision_danger]
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min_view_distance = 0.4 ; min range of cone based on eye_range
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max_view_distance = 0.8 ; max range of cone based on eye_range
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visibility_threshold = 30 ;Threshold in which object becomes visible based on factors
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always_visible_distance = 0 ;Distance object is always considered visible (float)
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time_quant = 0.005 ;step increment to for sight calculations
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decrease_value = 0.1 ;Decrease over time to overall threshold
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velocity_factor = 0.4 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
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luminocity_factor = 0.70 ;Low value = easier to see at night
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transparency_threshold = 0.65 ;Low value = easier to see through objects
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still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
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[zombie_terrain]
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255,000,255,255
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[zombie_protections]
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skin_armor = 0.1
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hit_fraction_monster = 0.5
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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, 0.6, 0.6, 0.02, 2.0
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Velocity_RunFwdNormal = 1.7, 3.0, 3.0, 0.4, 1
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Velocity_WalkFwdDamaged = 0.7, 3.0, 0.8, 0.2, 2.0
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Velocity_RunFwdDamaged = 1.5, 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 = 1.7 ;--0.5
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MaxAttackDist = 2.3 ;--3.8
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Melee_Rotation_Factor = 1.6
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as_min_dist = 1.4
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as_step = 0.1
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feel_enemy_who_just_hit_max_distance = 20 ;-- <20><><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 = 1.2 ;-- <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 = 0.7 ;-- <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 = 0.5 ;-- <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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hit_type = wound
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;--/ entity condition
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satiety_v = 0.00001 ;--0.01 ;--<2D><><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 ;--<2D><><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 = 0.01 ;--0.01 ;--<2D><><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 = 0.005 ;--0.03 ;--<2D><><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 ;--<2D><><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 ;--<2D><><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 ;--<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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health_hit_part = 1.0 ;--0.8 ;--<2D><><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 ;--<2D><><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 ;--<2D><><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 = zombie_immunities
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;--/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0 ;--<2D><><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 ;--<2D><><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 ;--<2D><><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
|
|||
|
|
|||
|
|
|||
|
; Morale
|
|||
|
Morale_Hit_Quant = 0.001
|
|||
|
Morale_Attack_Success_Quant = 0.1
|
|||
|
Morale_Take_Heart_Speed = 0.1
|
|||
|
Morale_Despondent_Speed = 0.1
|
|||
|
Morale_Stable_Speed = 0.01
|
|||
|
Morale_Despondent_Threashold = 0.1
|
|||
|
|
|||
|
|
|||
|
sound_idle = monsters\zombie\zombie_idle_
|
|||
|
sound_eat = monsters\zombie\zombie_eat_
|
|||
|
sound_aggressive = monsters\zombie\zombie_attack_
|
|||
|
sound_attack_hit = monsters\zombie\zombie_attack_hit_
|
|||
|
sound_take_damage = monsters\zombie\zombie_take_damage_
|
|||
|
sound_die = monsters\zombie\zombie_die_
|
|||
|
sound_threaten = monsters\biting\def_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\zombie\zombie_attack_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\zombie\zombie_die_
|
|||
|
|
|||
|
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
|
|||
|
|
|||
|
idle_sound_delay = 5000; 20000
|
|||
|
eat_sound_delay = 3000
|
|||
|
attack_sound_delay = 4000; 24000
|
|||
|
|
|||
|
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.
|
|||
|
|
|||
|
FakeDeathCount = 2 ; max count of fake death
|
|||
|
StartFakeDeathHealthThreshold = 0.6
|
|||
|
|
|||
|
|
|||
|
|
|||
|
material = creatures\medium
|
|||
|
DynamicObjectsCount = 32
|
|||
|
|
|||
|
squad_attack_algorithm = 1
|
|||
|
LegsCount = 2
|
|||
|
|
|||
|
attack_effector = m_zombie_attack_effector
|
|||
|
step_params = m_zombie_step_params
|
|||
|
attack_params = m_zombie_attack_params
|
|||
|
damage = m_zombie_damage
|
|||
|
|
|||
|
;species of monster
|
|||
|
species = zombie
|
|||
|
|
|||
|
|
|||
|
[m_zombie_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 = 1.0, -1, 0.01
|
|||
|
|
|||
|
bip01_pelvis = 0.5, -1, 0.01
|
|||
|
bip01_spine = 0.5, -1, 0.01
|
|||
|
bip01_spine1 = 0.5, -1, 0.01
|
|||
|
bip01_neck = 1.5, -1, 0.01
|
|||
|
bip01_head = 2.0, -1, 0.01
|
|||
|
|
|||
|
|
|||
|
|
|||
|
[m_zombie_attack_params]
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
;right hand strike
|
|||
|
stand_attack_0 = 0.30, 0.45, 100, 0.0, 1.0, 0.0, -0.6, 0.6, -0.6, 0.6, 2.0
|
|||
|
;left hand strike
|
|||
|
stand_attack_1 = 0.35, 0.40, 100, 0.0, 1.0, 0.0, -0.6, 0.6, -0.6, 0.6, 2.0
|
|||
|
;left hand strike2
|
|||
|
stand_attack_2 = 0.30, 0.35, 120, 0.0, 1.0, 0.0, -0.6, 0.6, -0.6, 0.6, 2.0
|
|||
|
;left hand strike3
|
|||
|
stand_attack_3 = 0.30, 0.40, 180, 0.0, 1.0, 0.0, -0.6, 0.6, -0.6, 0.6, 2.0
|
|||
|
|
|||
|
[m_zombie_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
|
|||
|
|
|||
|
[m_zombie_step_params]
|
|||
|
;---------------------------------------------------------------------------
|
|||
|
; anim | Cycles | time1 | power1 | time2 | power2 |
|
|||
|
;---------------------------------------------------------------------------
|
|||
|
stand_walk_fwd_0 = 1, 0.01, 1, 0.25, 0.7,
|
|||
|
stand_walk_dmg_0 = 1, 0.01, 1, 0.25, 0.7,
|
|||
|
stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
|
|||
|
stand_run_dmg_0 = 1, 0.01, 1, 0.25, 0.6,
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; IMMUNITIES
|
|||
|
;===========================================================================
|
|||
|
[zombie_immunities]
|
|||
|
burn_immunity = 0.3 ;--<2D><><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 = 0.8 ;--1
|
|||
|
radiation_immunity = 0.0 ;--0.5
|
|||
|
telepatic_immunity = 1.0
|
|||
|
chemical_burn_immunity = 0.3
|
|||
|
explosion_immunity = 0.5
|
|||
|
fire_wound_immunity = 0.5
|
|||
|
|
|||
|
[zombie_weak]:m_zombie_e
|
|||
|
GroupControlSection = spawn_group
|
|||
|
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
|
|||
|
$spawn = "monsters\zombies\zombie_01_weak"
|
|||
|
visual = monsters\zombie\zombie_2
|
|||
|
;$spawn = "monsters\zombies\zombie_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 = 50 ;-- option for ALife Simulator
|
|||
|
MinSpeed = 1.0 ;-- option for ALife Simulator
|
|||
|
MaxSpeed = 5.0 ;-- option for ALife Simulator
|
|||
|
going_speed = 2;4.5 ;-- option for ALife Simulator
|
|||
|
search_speed = 1.5 ;-- option for ALife Simulator
|
|||
|
;--/visual = monsters\zombi\zombi_1
|
|||
|
icon = ui_npc_monster_kontroler
|
|||
|
community = zombie
|
|||
|
MaxHealthValue = 100 ;-- range [0..200]
|
|||
|
DynamicObjectsCount = 32
|
|||
|
smart_terrain_choose_interval= 00:35:00 ;00:15:00
|
|||
|
|
|||
|
ef_creature_type = 3 ;-- option for evaluation functions
|
|||
|
ef_weapon_type = 1
|
|||
|
ef_detector_type = 1
|
|||
|
panic_threshold = 0.1
|
|||
|
|
|||
|
;--/Spawn_Inventory_Item_Section = mutant_zombie_head
|
|||
|
Spawn_Inventory_Item_Probability = 1.0
|
|||
|
|
|||
|
cform = skeleton ;-- collision class
|
|||
|
class = SM_ZOMBI ;-- AI class
|
|||
|
rank = 3
|
|||
|
spec_rank = weak
|
|||
|
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
|
|||
|
|
|||
|
ph_box0_center = 0.0, 0.9, 0.0
|
|||
|
ph_box0_size = 0.35, 0.9, 0.35
|
|||
|
ph_box1_center = 0.0, 0.6, 0.0
|
|||
|
ph_box1_size = 0.40, 0.6, 0.40
|
|||
|
ph_crash_speed_min = 10
|
|||
|
ph_crash_speed_max = 30
|
|||
|
ph_collision_damage_factor = 0.1
|
|||
|
ph_mass = 80
|
|||
|
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
|
|||
|
|
|||
|
;---------------------------------------------------------------------
|
|||
|
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>)
|
|||
|
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 = 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>)
|
|||
|
ph_skeleton_ddelay = 5.0 ;--<2D><><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 = 8.0
|
|||
|
ph_after_death_velocity_factor= 0.75
|
|||
|
ph_skel_shot_up_factor = 0.25
|
|||
|
;---------------------------------------------------------------------
|
|||
|
|
|||
|
SoundThreshold = 0.06 ;-- range [0..1]
|
|||
|
|
|||
|
eye_fov = 70
|
|||
|
eye_range = 50
|
|||
|
max_hear_dist = 30
|
|||
|
|
|||
|
vision_free_section = zombie_vision_free
|
|||
|
vision_danger_section = zombie_vision_danger
|
|||
|
terrain = zombie_terrain
|
|||
|
|
|||
|
;--/ <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>.
|
|||
|
|
|||
|
; speed factors linear | angular_real | angular_path | min | max
|
|||
|
Velocity_Stand = 0, 1.4, 1.4, 1, 1
|
|||
|
Velocity_WalkFwdNormal = 0.9, 0.6, 0.6, 0.02, 2.0
|
|||
|
Velocity_RunFwdNormal = 1.7, 3.0, 3.0, 0.4, 1
|
|||
|
Velocity_WalkFwdDamaged = 0.7, 3.0, 0.8, 0.2, 2.0
|
|||
|
Velocity_RunFwdDamaged = 1.5, 3.0, 3.0, 0.2, 1
|
|||
|
Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
|
|||
|
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
|
|||
|
|
|||
|
;--/ acceleration
|
|||
|
Accel_Generic = 1.5
|
|||
|
Accel_Calm = 2.5
|
|||
|
Accel_Aggressive = 7.5
|
|||
|
|
|||
|
;attack parameters
|
|||
|
MinAttackDist = 1.7 ;--0.5
|
|||
|
MaxAttackDist = 2.3 ;--3.8
|
|||
|
|
|||
|
Melee_Rotation_Factor = 1.6
|
|||
|
|
|||
|
as_min_dist = 1.4
|
|||
|
as_step = 0.1
|
|||
|
|
|||
|
feel_enemy_who_just_hit_max_distance = 20 ;--<2D><><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>
|
|||
|
DayTime_Begin = 0 ;-- <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 ;-- <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>)
|
|||
|
|
|||
|
distance_to_corpse = 1.2 ;-- <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
|
|||
|
|
|||
|
min_view_distance = 0.7 ;-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
|||
|
max_view_distance = 1.0 ;-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
|||
|
visibility_threshold = 100.0 ;-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
always_visible_distance = 0.3
|
|||
|
time_quant = 0.001
|
|||
|
decrease_value = 0.01 ;-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
velocity_factor = 0.5
|
|||
|
luminocity_factor = 0.5 ;-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
transparency_threshold = 0.25
|
|||
|
|
|||
|
hit_type = wound
|
|||
|
|
|||
|
;--/ entity condition
|
|||
|
satiety_v = 0.00001 ;--0.01 ;--<2D><><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>
|
|||
|
radiation_v = 0.00001 ;--0.004 ;--<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
satiety_power_v = 0.01 ;--0.01 ;--<2D><><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>
|
|||
|
satiety_health_v = 0.005 ;--0.03 ;--<2D><><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>
|
|||
|
satiety_critical = -1.0 ;--0.25 ;--<2D><><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>
|
|||
|
radiation_health_v = 0.01 ;--0.006 ;--<2D><><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>
|
|||
|
morale_v = 0.01 ;--<2D><><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 ;--<2D><><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>
|
|||
|
power_hit_part = 1.0 ;--0.9 ;--<2D><><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>
|
|||
|
psy_health_v = 0.1 ;--<2D><><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>
|
|||
|
|
|||
|
immunities_sect = zombie_immunities
|
|||
|
|
|||
|
|
|||
|
;--/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
bleeding_v = 0 ;--<2D><><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 = 0.01 ;--<2D><><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 = 0.01
|
|||
|
|
|||
|
sleep_health = 1.0 ;--1.5 ;--<2D><><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
|
|||
|
|
|||
|
|
|||
|
;--/ Morale
|
|||
|
Morale_Hit_Quant = 0.001
|
|||
|
Morale_Attack_Success_Quant = 0.1
|
|||
|
Morale_Take_Heart_Speed = 0.1
|
|||
|
Morale_Despondent_Speed = 0.1
|
|||
|
Morale_Stable_Speed = 0.01
|
|||
|
Morale_Despondent_Threashold = 0.1
|
|||
|
|
|||
|
|
|||
|
sound_idle = monsters\zombie\zombie_idle_
|
|||
|
sound_eat = monsters\zombie\zombie_eat_
|
|||
|
sound_aggressive = monsters\zombie\zombie_attack_
|
|||
|
sound_attack_hit = monsters\zombie\zombie_attack_hit_
|
|||
|
sound_take_damage = monsters\zombie\zombie_take_damage_
|
|||
|
sound_die = monsters\zombie\zombie_die_
|
|||
|
sound_threaten = monsters\biting\def_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\zombie\zombie_attack_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\zombie\zombie_die_
|
|||
|
|
|||
|
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
|
|||
|
|
|||
|
idle_sound_delay = 5000; 20000
|
|||
|
eat_sound_delay = 3000
|
|||
|
attack_sound_delay = 4000; 24000
|
|||
|
|
|||
|
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.
|
|||
|
|
|||
|
FakeDeathCount = 4 ;-- max count of fake death
|
|||
|
StartFakeDeathHealthThreshold = 0.6
|
|||
|
|
|||
|
|
|||
|
|
|||
|
material = creatures\medium
|
|||
|
DynamicObjectsCount = 32
|
|||
|
|
|||
|
squad_attack_algorithm = 1
|
|||
|
LegsCount = 2
|
|||
|
|
|||
|
attack_effector = m_zombie_attack_effector
|
|||
|
step_params = m_zombie_step_params
|
|||
|
attack_params = m_zombie_attack_params
|
|||
|
damage = m_zombie_damage
|
|||
|
|
|||
|
;--/species of monster
|
|||
|
species = zombie
|
|||
|
|
|||
|
|
|||
|
;--/ Entity Conditions
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
satiety_v = 0.0001 ;--0.01 ;--<2D><><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>
|
|||
|
radiation_v = 0.00001 ;--0.004 ;--<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
satiety_power_v = 0.005 ;--0.01 ;--<2D><><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>
|
|||
|
satiety_health_v = 0.005 ;--0.03 ;--<2D><><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>
|
|||
|
satiety_critical = -1.0 ;--0.25 ;--<2D><><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>
|
|||
|
radiation_health_v = 0.01 ;--0.006 ;--<2D><><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>
|
|||
|
morale_v = 0.01 ;--<2D><><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 ;--<2D><><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>
|
|||
|
power_hit_part = 1.0 ;--0.9 ;--<2D><><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>
|
|||
|
psy_health_v = 0.1 ;--<2D><><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>
|
|||
|
|
|||
|
Accel_Generic = 1.5
|
|||
|
Accel_Calm = 2.5
|
|||
|
Accel_Aggressive = 7.5
|
|||
|
|
|||
|
;--/attack parameters
|
|||
|
MinAttackDist = 1.7 ;--0.5
|
|||
|
MaxAttackDist = 2.3 ;--3.8
|
|||
|
|
|||
|
Melee_Rotation_Factor = 1.6
|
|||
|
|
|||
|
as_min_dist = 1.4
|
|||
|
as_step = 0.1
|
|||
|
immunities_sect = zombie_immunities_weak
|
|||
|
attack_params = zombie_attack_params_weak
|
|||
|
|
|||
|
material = creatures\medium
|
|||
|
DynamicObjectsCount = 32
|
|||
|
|
|||
|
; Morale
|
|||
|
Morale_Hit_Quant = 0.001
|
|||
|
Morale_Attack_Success_Quant = 0.1
|
|||
|
Morale_Take_Heart_Speed = 0.1
|
|||
|
Morale_Despondent_Speed = 0.1
|
|||
|
Morale_Stable_Speed = 0.01
|
|||
|
Morale_Despondent_Threashold = 0.1
|
|||
|
|
|||
|
[zombie_immunities_weak]
|
|||
|
burn_immunity = 1.0
|
|||
|
strike_immunity = 1.0
|
|||
|
shock_immunity = 1.0
|
|||
|
wound_immunity = 0.20
|
|||
|
radiation_immunity = 0.0
|
|||
|
telepatic_immunity = 1.0
|
|||
|
chemical_burn_immunity = 1.0
|
|||
|
explosion_immunity = 0.55
|
|||
|
fire_wound_immunity = 4
|
|||
|
|
|||
|
[zombie_attack_params_weak]
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
;right hand strike
|
|||
|
stand_attack_0 = 0.30, 0.55, 15, 0.0, 1.0, 0.0, -0.3, 1.0, -0.6, 0.6, 2.0
|
|||
|
;left hand strike
|
|||
|
stand_attack_1 = 0.35, 0.60, 15, 0.0, 1.0, 0.0, -1.8, 0.6, -0.6, 0.6, 2.0
|
|||
|
;left hand strike2
|
|||
|
stand_attack_2 = 0.30, 0.55, 17, 0.0, 1.0, 0.0, -0.6, 0.6, -1.0, 1.0, 2.0
|
|||
|
;left hand strike3
|
|||
|
stand_attack_3 = 0.30, 0.65, 25, 0.0, 1.0, 0.0, -1.0, 0.3, -0.6, 0.6, 2.0
|
|||
|
|
|||
|
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
;-------------------------------versions-------------------------------------
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
|
|||
|
|
|||
|
[zombie_normal]:zombie_weak
|
|||
|
visual = monsters\zombie\zombie_1
|
|||
|
FakeDeathCount = 5 ;-- max count of fake death
|
|||
|
StartFakeDeathHealthThreshold = 0.6
|
|||
|
rank = 6
|
|||
|
spec_rank = normal
|
|||
|
|
|||
|
[zombie_strong]:zombie_weak
|
|||
|
visual = monsters\zombie\zombie_3
|
|||
|
rank = 9
|
|||
|
spec_rank = strong
|
|||
|
|
|||
|
[zombie_ghost]:zombie_weak
|
|||
|
visual = monsters\zombie\zombie_2_ghost
|
|||
|
|
|||
|
[zombie_fake]:zombie_weak
|
|||
|
visual = monsters\zombie\zombie_1
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
[zombi_babka_1]:zombie_weak
|
|||
|
Health = 20
|
|||
|
rank = 3
|
|||
|
spec_rank = weak
|
|||
|
visual = monsters\zombi\zombi_babka_1
|
|||
|
sound_idle = monsters\zombie_w\zombie_idle_
|
|||
|
sound_eat = monsters\zombie_w\zombie_eat_
|
|||
|
sound_aggressive = monsters\zombie_w\zombie_attack_
|
|||
|
sound_attack_hit = monsters\zombie_w\zombie_attack_hit_
|
|||
|
sound_take_damage = monsters\zombie_w\zombie_take_damage_
|
|||
|
sound_die = monsters\zombie_w\zombie_die_
|
|||
|
sound_threaten = monsters\biting\def_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\zombie_w\zombie_attack_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\zombie_w\zombie_die_
|
|||
|
|
|||
|
[zombi_babka_2]:zombie_weak
|
|||
|
Health = 20
|
|||
|
rank = 3
|
|||
|
spec_rank = weak
|
|||
|
visual = monsters\zombi\zombi_babka_2
|
|||
|
sound_idle = monsters\zombie_w\zombie_idle_
|
|||
|
sound_eat = monsters\zombie_w\zombie_eat_
|
|||
|
sound_aggressive = monsters\zombie_w\zombie_attack_
|
|||
|
sound_attack_hit = monsters\zombie_w\zombie_attack_hit_
|
|||
|
sound_take_damage = monsters\zombie_w\zombie_take_damage_
|
|||
|
sound_die = monsters\zombie_w\zombie_die_
|
|||
|
sound_threaten = monsters\biting\def_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\zombie_w\zombie_attack_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\zombie_w\zombie_die_
|
|||
|
|
|||
|
[zombi_babka_3]:zombie_weak
|
|||
|
Health = 20
|
|||
|
rank = 3
|
|||
|
spec_rank = weak
|
|||
|
visual = monsters\zombi\zombi_babka_3
|
|||
|
sound_idle = monsters\zombie_w\zombie_idle_
|
|||
|
sound_eat = monsters\zombie_w\zombie_eat_
|
|||
|
sound_aggressive = monsters\zombie_w\zombie_attack_
|
|||
|
sound_attack_hit = monsters\zombie_w\zombie_attack_hit_
|
|||
|
sound_take_damage = monsters\zombie_w\zombie_take_damage_
|
|||
|
sound_die = monsters\zombie_w\zombie_die_
|
|||
|
sound_threaten = monsters\biting\def_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\zombie_w\zombie_attack_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\zombie_w\zombie_die_
|
|||
|
|
|||
|
[zombie_teta]:zombie_weak
|
|||
|
Health = 20
|
|||
|
rank = 3
|
|||
|
spec_rank = weak
|
|||
|
visual = monsters\zombi\zombi_teta
|
|||
|
sound_idle = monsters\zombie_w\zombie_idle_
|
|||
|
sound_eat = monsters\zombie_w\zombie_eat_
|
|||
|
sound_aggressive = monsters\zombie_w\zombie_attack_
|
|||
|
sound_attack_hit = monsters\zombie_w\zombie_attack_hit_
|
|||
|
sound_take_damage = monsters\zombie_w\zombie_take_damage_
|
|||
|
sound_die = monsters\zombie_w\zombie_die_
|
|||
|
sound_threaten = monsters\biting\def_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\zombie_w\zombie_attack_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\zombie_w\zombie_die_
|
|||
|
|
|||
|
|
|||
|
[zombie_wich]:zombie_weak
|
|||
|
Health = 70
|
|||
|
rank = 9
|
|||
|
visual = monsters\zombi\zombi_wich
|
|||
|
spec_rank = strong
|
|||
|
sound_idle = monsters\zombie_w\zombie_idle_
|
|||
|
sound_eat = monsters\zombie_w\zombie_eat_
|
|||
|
sound_aggressive = monsters\zombie_w\zombie_attack_
|
|||
|
sound_attack_hit = monsters\zombie_w\zombie_attack_hit_
|
|||
|
sound_take_damage = monsters\zombie_w\zombie_take_damage_
|
|||
|
sound_die = monsters\zombie_w\zombie_die_
|
|||
|
sound_threaten = monsters\biting\def_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\zombie_w\zombie_attack_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\zombie_w\zombie_die_
|
|||
|
|
|||
|
|
|||
|
[zombie_ghol]:zombie_weak
|
|||
|
Health = 30
|
|||
|
rank = 3
|
|||
|
spec_rank = weak
|
|||
|
visual = monsters\zombi\zombi_ghol
|
|||
|
|
|||
|
|
|||
|
|
|||
|
[zombi_x3]:zombie_weak
|
|||
|
Health = 70
|
|||
|
rank = 9
|
|||
|
visual = monsters\zombi\zombi_x3
|
|||
|
spec_rank = strong
|
|||
|
|
|||
|
|
|||
|
[zombi_x4]:zombie_weak
|
|||
|
Health = 70
|
|||
|
rank = 9
|
|||
|
visual = monsters\zombi\zombi_x4
|
|||
|
spec_rank = strong
|
|||
|
|
|||
|
[zombi_9]:zombie_weak
|
|||
|
Health = 70
|
|||
|
rank = 9
|
|||
|
visual = monsters\zombi\zombi_9
|
|||
|
spec_rank = strong
|
|||
|
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
|
|||
|
[zombie_blind]:zombie_weak
|
|||
|
Health = 290
|
|||
|
rank = 9
|
|||
|
visual = monsters\zombie\zombie_blind
|
|||
|
spec_rank = strong
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
duality_h = 0.05
|
|||
|
duality_v = 0.05
|
|||
|
blur = 0.2
|
|||
|
gray = 0.5
|
|||
|
noise_intensity = 0.0
|
|||
|
noise_grain = 1
|
|||
|
noise_fps = 15
|
|||
|
color_base = 0.255,0.0,0.0
|
|||
|
color_gray = 0.333,0.333,0.333
|
|||
|
color_add = 0.00,0.00,0.015
|
|||
|
time = 0.4
|
|||
|
time_attack = 0.10 ;-- fade in
|
|||
|
time_release = 0.35 ;--- fade out
|
|||
|
|
|||
|
;--/ camera effects
|
|||
|
ce_time = 0.9 ;--time
|
|||
|
ce_amplitude = -15.0
|
|||
|
ce_period_number = 1.5
|
|||
|
ce_power = 2.5 ;-- power
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
;right hand strike
|
|||
|
stand_attack_0 = 0.30, 0.85, 160, 0.0, 1.0, 0.0, -0.6, 0.6, -0.6, 0.6, 2.0
|
|||
|
;left hand strike
|
|||
|
stand_attack_1 = 0.35, 0.7, 180, 0.0, 1.0, 0.0, -0.6, 0.6, -0.6, 0.6, 2.0
|
|||
|
;left hand strike2
|
|||
|
stand_attack_2 = 0.30, 0.65, 120, 0.0, 1.0, 0.0, -0.6, 0.6, -0.6, 0.6, 2.0
|
|||
|
;left hand strike3
|
|||
|
stand_attack_3 = 0.30, 0.9, 180, 0.0, 1.0, 0.0, -0.6, 0.6, -0.6, 0.6, 2.0
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
default = 1.0, -1, 0.01
|
|||
|
bip01_pelvis = 0.2, -1, 0.01
|
|||
|
bip01_spine = 0.2, -1, 0.01
|
|||
|
bip01_spine1 = 0.2, -1, 0.01
|
|||
|
bip01_neck = 0.5, -1, 0.01
|
|||
|
bip01_head = 1.2, -1, 0.01
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
sound_idle = monsters\zombie_blind\zombie_blind_idle_
|
|||
|
sound_eat = monsters\zombie_blind\zombie_blind_eat_
|
|||
|
sound_aggressive = monsters\zombie_blind\zombie_blind_attack_
|
|||
|
sound_attack_hit = monsters\zombie_blind\zombie_blind_attack_hit_
|
|||
|
sound_take_damage = monsters\zombie_blind\zombie_blind_take_damage_
|
|||
|
sound_die = monsters\zombie_blind\zombie_blind_die_
|
|||
|
sound_threaten = monsters\biting\def_
|
|||
|
sound_landing = monsters\biting\def_
|
|||
|
sound_steal = monsters\biting\def_
|
|||
|
sound_panic = monsters\zombie_blind\zombie_blind_take_damage_
|
|||
|
sound_growling = monsters\biting\def_
|
|||
|
sound_die_in_anomaly = monsters\zombie_blind\zombie_blind_die_
|
|||
|
idle_sound_delay = 8000; 20000
|
|||
|
eat_sound_delay = 3000
|
|||
|
attack_sound_delay = 8000; 24000
|
|||
|
sound_distant_idle = ambient\soundscape\mutants\zombie\distant_
|
|||
|
distant_idle_sound_delay = 50000
|
|||
|
distant_idle_sound_range = 50.0
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
min_view_distance = 0.7 ;-- <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 = 1.3 ;-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
|||
|
visibility_threshold = 100.0 ;-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
always_visible_distance = 0.3
|
|||
|
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><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
velocity_factor = 0.5
|
|||
|
luminocity_factor = 0.5 ;-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
transparency_threshold = 0.25
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
Accel_Generic = 2.9
|
|||
|
Accel_Calm = 2.5
|
|||
|
Accel_Aggressive = 4.8
|
|||
|
MinAttackDist = 1.7
|
|||
|
MaxAttackDist = 2.9
|
|||
|
Melee_Rotation_Factor = 1.6
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
Velocity_Stand = 0, 2.4, 1.4, 1, 1
|
|||
|
Velocity_WalkFwdNormal = 3.2, 0.9, 0.6, 0.02, 2.0
|
|||
|
Velocity_RunFwdNormal = 4.4, 6.0, 3.0, 0.4, 1
|
|||
|
Velocity_WalkFwdDamaged = 1.9, 5.0, 0.8, 0.2, 2.0
|
|||
|
Velocity_RunFwdDamaged = 2.5, 5.0, 3.0, 0.2, 1
|
|||
|
Velocity_Drag = 2.0, 4.0, 3.0, 1, 1
|
|||
|
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
skin_armor = 0.4
|
|||
|
hit_fraction_monster = 0.9
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
SoundThreshold = 0.085
|
|||
|
eye_fov = 70
|
|||
|
eye_range = 50
|
|||
|
max_hear_dist = 90
|
|||
|
;----------------------------------------------------------------------------
|
|||
|
psy_linear_factor = 0.5
|
|||
|
psy_quadratic_factor = 0.0
|
|||
|
psy_max_distance = 12
|
|||
|
psy_max_power = 0.11
|
|||
|
psy_sound = monsters\zombie_blind\zombie_blind_aura_1
|
|||
|
psy_pp_effector_name = extra_controller
|
|||
|
psy_pp_highest_at = 0.05
|
|||
|
|
|||
|
radiation_max_distance = 1.12
|
|||
|
radiation_max_power = 0.04
|
|||
|
radiation_linear_factor = 1
|
|||
|
radiation_quadratic_factor = 0.005
|
|||
|
radiation_pp_effector_name = postprocess_rad
|
|||
|
radiation_sound = detectors\da-2_beep1
|
|||
|
radiation_pp_highest_at = 0.05
|
|||
|
;----------------------------------------------------------------------------
|