[actor_terrain] 255,255,000,255 [actor]:common_ph_friction_params_on_npc_death GroupControlSection = spawn_group $spawn = "actor" $ed_icon = ed\ed_actor $player = on $prefetch = 16 cform = skeleton class = S_ACTOR money = 0; rank = 3; script_binding = bind_stalker.actor_init visual = actors\stalker_hero\stalker_hero_1.ogf destroyed_vis_name = dynamics\Dead_Body\skelet_crash player_hud_section = actor_hud terrain = actor_terrain ; CoC-Xray ;===================================================================================================== snd_night_vision_on = weapons\nv_start snd_night_vision_off = weapons\nv_off snd_night_vision_idle = weapons\nv_loop snd_night_vision_broken = weapons\nv_off ;===================================================================================================== max_item_mass = 50 jump_speed = 6.85 crouch_coef = 0.45 climb_coef = 0.5 run_coef = 2.410 ;4.1 sprint_koef = 2.08 ;2.0 run_back_coef = 1.33 walk_back_coef = 0.61 air_control_param = 0.02 walk_accel = 11.5 ;16 show_corpses_dist = 10 sprint_strafe_coef = 0.8 ;Anomaly 1.5, speed multiplier for diagonal sprinting ;радиус в котром над предметами выводятся их названия pickup_info_radius = 5 ;3 feel_grenade_radius = 6.0 ;расстояние (в метрах) на котором актер чувствует гранату (любую) feel_grenade_time = 0.4 ;время гранаты (сек) после которого актер чувствует гранату ef_creature_type = 17 ; option for evaluation functions ; attach params ; NOTE: when you add new torches, you should assign their sections here. Otherwise they will stick in the place you spawned them at attachable_items = device_torch,device_torch_dummy,device_torch_nv_1,device_torch_nv_2,device_torch_nv_3,attachable_item,hand_radio ph_box0_center = 0.0, 0.90, 0.0 ph_box0_size = 0.30, 0.90, 0.30 ph_box1_center = 0.0, 0.67, 0.0 ph_box1_size = 0.25, 0.67, 0.20 ph_box2_center = 0.0, 0.22, 0.0 ph_box2_size = 0.25, 0.22, 0.25 stalker_restrictor_radius = 0.05;0.02;0.02;0.02;0.02 stalker_small_restrictor_radius = .01; medium_monster_restrictor_radius = 0.1 ph_crash_speed_min = 15 ph_crash_speed_max = 41 ph_collision_damage_factor = 0.88 ph_mass = 94 weapon_bone0 = bip01_r_finger1 weapon_bone1 = bip01_l_finger1 weapon_bone2 = bip01_r_finger11 damage = actor_damage hit_probability_gd_novice = 1 ;0.20 hit_probability_gd_stalker = 1 ;0.30 hit_probability_gd_veteran = 1 ;0.40 hit_probability_gd_master = 1 ;0.50 hit_sounds = actor_hit_snds ;actor condition immunities_sect = actor_immunities_gd_novice condition_sect = actor_condition heavy_breath_snd = none ;звук тяжелого дыхания при усталости heavy_blood_snd = affects\heartbeat; heart\8 heavy_danger_snd = affects\heartbeat material = creatures\actor camera_height_factor = 0.92 ;0.85 ;дисперсия стрельбы с учетом ходьбы и бега disp_base = 1.5 ;угол (в градусах) разлета пуль, когда актер стоит на месте disp_aim = 0.05 disp_vel_factor = 2.5 ;на сколько увеличится дисперсия при скрости в 10 м/с (не обязательно при беге) disp_accel_factor = 0.0 ;еще на сколько увеличится, если актер бежит (+ скорость) disp_crouch_factor = -0.65 ;уменьшение если актер сидит disp_crouch_no_acc_factor = -0.75 ;уменьшение если актер сидит + no acceleration disp_jump_factor = 1.8 body_remove_time = 300000 ;время уничтожения трупа (с учетом TimeFactor) sleep_time_factor = 1000 ;400 ;во сколько раз время идет быстрее, когда актер спит max_sleep_hours = 12 ;species of monster species = actor ;---STEP MANAGER------------------------------------------------------ LegsCount = 2 step_params = stalker_step_manager foot_bones = stalker_foot_bones memory_update_time = 100 ; visibility parameters DynamicObjectsCount = 32 min_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла max_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла visibility_threshold = 1.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 1.0 time_quant = 0.005 decrease_value = 0.1 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5;0 ; фактор освещения (только для Актёра) transparency_threshold = 0.9 ; 0.25 still_visible_time = 15000 ; время, которое объект всё ещё считается видимым, даже если он уже не во фрустуме quick_item_1 = medkit quick_item_2 = bandage quick_item_3 = medkit_army quick_item_4 = stimpack [actor_immunities_gd_novice] burn_immunity = 5.45 strike_immunity = 0.64 shock_immunity = 0.95 wound_immunity = 0.70 radiation_immunity = 0.51 telepatic_immunity = 1.25 chemical_burn_immunity = 1.21 explosion_immunity = 0.39 fire_wound_immunity = 0.33 [actor_immunities_gd_stalker] burn_immunity = 7.25 strike_immunity = 0.85 shock_immunity = 1.26 wound_immunity = 0.93 radiation_immunity = 0.68 telepatic_immunity = 1.66 chemical_burn_immunity = 1.61 explosion_immunity = 0.52 fire_wound_immunity = 0.5 [actor_immunities_gd_veteran] burn_immunity = 9.1 strike_immunity = 1.07 shock_immunity = 1.59 wound_immunity = 1.17 radiation_immunity = 0.85 telepatic_immunity = 2.09 chemical_burn_immunity = 2.02 explosion_immunity = 0.65 fire_wound_immunity = 0.75 [actor_immunities_gd_master] burn_immunity = 10.9 strike_immunity = 1.28 shock_immunity = 1.90 wound_immunity = 1.41 radiation_immunity = 1.03 telepatic_immunity = 2.50 chemical_burn_immunity = 2.42 explosion_immunity = 0.79 fire_wound_immunity = 1.0 [actor_condition] satiety_v = 0.00002 ;0.0000250 ;rate of satiety reduction with time radiation_v = 0.00001 ;скорость уменьшения радиации satiety_power_v = 0.00325 ;increase strength while reducing satiety satiety_health_v = 0.00001 ;increase in health while reducing satiety satiety_critical = 0.2 ;the critical value of satiety (as a percentage of 0..1) when health begins to decrease radiation_health_v = 0.0018 ;0.002 ;уменьшение здоровья при воздействии радиации morale_v = 0.0001 ;скорость восстановления морали psy_health_v = 0.0015 ;0.001 ;скорость восстановления psy-здоровья alcohol_v = -0.00052 health_hit_part = 1.0 ;процент хита, уходящий на отнимание здоровья power_hit_part = 0.035 ;процент хита, уходящий на отнимание силы max_power_leak_speed = 0.000001 ;накопление усталости (макс граница, до которой восстанавливается сила) в секунду игрового времени max_walk_weight = 100 ; 950 ; wpn_test ; 150 ; 55 ;50 ;490 ;90 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; PROLONGED BLEEDING SYSTEM ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Bullets and melee attacks can cause very severe bleeding but health loss is prolonged in time. bleeding_v = 0.0015 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.0002 ;скорость заживления раны min_wound_size = 0.0064 ;минимальный размер раны, после которого она считается зажившей bleed_speed_k = 0.88 ; TotalWounds * bleed_speed_k ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;--when actor in sleep satiety_v_sleep = 0.000006 radiation_v_sleep = 0.000014 ;0.0003 satiety_power_v_sleep = 0.0001 satiety_health_v_sleep = 0.00001 radiation_health_v_sleep = 0.0012 morale_v_sleep = 0.000125 psy_health_v_sleep = 0.002 alcohol_v_sleep = -0.0025 max_power_leak_speed_sleep = -0.00001 bleeding_v_sleep = 0.0 wound_incarnation_v_sleep = 0.0005 health_restore_v = 0.0 ;0.0001 ;;;;;;;; ;actor_condition only jump_power = 0.018 ;умешьшение силы с прыжком без учета веса ноши jump_weight_power = 0.2 ;0.045 ;умешьшение силы с прыжком с учетом веса ноши, для максимального допустимого веса overweight_jump_k = 1.03 ;10 ;10 ;коэффициент влияние перегрузки прыжок с весом (умножается на jump_weight_power) stand_power = -0.005 walk_power = 0.0002 ;0.00002 ;0.000012 ;Reduction of force for a second during walking without taking into account weight of a burden walk_weight_power = 0.0044 ;0.0022 ; 0.0044 orig ;0.0001 ;Reduction of force for a second during walking in view of weight of a burden, for the maximal allowable weight overweight_walk_k = 2.5 ;9 ;10 ;Factor influence of an overload of a burden (it is multiplied on walk_weight_power) accel_k = 1.3 ;1.25 ;5 ;Factor on run (it is multiplied walk_power, walk_weight_power) sprint_k = 4.0 ;75 ;коэффициент на "sprint" бег (умножается walk_power, walk_weight_power) ; хромота limping_health_begin = 0.09 ;порог здоровья меньше которого актер начинает хромать limping_health_end = 0.12 ;порог здоровья больше которого актер перестает хромать limping_power_begin = 0.18 ;порог силы меньше которого актер начинает хромать limping_power_end = 0.29 ;порог силы больше которого актер перестает хромать use_limping_state = on cant_walk_power_begin = 0.0015 ;The threshold of force less which actor cannot move cant_walk_power_end = 0.007 ;The threshold of force more which actor can move cant_sprint_power_begin = 0.08 ;порог силы меньше которого актер не может бежать в спринте cant_sprint_power_end = 0.10 ;порог силы больше которого актер сможет бежать в спринте can_sleep_callback = dream.can_sleep_callback sleep_video_name_callback = dream.sleep_video_name_callback radio_zone_max_power = 0.055 ;пределы зон для датчиков и для инвентаря (% защит броников) fire_zone_max_power = 1.15 acid_zone_max_power = 0.25 psi_zone_max_power = 0.25 electra_zone_max_power = 4.0 max_power_restore_speed = 0.020 max_fire_wound_protection = 1.20 max_wound_protection = 2.20 hud_health_blink = 0.05 [actor_thd_gd_novice] ; Секция настроек неодноударного убийства для сложности novice killing_hit_treshold = 0.0 last_chance_health = 0.0 invulnerable_time = 0.0 [actor_thd_gd_stalker] ; Секция настроек неодноударного убийства для сложности stalker killing_hit_treshold = 0.0 last_chance_health = 0.0 invulnerable_time = 0.0 [actor_thd_gd_veteran] ; Секция настроек неодноударного убийства для сложности veteran killing_hit_treshold = 0.0 last_chance_health = 0.0 invulnerable_time = 0.0 [actor_thd_gd_master] ; Секция настроек неодноударного убийства для сложности master killing_hit_treshold = 0.0 last_chance_health = 0.0 invulnerable_time = 0.0 [actor_damage] ;bone_name = ,, ; - коэфф. изменения хита (уменьшения здоровья) ; - коэфф. изменения величины открытой раны ;-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ!!! ЗАДНИЙ НА АВТОМАТЕ default = 0.75, -1, 1.0 bip01_pelvis = 0.9, 10, 1.2 bip01_spine = 1.0, 10, 1.3 bip01_spine1 = 1.0, 0, 1.5 ;torso bip01_spine2 = 1.0, 0, 1.5 ;stomach bip01_neck = 1.0, 0, 2.0 bip01_head = 1.0, 0, 2.0 eyelid_1 = 1.0, 0, 2.0 eye_left = 1.0, 0, 2.0 eye_right = 1.0, 0, 2.0 jaw_1 = 1.0, 0, 2.0 bip01_l_clavicle = 0.9, 4, 1.2 bip01_l_upperarm = 0.7, 4, 1.0 bip01_l_forearm = 0.6, 4, 0.8 bip01_l_hand = 0.5, 4, 0.6 bip01_l_finger0 = 0.25, 4, 0.3 bip01_l_finger01 = 0.25, 4, 0.3 bip01_l_finger02 = 0.25, 4, 0.3 bip01_l_finger1 = 0.25, 4, 0.3 bip01_l_finger11 = 0.25, 4, 0.3 bip01_l_finger12 = 0.25, 4, 0.3 bip01_l_finger2 = 0.25, 4, 0.3 bip01_l_finger21 = 0.25, 4, 0.3 bip01_l_finger22 = 0.25, 4, 0.3 bip01_r_clavicle = 0.9, 2, 1.2 bip01_r_upperarm = 0.7, 2, 1.0 bip01_r_forearm = 0.6, 2, 0.8 bip01_r_hand = 0.5, 2, 0.6 bip01_r_finger0 = 0.25, 2, 0.3 bip01_r_finger01 = 0.25, 2, 0.3 bip01_r_finger02 = 0.25, 2, 0.3 bip01_r_finger1 = 0.25, 2, 0.3 bip01_r_finger11 = 0.25, 2, 0.3 bip01_r_finger12 = 0.25, 2, 0.3 bip01_r_finger2 = 0.25, 2, 0.3 bip01_r_finger21 = 0.25, 2, 0.3 bip01_r_finger22 = 0.25, 2, 0.3 bip01_l_thigh = 0.85, 8, 1.1 bip01_l_calf = 0.65, 8, 0.9 bip01_l_foot = 0.5, 8, 0.6 bip01_l_toe0 = 0.25, 8, 0.3 bip01_r_thigh = 0.85, 6, 1.1 bip01_r_calf = 0.65, 6, 0.9 bip01_r_foot = 0.5, 6, 0.6 bip01_r_toe0 = 0.25, 6, 0.3 [actor_animation] ;углы дворота ног актера во время стрейфов (в градусах) fwd_l_strafe_yaw = 22.5 back_l_strafe_yaw = 22.5 fwd_r_strafe_yaw = 22.5 back_r_strafe_yaw = 22.5 l_strafe_yaw = 0 r_strafe_yaw = 0 [actor_hit_snds] burn =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4 shock =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4 strike =actor\drop1,actor\drop2,actor\drop3,actor\drop4 ; ,actor\hurt4 wound =actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4,actor\hurt5,actor\hurt6,actor\hurt7 ; ,actor\hurt4 radiation =monsters\biting\def_0 ; actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4 telepatic =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4 fire_wound =actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4 chemical_burn =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4 explosion =affects\tinnitus3a wound_2 =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 light_burn =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8