;R.P.A.mod [m_bibliotekar_e]:fracture_weak GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone,zone_smallrain $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 = 250 ; option for ALife Simulator MinSpeed = 2.0 ; option for ALife Simulator MaxSpeed = 9.0 ; option for ALife Simulator going_speed = 8.5 ; option for ALife Simulator search_speed = 2.0 ; option for ALife Simulator visual = monsters\bibliotekar\izlom corpse_visual = monsters\bibliotekar\izlom icon = ui_npc_monster_fracture MaxHealthValue = 250 ; range [0..200] DynamicObjectsCount = 32 smart_terrain_choose_interval = 00:15:00 satiety_threshold = 0.5 jump_max_height = 1.0 script_binding = bind_monster.bind critical_wound_threshold = -1 critical_wound_decrease_quant = 0. ;---EVALUATION FUNCTIONS---------------------------------------------- ef_creature_type = 21 ; option for evaluation functions ef_weapon_type = 4 ef_detector_type = 1 panic_threshold = 0.1 cform = skeleton ; collision class class = SM_IZLOM ; AI class monster_section = m_bibliotekar_e 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 Spawn_Inventory_Item_Section = ;mutant_fracture_hand Spawn_Inventory_Item_Probability = 0.0 ;--------------------------------------------------------------------- ph_skeleton_airr_lin_factor = -0.40 ph_skeleton_airr_ang_factor = -0.20 ph_skeleton_hinger_factor1 = 5.0 ;1.0 ph_skeleton_ddelay = 5.0 ph_skel_fatal_impulse_factor = 3.0 ph_after_death_velocity_factor= 0.75 ph_skel_shot_up_factor = 0.25 ;--------------------------------------------------------------------- SoundThreshold = 0.06 ; range [0..1] eye_fov = 100; eye_range = 100 ;30 max_hear_dist = 40 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 = 1.0, 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 = 3.0 Accel_Aggressive = 9.5 ;attack parameters MinAttackDist = 1.8 ;0.5 MaxAttackDist = 2.4 ;3.8 as_min_dist = 0.5 as_step = 0.5 DayTime_Begin = 4 ; эрўрыр фэ  фы  ьюэёЄЁр DayTime_End = 23 ; ъюэхЎ фэ  фы  ьюэёЄЁр Min_Satiety = 0.4 ; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ) Max_Satiety = 1.0 ; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ) distance_to_corpse = 1.2 ; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv hit_type = wound ; entity condition satiety_v = 0.00001 ;0.01 ;скорость уменьшения сытости со временем radiation_v = 0.00001 ;0.004 ;скорость уменьшения радиации satiety_power_v = 0.005 ;0.01 ;увеличение силы при уменьшении сытости satiety_health_v = 0.0001 ;0.03 ;увеличение здоровья при уменьшении сытости satiety_critical = -1.0 ;0.25 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.01 ;0.006 ;уменьшение здоровья при воздействии радиации morale_v = 0.01 ;скорость восстановления морали health_hit_part = 0.4 ;0.8 ;процент хита, уходящий на отнимание здоровья power_hit_part = 1.0 ;0.9 ;процент хита, уходящий на отнимание силы psy_health_v = 0.1 ;скорость восстановления psy-здоровья immunities_sect = fractur_immunities ;открытые раны bleeding_v = 0 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.01 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду) min_wound_size = 0.01 sleep_health = 1.0 ;1.5 ;ъю¤ЇЇшЎшхэЄv ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр 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 ; ўрёЄюЄр єъєёют т ёхъ eat_slice = 0.01 ; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх eat_slice_weight = 10.0 ; єьхэ№°хэшх хфv є ЄЁєяр ; Morale Morale_Hit_Quant = 0.1 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 = 0.5 sound_idle = monsters\biblio\izlome_idle_ sound_eat = monsters\biblio\izlome_eat_ sound_aggressive = monsters\biblio\izlome_attack_ sound_attack_hit = monsters\biblio\izlome_attack_hit_ sound_take_damage = monsters\biblio\izlome_take_damage_ sound_die = monsters\biblio\izlome_die_ sound_death = monsters\biblio\izlome_death_ sound_hit = monsters\biblio\izlome_hit_ sound_threaten = monsters\biting\def_ sound_landing = monsters\biting\def_ sound_steal = monsters\biting\def_ sound_panic = monsters\biblio\izlome_hit_ sound_growling = monsters\biting\def_ sound_die_in_anomaly = monsters\biblio\izlome_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 = monsters\zombie\zombie_idle_ distant_idle_sound_delay = 80000 distant_idle_sound_range = 100.0 DamagedThreshold = 0.5 material = creatures\medium DynamicObjectsCount = 32 squad_attack_algorithm = 1 attack_effector = monster_attack_effector control_fx_texture = act\act_izlom LegsCount = 2 attack_params = m_fractur_attack_params step_params = m_fractur_step_params damage = m_Fractur_damage ;species of monster species = zombie [m_fractur_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 = 0.15, 9.90, 450, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5 stand_attack_1 = 0.20, 9.15, 200, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5 stand_attack_2 = 0.55, 9.90, 700, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5 [m_fractur_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 ;=========================================================================== [fractur_immunities] burn_immunity = 0.4 ;коэффициенты иммунитета strike_immunity = 0.4 shock_immunity = 0.4 wound_immunity = 0.2 ;0.3 ;0.4 radiation_immunity = 0.5 telepatic_immunity = 0.8 chemical_burn_immunity = 0.4 explosion_immunity = 0.3 fire_wound_immunity = 0.1 [m_Fractur_damage] ;bone_name = ,-1, ; - коэфф. изменения хита (уменьшения здоровья) ; - коэфф. изменения величины открытой раны default = 0.3, -1, 0.10 bip01_pelvis = 0.1, -1, 0.1 ;bip01_spine = 0.1, -1, 0.1 bip01_spine1 = 0.2, -1, 0.1 bip01_neck = 0.5, -1, 0.1 bip01_head = 0.8, -1, 0.50 [bibliotekar_weak]:m_bibliotekar_e $spawn = "monsters\fracture" ; option for Level Editor monster_type = indoor rank = 0 spec_rank = weak community = fracture Tele_Time_To_Hold = 200 [bibliotekar_normal]:m_bibliotekar_e $spawn = "monsters\fracture" ; option for Level Editor monster_type = indoor rank = 0 spec_rank = normal community = fracture Tele_Time_To_Hold = 200 visual = monsters\bibliotekar\izlom corpse_visual = monsters\bibliotekar\izlom [bibliotekar_strong]:m_bibliotekar_e $spawn = "monsters\fracture" ; option for Level Editor monster_type = indoor rank = 0 spec_rank = strong community = fracture Tele_Time_To_Hold = 200 ;R.P.A.mod