;=========================================================================== ; BURER ;=========================================================================== [m_burer_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive $spawn = "monsters\burer\burer" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 16 visual = monsters\burer\burer corpse_visual = monsters\burer\burer_dead MaxHealthValue = 1.0 Spawn_Inventory_Item_Section = mutant_burer_hand Spawn_Inventory_Item_Probability = 0.0 ;------------------------------------------------------------------------ ; Influences ;------------------------------------------------------------------------ fire_max_distance = 0 fire_max_power = 5 fire_linear_factor = 0 fire_quadratic_factor = 0.025 psy_linear_factor = 0.4 psy_quadratic_factor = 0.0 psy_max_distance = 26.0 psy_max_power = 0.25 psy_sound = anomaly\psy_voices_1_l ;monsters\controller\controller_presence_l psy_pp_effector_name = psy_antenna ;postprocess_psi psy_pp_highest_at = 0.1 radiation_max_distance = 5 radiation_max_power = 0.035 radiation_linear_factor = 1 radiation_quadratic_factor = 1 radiation_pp_effector_name = postprocess_rad radiation_sound = detectors\da-2_beep1 radiation_pp_highest_at = 0.05 ;------------------------------------------------------------------------ ; Offline Alife ;------------------------------------------------------------------------ Scheduled = on ; option for ALife Simulator Human = off ; option for ALife Simulator Health = 400 ; 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 search_speed = 1.5 ; option for ALife Simulator smart_terrain_choose_interval = 00:15:00 ;--------------------------------------------------------------------- ; Physics ;--------------------------------------------------------------------- ph_box0_center = 0.0, 0.7, 0.0 ph_box0_size = 0.35, 0.7, 0.35 ph_box1_center = 0.0, 0.6, 0.0 ph_box1_size = 0.35, 0.6, 0.35 ph_crash_speed_min = 10 ph_crash_speed_max = 30 ph_collision_damage_factor = 0.1 ph_mass = 70; 100 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, 6.0, 6.0, 0.2, 0.5 Velocity_RunFwdNormal = 4.5, 2.5, 2.5, 0.2, 1 Velocity_RunFwdDamaged = 3.5, 3.0, 3.0, 0.2, 1 Velocity_WalkFwdNormal = 1.6, 3.0, 3.0, 0.02, 1.5 Velocity_WalkFwdDamaged = 1.0, 3.0, 3.0, 0.5, 2.0 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 = 1.5 Accel_Aggressive = 200 ;6.5 runaway_distance = 7 normal_distance = 11 max_runaway_time = 6000 ;-------------------------------------------------------------------------- ; Attack parameters ;-------------------------------------------------------------------------- MinAttackDist = 1.5 MaxAttackDist = 2.5 as_min_dist = 0.9 as_step = 0.3 attack_effector = m_burer_attack_effector attack_params = m_burer_attack_params Melee_Rotation_Factor = 1.8 ;------------------------------------------------------------------------- ; Entity Conditions ;------------------------------------------------------------------------- satiety_v = 0.0001 ;�������� ���������� ������� �� �������� radiation_v = 0.00001 ;�������� ���������� �������� satiety_power_v = 0.001 ;���������� ���� ��� ���������� ������� satiety_health_v = 0.00007 ;���������� �������� ��� ���������� ������� satiety_critical = -1.0 ;����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� ����������� radiation_health_v = 0.01 ;���������� �������� ��� ����������� �������� morale_v = 0.01 ;�������� �������������� ������ health_hit_part = 0.5 ;������� ����, �������� �� ��������� �������� power_hit_part = 1.0 ;������� ����, �������� �� ��������� ���� psy_health_v = 0.1 ;�������� �������������� psy-�������� health_restore_v = 0.00002 ;�������� ���� bleeding_v = 0.004 ;������ ����� ��� ����������� ���� � ������� wound_incarnation_v = 0.009 ;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������) min_wound_size = 0.0256 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 = 0.01 ; ���������� ������� ��� 1 ����� eat_slice_weight = 10.0 ; ���������� ��� � ����� bone_head = head ; bone name DayTime_Begin = 22 ; ������ ��� ��� ������� DayTime_End = 4 ; ����� ��� ��� ������� Min_Satiety = 0.00055 ; ���. ����� ������� (������ - ��� ��������) Max_Satiety = 0.9 ; ����. ����� ������� (������ - ����� �����) satiety_threshold = 0.5 ; below this value monster fill hunger ;--------------------------------------------------------- ; Sounds and sound parameters ;--------------------------------------------------------- sound_idle = monsters\burer\burer_idle_ sound_eat = monsters\burer\burer_idle_ sound_aggressive = monsters\biting\def_ sound_attack_hit = monsters\burer\burer_attack_ sound_take_damage = monsters\burer\burer_telekinetic_ sound_die = monsters\burer\burer_attacking_ sound_threaten = monsters\biting\def_ sound_landing = monsters\biting\def_ sound_steal = monsters\biting\def_ sound_panic = monsters\burer\burer_attacking_ sound_growling = monsters\biting\def_ sound_gravi_attack = monsters\burer\burer_gravi_attack_ sound_tele_attack = monsters\biting\def_ sound_gravi_wave = monsters\burer\burer_gravi_wave_0 sound_die_in_anomaly = monsters\burer\burer_attacking_ killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE idle_sound_delay = 55000;5000 eat_sound_delay = 3000 attack_sound_delay = 14000;4000 sound_distant_idle = ambient\soundscape\mutants\burer\distant_ distant_idle_sound_delay = 50000 distant_idle_sound_range = 50.0 SoundThreshold = 0.06 ; range [0..1] max_hear_dist = 60 ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.1 Morale_Attack_Success_Quant = 0.2 Morale_Take_Heart_Speed = 0.1 Morale_Despondent_Speed = 0.1 Morale_Stable_Speed = 0.1 Morale_Despondent_Threashold = 0.5 ;------------------------------------------------------------------------- ; Shield Ability ;------------------------------------------------------------------------- shield_cooldown = 3000 shield_time = 3000 shield_keep_particle = anomaly2\burer_shield_01 shield_keep_particle_period = 300 Particle_Shield = anomaly2\burer_shield_01 ;------------------------------------------------------------------------- ; Anti-aim Ability ;------------------------------------------------------------------------- anti_aim_timeout = 2 ;1.5 ; sec anti_aim_effectors = effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4 anti_aim_animation = stand_stamina_attack_ anti_aim_max_angle = 0.3 anti_aim_detection_gain_speed = 10 ; 2 anti_aim_detection_loose_speed = 0.1 weapon_drop_velocity = 8 weapon_drop_stamina_k = 0.6 ;IF player stamina < stamina_hit*inv_weight(weapon param)*weapon_drop_stamina_k THEN weapon is dropped weight_to_stamina_hit = 0.11 ;0.25 ;kg to stamina % ;------------------------------------------------------------------------- ; Gravi Ability ;------------------------------------------------------------------------- Gravi_Cooldown = 6840 ; milisec Gravi_MinDist = 1 ; meter Gravi_MaxDist = 18 ; meter Gravi_Speed = 33 ; meter/sec Gravi_Step = 2 ; meter Gravi_Time_To_Hold = 1940 ; milisec Gravi_Radius = 3.0 Gravi_Impulse_To_Objects = 70.0 Gravi_Impulse_To_Enemy = 330.0 Gravi_Hit_Power = 0.61 ;------------------------------------------------------------------------- ; Tele Ability ;------------------------------------------------------------------------- Tele_Max_Handled_Objects = 3; Tele_Max_Time = 6200; // (s) max time to be in telekinesis Tele_Time_To_Hold = 340 Tele_Object_Min_Mass = 10 Tele_Object_Max_Mass = 1000.0 Tele_Find_Radius = 25.0 Tele_Min_Distance = 5 Tele_Max_Distance = 60 Tele_Raise_Speed = 7 Tele_Fly_Velocity = 50 ;50 Tele_Object_Height = 3 ;2 sound_tele_hold = monsters\burer\burer_tele_hold sound_tele_throw = monsters\burer\burer_tele_throw ;------------------------------------------------------------------------- ; Scanner ;------------------------------------------------------------------------- scan_critical_value = 25.0 ; ��������� �������� scan_radius = 50.0 ; ������ ������������ scan_velocity_threshold = 4.0 ; ��������� ��������, �� ������� �������� ������ ������������ scan_decrease_value = 0.3 ; ���������� ������� ����� � ������� scan_trace_time_freq = 2 ; ������� ������ �������� (for programmer only) (1 = 2 ���� � ���) scan_sound = monsters\burer\burer_scan_affect_0 scan_effector_section = m_burer_scan_effector ;------------------------------------------------------------------------- ; Particles ;------------------------------------------------------------------------- Particle_Tele_Object = static\fire_distort Particle_Gravi_Wave = anomaly2\burer_wave Particle_Gravi_Prepare = anomaly2\burer_prepare ;------------------------------------------------------------------------- ; Other Stuff (refactoring needed) ;------------------------------------------------------------------------- critical_wound_threshold = -1 critical_wound_decrease_quant = 0. ef_creature_type = 18 ; option for evaluation functions ef_weapon_type = 3 ef_detector_type = 1 panic_threshold = 0.1 cform = skeleton ; collision class class = SM_BURER ; AI class script_binding = bind_monster.bind bone_torso = chest ; bone name bone_head = head ; bone name bone_fire = head ; bone name weapon_usage = 0 ; boolean actor_restrictor = medium_monster ;medium_monster,stalker,none distance_to_corpse = 1.2 ; ����. �� �����, ��� ������� �� ��������� � ��������� ��� selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0, terrain = burer_terrain hit_type = wound DamagedThreshold = 0.5 material = creatures\large step_params = m_burer_step_params LegsCount = 2 damage = m_burer_damage ;species of monster species = burer rank = 19 spec_rank = weak community = burer monster_type = indoor protections_sect = burer_protections immunities_sect = burer_immunities ;------------------------------------------------------------------------- ; Vision ;------------------------------------------------------------------------- DynamicObjectsCount = 32 eye_fov = 130 eye_range = 100 vision_free_section = burer_vision_free vision_danger_section = burer_vision_danger ; �������� visibility_threshold ������ ���� ����� ��� ������� � ���, ; ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���. [burer_protections] skin_armor = 0.25 hit_fraction_monster = 0.75 [burer_immunities] burn_immunity = 0.56 ; = 0.65 ;Factors of immunity strike_immunity = 0.35 shock_immunity = 0.38 ; = 0.4 wound_immunity = 0.25 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.5 ; = 3.0 ; = 0.65 explosion_immunity = 0.9 fire_wound_immunity = 0.40 ; .25 [burer_vision_free] min_view_distance = 0.4 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.0 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 100.0 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 0.05 time_quant = 0.001 decrease_value = 0.01 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.5 luminocity_factor = 2.2 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.20 [burer_vision_danger] min_view_distance = 0.4 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.0 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 100.0 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 0.05 time_quant = 0.001 decrease_value = 0.01 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.5 luminocity_factor = 0.5 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.20 ;================================================================================= ; Burer Attack Params ;================================================================================= [m_burer_attack_params] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Left hand Strike stand_attack_0 = 0.4, 0.50, 100, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5 stand_stamina_attack_0 = 0.4, 0.0, 0, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5 ;================================================================================= ; Burer Attack Effector ;================================================================================= [m_burer_attack_effector] duality_h = 0.1; 0.01 duality_v = 0.01; 0.01 blur = 0.01 gray = 0.5 noise_intensity = 0.1;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 = 0.0,0.0,0.0 time = 3.00 time_attack = 0.05 ; fade in time_release = 0.50 ; fade out ; camera effects ce_time = 0.30 ;time ce_amplitude = 12.0 ce_period_number = 2.0 ce_power = 1.0 ;0.7 ; power ;================================================================================= ; Burer Step Params ;================================================================================= [m_burer_step_params] ;--------------------------------------------------------------------------- ; anim | Cycles | time1 | power1 | time2 | power2 | ;--------------------------------------------------------------------------- stand_walk_fwd_0 = 1, 0.4, 1, 0.9, 0.7, ;stand_walk_dmg_0 = 1, 0.4, 1, 0.9, 0.7, stand_run_fwd_0 = 1, 0.4, 1, 0.9, 0.6, ;stand_run_dmg_0 = 1, 0.4, 1, 0.9, 0.6, ;================================================================================= ; Burer Damage ;================================================================================= [m_Burer_damage] ;bone_name = ,-1, ; - �����. ��������� ���� (���������� ��������) ; - �����. ��������� �������� �������� ���� default = 1.0, -1, 0.6 hip = 0.75, -1, 0.1 spine = 0.75, -1, 0.03 chest = 0.75, -1, 0.03 neck = 0.7, -1, 2.0 head = 1.3, -1, 1.2 ;================================================================================= ; Burer Scan Effector ;================================================================================= [m_burer_scan_effector] duality_h = 0.003 duality_v = 0.002 blur = 1.5 gray = 0.3 noise_intensity = 0.0 noise_grain = 2 noise_fps = 8 color_base = 0.55,0.5,0.5;0.637,0.442,0.456 color_gray = 0.333,0.333,0.333 color_add = 0.05,0.0,0.0 time = 10.00 time_attack = 0.3 ; fade in time_release = 0.85 ; fade out ;================================================================================= ; Terrain ;================================================================================= [burer_terrain] 255,000,255,255 ;================================================================================= ; *** PROFILES ******************************************************************* ;================================================================================= ;********************************************************************************* ; NORMAL PROFILE ;********************************************************************************* [burer_normal]:m_burer_e $spawn = "monsters\burer\burer_normal" visual = monsters\burer\burer corpse_visual = monsters\burer\burer_dead icon = ui_npc_monster_burer rank = 19 spec_rank = normal MaxHealthValue = 1.0 ; range [0..200] skin_armor = 0.5 ;********************************************************************************* ; NORMAL PROFILE 2 ;********************************************************************************* [burer_normal2]:m_burer_e $spawn = "monsters\burer\burer_normal" visual = monsters\burer\burer2 corpse_visual = monsters\burer\burer2_dead icon = ui_npc_monster_burer rank = 19 spec_rank = normal MaxHealthValue = 1.0 ; range [0..200] skin_armor = 0.5 ;********************************************************************************* ; WEAK PROFILE ;********************************************************************************* [burer_weak]:m_burer_e $spawn = "monsters\burer\burer_weak" visual = monsters\burer\burer3 corpse_visual = monsters\burer\burer3_dead icon = ui_npc_monster_burer rank = 18 spec_rank = weak immunities_sect = burer_immunities_weak MaxHealthValue = 0.75 ; range [0..200] skin_armor = 0.4 [burer_immunities_weak] burn_immunity = 0.46 ; = 0.65 ;Factors of immunity strike_immunity = 0.30 shock_immunity = 0.30 ; = 0.32 wound_immunity = 0.22 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.5 ; = 3.0 ; = 0.65 explosion_immunity = 0.45 ; .35 fire_wound_immunity = 0.48 ; .18 ;********************************************************************************* ; WEAK PROFILE 2 ;********************************************************************************* [burer_weak2]:m_burer_e $spawn = "monsters\burer\burer_weak" visual = monsters\burer\burer4 corpse_visual = monsters\burer\burer4_dead icon = ui_npc_monster_burer rank = 18 spec_rank = weak immunities_sect = burer_immunities_weak MaxHealthValue = 0.75 ; range [0..200] skin_armor = 0.5 ;---------------------------------------------------------------------------- ;--------------------------Borovos - May 2014 - Fire Burer ----------------- ;---------------------------------------------------------------------------- [burer_fire]:burer_normal hit_type = fire ;------------------------------------------------------------------------- ; Particles ;------------------------------------------------------------------------- Particle_Tele_Object = weapons\flame_rocket Particle_Gravi_Wave = monsters\polter_flame_fire Particle_Gravi_Prepare = monsters\polter_hidden ;------------------------------------------------------------------------- ; Shield Ability ;------------------------------------------------------------------------- shield_cooldown = 3000 shield_time = 3000 shield_keep_particle = artefact\af_thermal_hide shield_keep_particle_period = 300 Particle_Shield = artefact\af_thermal_hide ;---------------------------------------------------------------------------- ;--------------------------Borovos - May 2014 - Electric Burer ------------- ;---------------------------------------------------------------------------- [burer_electra]:burer_normal2 hit_type = strike ;------------------------------------------------------------------------- ; Particles ;------------------------------------------------------------------------- Particle_Tele_Object = anomaly2\electra_idle Particle_Gravi_Wave = anomaly2\electra2_blast Particle_Gravi_Prepare = artefact\af_electra_hide ;------------------------------------------------------------------------- ; Shield Ability ;------------------------------------------------------------------------- shield_cooldown = 3000 shield_time = 3000 shield_keep_particle = anomaly2\heat_03_electra shield_keep_particle_period = 300 Particle_Shield = anomaly2\heat_03_electra sound_gravi_wave = anomaly\electra_blast [burer_arena]:m_burer_e $spawn = "monsters\arena\burer_arena" visual = monsters\burer\burer panic_threshold = 0.05 ;species = arena_monstr spec_rank = weak rank = 0 community = burer explosion_immunity = 0.2 fire_wound_immunity = 0.1 ; Gravi Strike Gravi_Speed = 76 ; meter/sec Gravi_Step = 2 ; meter Gravi_Time_To_Hold = 2100 ; milisec Gravi_Radius = 3.0 Gravi_Impulse_To_Objects = 60.0 Gravi_Impulse_To_Enemy = 1000.0 Gravi_Hit_Power = 0.56 ; Tele Strike Tele_Max_Handled_Objects = 3 ;1;3 Tele_Time_To_Hold = 380 ;600 Tele_Object_Min_Mass = 20.0 Tele_Object_Max_Mass = 1500.0 ;1000.0 Tele_Find_Radius = 20 ;7.0 [burer_blue_blue]:m_burer_e $spawn = "monsters\burer\burer_blue_blue" visual = monsters\burer\burer_blue_blue corpse_visual = monsters\burer\burer_blue_blue