[m_controller_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald $spawn = "monsters\old\controller" ; 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 = 600 ; option for ALife Simulator MinSpeed = 1.0 ; option for ALife Simulator MaxSpeed = 5.0 ; option for ALife Simulator going_speed = 3;4.5 ; option for ALife Simulator current_level_going_speed = 3;2 ; option for ALife Simulator search_speed = 1.5 ; option for ALife Simulator visual = monsters\controller\controller_1 corpse_visual = monsters\controller\controller_dead icon = ui_npc_monster_controller MaxHealthValue = 200 ; range [0..200] DynamicObjectsCount = 32 smart_terrain_choose_interval = 00:15:00 spawn_phantom = m_phantom_controller can_spawn_phantom = false ef_creature_type = 12 ; option for evaluation functions ef_weapon_type = 3 ef_detector_type = 1 panic_threshold = 0 cform = skeleton ; collision class class = SM_CONTR ; 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 stamina_hit = 0.33; ;------------------------------------------------------------------------ ; Influences ;------------------------------------------------------------------------ fire_max_distance = 0 fire_max_power = 5 fire_linear_factor = 0 fire_quadratic_factor = 0.025 psy_linear_factor = 0.5 ;1.2 ;1 psy_quadratic_factor = 0.0 ;0.05 ;0.13 psy_max_distance = 35.0 ;50.0 psy_max_power = 1 ;0.822 ;6.4 psy_sound = monsters\controller\01controller_presence_l ;anomaly\psy_voices_1_l ;monsters\controller\controller_presence_l psy_pp_effector_name = extra_controller ;postprocess_psi psy_pp_highest_at = 0.05 radiation_max_distance = 3.2 radiation_max_power = 0.042 radiation_linear_factor = 1 radiation_quadratic_factor = 0.5 radiation_pp_effector_name = postprocess_rad radiation_sound = detectors\da-2_beep1 radiation_pp_highest_at = 0.05 ;--------------------------------------------------------------------- ; Physics ;--------------------------------------------------------------------- ph_box0_center = 0.0, 0.9, 0.0 ph_box0_size = 0.45, 0.9, 0.45 ph_box1_center = 0.0, 0.6, 0.0 ph_box1_size = 0.45, 0.6, 0.45 ph_crash_speed_min = 100 ph_crash_speed_max = 300 ph_collision_damage_factor = 0.1 ph_mass = 90; 170. destroyed_vis_name = dynamics\Dead_Body\skelet_crash ;--------------------------------------------------------------------- ph_skeleton_airr_lin_factor = 2.0 ;550.0 (������� ��-�� ����, ��� ������ ���������� ����������� 0.002 �� ����) ph_skeleton_airr_ang_factor = 0.0 ;0.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 0.3 �� ���� (0.0*0.3=0.0)) ph_skeleton_hinger_factor1 = 1.0 ;1.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 5.0 �� ����) ph_skeleton_ddelay = 15.0 ;����� ��������� �������� ������ � ������� � ������� �������� �����, ��� ph_skel_fatal_impulse_factor = 6.0 ph_after_death_velocity_factor= 0.75 ph_skel_shot_up_factor = 0.25 ;--------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; Movement::Velocities & Acceleration ;---------------------------------------------------------------------------- ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 2.4, 2.4, 1, 1 Velocity_WalkFwdNormal = 1.7, 6.0, 6.0, 0.02, 2.0 Velocity_RunFwdNormal = 5.0, 4.6, 4.6, 0.25, 1 Velocity_WalkFwdDamaged = 1.5, 6.0, 6.0, 0.5, 2.0 Velocity_RunFwdDamaged = 4.0, 4.0, 4.0, 0.2, 1 Velocity_Drag = -5.0, 0.1, 0.1, 1, 1 Velocity_Steal = 0.7, 1.3, 1.3, 1, 1 Velocity_Drag = -5.0, 0.1, 0.1, 1, 1 Velocity_MoveFwd = 5.0, 0.1, 0.1, 1, 1 Velocity_MoveBkwd = -5.0, 0.1, 0.1, 1, 1 ; acceleration Accel_Generic = 1.5 Accel_Calm = 2.5 Accel_Aggressive = 12.5 ;-------------------------------------------------------------------------- ; Attack parameters ;-------------------------------------------------------------------------- MinAttackDist = 1.2 ;0.5 MaxAttackDist = 2.0 ;3.8 as_min_dist = 0.8 as_step = 0.5 DayTime_Begin = 21 ; ������ ��� ��� ������� DayTime_End = 5 ; ����� ��� ��� ������� Min_Satiety = 0.00055 ; ���. ����� ������� (������ - ��� ��������) Max_Satiety = 0.9 ; ����. ����� ������� (������ - ����� �����) distance_to_corpse = 1.2 ; ����. �� �����, ��� ������� �� ��������� � ��������� ��� ; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight selector_free_hunting = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0, ; fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight selector_cover = 20.0, -1000.0, 30.0, 0.0, 0.0, 100000.0, 100000.0, 1000.0, selector_hear_sound = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0, selector_getaway = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0, selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0, ; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight selector_walk_around = 20.0, 6.0, 1000.0, 4.0, 5000.0, 8.0, 5000.0, terrain = controller_terrain hit_type = wound ;------------------------------------------------------------------------- ; Entity Conditions ;------------------------------------------------------------------------- satiety_v = 0.0005;0.01 ;�������� ���������� ������� �� �������� radiation_v = 0.00001;0.004 ;�������� ���������� �������� satiety_power_v = 0.001;0.01 ;���������� ���� ��� ���������� ������� satiety_health_v = 0.001;0.03 ;���������� �������� ��� ���������� ������� satiety_critical = -1.0;0.25 ;����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� ����������� radiation_health_v = 0.01;0.006 ;���������� �������� ��� ����������� �������� morale_v = 0 ;�������� �������������� ������ health_hit_part = 0.25;0.1;0.8 ;������� ����, �������� �� ��������� �������� power_hit_part = 0.1;0.9 ;������� ����, �������� �� ��������� ���� psy_health_v = 0.1 ;�������� �������������� psy-�������� health_restore_v = 0.00007 immunities_sect = controller_immunities ;�������� ���� bleeding_v = 0.008 ;������ ����� ��� ����������� ���� � ������� wound_incarnation_v = 0.001 ;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������) min_wound_size = 0.0105 sleep_health = 1.0 ;1.5 ;������������ ��������� ��������� ���������� �� ����� ��� 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 ; ������� ������ � ��� eat_slice = 0.04 ; ���������� ������� ��� 1 ����� eat_slice_weight = 10.0 ; ���������� ��� � ����� satiety_threshold = 0.5 ; below this value monster fill hunger ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.05 Morale_Attack_Success_Quant = 0.1 Morale_Take_Heart_Speed = 0.1 Morale_Despondent_Speed = 0.1 Morale_Stable_Speed = 0.02 Morale_Despondent_Threashold = 0.5 ;--------------------------------------------------------- ; Sounds and sound parameters ;--------------------------------------------------------- sound_idle = monsters\controller\controller_idle_ sound_eat = monsters\controller\controller_eat_ sound_aggressive = monsters\controller\controller_attack_ sound_attack_hit = monsters\controller\controller_attack_hit_ sound_take_damage = monsters\controller\controller_hit_ sound_die = monsters\controller\controller_die_ sound_threaten = monsters\boar\boar_threaten_ sound_landing = monsters\boar\landing_ sound_steal = monsters\biting\def_ sound_panic = monsters\controller\controller_panic_ sound_growling = monsters\biting\def_ sound_bkgnd = monsters\biting\def_ sound_die_in_anomaly = monsters\controller\controller_die_ killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE idle_sound_delay = 12000 eat_sound_delay = 10000 attack_sound_delay = 5000 sound_distant_idle = ambient\soundscape\mutants\controller\distant_ distant_idle_sound_delay = 50000 distant_idle_sound_range = 50.0 sound_control_start = monsters\controller\controller_control1 sound_control_hit = monsters\controller\controller_control2 SoundThreshold = 0.06 ; range [0..1] max_hear_dist = 60; ;------------------------------------------------------------------------- critical_wound_threshold = 0.4 critical_wound_decrease_quant = 0. critical_wound_anim_head = stand_attack_0 critical_wound_bones_head = controller_critical_wound_bones_head critical_wound_anim_torso = stand_attack_0 critical_wound_bones_torso = controller_critical_wound_bones_torso critical_wound_anim_legs = stand_attack_0 critical_wound_bones_legs = controller_critical_wound_bones_legs DamagedThreshold = 0.25 material = creatures\medium DynamicObjectsCount = 8 attack_effector = m_controller_attack_effector attack_params = m_controller_attack_params step_params = m_controller_step_params LegsCount = 2 damage = m_controller_damage ;---------- FIRE---------; tube_condition_see_duration = 10 ;50 tube_condition_min_delay = 2000 ;10000 tube_damage = 1.0 tube_condition_min_distance = 3.5 tube_at_once = false ; true for test-mode control_fx_texture = act\act_controller_hit control_fx_texture2 = act\act_controller_hit1 ; Controlling ability properties Max_Controlled_Count = 10;4 control_effector = controller_control_effector Friend_Community_Overrides = monolith ;------------------------------------------------------------------------- ; Anti-aim Ability ;------------------------------------------------------------------------- ;anti_aim_timeout = 4 ; sec ;anti_aim_effectors = effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4 ;anti_aim_animation = stand_attack_ ;anti_aim_max_angle = 0.5 ;anti_aim_detection_gain_speed = 1 ;anti_aim_detection_loose_speed = 0.1 ;------------------------------------------------------------------------- Control_Hit = weapons\generic_weapon_controller ;species of monster species = controller rank = 18 spec_rank = normal community = controller protections_sect = controller_protections ;------------------------------------------------------------------------- ; Vision ;------------------------------------------------------------------------- eye_fov = 150 ;110 ;150 eye_range = 60 ;60 ;100 vision_free_section = controller_vision_free vision_danger_section = controller_vision_danger ; �������� visibility_threshold ������ ���� ����� ��� ������� � ���, ; ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���. [controller_vision_free] min_view_distance = 0.75 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.0 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 100.0 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 0.05 time_quant = 0.002 decrease_value = 0.01 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.5 luminocity_factor = 0.5 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.25 [controller_vision_danger] min_view_distance = 1.0 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 2.0 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 60.0 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 0.05 time_quant = 0.001 decrease_value = 0.01 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.5 luminocity_factor = 0.5 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.25 [controller_protections] skin_armor = 0.4 hit_fraction_monster = 0.67 feel_enemy_who_just_hit_max_distance = 180 ;=========================================================================== ; Step Events ;=========================================================================== [m_controller_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 ;=========================================================================== [controller_immunities] burn_immunity = 2.0 ; = 0.6 ;Factors of immunity strike_immunity = 0.3 shock_immunity = 0.34 ; = 0.5 wound_immunity = 0.25 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.1 ; = 3.0 ; = 0.3 explosion_immunity = 0.9 fire_wound_immunity = 1.0 ;========================================================================================= ; CONTROL Effector ;========================================================================================== [controller_control_effector] duality_h = 0 ; 0.1 ;0.31 duality_v = 0 ; 0.2 ;0.31 blur = 0 ; 0.01 gray = 0 ; 0.5 ;0.5 noise_intensity = 0 ; 1.0 noise_grain = 0 ; 0.9 noise_fps = 0 ; 30 color_base = 0 ; 1.1,1.1,1 ;0.1,0.15,0.4 color_gray = 0 ; 1,1,1 ;0.333,0.333,0.333 color_add = 0 ; 0.2,0.2,0.1 time = 0 ; 1.0 ;1.5 time_attack = 0 ; 0.3 ;0.5 ; fade in time_release = 0 ; 0.5 ; fade out ; camera effects ce_time = 0 ; 1.0 ;1.5 ce_amplitude = 0 ; 20.0 ce_period_number = 0 ; 1.0 ce_power = 0 ; 0.7 ;========================================================================================== ; Psy Attack Effector ;========================================================================================== [m_controller_attack_effector] duality_h = 0 ; 0.01 duality_v = 0 ; 0.01 blur = 0 ; 0.01 gray = 0 ; 0.5 noise_intensity = 0 ; 0.0 noise_grain = 0 ; 1 noise_fps = 0 ; 30 color_base = 0 ; 0.65,0.15,0.1 color_gray = 0 ; 0.333,0.333,0.333 color_add = 0 ; 0,0,0 time = 0 ; 0.3 time_attack = 0 ; 0.05 ; fade in time_release = 0 ; 0.20 ; fade out ; camera effects ce_time = 0 ; 0.40 ;time ce_amplitude = 0 ; -15.0 ce_period_number = 0 ; 1.5 ;2.0 ce_power = 0 ; 0.7 ;0.7 ; power ;========================================================================================= ; Aura PP Effector ;========================================================================================= [controller_aura_pp_effector_section] ;duality_h = 0.001 ;duality_v = 0.001 ;blur = 10 ;gray = 0.5 ;noise_intensity = 1.0 ;0.5 ;noise_grain = 1 ;noise_fps = 5 ;color_base = 0.999,0.433,0.0999 ;color_gray = 0.333,0.3330,0.3330 ;color_add = 0.999,0.433,0.0999 ;0.00,0.01,0.00 duality_h = 0.00 duality_v = 0.00 blur = 10 gray = 0.0 noise_intensity = 10.0 noise_grain = 1 noise_fps = 25 ;color_base = 0.5,0.5,0.5;0.2,0.2,0.2 ;color_gray = 0.33,0.33,0.33 ;color_add = 0.30,0.30,0.30 color_base = 0.9,0.9,1.0 color_gray = 0.33,0.330,0.33 color_add = 0.00,0.00,0.015 ;=========================================================================== ; Attack Animation Parameters ;=========================================================================== [m_controller_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 = 0.45, 0.55, 60, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 ;RightLeft combo strike stand_attack_1 = 0.25, 0.55, 60, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 ;stand_attack_1 = 0.45, 0.55, 200, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 ;================================================================================= ; Terrain ;================================================================================= [controller_terrain] 255,000,255,255 010,001,255,255 ;��������� ������ �� ������� ������ �� ������ 014,001,255,255 ;��������� ������ �� ������� ������ �� ������ 016,001,255,255 ;��������� ������ �� ������� ������ �� ������� ;================================================================================= ; CONTROLLER Damage ;================================================================================= [m_Controller_damage] ;bone_name = ,-1, ; - �����. ��������� ���� (���������� ��������) ; - �����. ��������� �������� �������� ���� default = 1.0, -1, 0.3 bip01_pelvis = 1.0, -1, 0.5 bip01_spine = 1.0, -1, 0.5 bip01_spine1 = 1.0, -1, 0.5 bip01_neck = 1.0, -1, 1.0 bip01_head = 4.0, -1, 0.5, 10 [m_controller_normal]:m_controller_e $spawn = "monsters\old\controller_normal" visual = monsters\controller\controller_1 corpse_visual = monsters\controller\controller_dead icon = ui_npc_monster_controller spec_rank = normal rank = 18 community = controller [controller_tubeman]:m_controller_e ; temporary! $spawn = "monsters\old\controller_tubeman" visual = monsters\controller\controller_1 corpse_visual = monsters\controller\controller_dead icon = ui_npc_monster_controller spec_rank = normal rank = 18 community = controller [m_controller_normal2]:m_controller_e $spawn = "monsters\controller\controller_02_normal" visual = monsters\controller\controller2a corpse_visual = monsters\controller\controller2a icon = ui_npc_monster_controller panic_threshold = 0.1 rank = 18 immunities_sect = controller_immunities attack_params = m_controller_attack_params spec_rank = normal community = controller ;********************* ; NORMAL PSY ;********************* [m_controller_psy]:m_controller_normal2 can_spawn_phantom = true [controller_critical_wound_bones_head] bip01_neck bip01_head bip01_ponytail1 bip01_ponytail2 bone01 bone03 bone05 bone07 bone09 [controller_critical_wound_bones_torso] bip01_spine bip01_spine1 bip01_spine2 bip01_spine3 bip01_pelvis bip01_l_clavicle bip01_l_upperarm bip01_l_forearm bip01_l_hand bip01_l_finger0 bip01_l_finger01 bip01_l_finger1 bip01_l_finger11 bip01_l_finger2 bip01_l_finger21 bip01_l_finger3 bip01_l_finger31 bip01_l_finger4 bip01_l_finger41 bip01_r_clavicle bip01_r_upperarm bip01_r_forearm bip01_r_hand bip01_r_finger0 bip01_r_finger01 bip01_r_finger1 bip01_r_finger11 bip01_r_finger2 bip01_r_finger21 bip01_r_finger3 bip01_r_finger31 bip01_r_finger4 bip01_r_finger41 [controller_critical_wound_bones_legs] bip01_l_thigh bip01_l_calf bip01_l_foot bip01_l_toe1 bip01_r_thigh bip01_r_calf bip01_r_foot bip01_r_toe1 [m_controller_normal666]:m_controller_e $spawn = "monsters\controller\controller_normal666" visual = monsters\controller\controller_101 corpse_visual = monsters\controller\controller_101 icon = ui_npc_monster_controller panic_threshold = 0.0 rank = 18 immunities_sect = controller_immunities attack_params = m_controller_attack_params spec_rank = normal community = controller [m_controller_normal777]:m_controller_e $spawn = "monsters\controller\controller_normal777" visual = monsters\controller\controller_202 corpse_visual = monsters\controller\controller_202 icon = ui_npc_monster_controller panic_threshold = 0.01 rank = 18 immunities_sect = controller_immunities attack_params = m_controller_attack_params spec_rank = normal community = controller [m_controller_normal888]:m_controller_e $spawn = "monsters\controller\controller_normal888" visual = monsters\controller\controller_303 corpse_visual = monsters\controller\controller_303 icon = ui_npc_monster_controller panic_threshold = 0.01 rank = 18 immunities_sect = controller_immunities attack_params = m_controller_attack_params spec_rank = normal community = controller [m_controller_normal1111]:m_controller_e $spawn = "monsters\controller\m_controller_normal1111" visual = monsters\controller\controller_404 corpse_visual = monsters\controller\controller_404 icon = ui_npc_monster_controller