[m_zombie_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone ;$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\zombie\zombie_1 corpse_visual = monsters\zombie\zombie_1 icon = ui_npc_monster_kontroler spawn_phantom = m_phantom_zombi can_spawn_phantom = false 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 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 (������� ��-�� ����, ��� ������ ���������� ����������� 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 = 80 eye_range = 50 max_hear_dist = 30 vision_free_section = zombie_vision_free vision_danger_section = zombie_vision_danger terrain = zombie_terrain ;--/ �������� visibility_threshold ������ ���� ����� ��� ������� � ���, ;--/ ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���. [zombie_vision_free] min_view_distance = 0.4 ; min range of cone based on eye_range max_view_distance = 0.8 ; max range of cone based on eye_range visibility_threshold = 30 ;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 = 0.4 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed) luminocity_factor = 0.70 ;Low value = easier to see at night transparency_threshold = 0.65 ;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) [zombie_vision_danger] min_view_distance = 0.4 ; min range of cone based on eye_range max_view_distance = 0.8 ; max range of cone based on eye_range visibility_threshold = 30 ;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 = 0.4 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed) luminocity_factor = 0.70 ;Low value = easier to see at night transparency_threshold = 0.65 ;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) [zombie_terrain] 255,000,255,255 [zombie_protections] skin_armor = 0.1 hit_fraction_monster = 0.5 ; 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 ;-- ��������� �� ������� ������ ����������� ������������� ������ ���� ������ DayTime_Begin = 0 ;-- ����� ��� ��� ������� DayTime_End = 21 ;-- ����� ��� ��� ������� Min_Satiety = 0.4 ;-- ���. ����� �v����� (������ - ��� ������v�) Max_Satiety = 1.0 ;-- ����. ����� �v����� (������ - ����� �v�v�) distance_to_corpse = 1.2 ;-- ����. �� �����, ��� ������� �� ��������� � ��������� ��v min_view_distance = 0.7 ;-- �����������, ������� �������� �� 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 = 0.5 ;-- ������ ��������� (������ ��� �����) transparency_threshold = 0.25 hit_type = wound ;--/ entity condition satiety_v = 0.00001 ;--0.01 ;--�������� ���������� ������� �� �������� radiation_v = 0.00001 ;--0.004 ;--�������� ���������� �������� satiety_power_v = 0.01 ;--0.01 ;--���������� ���� ��� ���������� ������� satiety_health_v = 0.005 ;--0.03 ;--���������� �������� ��� ���������� ������� satiety_critical = -1.0 ;--0.25 ;--����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� ����������� radiation_health_v = 0.01 ;--0.006 ;--���������� �������� ��� ����������� �������� morale_v = 0.01 ;--�������� �������������� ������ health_hit_part = 1.0 ;--0.8 ;--������� ����, �������� �� ��������� �������� power_hit_part = 1.0 ;--0.9 ;--������� ����, �������� �� ��������� ���� psy_health_v = 0.1 ;--�������� �������������� psy-�������� immunities_sect = zombie_immunities ;--/�������� ���� bleeding_v = 0 ;--������ ����� ��� ����������� ���� � ������� 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 � ����� 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 = ,-1, ; - �����. ��������� ���� (���������� ��������) ; - �����. ��������� �������� �������� ���� 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 ;--������������ ���������� 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 (������� ��-�� ����, ��� ������ ���������� ����������� 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 = 70 eye_range = 50 max_hear_dist = 30 vision_free_section = zombie_vision_free vision_danger_section = zombie_vision_danger terrain = zombie_terrain ;--/ �������� visibility_threshold ������ ���� ����� ��� ������� � ���, ;--/ ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���. ; 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 ;--��������� �� ������� ������ ����������� ������������� ������ ���� ������ DayTime_Begin = 0 ;-- ����� ��� ��� ������� DayTime_End = 21 ;-- ����� ��� ��� ������� Min_Satiety = 0.4 ;-- ���. ����� �v����� (������ - ��� ������v�) Max_Satiety = 1.0 ;-- ����. ����� �v����� (������ - ����� �v�v�) distance_to_corpse = 1.2 ;-- ����. �� �����, ��� ������� �� ��������� � ��������� ��v min_view_distance = 0.7 ;-- �����������, ������� �������� �� 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 = 0.5 ;-- ������ ��������� (������ ��� �����) transparency_threshold = 0.25 hit_type = wound ;--/ entity condition satiety_v = 0.00001 ;--0.01 ;--�������� ���������� ������� �� �������� radiation_v = 0.00001 ;--0.004 ;--�������� ���������� �������� satiety_power_v = 0.01 ;--0.01 ;--���������� ���� ��� ���������� ������� satiety_health_v = 0.005 ;--0.03 ;--���������� �������� ��� ���������� ������� satiety_critical = -1.0 ;--0.25 ;--����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� ����������� radiation_health_v = 0.01 ;--0.006 ;--���������� �������� ��� ����������� �������� morale_v = 0.01 ;--�������� �������������� ������ health_hit_part = 1.0 ;--0.8 ;--������� ����, �������� �� ��������� �������� power_hit_part = 1.0 ;--0.9 ;--������� ����, �������� �� ��������� ���� psy_health_v = 0.1 ;--�������� �������������� psy-�������� immunities_sect = zombie_immunities ;--/�������� ���� bleeding_v = 0 ;--������ ����� ��� ����������� ���� � ������� 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 � ����� 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 ;--�������� ���������� ������� �� �������� radiation_v = 0.00001 ;--0.004 ;--�������� ���������� �������� satiety_power_v = 0.005 ;--0.01 ;--���������� ���� ��� ���������� ������� satiety_health_v = 0.005 ;--0.03 ;--���������� �������� ��� ���������� ������� satiety_critical = -1.0 ;--0.25 ;--����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� ����������� radiation_health_v = 0.01 ;--0.006 ;--���������� �������� ��� ����������� �������� morale_v = 0.01 ;--�������� �������������� ������ health_hit_part = 1.0 ;--0.8 ;--������� ����, �������� �� ��������� �������� power_hit_part = 1.0 ;--0.9 ;--������� ����, �������� �� ��������� ���� psy_health_v = 0.1 ;--�������� �������������� psy-�������� 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 ;-- �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.3 ;-- �����������, ������� �������� �� 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 = 0.5 ;-- ������ ��������� (������ ��� ������) 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 ;----------------------------------------------------------------------------