[fracture_normal]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone ;$spawn = "monsters\fracture" ; 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 = 500 ; option for ALife Simulator MinSpeed = 1.0 ; option for ALife Simulator MaxSpeed = 5.0 ; option for ALife Simulator going_speed = 4.5 ; option for ALife Simulator search_speed = 1.5 ; option for ALife Simulator visual = monsters\fracture\fracture.ogf corpse_visual = monsters\fracture\fracture.ogf icon = ui_npc_monster_fracture ;Spawn_Inventory_Item_Section = mutant_fracture_hand ;Spawn_Inventory_Item_Probability = 0.5 MaxHealthValue = 1.0 ; range [0..200] rank = 3 spec_rank = normal smart_terrain_choose_interval = 00:25:00 ;00:15:00 ef_creature_type = 21 ; option for evaluation functions ef_weapon_type = 4 ef_detector_type = 1 panic_threshold = 0.1 satiety_threshold = 0.5 jump_max_height = 1.0 cform = skeleton ; collision class class = SM_IZLOM ; AI class rank = 7 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 = 170. destroyed_vis_name = dynamics\Dead_Body\skelet_crash ;--------------------------------------------------------------------- ph_skeleton_airr_lin_factor = 1.1 ;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 = 5.0 ;1.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 5.0 �� ����) ph_skeleton_ddelay = 5.0 ;����� ��������� �������� ������ � ������� � ������� �������� �����, ��� 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 = 170; eye_range = 100 ;30 max_hear_dist = 90 hit_power = 50.0; ImpulseMin = 500.0 ImpulseMax = 550.0 ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 1.4, 1.4, 1, 1 Velocity_WalkFwdNormal = 0.9, 2.5, 2.5, 0.02, 2.0 Velocity_RunFwdNormal = 3.0, 3.5, 3.5, 0.4, 1 Velocity_WalkFwdDamaged = 0.7, 3.0, 3.0, 0.2, 2.0 Velocity_RunFwdDamaged = 5.0, 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 = 1.8 MaxAttackDist = 3 as_min_dist = 0.5 as_step = 0.5 feel_enemy_who_just_hit_max_distance = 20 ;��������� �� ������� ������ ����������� ������������� ������ ���� ������ DayTime_Begin = 0 ; ����� ��� ��� ������� DayTime_End = 21 ; ����� ��� ��� ������� Min_Satiety = 0.4 ; ���. ����� �v����� (������ - ��� ������v�) Max_Satiety = 1.0 ; ����. ����� �v����� (������ - ����� �v�v�) distance_to_corpse = 50 ; ����. �� �����, ��� ������� �� ��������� � ��������� ��v min_view_distance = 0.8 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.0 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 100.0 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 0.3 time_quant = 0.001 decrease_value = 0.01 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.5 luminocity_factor = 1.5 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.25 vision_free_section = fracture_vision_free vision_danger_section = fracture_vision_danger terrain = fracture_terrain hit_type = wound ;entity condition ; entity condition satiety_v = 0.00001 ;0.01 ;�������� ���������� ������� �� �������� radiation_v = 0.00001 ;0.004 ;�������� ���������� �������� satiety_power_v = 0.005 ;0.01 ;���������� ���� ��� ���������� ������� satiety_health_v = 0.0001 ;0.03 ;���������� �������� ��� ���������� ������� satiety_critical = -1.0 ;0.25 ;����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� ����������� radiation_health_v = 0.01 ;0.006 ;���������� �������� ��� ����������� �������� morale_v = 0.01 ;�������� �������������� ������ health_hit_part = 0.4 ;0.8 ;������� ����, �������� �� ��������� �������� power_hit_part = 1.0 ;0.9 ;������� ����, �������� �� ��������� ���� psy_health_v = 0.1 ;�������� �������������� psy-�������� immunities_sect = fracture_normal_immunities ;�������� ���� bleeding_v = 0.4 ;������ ����� ��� ����������� ���� � ������� wound_incarnation_v = 0.01 ;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������) min_wound_size = 0.01 sleep_health = 1.0 ;1.5 ;�����������v ��������� ��������� ��������� �� ���� ��� 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 = 0.01 ; ���������� �v����� ��� 1 ����� eat_slice_weight = 10.0 ; ���������� ��v � ����� ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.2 Morale_Attack_Success_Quant = 0.1 Morale_Take_Heart_Speed = 0.1 Morale_Despondent_Speed = 0.1 Morale_Stable_Speed = 0.01 Morale_Despondent_Threashold = 0.4 sound_idle = monsters\fracture\fracture_idle_ sound_eat = monsters\fracture\fracture_eat_ sound_aggressive = monsters\fracture\fracture_attack_ sound_attack_hit = monsters\fracture\fracture_attack_hit_ sound_take_damage = monsters\fracture\fracture_take_damage_ sound_die = monsters\fracture\fracture_die_ sound_threaten = monsters\biting\def_ sound_landing = monsters\biting\def_ sound_steal = monsters\biting\def_ sound_panic = monsters\fracture\fracture_attack_ sound_growling = monsters\biting\def_ sound_die_in_anomaly = monsters\fracture\fracture_die_ killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE idle_sound_delay = 125000 eat_sound_delay = 3000 attack_sound_delay = 4000 sound_distant_idle = ambient\soundscape\mutants\zombie\distant_ distant_idle_sound_delay = 50000 distant_idle_sound_range = 50.0 DamagedThreshold = 0.5 critical_wound_threshold = -1 critical_wound_decrease_quant = 0. material = creatures\medium DynamicObjectsCount = 32 squad_attack_algorithm = 1 LegsCount = 2 attack_effector = monster_attack_effector attack_params = fracture_normal_attack_params step_params = fracture_normal_step_params damage = Fracture_normal_damage ;species of monster species = fracture community = fracture [Fracture_normal_damage] ;bone_name = ,-1, ; - �����. ��������� ���� (���������� ��������) ; - �����. ��������� �������� �������� ���� default = 1, -1, 0.3 bip01_pelvis = 1, -1, 0.4 bip01_spine = 1, -1, 0.4 bip01_spine1 = 1, -1, 0.4 bip01_neck = 1.5, -1, 1.0 bip01_head = 3, -1, 0.5 [fracture_terrain] 255,000,255,255 ;---EVALUATION FUNCTIONS---------------------------------------------- [fracture_normal_attack_params] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- stand_attack_0 = 0.45, 0.55, 15, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 stand_attack_1 = 0.45, 0.65, 19, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 stand_attack_2 = 0.45, 0.75, 17, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5 [fracture_normal_attack_effector] duality_h = 0.01 duality_v = 0.01 blur = 0.01 gray = 0.5 noise_intensity = 0.0 noise_grain = 1 noise_fps = 30 color_base = 0.255,0.0,0.0 color_gray = 0.333,0.333,0.333 color_add = 0,0,0 time = 0.4 time_attack = 0.10 ; fade in time_release = 0.35 ; fade out ; camera effects ce_time = 0.5 ;time ce_amplitude = -15.0 ce_period_number = 1.5 ;2.0 ce_power = 1.5 ;0.7 ; power [fracture_normal_step_params] ;--------------------------------------------------------------------------- ; anim | Cycles | time1 | power1 | time2 | power2 | ;--------------------------------------------------------------------------- stand_walk_fwd_0 = 1, 0.01, 1, 0.25, 0.7, stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6, ;=========================================================================== ; IMMUNITIES ;=========================================================================== [fracture_normal_immunities] burn_immunity = 0.8 ;������������ ���������� strike_immunity = 0.8 shock_immunity = 0.8 wound_immunity = 0.50 ;0.75 ;1.0 radiation_immunity = 0.5 telepatic_immunity = 1.0 chemical_burn_immunity = 0.2 explosion_immunity = 0.8 fire_wound_immunity = 9 ; �������� visibility_threshold ������ ���� ����� ��� ������� � ���, ; ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���. [fracture_vision_free] min_view_distance = 0.4 ; min range of cone based on eye_range max_view_distance = 0.7 ; max range of cone based on eye_range visibility_threshold = 25 ;Threshold in which object becomes visible based on factors always_visible_distance = 0 ;Distance object is always considered visible (float) time_quant = 0.005 ;step increment to for sight calculations decrease_value = 0.1 ;Decrease over time to overall threshold velocity_factor = 0.6 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed) luminocity_factor = 0.8 ;Low value = easier to see at night transparency_threshold = 0.3 ;Low value = easier to see through objects still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32) [fracture_vision_danger] min_view_distance = 0.4 ; min range of cone based on eye_range max_view_distance = 1.0 ; max range of cone based on eye_range visibility_threshold = 25 ;Threshold in which object becomes visible based on factors always_visible_distance = 0 ;Distance object is always considered visible (float) time_quant = 0.0055 ;step increment to for sight calculations decrease_value = 0.1 ;Decrease over time to overall threshold velocity_factor = 1.0 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed) luminocity_factor = 0.8 ;Low value = easier to see at night transparency_threshold = 0.3 ;Low value = easier to see through objects (if greater then 1 then enemies are blind) still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32) [fracture_weak]:fracture_normal MaxHealthValue = 0.75 ; range [0..200] skin_armor = 0.01 hit_fraction_monster = 0.8 rank = 1 spec_rank = weak [fracture_strong]:fracture_normal MaxHealthValue = 1.5 ; range [0..200] skin_armor = 0.02 hit_fraction_monster = 0.7 rank = 6 spec_rank = strong [fracture_2]:fracture_normal MaxHealthValue = 1.0 ; range [0..200] skin_armor = 0.01 hit_fraction_monster = 0.8 rank = 3 spec_rank = normal [fracture_3]:fracture_normal MaxHealthValue = 1.25 ; range [0..200] skin_armor = 0.01 hit_fraction_monster = 0.8 rank = 3 spec_rank = normal