[stalker_foot_bones] front_left = bip01_l_foot front_right = bip01_r_foot [stalker_step_manager] ; order: left, right ;-------------------------------------------------------------------------- ; animation Cycles | time1 | power1 | time2 | power2 | ;-------------------------------------------------------------------------- dmg_norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3 dmg_norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_run_fwd_1 = 1, 0.2, 1, 0.65, 1 dmg_norm_walk_fwd_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_walk_back_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_walk_ls_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_walk_rs_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_run_fwd_0 = 1, 0.2, 1, 0.65, 1 dmg_norm_run_back_0 = 1, 0.2, 1, 0.65, 1 dmg_norm_run_ls_0 = 1, 0.2, 1, 0.65, 1 dmg_norm_run_rs_0 = 1, 0.2, 1, 0.65, 1 dmg_norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2 dmg_norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2 norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3 norm_escape_00 = 1, 0.2, 2.3, 0.65, 2.3 norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.25 norm_jump_end = 1, 0.2, 1.3, 0.21, 1.2 norm_walk_fwd_0 = 1, 0.2, 0.25, 0.65, 0.25 norm_walk_back_0 = 1, 0.2, 0.25, 0.65, 0.25 norm_walk_ls_0 = 1, 0.2, 0.25, 0.65, 0.25 norm_walk_rs_0 = 1, 0.2, 0.25, 0.65, 0.25 norm_run_fwd_0 = 1, 0.2, 0.9, 0.65, 1 norm_run_back_0 = 1, 0.2, 0.8, 0.65, 1 norm_run_ls_0 = 1, 0.2, 0.8, 0.65, 1 norm_run_rs_0 = 1, 0.2, 0.8, 0.65, 1 norm_run_fwd_1 = 1, 0.2, 0.9, 0.65, 1 norm_turn_left_1 = 1, 0.2, 0.2, 0.65, 0.2 norm_turn_right_1 = 1, 0.2, 0.2, 0.65, 0.2 norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2 norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2 cr_walk_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_walk_back_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_walk_ls_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_walk_rs_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_run_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_run_back_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_run_ls_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_run_rs_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_turn_left_0 = 1, 0.2, 0.1, 0.65, 0.1 cr_turn_right_0 = 1, 0.2, 0.1, 0.65, 0.1 cl_run_back_0 = 1, 0.2, 1, 0.4, 1 cl_run_fwd_0 = 1, 0.2, 1, 0.4, 1 ; if u really interested... ;((((get_luminocity() + get_luminocity()^0.5 + lights_lum()) / 3.02) * 33.3 * (distance - (object_distance / 1.35)) / distance) + gunshot) * ; * (1 + velocity_factor * velocity) * (outfit_mult * (-0.0002 * object_distance^2 - 0.0064 * object_distance + 0.9958) * ; * (0.0002 * weight^2 + 0.0032 * weight + 0.9237)) * (0.003 / time_quant) * crouch * ((distance - (object_distance / 1.15)) / distance) * camo ;formula >= visibility_threshold ;transparency_threshold is done during ray_query ;Note that improper values, no matter how high transparency_threshold will result in stalkers shooting at walls [stalker_vision_free] min_view_distance = 0.15 ; min range of cone based on eye_range (fov edge) max_view_distance = 1.01 ; max (center of fov, ex.: approx for clear weather and "eye_range = 180" 1.11 = 86m, 2.11 = 133m, 1.75 = 102m) visibility_threshold = 80.0 ;Threshold in which object becomes visible, visible if (formula * frames(?) = visibility_threshold) always_visible_distance = 0.05 ;0.5 = 5 meters always visible (ignoring formula) time_quant = 0.5 ;equation mult for different states and also test for people who overwrite this file decrease_value = 0.01 ;doesn't seem to do anything velocity_factor = 0.35 ; 0.35, higher = easier to notice moving objects luminocity_factor = 0.75 ;0.3 ;don't change transparency_threshold = 0.73 ;change if u want (higher = harder to see) still_visible_time = 0 ;NPCs will shoot at target's previous position if they lose vision on it, i.e. they will shoot walls for "still_visible_time" in ms [stalker_vision_danger] min_view_distance = 0.25 ; same as above max_view_distance = 1.22 ; same visibility_threshold = 35.0 ;same always_visible_distance = 0.05 ;same time_quant = 1.0 ;same decrease_value = 0.01 ;same velocity_factor = 0.55 ;same luminocity_factor = 0.65 ;0.3 ;same transparency_threshold = 0.6 ;same still_visible_time = 200 ;same [stalker_sound_perceive] weapon = 1.00 ;коэффициент усилениЯ приоритета\силы звука item = 0.50 ;коэффициент усилениЯ приоритета\силы звука npc = 1.00 ;коэффициент усилениЯ приоритета\силы звука anomaly = 0.15 ;коэффициент усилениЯ приоритета\силы звука world = 0.15 ;коэффициент усилениЯ приоритета\силы звука [stalker_damage] default = 0.75, -1, 0.5 bip01_pelvis = 0.9, 1, 0.6 bip01_spine = 1, 1, 0.7 bip01_spine1 = 1, 1, 0.8 bip01_spine2 = 1, 1, 0.8 bip01_neck = 2, 0, 1.0 bip01_head = 4, 0, 1.0 , 3 eyelid_1 = 4, 0, 1.0 , 3 eye_left = 4, 0, 1.0 , 3 eye_right = 4, 0, 1.0 , 3 jaw_1 = 4, 0, 1.0 bip01_l_clavicle = 0.9, 10, 0.6 bip01_l_upperarm = 0.7, 10, 0.5 bip01_l_forearm = 0.5, 10, 0.4 bip01_l_hand = 0.25, -1, 0.2 bip01_l_finger0 = 0.1, -1, 0.1 bip01_l_finger01 = 0.1, -1, 0.1 bip01_l_finger02 = 0.1, -1, 0.1 bip01_l_finger1 = 0.1, -1, 0.1 bip01_l_finger11 = 0.1, -1, 0.1 bip01_l_finger12 = 0.1, -1, 0.1 bip01_l_finger2 = 0.1, -1, 0.1 bip01_l_finger21 = 0.1, -1, 0.1 bip01_l_finger22 = 0.1, -1, 0.1 bip01_r_clavicle = 0.9, 8, 0.6 bip01_r_upperarm = 0.7, 8, 0.5 bip01_r_forearm = 0.5, 8, 0.4 bip01_r_hand = 0.25, -1, 0.2 bip01_r_finger0 = 0.1, -1, 0.1 bip01_r_finger01 = 0.1, -1, 0.1 bip01_r_finger02 = 0.1, -1, 0.1 bip01_r_finger1 = 0.1, -1, 0.1 bip01_r_finger11 = 0.1, -1, 0.1 bip01_r_finger12 = 0.1, -1, 0.1 bip01_r_finger2 = 0.1, -1, 0.1 bip01_r_finger21 = 0.1, -1, 0.1 bip01_r_finger22 = 0.1, -1, 0.1 bip01_l_thigh = 0.8, 4, 0.6 bip01_l_calf = 0.6, 4, 0.4 bip01_l_foot = 0.25, 4, 0.2 bip01_l_toe0 = 0.1, -1, 0.1 bip01_r_thigh = 0.8, 6, 0.6 bip01_r_calf = 0.6, 6, 0.4 bip01_r_foot = 0.25, 6, 0.2 bip01_r_toe0 = 0.1, -1, 0.1 [critical_wound_head_section] bip01_head eyelid_1 eye_left eye_right jaw_1 bip01_neck [critical_wound_torso_section] bip01_pelvis bip01_tail bip01_spine bip01_spine1 bip01_spine2 [critical_wound_hand_left_section] bip01_l_upperarm bip01_l_forearm bip01_l_clavicle bip01_l_hand bip01_l_finger0 bip01_l_finger01 bip01_l_finger02 bip01_l_finger1 bip01_l_finger11 bip01_l_finger12 bip01_l_finger2 bip01_l_finger21 bip01_l_finger22 [critical_wound_hand_right_section] bip01_r_upperarm bip01_r_forearm bip01_r_clavicle bip01_r_hand bip01_r_finger0 bip01_r_finger01 bip01_r_finger02 bip01_r_finger1 bip01_r_finger11 bip01_r_finger12 bip01_r_finger2 bip01_r_finger21 bip01_r_finger22 [critical_wound_leg_left_section] bip01_l_thigh bip01_l_calf bip01_l_foot bip01_l_toe0 [critical_wound_leg_right_section] bip01_r_thigh bip01_r_calf bip01_r_foot bip01_r_toe0 [critical_wound_body_parts_section] head = critical_wound_head_section torso = critical_wound_torso_section hand_left = critical_wound_hand_left_section hand_right = critical_wound_hand_right_section leg_left = critical_wound_leg_left_section leg_right = critical_wound_leg_right_section [stalker_immunities] burn_immunity = 1.0 strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 1.0 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 1.0 fire_wound_immunity = 1.0 wound_2_immunity = 1.0 [stalker_condition] satiety_v = 0.00001 radiation_v = 0.0001 satiety_power_v = 0.0005 satiety_health_v = 0.1 ;0.0001 satiety_critical = 0.0 radiation_health_v = 0.001 morale_v = 0.1 ;0.4 health_hit_part = 1.0 power_hit_part = 0.0 psy_health_v = 0.0009 health_restore_v = 0.00003 sleep_health = 1.0 sleep_power = 1.0 sleep_satiety = 1.0 sleep_radiation = 1.0 sleep_psy_health = 1.0 ;---LIMPING STATE----------------------------------------------------- use_limping_state = off limping_threshold = 0.3 ;открытые раны bleeding_v = 0.003 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.003 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду) min_wound_size = 0.0128 bleed_speed_k = 1 [stalker_terrain] 255,000,255,255 [sakharov_terrain] 255,001,255,255 [sim_smart_1] 255,002,255,255 [sim_smart_2] 255,003,255,255 [sim_smart_3] 255,004,255,255 [sim_smart_4] 255,005,255,255 [sim_smart_5] 255,006,255,255 [sim_smart_6] 255,007,255,255 [sim_smart_7] 255,008,255,255 [sim_smart_8] 255,009,255,255 [sim_smart_base] 255,010,255,255 [stalker_movement_speeds] ; danger ;; crouch ;;; walk danger_crouch_walk_forward = 1.3 danger_crouch_walk_backward = 1.0 danger_crouch_walk_left = 1.2 danger_crouch_walk_right = 1.2 ;;; run danger_crouch_run_forward = 2.5 danger_crouch_run_backward = 1.7 danger_crouch_run_left = 2.0 danger_crouch_run_right = 2.0 ;; stand ;;; walk danger_stand_walk_forward = 2.5 danger_stand_walk_backward = 1.7 danger_stand_walk_left = 2.0 danger_stand_walk_right = 2.0 ;;; run danger_stand_run_forward = 4.5 danger_stand_run_backward = 2.0 danger_stand_run_left = 2.0 danger_stand_run_right = 2.0 ; free ;; stand ;;; forward free_stand_walk_forward = 1.1 free_stand_run_forward = 3.0 ; panic ;; stand ;;; run ;;;; forward panic_stand_run_forward = 6.0 [stalker]:common_ph_friction_params_on_npc_death class = AI_STL_S ;Class identifier can_select_items = on ;---EVALUATION FUNCTIONS---------------------------------------------- ef_creature_type = 17 ;option for evaluation functions ;---LEVEL EDITOR------------------------------------------------------ $spawn = "stalkers\stalker" ;option for Level Editor $npc = on ;option for Level Editor visual = actors\stalker_hero\stalker_hero_1.ogf ;option for Level Editor corpse_visual = dynamics\equipments\item_rukzak.ogf ;option for Level Editor custom_data = default_custom_data.ltx ;option for Level Editor character_profile = default ;option for Level Editor use_single_item_rule = off ;---GAME-------------------------------------------------------------- $prefetch = 32 cform = skeleton ; collision class ;биолог вид существа species = human ;---MATERIAL---------------------------------------------------------- material = creatures\human ;---DEAD_VISUAL------------------------------------------------------- destroyed_vis_name = dynamics\Dead_Body\skelet_crash ;---SCRIPTS----------------------------------------------------------- script_binding = bind_stalker.init ;---GROUP SECTIONS---------------------------------------------------- GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mine_field attachable_items = sigaret_for_nps,pda_for_nps,device_torch,attachable_item,hand_radio,hand_radio_r,bread,bread_old, vodka, energy_drink, kolbasa, guitar_a, harmonica_a, detector_simple, pri_a15_wpn_svu, pri_a15_wpn_wincheaster1300, pri_a15_wpn_ak74u, pri_a15_wpn_ak74, pri_a15_documents, af_quest_b14_twisted, detector_advanced, detector_elite, device_pda, anomaly_scaner, medkit_script, anim_knife, anim_binoc, stick_bred,stick_kolbasa,stick_kolbasa_bred ;---SECTIONS---------------------------------------------------------- damage = stalker_damage immunities_sect = stalker_immunities condition_sect = stalker_condition ;---OFFLINE ALIFE------------------------------------------------------------------ Health = 100 ; option for ALife Simulator money = 5250 ; option for ALife Simulator going_speed = 3;2 ; option for ALife Simulator current_level_going_speed = 3 ; option for ALife Simulator search_speed = 0.5 ; option for ALife Simulator going_item_detect_probability = 0 ;0 Alundaio gather_item ; option for ALife Simulator search_item_detect_probability = 0 ;0 Alundaio gather_item ; option for ALife Simulator max_item_mass = 10000000.0 ; option for ALife Simulator inv_max_weight = 10000000.0 ; Допустимый вес инвентори MaxHealthValue = 100 ; option for ALife Simulator, range [0..200] smart_terrain_choose_interval = 00:15:00 ;---ONLINE ALIFE------------------------------------------------------------------- time_to_search_for_artefacts = 0 ; in milliseconds distance_to_search_for_artefacts= 0.0 ; in meters ;---ONLINE-OFFLINE ALIFE----------------------------------------------------------- terrain = 255,255,255,255,0,1 ;terrain = stalker_terrain ;---SOUND------------------------------------------------------------- sound_threshold = 0.5 self_sound_factor = 0.25 self_decrease_quant = 225 ; in milliseconds self_decrease_factor = 0.5 ; fading factor killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE sound_perceive_section = stalker_sound_perceive max_hear_dist = 250 ;---VISIBILITY-------------------------------------------------------- vision_danger_section = stalker_vision_danger vision_free_section = stalker_vision_free eye_fov = 175 eye_range = 160 far_plane_factor = 1.0 ; фактор дальности тумана fog_density_factor = 0.25 ; фактор плотности тумана ;---MEMORY------------------------------------------------------------ DynamicObjectsCount = 32 DynamicSoundsCount = 32 DynamicHitCount = 32 ;---ENEMY------------------------------------------------------------ ignore_monster_threshold = 0 max_ignore_distance = 75 panic_threshold = 0.01 ;---SOUND PLAYER------------------------------------------------------ sound_death = fight\death\death_ sound_anomaly_death = fight\death\anomaly_ sound_hit = fight\hit\hit_ sound_humming = states\idle\idle_ sound_alarm = fight\enemy\enemy_ sound_backup = fight\backup\backup_,fight\threat\threat_close_ sound_detour = fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_ sound_friendly_fire = fight\friendly_fire\friendly_fire_ sound_panic_human = states\panic_human\panic_human_ sound_panic_monster = states\panic_monster\panic_monster_ sound_tolls = fight\tolls\tolls_ sound_wounded = fight\friend_hitted\hit_friend_ sound_grenade_alarm = fight\grenade\grenade_1 sound_friendly_grenade_alarm = fight\friendly_grenade\friendly_grenade_1 sound_need_backup = fight\cover_fire\cover_fire_ sound_running_in_danger = ;states\breath\breath_1 sound_walking_in_danger = ;states\breath\breath_2 sound_kill_wounded = help\wounded\kill_wounded_ sound_enemy_critically_wounded = fight\enemy_hit\enemy_hit_ sound_enemy_killed_or_wounded = fight\enemy_down\enemy_down_ sound_attack_no_allies = fight\fire\fire_,fight\threat\threat_distant_ sound_attack_allies_single_enemy = fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_ sound_attack_allies_several_enemies = fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_ sound_search1_no_allies = fight\threat\threat_distant_ sound_search1_with_allies = fight\searching_enemy\search_ sound_enemy_lost_no_allies = sound_enemy_lost_with_allies = fight\searching_enemy\enemy_lost_ sound_throw_grenade = fight\grenade\grenade_ready_1 ;---STEP MANAGER------------------------------------------------------ LegsCount = 2 step_params = stalker_step_manager foot_bones = stalker_foot_bones ;---MOVEMENT---------------------------------------------------------- movement_speeds = stalker_movement_speeds; ;---SIGHT------------------------------------------------------------------------- max_left_torso_angle = 45 ; максимальный угол поворота налево без доворота тела max_right_torso_angle = 30 ; максимальный угол поворота направо без доворота тела ;---WEAPON BONES------------------------------------------------------------------ weapon_bone0 = bip01_r_finger1 weapon_bone1 = bip01_l_finger1 weapon_bone2 = bip01_r_finger11 ;---ANIMATION BONES------------------------------------------------------------------ bone_head = bip01_head bone_shoulder = bip01_spine2 bone_spin = bip01_spine1 bone_model = bip01 ;---ANIMATION------------------------------------------------------------------------ crouch_type = -1 ; 0 - crouch a little, 1 - crouch full; -1 - random crouch ;---FIRE DISPERSIONS-------------------------------------------------- disp_walk_stand = 5.1 ;8 ;6 disp_walk_crouch = 3.6 ;4 ;3 disp_run_stand = 6.3 ;14 ;12;8 disp_run_crouch = 4.8 ;6 ;4 disp_stand_stand = 2 ;4 disp_stand_crouch = 1.5 ; 2 disp_stand_stand_zoom = 0.42 ;1.5 ;1 disp_stand_crouch_zoom = 0.24 ;1.25;1 FireRandomMin = 1 FireRandomMax = 10 NoFireTimeMin = 2.2 NoFireTimeMax = 4.5 MinMissDistance = 0.4 MinMissFactor = 0.01 MaxMissDistance = 2.5 MaxMissFactor = 0.03 ;---FIRE QUEUE PARAMETERS fire_queue_section = fire_queue_params ;---CRITICAL WOUND------------------------------------------------------------------ critical_wound_threshold = 0.5 critical_wound_decrease_quant = 0.2 body_parts_section_id = critical_wound_body_parts_section critical_wound_weights = 100,50,10 ;---HIT INFO--------------------------------------------------------- hit_power = 10 hit_type = strike power_fx_factor = 50.0 ;---PHYSICS----------------------------------------------------------- ph_box0_center = 0.0, 0.9, 0.0 ph_box0_size = 0.2, 0.9, 0.2 ph_box1_center = 0.0, 0.6, 0.0 ph_box1_size = 0.2, 0.6, 0.2 ;--------------------------------------------------------------------- ph_crash_speed_min = 13 ph_crash_speed_max = 30 ph_collision_damage_factor = 0.5 ;--------------------------------------------------------------------- ph_mass = 80 ;--------------------------------------------------------------------- ph_character_have_wounded_state = false; имеет ли персонаж состояние раненый ;-------------------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------------------------------------------- ;-- АНИМАЦИИ ДЛЯ СМЕРТ? ;-------------------------------------------------------------------------------------------------------------------- ;cлучайные ;random_death_animations = norm_2_critical_hit_legs_right_0,norm_2_critical_hit_torso_0,norm_2_critical_hit_torso_1,norm_2_critical_hit_legs_left_0,norm_2_critical_hit_hend_left_0,norm_2_critical_hit_hend_right_0,norm_2_critical_hit_head_0 ;front/back/left/right ;kill_enertion = ragdoll_inertion_front_0/ragdoll_inertion_front_3/ragdoll_inertion_front_2/ragdoll_inertion_front_1 ;kill_burst = ragdoll_burst_front_0,ragdoll_burst_front_1/ragdoll_burst_back_0/ragdoll_burst_left_0/ragdoll_burst_right_0 ;kill_shortgun = ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5,ragdoll_shortgun_back_6/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0,ragdoll_shortgun_right_1 ;kill_headshot = ragdoll_headshot_front_0,ragdoll_headshot_front_1,ragdoll_headshot_front_2,ragdoll_headshot_front_3,ragdoll_headshot_front_4,ragdoll_headshot_front_5,ragdoll_headshot_front_6,ragdoll_headshot_front_7,ragdoll_headshot_front_8,ragdoll_headshot_front_9,ragdoll_headshot_front_10/ragdoll_headshot_back_0,ragdoll_headshot_back_1,ragdoll_headshot_back_2,ragdoll_headshot_back_3,ragdoll_headshot_back_4,ragdoll_headshot_back_5/ragdoll_headshot_left_0,ragdoll_headshot_left_1,ragdoll_headshot_left_2,ragdoll_headshot_left_3,ragdoll_headshot_left_4,ragdoll_headshot_left_5,ragdoll_headshot_left_6,ragdoll_headshot_left_7/ragdoll_headshot_right_0,ragdoll_headshot_right_1,ragdoll_headshot_right_2,ragdoll_headshot_right_3,ragdoll_headshot_right_4,ragdoll_headshot_right_5,ragdoll_headshot_right_6 ;kill_sniper_headshot = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2/ragdoll_sniper_headshot_back_0/ragdoll_sniper_headshot_left_0/ragdoll_sniper_headshot_right_0 ;kill_sniper_body = ragdoll_sniper_body_front_0,ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_2/ragdoll_sniper_body_back_0,ragdoll_sniper_body_back_1,ragdoll_sniper_body_back_2,ragdoll_sniper_body_back_3/ragdoll_sniper_body_left_0/ragdoll_sniper_body_right_0 ;kill_grenade = ragdoll_grenade_front_0/ragdoll_grenade_back_0/ragdoll_grenade_left_0/ragdoll_grenade_right_0 ;front-norm_2_rag_doll_front_0,norm_2_rag_doll_front_1,norm_2_rag_doll_front_2/back-norm_2_rag_doll_back_0,norm_2_rag_doll_back_1,norm_2_rag_doll_back_2/right-norm_2_rag_doll_right_0/left-norm_2_rag_doll_left_0 ;-------------------------------------------------------------------------------------------------------------------- [stalker_trader]:stalker $spawn = "stalkers\stalker_trader" ;option for Level Editor use_single_item_rule = off can_select_items = off [stalker_sakharov]:stalker_trader $spawn = "stalkers\stalker_sakharov" immunities_sect = stalker_immunities_sakharov [stalker_immunities_sakharov] burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 wound_2_immunity = 0.0 [stalker_strelok]:stalker $spawn = "stalkers\stalker_strelok" immunities_sect = stalker_immunities_strelok condition_sect = strelok_condition [strelok_condition] satiety_v = 0.00001 radiation_v = 0.0001 satiety_power_v = 0.0005 satiety_health_v = 0.1 ;0.0001 satiety_critical = 0.0 radiation_health_v = 0.001 morale_v = 0.0001 health_hit_part = 1.0 power_hit_part = 0.0 psy_health_v = 0.0 sleep_health = 1.0 sleep_power = 1.0 sleep_satiety = 1.0 sleep_radiation = 1.0 sleep_psy_health = 1.0 ;---LIMPING STATE----------------------------------------------------- use_limping_state = off limping_threshold = 0.5 ;открытые раны bleeding_v = 0.0 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.0025 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду) min_wound_size = 0.01 [stalker_immunities_strelok] burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 1.0 chemical_burn_immunity = 0.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 wound_2_immunity = 0.0 [stalker_die_hard]:stalker $spawn = "stalkers\stalker_die_hard" immunities_sect = stalker_immunities_die_hard [stalker_immunities_die_hard] burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 wound_2_immunity = 0.0 [stalker_devushka]:stalker $spawn = "stalkers\stalker_devushka" immunities_sect = stalker_immunities_devushka condition_sect = my_stalker_condition health = 1 power = 1 radiation = -1 bleeding = 1 sleep_health = 1.0 sleep_power = 1.0 sleep_satiety = 1.0 sleep_radiation = 1.0 sleep_psy_health = 1.0 [my_stalker_condition] satiety_v = 0.0 ;скорость уменьшения сытости со временем radiation_v = 1.0 ;скорость уменьшения радиации satiety_power_v = 1.0 ;увеличение силы при уменьшении сытости satiety_health_v = 1.0 ;увеличение здоровья при уменьшении сытости satiety_critical = 0.0 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.0 ;уменьшение здоровья при воздействии радиации morale_v = 0.0 ;скорость восстановления морали health_hit_part = 0.2 ;процент хита, уходящий на отнимание здоровья power_hit_part = 0.1 ;процент хита, уходящий на отнимание силы psy_health_v = 0.1 ;скорость восстановления psy-здоровья bleeding_v = 0.2 wound_incarnation_v = 0.2 min_wound_size = 0.1 [stalker_immunities_devushka] burn_immunity = 0.25 strike_immunity = 0.25 shock_immunity = 0.25 wound_immunity = 0.25 radiation_immunity = 0.25 telepatic_immunity = 0.25 chemical_burn_immunity = 0.25 explosion_immunity = 0.25 fire_wound_immunity = 0.25 wound_2_immunity = 0.25 [stalker_strong]:stalker $spawn = "stalkers\stalker_strong" immunities_sect = stalker_immunities_strong [stalker_immunities_strong] burn_immunity = 0.25 strike_immunity = 0.25 shock_immunity = 0.25 wound_immunity = 0.5 radiation_immunity = 0.25 telepatic_immunity = 0.25 chemical_burn_immunity = 0.25 explosion_immunity = 0.25 fire_wound_immunity = 0.5 wound_2_immunity = 0.5 [stalker_immunities_greh_master] burn_immunity = 0.25 strike_immunity = 0.25 shock_immunity = 0.25 wound_immunity = 0.15 radiation_immunity = 0.25 telepatic_immunity = 0.25 chemical_burn_immunity = 0.25 explosion_immunity = 0.15 fire_wound_immunity = 0.15 wound_2_immunity = 0.2 [stalker_immunities_greh_castigator] burn_immunity = 0.25 strike_immunity = 0.25 shock_immunity = 0.25 wound_immunity = 0.1 radiation_immunity = 0.25 telepatic_immunity = 0.25 chemical_burn_immunity = 0.25 explosion_immunity = 0.1 fire_wound_immunity = 0.1 wound_2_immunity = 0.15 [stalker_immunities_living_legend] burn_immunity = 0.25 strike_immunity = 0.25 shock_immunity = 0.25 wound_immunity = 0.05 radiation_immunity = 0.25 telepatic_immunity = 0.25 chemical_burn_immunity = 0.25 explosion_immunity = 0.05 fire_wound_immunity = 0.05 wound_2_immunity = 0.1 [stalker_immunities_eidolon] burn_immunity = 0.25 strike_immunity = 0.25 shock_immunity = 0.25 wound_immunity = 0.025 radiation_immunity = 0.15 telepatic_immunity = 0.25 chemical_burn_immunity = 0.25 explosion_immunity = 0.025 fire_wound_immunity = 0.025 wound_2_immunity = 0.1 [stalker_immune_anomaly]:stalker $spawn = "stalkers\stalker_immune_anomaly" immunities_sect = stalker_immunities_anomaly [stalker_immunities_anomaly] burn_immunity = 0 strike_immunity = 0 shock_immunity = 0 wound_immunity = 0.2 radiation_immunity = 0 telepatic_immunity = 0 chemical_burn_immunity = 0 explosion_immunity = 0.25 fire_wound_immunity = 0.5 wound_2_immunity = 0.5 ;---RAGDOLL TEST STALKER----------------------------------------------------- [stalker_ragdoll]:stalker $spawn = "stalkers\stalker_ragdoll" ;option for Level Editor immunities_sect = stalker_immunities_ragdoll damage = stalker_damage_ragdoll [stalker_immunities_ragdoll] burn_immunity = 10000.0 strike_immunity = 10000.0 shock_immunity = 10000.0 wound_immunity = 10000.0 radiation_immunity = 10000.0 telepatic_immunity = 10000.0 chemical_burn_immunity = 10000.0 explosion_immunity = 10000.0 fire_wound_immunity = 10000.0 wound_2_immunity = 10000.0 [stalker_damage_ragdoll] default = 10000.0, -1, 1.0 bip01_pelvis = 10000.0, 1000, 0.3 bip01_spine = 10000.0, 1000, 0.8 bip01_spine1 = 10000.0, 1000, 0.8 bip01_spine2 = 10000.0, 1000, 0.8 bip01_neck = 10000.0, 1000, 1.0 bip01_head = 10000.0, 1000, 1.0 eyelid_1 = 10000.0, 1000, 1.0 eye_left = 10000.0, 1000, 1.0 eye_right = 10000.0, 1000, 1.0 jaw_1 = 10000.0, 1000, 1.0 bip01_l_clavicle = 10000.0, 1000, 0.7 bip01_l_upperarm = 10000.0, 1000, 0.6 bip01_l_forearm = 10000.0, 1000, 0.5 bip01_l_hand = 10000.0, 1000, 0.2 bip01_l_finger0 = 10000.0, 1000, 0.1 bip01_l_finger01 = 10000.0, 1000, 0.1 bip01_l_finger02 = 10000.0, 1000, 0.1 bip01_l_finger1 = 10000.0, 1000, 0.1 bip01_l_finger11 = 10000.0, 1000, 0.1 bip01_l_finger12 = 10000.0, 1000, 0.1 bip01_l_finger2 = 10000.0, 1000, 0.1 bip01_l_finger21 = 10000.0, 1000, 0.1 bip01_l_finger22 = 10000.0, 1000, 0.1 bip01_r_clavicle = 10000.0, 1000, 0.7 bip01_r_upperarm = 10000.0, 1000, 0.6 bip01_r_forearm = 10000.0, 1000, 0.5 bip01_r_hand = 10000.0, 1000, 0.2 bip01_r_finger0 = 10000.0, 1000, 0.1 bip01_r_finger01 = 10000.0, 1000, 0.1 bip01_r_finger02 = 10000.0, 1000, 0.1 bip01_r_finger1 = 10000.0, 1000, 0.1 bip01_r_finger11 = 10000.0, 1000, 0.1 bip01_r_finger12 = 10000.0, 1000, 0.1 bip01_r_finger2 = 10000.0, 1000, 0.1 bip01_r_finger21 = 10000.0, 1000, 0.1 bip01_r_finger22 = 10000.0, 1000, 0.1 bip01_l_thigh = 10000.0, 1000, 0.5 bip01_l_calf = 10000.0, 1000, 0.4 bip01_l_foot = 10000.0, 1000, 0.3 bip01_l_toe0 = 10000.0, 1000, 0.2 bip01_r_thigh = 10000.0, 1000, 0.5 bip01_r_calf = 10000.0, 1000, 0.4 bip01_r_foot = 10000.0, 1000, 0.3 bip01_r_toe0 = 10000.0, 1000, 0.2 [fire_queue_params] ; min < 15 < medium < 30 < max ; ef_weapon_type = 5 pstl_min_queue_size_far = 1 pstl_max_queue_size_far = 2 pstl_min_queue_interval_far = 500 pstl_max_queue_interval_far = 750 pstl_min_queue_size_medium = 1 pstl_max_queue_size_medium = 4 pstl_min_queue_interval_medium = 400 pstl_max_queue_interval_medium = 500 pstl_min_queue_size_close = 1 pstl_max_queue_size_close = 8 pstl_min_queue_interval_close = 350 pstl_max_queue_interval_close = 400 ;------------------------------- ; ef_weapon_type = 9 shtg_min_queue_size_far = 1 shtg_max_queue_size_far = 1 shtg_min_queue_interval_far = 1000 shtg_max_queue_interval_far = 2000 shtg_min_queue_size_medium = 1 shtg_max_queue_size_medium = 4 shtg_min_queue_interval_medium = 600 shtg_max_queue_interval_medium = 750 shtg_min_queue_size_close = 1 shtg_max_queue_size_close = 6 shtg_min_queue_interval_close = 600 shtg_max_queue_interval_close = 750 ;------------------------------- ; ef_weapon_type = 11 & 12 ; snp_min_queue_size_far = 1 snp_max_queue_size_far = 1 snp_min_queue_interval_far = 2000 snp_max_queue_interval_far = 3000 snp_min_queue_size_medium = 1 snp_max_queue_size_medium = 1 snp_min_queue_interval_medium = 1500 snp_max_queue_interval_medium = 2000 snp_min_queue_size_close = 1 snp_max_queue_size_close = 1 snp_min_queue_interval_close = 1000 snp_max_queue_interval_close = 1100 ;------------------------------- ; default auto_min_queue_size_far = 1 auto_max_queue_size_far = 3 auto_min_queue_interval_far = 400 auto_max_queue_interval_far = 800 auto_min_queue_size_medium = 1 auto_max_queue_size_medium = 6 auto_min_queue_interval_medium = 350 auto_max_queue_interval_medium = 600 auto_min_queue_size_close = 2 auto_max_queue_size_close = 9 auto_min_queue_interval_close = 250 auto_max_queue_interval_close = 500 ;------------------------------- ; ef_weapon_type = 6, 7, 8, 10 mchg_min_queue_size_far = 1 mchg_max_queue_size_far = 6 mchg_min_queue_interval_far = 300 mchg_max_queue_interval_far = 600 mchg_min_queue_size_medium = 2 mchg_max_queue_size_medium = 12 mchg_min_queue_interval_medium = 300 mchg_max_queue_interval_medium = 500 mchg_min_queue_size_close = 2 mchg_max_queue_size_close = 15 mchg_min_queue_interval_close = 200 mchg_max_queue_interval_close = 400 ;------------------------------- ;mlr [stalker_arena_mlr]:stalker $spawn = "stalkers\stalker_arena_mlr" immunities_sect = stalker_immunities_arena_mlr ;eye_fov = 160 ;eye_range = 100 [stalker_immunities_arena_mlr] burn_immunity = 0.55 strike_immunity = 0.55 shock_immunity = 0.55 wound_immunity = 0.80 radiation_immunity = 0.25 telepatic_immunity = 0.55 chemical_burn_immunity = 0.25 explosion_immunity = 0.55 fire_wound_immunity = 0.8 wound_2_immunity = 0.8