288 lines
11 KiB
Plaintext
288 lines
11 KiB
Plaintext
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[stalker_zombied_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 = 0.7 ; max range of cone based on eye_range
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visibility_threshold = 40 ;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 = 0.5 ;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 = 0.45 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
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luminocity_factor = 0.8 ;Low value = easier to see at night
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transparency_threshold = 0.55 ;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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[stalker_zombied_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 = 1.0 ; max range of cone based on eye_range
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visibility_threshold = 40 ;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 = 1.0 ;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 = 0.55 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
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luminocity_factor = 0.8 ;Low value = easier to see at night
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transparency_threshold = 0.35 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
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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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[stalker_zombied_condition]
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satiety_v = 0.00001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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radiation_v = 0.0001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_power_v = 0.0005 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_health_v = 0.001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_critical = 0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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radiation_health_v = 0.001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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morale_v = 0.0001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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health_hit_part = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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power_hit_part = 0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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health_restore_v = 0.001 ;<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><EFBFBD><EFBFBD>
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sleep_health = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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sleep_power = 1.0
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sleep_satiety = 1.0
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sleep_radiation = 1.0
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sleep_psy_health = 1.0
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;---LIMPING STATE-----------------------------------------------------
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use_limping_state = on ;off
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limping_threshold = 0.5
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feel_enemy_who_just_hit_max_distance = 200
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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wound_incarnation_v = 0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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min_wound_size = 0.01
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[stalker_zombied_immunities]:stalker_immunities
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burn_immunity = 0.9 ;Factors of immunity
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strike_immunity = 0.9
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shock_immunity = 0.6
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wound_immunity = 0.60
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 0.65
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explosion_immunity = 0.62
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fire_wound_immunity = 0.55
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wound_2_immunity = 0.0
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[stalker_zombied_movement_speeds]
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; zombied stalkers can't crouch or run
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; danger
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;; crouch
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;;; walk
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danger_crouch_walk_forward = 0.8
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danger_crouch_walk_backward = 0.575
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danger_crouch_walk_left = 0.8
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danger_crouch_walk_right = 0.8
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;;; run
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danger_crouch_run_forward = 0.8
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danger_crouch_run_backward = 0.575
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danger_crouch_run_left = 0.8
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danger_crouch_run_right = 0.8
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;; stand
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;;; walk
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danger_stand_walk_forward = 0.8
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danger_stand_walk_backward = 0.8
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danger_stand_walk_left = 0.8
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danger_stand_walk_right = 0.8
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;;; run
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danger_stand_run_forward = 0.8
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danger_stand_run_backward = 0.8
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danger_stand_run_left = 0.8
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danger_stand_run_right = 0.8
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; free
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;; stand
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;;; forward
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free_stand_walk_forward = 0.8
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free_stand_run_forward = 0.8
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; panic
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;; stand
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;;; run
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;;;; forward
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panic_stand_run_forward = 7.0
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[stalker_zombied]:stalker
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;---LEVEL EDITOR------------------------------------------------------
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$spawn = "stalkers\stalker_zombied" ; option for Level Editor
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attachable_items = device_torch,attachable_item
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;---SECTIONS----------------------------------------------------------
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condition_sect = stalker_zombied_condition
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;---IMMUNITIES -------------------------------------------------------
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immunities_sect = stalker_zombied_immunities
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;---VISIBILITY--------------------------------------------------------
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vision_danger_section = stalker_zombied_vision_danger
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vision_free_section = stalker_zombied_vision_free
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eye_fov = 90
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eye_range = 200
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;---ENEMY------------------------------------------------------------
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ignore_monster_threshold = 0.8
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max_ignore_distance = 60.0
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panic_threshold = 0
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sound_threshold = 0.7
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;---SOUND PLAYER------------------------------------------------------
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sound_death = fight\death\death_
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sound_anomaly_death = fight\death\death_
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sound_hit = fight\hit\hit_
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sound_humming = states\idle\idle_
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sound_backup = ;fight\attack\attack_ ;fight\backup\stalker\backup_
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sound_detour = ;fight\enemy\enemy_ ;fight\detour\stalker\detour_
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sound_search = ;fight\attack\attack_ ;fight\searching_enemy\stalker\search_
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sound_friendly_fire = ;fight\friendly_fire\stalker\friendly_fire_
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sound_panic_human = ;states\panic_human\stalker\panic_
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sound_panic_monster = ;states\panic_monster\stalker\panic_
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sound_tolls = ;fight\tolls\tolls_
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sound_grenade_alarm = ;fight\grenade\grenade_
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sound_friendly_grenade_alarm = ;fight\friendly_grenade\friendly_grenade_
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sound_need_backup = ;fight\attack\attack_ ;fight\cover_fire\cover_fire_
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sound_running_in_danger = ;states\breath\stalker\breath_1
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sound_walking_in_danger = ;states\breath\stalker\breath_2
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sound_kill_wounded = ;help\wounded\kill_wounded_
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sound_enemy_critically_wounded = ;fight\enemy_hit\enemy_hit_
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sound_enemy_killed_or_wounded = ;fight\enemy_down\enemy_down_
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sound_attack_no_allies = ;fight\fire\fire_,fight\threat\threat_distant_
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sound_attack_allies_single_enemy = ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
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sound_attack_allies_several_enemies = ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
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sound_search1_no_allies = ;fight\threat\threat_distant_
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sound_search1_with_allies = ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
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sound_throw_grenade = ;fight\grenade\grenade_ready_
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;---MOVEMENT----------------------------------------------------------
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movement_speeds = stalker_zombied_movement_speeds;
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;---FIRE DISPERSIONS--------------------------------------------------
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disp_walk_stand = 24
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disp_walk_crouch = 15
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disp_run_stand = 45
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disp_run_crouch = 36
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disp_stand_stand = 15
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disp_stand_crouch = 9
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disp_stand_stand_zoom = 6
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disp_stand_crouch_zoom = 3
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;----------- MONSTR SPECIES ----------------------------
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species = zombie
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;---CRITICAL WOUND------------------------------------------------------------------
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critical_wound_threshold = 1.1
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critical_wound_decrease_quant = 0.
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body_parts_section_id = critical_wound_body_parts_section
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[stalker_fresh_zombied]:stalker_zombied
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;---LEVEL EDITOR------------------------------------------------------
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$spawn = "stalkers\stalker_fresh_zombied" ; option for Level Editor
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;---MOVEMENT----------------------------------------------------------
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movement_speeds = stalker_movement_speeds
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;---CRITICAL WOUND------------------------------------------------------------------
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critical_wound_threshold = 1.1
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critical_wound_decrease_quant = 0.
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body_parts_section_id = critical_wound_body_parts_section
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;---FIRE QUEUE PARAMETERS
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[fire_queue_params_zombied] ; min < 15 < medium < 30 < max
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pstl_min_queue_size_far = 1
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pstl_max_queue_size_far = 1
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pstl_min_queue_interval_far = 275
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pstl_max_queue_interval_far = 420
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pstl_min_queue_size_medium = 1
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pstl_max_queue_size_medium = 1
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pstl_min_queue_interval_medium = 185
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pstl_max_queue_interval_medium = 275
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pstl_min_queue_size_close = 1
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pstl_max_queue_size_close = 1
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pstl_min_queue_interval_close = 95
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pstl_max_queue_interval_close = 185
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shtg_min_queue_size_far = 1
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shtg_max_queue_size_far = 1
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shtg_min_queue_interval_far = 360
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shtg_max_queue_interval_far = 540
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shtg_min_queue_size_medium = 1
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shtg_max_queue_size_medium = 1
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shtg_min_queue_interval_medium = 240
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shtg_max_queue_interval_medium = 360
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shtg_min_queue_size_close = 1
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shtg_max_queue_size_close = 3
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shtg_min_queue_interval_close = 120
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shtg_max_queue_interval_close = 240
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snp_min_queue_size_far = 1
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snp_max_queue_size_far = 1
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snp_min_queue_interval_far = 500
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snp_max_queue_interval_far = 750
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snp_min_queue_size_medium = 1
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snp_max_queue_size_medium = 1
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snp_min_queue_interval_medium = 260
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snp_max_queue_interval_medium = 440
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snp_min_queue_size_close = 1
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snp_max_queue_size_close = 1
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snp_min_queue_interval_close = 290
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snp_max_queue_interval_close = 700
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auto_min_queue_size_far = 25
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auto_max_queue_size_far = 30
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auto_min_queue_interval_far = 440
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auto_max_queue_interval_far = 715
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auto_min_queue_size_medium = 25
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auto_max_queue_size_medium = 30
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auto_min_queue_interval_medium = 260
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auto_max_queue_interval_medium = 440
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auto_min_queue_size_close = 25
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auto_max_queue_size_close = 30
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auto_min_queue_interval_close = 240
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auto_max_queue_interval_close = 360
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mchg_min_queue_size_far = 25
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mchg_max_queue_size_far = 30
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mchg_min_queue_interval_far = 440
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mchg_max_queue_interval_far = 715
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mchg_min_queue_size_medium = 25
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mchg_max_queue_size_medium = 30
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mchg_min_queue_interval_medium = 260
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mchg_max_queue_interval_medium = 440
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mchg_min_queue_size_close = 25
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mchg_max_queue_size_close = 30
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mchg_min_queue_interval_close = 240
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mchg_max_queue_interval_close = 360
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[armed_zombied_immunities]:stalker_immunities
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burn_immunity = 0.9 ;Factors of immunity
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strike_immunity = 0.9
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shock_immunity = 0.6
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wound_immunity = 0.60
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 0.65
|
|||
|
explosion_immunity = 0.62
|
|||
|
fire_wound_immunity = 0.55
|
|||
|
wound_2_immunity = 0.0
|
|||
|
|
|||
|
[armed_zombied]:stalker_zombied
|
|||
|
$spawn = "stalkers\armed_zombied"
|
|||
|
fire_queue_section = fire_queue_params_zombied
|
|||
|
immunities_sect = armed_zombied_immunities
|
|||
|
allow_release = true
|
|||
|
|
|||
|
|