;=========================================================================== ; CAT ;=========================================================================== [cat_test]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald $spawn = "monsters\cat" ; 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 = 100 ; option for ALife Simulator MinSpeed = 1.0 ; option for ALife Simulator MaxSpeed = 1.5 ; option for ALife Simulator going_speed = 1.0 ; option for ALife Simulator current_level_going_speed = 3;2 ; option for ALife Simulator search_speed = .5 ; option for ALife Simulator visual = monsters\cat\cat corpse_visual = monsters\cat\cat icon = ui_npc_monster_cat MaxHealthValue = 165 ; range [0..200] DynamicObjectsCount = 8 smart_terrain_choose_interval = 00:15:00 Spawn_Inventory_Item_Section = mutant_cat_tail Spawn_Inventory_Item_Probability = 0.0 ef_creature_type = 21 ; option for evaluation functions ef_weapon_type = 2 ef_detector_type = 1 panic_threshold = 0.045 cform = skeleton ; collision class class = SM_CAT_S ; 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 ;------------------------------------------------------------------------ ; Influences ;------------------------------------------------------------------------ fire_max_distance = 0 fire_max_power = 5 fire_linear_factor = 0 fire_quadratic_factor = 0.025 psy_max_distance = 0 psy_max_power = 5 psy_linear_factor = 0.05 psy_quadratic_factor = 0 radiation_max_distance = 0 radiation_max_power = 0.01 radiation_linear_factor = 1 radiation_quadratic_factor = 1 radiation_pp_effector_name = postprocess_rad radiation_pp_highest_at = 0.02 ;--------------------------------------------------------------------- ; Physics ;--------------------------------------------------------------------- ; movement ph_box0_center = 0.0, 0.3, 0.0 ph_box0_size = 0.30, 0.3, 0.30 ph_box1_center = 0.0, 0.3, 0.0 ph_box1_size = 0.30, 0.3, 0.30 ph_crash_speed_min = 10 ph_crash_speed_max = 30 ph_collision_damage_factor = 0.1 ph_mass = 50;30 ; also it's the food destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster ;--------------------------------------------------------------------- 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, 3.0, 3.0, 1, 1 ;0, 1.79, 1, 1 Velocity_WalkFwdNormal = 1.2, 1.5, 1.5, 0.2, 2.0 Velocity_WalkFwdDamaged = 1.2, 2.14, 2.14, 0.2, 2.0 Velocity_RunFwdNormal = 8.5, 2.5, 2.5, 0.2, 1 Velocity_RunFwdDamaged = 4.5, 3.0, 3.0, 0.2, 1 Velocity_Drag = 1.5, 2.14, 2.14, 1, 1 Velocity_Steal = 1.3, 2.14, 2.14, 1, 1 ; acceleration Accel_Generic = 1.5 Accel_Calm = 2.5 Accel_Aggressive = 20.5 ;-------------------------------------------------------------------------- ; Attack parameters ;-------------------------------------------------------------------------- hit_type = wound MinAttackDist = 1.4 MaxAttackDist = 2.0 as_min_dist = 0.3 as_step = 0.4 DayTime_Begin = 3 ; ����� ��� ��� ������� DayTime_End = 22 ; ����� ��� ��� ������� Min_Satiety = 0.00055 ;0.6 ; ���. ����� �v����� (������ - ��� ������v�) Max_Satiety = 0.9 ; ����. ����� �v����� (������ - ����� �v�v�) distance_to_corpse = 1.8 ; ����. �� �����, ��� ������� �� ��������� � ��������� ��v ;------------------------------------------------------------------------ ; Attack On Move ;------------------------------------------------------------------------ aom_enabled = 1 aom_animation_left = stand_run_attack_ aom_animation_right = stand_run_attack_ aom_far_radius = 7 aom_max_go_close_time = 8 aom_prepare_time = 2 aom_attack_radius = 1 aom_update_side_period = 3 aom_prediction_factor = 1.2 ;------------------------------------------------------------------------- ; Entity Conditions ;------------------------------------------------------------------------- satiety_v = 0.0001 ;0.01 ;�������� ���������� �v����� �� �������� radiation_v = 0.00001 ;0.004 ;�������� ���������� �������� satiety_power_v = 0.005 ;0.01 ;���������� ���v ��� ���������� �v����� satiety_health_v = 0.00001 ;0.03 ;���������� �������� ��� ���������� �v����� satiety_critical = -1.0 ;0.25 ;����������� �������� �v����� (� ��������� �� 0..1) ����� �������� ��������� ����������� radiation_health_v = 0.01 ;0.006 ;���������� �������� ��� ����������� �������� morale_v = 0.1 ;�������� �������������� ������ health_hit_part = 0.8 ;0.8 ;������� ����, ����� �� �� ��������� �������� power_hit_part = 1.0 ;0.9 ;������� ����, ����� �� �� ��������� ���v psy_health_v = 0.1 ;�������� �������������� psy-�������� health_restore_v = 0.00002 ;����v�v� ���v bleeding_v = 0.0105 ;������ ����� ��� ����������� ���� � ������� wound_incarnation_v = 0.0025 ;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������) min_wound_size = 0.009 sleep_health = 1.0 ;�����������v ��������� ��������� ��������� �� ���� ��� sleep_power = 1.0 sleep_satiety = 1.0 sleep_radiation = 1.0 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 ImpulseMin = 2.0 ImpulseMax = 4.0 ;--------------------------------------------------------- ; Sounds and sound parameters ;--------------------------------------------------------- sound_idle = monsters\cat\c2_idle_ sound_eat = monsters\cat\c_eat_ sound_aggressive = monsters\cat\c2_attack_ sound_attack_hit = monsters\cat\c2_attack_ sound_take_damage = monsters\cat\c2_hit_ sound_die = monsters\cat\c2_die_ sound_threaten = monsters\cat\c2_threat sound_landing = monsters\cat\c2_idle_ sound_steal = monsters\cat\c2_attack_ sound_panic = monsters\cat\c2_threat_ sound_growling = monsters\cat\c2_attack_ sound_die_in_anomaly = monsters\cat\c2_die_ killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE idle_sound_delay = 120000 eat_sound_delay = 3000 attack_sound_delay = 6000 sound_distant_idle = ambient\soundscape\mutants\cat\distant_ distant_idle_sound_delay = 50000 distant_idle_sound_range = 50.0 SoundThreshold = 0.06 ; range [0..1] max_hear_dist = 95 ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.12 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 = 0.45 ;---------------------------------------------------------------------------- ; Jump Parameters ;---------------------------------------------------------------------------- ; jump parameters jump_delay = 2500 jump_factor = 2.0 jump_ground_trace_range = 1.5 jump_hit_trace_range = 2.0 jump_build_line_distance = 5.0 jump_min_distance = 2.0 jump_max_distance = 8.0 jump_max_angle = 0.33 jump_max_height = 5.0 jump_auto_aim_factor = 0.6 ;------------------------------------------------------------------------- ; Other Stuff (refactoring needed) ;------------------------------------------------------------------------- DamagedThreshold = 0.35 critical_wound_threshold = -1 critical_wound_decrease_quant = 0. material = creatures\medium DynamicObjectsCount = 8 squad_attack_algorithm = 1 attack_effector = cat_attack_effector damage = cat_damage attack_params = cat_attack_params step_params = cat_step_params LegsCount = 4 ;species of monster species = cat spec_rank = normal community = cat terrain = cat_terrain protections_sect = cat_protections immunities_sect = cat_immunities ;------------------------------------------------------------------------- ; Vision ;------------------------------------------------------------------------- eye_fov = 220 eye_range = 120 vision_free_section = cat_vision_free vision_danger_section = cat_vision_danger ; �������� visibility_threshold ������ ���� ����� ��� ������� � ���, ; ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���. [cat_vision_free] min_view_distance = 0.75 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.0 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 170.0 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 0.7 time_quant = 0.0007 decrease_value = 0.01 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.5 luminocity_factor = 0.5 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.15 [cat_vision_danger] min_view_distance = 1.4 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.8 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 90.0 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 0.7 time_quant = 0.0007 decrease_value = 0.01 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.4 luminocity_factor = 0.1 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.15 feel_enemy_who_just_hit_max_distance = 350 [cat_attack_params] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Left leg strike stand_attack_0 = 0.25, 0.52, 30, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 2.5 ;Both leg strike stand_attack_1 = 0.30, 0.52, 30, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 3.5 stand_attack_rat_0 = 0.40, 0.52, 30, 0.0, -0.5,1.0, -0.6, 0.6, -1.6, 0.6, 2.0 jump_attack_2 = 0.50, 0.85, 80, 0.0, -0.5,1.0, -0.6, 0.6, -1.6, 0.6, 2.0 ;Run attack stand_run_attack_0 = 0.25, 0.5, 60, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 2.0 ;=========================================================================== ; SPECIAL EFFECTORS ;=========================================================================== [cat_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 = 0.65,0.15,0.1 color_gray = 0.333,0.333,0.333 color_add = 0,0,0 time = 0.3 time_attack = 0.05 ; fade in time_release = 0.25 ; fade out ; camera effects ce_time = 0.45 ;time ce_amplitude = -10.0 ce_period_number = 2.0 ce_power = 1.5 ; power ;=========================================================================== ; Step Events ;=========================================================================== [cat_step_params] ;------------------------------------------------------------------------------------------------------------- ; anim | cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 | ;------------------------------------------------------------------------------------------------------------- stand_walk_fwd_0 = 8, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0 stand_walk_dmg_0 = 7, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0 stand_run_0 = 6, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0 stand_run_dmg_0 = 6, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0 stand_steal_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0 stand_drag_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0 ;********************************************************************************* ; PROTECTIONS ;********************************************************************************* [cat_protections] skin_armor = 0.01 hit_fraction_monster = 0.9 ;=========================================================================== ; IMMUNITIES ;=========================================================================== [cat_immunities] burn_immunity = 3.0 ; = 0.9 ;�����������v ���������� strike_immunity = 0.85 shock_immunity = 3.0 ; = 0.65 wound_immunity = 1.3 ;0.75 ;1.0 radiation_immunity = 0.0 ;1.0 telepatic_immunity = 0.0 chemical_burn_immunity = 5.55 ; = 3.0 ; = 0.65 explosion_immunity = 1 fire_wound_immunity = 2 ;================================================================================= ; CAT Damage ;================================================================================= [cat_damage] ;bone_name = ,-1, ; - �����. ��������� ���� (���������� ��������) ; - �����. ��������� �������� �������� ���� default = 0.75, -1, 0.3 bip01_pelvis = 1.0, -1, 0.4 bip01_spine = 1.0, -1, 0.4 bip01_spine1 = 1.0, -1, 0.4 bip01_neck = 1.0, -1, 1.0 bip01_head = 2.0, -1, 0.5 bone01 = 1.9, -1, 0.4 bone03 = 1.9, -1, 0.4 bone05 = 1.9, -1, 0.4 bip01_ponytail1 = 0.3, -1, 0.1 bip01_ponytail2 = 0.3, -1, 0.1 ;================================================================================= ; CAT Terrain ;================================================================================= [cat_terrain] 255,000,255,255 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;------------- Normal ------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [cat_normal_a]:cat_test $spawn = "monsters\cat\cat_normal_a" visual = monsters\cat\cat_normal spec_rank = normal MaxHealthValue = 1 ; range [0..200 [cat_normal_b]:cat_test $spawn = "monsters\cat\cat_normal_b" visual = monsters\cat\cat_normal2 spec_rank = normal MaxHealthValue = 1 ; range [0..200 [cat_normal_c]:cat_test $spawn = "monsters\cat\cat_normal_c" visual = monsters\cat\cat_normal3 spec_rank = normal MaxHealthValue = 1 ; range [0..200 [cat_normal_d]:cat_test $spawn = "monsters\cat\cat_normal_d" visual = monsters\cat\cat_normal4 spec_rank = normal MaxHealthValue = 1 ; range [0..200 [cat_normal_e]:cat_test $spawn = "monsters\cat\cat_normal_e" visual = monsters\cat\cat_normal5 spec_rank = normal MaxHealthValue = 1 ; range [0..200 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;------------- Weak --------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [cat_weak_base]:cat_test $spawn = "monsters\cat\cat_weak_base" visual = monsters\cat\cat_weak spec_rank = weak ;immunities_sect = cat_weak_immunities ;attack_params = cat_weak_attack_params [cat_weak_a]:cat_weak_base $spawn = "monsters\cat\cat_weak_a" visual = monsters\cat\cat_weak [cat_weak_b]:cat_weak_base $spawn = "monsters\cat\cat_weak_b" visual = monsters\cat\cat_weak2 [cat_weak_c]:cat_weak_base $spawn = "monsters\cat\cat_weak_c" visual = monsters\cat\cat_weak3 [cat_weak_d]:cat_weak_base $spawn = "monsters\cat\cat_weak_d" visual = monsters\cat\cat_weak4 [cat_weak_e]:cat_weak_base $spawn = "monsters\cat\cat_weak_e" visual = monsters\cat\cat_weak5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;------------- Strong --------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [cat_strong_base]:cat_test $spawn = "monsters\cat\cat_strong_base" visual = monsters\cat\cat_strong spec_rank = strong [cat_strong_a]:cat_strong_base $spawn = "monsters\cat\cat_strong_a" visual = monsters\cat\cat_strong [cat_strong_b]:cat_strong_base $spawn = "monsters\cat\cat_strong_b" visual = monsters\cat\cat_strong2 [cat_strong_c]:cat_strong_base $spawn = "monsters\cat\cat_strong_c" visual = monsters\cat\cat_strong3 [cat_strong_d]:cat_strong_base $spawn = "monsters\cat\cat_strong_d" visual = monsters\cat\cat_strong4 [cat_strong_e]:cat_strong_base $spawn = "monsters\cat\cat_strong_e" visual = monsters\cat\cat_strong5 [cat_strong_afro]:cat_strong_base $spawn = "monsters\cat\cat_strong_afro" visual = monsters\cat\afro_cat_1