;=========================================================================== ; BOAR ;=========================================================================== [m_boar_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald ;$spawn = "monsters\boars\boar_base" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 16 visual = monsters\mutant_boar\mutant_boar corpse_visual = monsters\mutant_boar\mutant_boar_dead icon = ui_npc_monster_mutant_boar ;------------------------------------------------------------------------ ; Offline Alife ;------------------------------------------------------------------------ Scheduled = on ; option for ALife Simulator Human = off ; option for ALife Simulator Health = 440 ; 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 current_level_going_speed = 3;2 ; option for ALife Simulator search_speed = 1.5 ; option for ALife Simulator spawn_phantom = m_phantom_boar can_spawn_phantom = false smart_terrain_choose_interval = 00:15:00 Spawn_Inventory_Item_Section = mutant_boar_leg 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_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 ;------------------------------------------------------------------------ ph_box0_center = 0.0, 0.6, 0.0 ph_box0_size = 0.55, 0.6, 0.55 ph_box1_center = 0.0, 0.6, 0.0 ph_box1_size = 0.55, 0.6, 0.55 ph_crash_speed_min = 10 ph_crash_speed_max = 30 ph_collision_damage_factor = 0.1 ph_mass = 250 ;110 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 = 12.0 ph_after_death_velocity_factor= 0.75 ph_skel_shot_up_factor = 0.25 ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- ; Squad seperation behaviour (�������������) ;--------------------------------------------------------------------- separate_factor = 0.8 ; ���� ������������� separate_range = 3 ; ������ � ������� ������������� ��������� ;------------------------------------------------------------------------ ; Movement ;------------------------------------------------------------------------ ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 3.4, 3.0, 1, 1 Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1 Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1 Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 ; speed factors linear | angular_real | angular_path | min | max ;Velocity_Stand = 0, 3.4, 3.0, 1, 1 ;Velocity_RunFwdNormal = 7.5, 3.0, 2.8, 0.4, 1 ;Velocity_RunFwdDamaged = 4.5, 3.0, 2.8, 0.2, 1 ;Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 ;Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 ;Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 ;Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 ; acceleration Accel_Generic = 1.0 Accel_Calm = 2.0 Accel_Aggressive = 3.5 ;------------------------------------------------------------------------ ; Attack ;------------------------------------------------------------------------ attack_effector = m_boar_attack_effector attack_params = m_boar_attack_params ;attack parameters MinAttackDist = 2.6 MaxAttackDist = 3.2 as_min_dist = 1.6 as_step = 0.5 Run_Attack_Dist = 3.5, 4.0 Run_Attack_Delay = 1000, 3000 Melee_Rotation_Factor = 2.2 hit_type = wound ; type of attack ;------------------------------------------------------------------------ ; Attack On Move ;------------------------------------------------------------------------ aom_enabled = 1 aom_animation_left = stand_attack_run_left_ aom_animation_right = stand_attack_run_right_ aom_far_radius = 8 aom_max_go_close_time = 8 aom_prepare_time = 4 aom_attack_radius = 1 aom_update_side_period = 3 aom_prediction_factor = 1.2 ;------------------------------------------------------------------------ ; Conditions ;------------------------------------------------------------------------ satiety_v = 0.0005 ;0.01 ;�������� ���������� ������� �� �������� radiation_v = 0.00001 ;0.004 ;�������� ���������� �������� satiety_power_v = 0.00001;0.005 ;0.01 ;���������� ���� ��� ���������� ������� satiety_health_v = 0.001 ;0.03 ;���������� �������� ��� ���������� ������� satiety_critical = -1.0 ;0.25 ;����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� ����������� radiation_health_v = 0.00 ;0.006 ;���������� �������� ��� ����������� �������� morale_v = 0.036 ;�������� �������������� ������ health_hit_part = 1.0 ;0.8 ;������� ����, �������� �� ��������� �������� power_hit_part = 1.0 ;0.9 ;������� ����, �������� �� ��������� ���� psy_health_v = 0.1 ;�������� �������������� psy-�������� ;Immunities immunities_sect = boar_immunities protections_sect = boar_protections ;�������� ���� bleeding_v = 0.0075 ;������ ����� ��� ����������� ���� � ������� wound_incarnation_v = 0.0025 ;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������) min_wound_size = 0.0075 ;Sleep Settings sleep_health = 1.0 ;1.5 ;�����������v ��������� ��������� ��������� �� ���� ��� sleep_power = 1.0 ;1.5 sleep_satiety = 1.0 ;0.8 sleep_radiation = 1.0 ;1.1 sleep_psy_health = 1.0 ;Eat settings 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 ;------------------------------------------------------------------------ ; Sound ;------------------------------------------------------------------------ sound_idle = monsters\boar\boar_idle_ ; idle_ sound_eat = monsters\boar\boar_eat_ ; eat_ sound_aggressive = monsters\boar\boar_aggressive_ ; attack_ sound_attack_hit = monsters\boar\boar_attack_ sound_take_damage = monsters\boar\boar_pain_ ; hit_ sound_die = monsters\boar\boar_death_ ; die_ sound_bkgnd = monsters\biting\def_ sound_threaten = monsters\boar\boar_threaten_ sound_landing = monsters\boar\landing_ sound_steal = monsters\biting\def_ sound_panic = monsters\boar\boar_panic_ sound_growling = monsters\biting\def_ sound_distant_idle = ambient\soundscape\mutants\boar\distant_ killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE distant_idle_sound_delay = 50000 distant_idle_sound_range = 50.0 ;Frequency of sounds to be played idle_sound_delay = 14000 eat_sound_delay = 5000 attack_sound_delay = 4000 SoundThreshold = 0.06 ; range [0..1] max_hear_dist = 60 ;------------------------------------------------------------------------- ; 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 = 0.2 ;------------------------------------------------------------------------- ; Damages ;------------------------------------------------------------------------- ;Health from which to play injured animation DamagedThreshold = 0.4 damage = m_boar_damage critical_wound_threshold = 0.4; 1.1 critical_wound_decrease_quant = 0. critical_wound_anim_head = critical_hit_head_0 critical_wound_bones_head = boar_critical_wound_bones_head critical_wound_anim_torso = critical_hit_torso_0 critical_wound_bones_torso = boar_critical_wound_bones_torso critical_wound_anim_legs = critical_hit_torso_0 critical_wound_bones_legs = boar_critical_wound_bones_legs ;------------------------------------------------------------------------ ; Other ;------------------------------------------------------------------------ ef_creature_type = 11 ; option for evaluation functions ef_weapon_type = 2 ef_detector_type = 1 panic_threshold = 0.5 cform = skeleton ; collision class class = SM_BOARW ; 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 actor_restrictor = medium_monster ;medium_monster,stalker,none step_params = m_boar_step_params LegsCount = 4 DayTime_Begin = 3 ; ����� ��� ��� ������� DayTime_End = 23 ; ����� ��� ��� ������� distance_to_corpse = 2.1 ; ����. �� �����, ��� ������� �� ��������� � ��������� ��v terrain = boar_terrain material = creatures\hoof DynamicObjectsCount = 32 ;species of monster species = boar ;------------------------------------------------------------------------ ; Vision ;------------------------------------------------------------------------ eye_fov = 190 ;130 eye_range = 100 ;60 vision_free_section = boar_vision_free vision_danger_section = boar_vision_danger ; �������� visibility_threshold ������ ���� ����� ��� ������� � ���, ; ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���. [boar_vision_free] min_view_distance = 0.7 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.0 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 250 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 1.15 time_quant = 0.005 decrease_value = 0.011 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.5 luminocity_factor = 0.6 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.35 [boar_vision_danger] min_view_distance = 1.2 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� max_view_distance = 1.8 ; �����������, ������� �������� �� eye_range, � ����������� �� ���� visibility_threshold = 90 ; ��������, ��� ���������� ������ �������� ������ ��������� ������� always_visible_distance = 1.15 time_quant = 0.002 decrease_value = 0.01 ; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� �������� velocity_factor = 0.5 luminocity_factor = 0.6 ; ������ ��������� (������ ��� �����) transparency_threshold = 0.15 feel_enemy_who_just_hit_max_distance = 350 ;=========================================================================== ; ATTACK PARAMS ;=========================================================================== [m_boar_attack_params] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.30, 0.55, 50, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2 ;Bite2 stand_attack_1 = 0.30, 0.55, 50, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2 ;Right Leg Attack stand_attack_2 = 0.30, 0.55, 50, 0.0, 1.0, 2.0, -0.6, 0.6, -0.6, 0.6, 3.2 stand_attack_run_0 = 0.40, 1.0, 650, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_left_0 = 0.40, 0.95, 650, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2 stand_attack_run_right_0 = 0.40, 0.95, 650, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2 ;=========================================================================== ; SPECIAL EFFECTORS ;=========================================================================== [m_boar_attack_effector] duality_h = 0.05;0.01 duality_v = 0.02;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 = 0.30 time_attack = 0.05 ; fade in time_release = 0.15 ; fade out ; camera effects ce_time = 0.35 ; time ce_amplitude = 10 ; head shake after hit ce_period_number = 2.0 ; camera shake times ce_power = 2.5; 2.0 ; power ;================================================================================= ; Boar Damage ;================================================================================= [m_Boar_damage] ;bone_name = ,-1, ; - �����. ��������� ���� (���������� ��������) ; - �����. ��������� �������� �������� ���� default = 0.75, -1, 0.2 bip01_pelvis = 2.25, -1, 0.45 bip01_spine = 1.5, -1, 0.25 bip01_spine1 = 1.1, -1, 0.25 bip01_spine2 = 1.1, -1, 0.25 bip01_l_upperarm = 0.8, -1, 0.08 bip01_r_upperarm = 0.8, -1, 0.08 bip01_l_thigh = 1.5, -1, 0.07 bip01_r_thigh = 1.5, -1, 0.07 bip01_neck = 0.65, -1, 2.0 bip01_head = 0.75, -1, 0.4 [boar_critical_wound_bones_head] bip01_pelvis bip01_l_thigh bip01_l_calf bip01_l_horselink bip01_l_foot bip01_l_toe0 bip01_r_thigh bip01_r_calf bip01_r_horselink bip01_r_foot bip01_r_toe0 bip01_spine bip01_spine1 bip01_spine2 bip01_neck bip01_head bip01_ponytail1 bip01_ponytail2 bone01 bone02 bone04 bone05 bone06 bone07 bone08 bone09 bone10 bone11 bone12 bone13 bone14 bone15 bip01_l_clavicle bip01_l_upperarm bip01_l_forearm bip01_l_hand bip01_l_finger0 bip01_r_clavicle bip01_r_upperarm bip01_r_forearm bip01_r_hand bip01_r_finger0 bone16 bone17 bone19 bone18 bip01_tail bip01_tail1 [boar_critical_wound_bones_torso] [boar_critical_wound_bones_legs] ;================================================================================= ; Boar Terrain ;================================================================================= [boar_terrain] 255,000,255,255 ;=========================================================================== ; Step Events ;=========================================================================== [m_boar_step_params] ;------------------------------------------------------------------------------------------------------------- ; anim | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 | ;------------------------------------------------------------------------------------------------------------- stand_walk_fwd_0 = 5, 0.01, 1, 0.5, 0.7, 0.15, 1.0, 0.5, 1.0 stand_walk_fwd_dmg_0 = 4, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0 stand_run_fwd_0 = 1, 0.01, 5, 0.05, 5, 0.2, 5.0, 0.2, 5.0 stand_run_dmg_0 = 4, 0.2, 5, 0.25, 5, 0.7, 5.0, 0.7, 5.0 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 ;=========================================================================== ; IMMUNITIES ;=========================================================================== [boar_immunities] burn_immunity = 0.96 ; = 0.2 ;������������ ���������� strike_immunity = 0.25 shock_immunity = 0.74 ; = 0.25 wound_immunity = 0.35 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2 explosion_immunity = 0.6 fire_wound_immunity = 0.6 ;********************************************************************************* ; PROTECTIONS ;********************************************************************************* [boar_protections] skin_armor = 0.4 hit_fraction_monster = 0.4 ;********************************************************************************* ; BASE PROFILES ;********************************************************************************* ;********************************************************************************* ; NORMAL PROFILE ;********************************************************************************* [boar_normal]:m_boar_e $spawn = "monsters\boars\boar_02_normal" visual = monsters\mutant_boar\mutant_boar corpse_visual = monsters\mutant_boar\mutant_boar_dead icon = ui_npc_monster_mutant_boar panic_threshold = 0.4 rank = 5 immunities_sect = boar_immunities_normal attack_params = boar_attack_params_normal spec_rank = normal community = boar MaxHealthValue = 1.0 ; range [0..200] skin_armor = 0.5 [boar_immunities_normal] burn_immunity = 0.96 ; = 0.2 ;������������ ���������� strike_immunity = 0.25 shock_immunity = 0.74 ; = 0.25 wound_immunity = 0.28 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2 explosion_immunity = 0.6 fire_wound_immunity = 0.8 [boar_attack_params_normal] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Bite2 stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Right Leg Attack stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5 stand_attack_run_0 = 0.40, 1.05, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_left_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_right_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 3.4, 3.0, 1, 1 Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1 Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1 Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 ; acceleration Accel_Generic = 1.0 Accel_Calm = 2.0 Accel_Aggressive = 3.5 skin_armor = 0.7 [boar_strong]:m_boar_e $spawn = "monsters\boars\boar_03_strong" visual = monsters\mutant_boar\mutant_boar_strong icon = ui_npc_monster_mutant_boar_strong panic_threshold = 0.3 rank = 7 immunities_sect = boar_immunities_strong attack_params = boar_attack_params_strong MaxHealthValue = 1.25 ; range [0..200] spec_rank = strong community = boar ;********************************************************************************* ; STRONG PROFILE ;********************************************************************************* [boar_immunities_strong] burn_immunity = 0.96 ; = 0.2 ;������������ ���������� strike_immunity = 0.25 shock_immunity = 0.74 ; = 0.25 wound_immunity = 0.22 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2 explosion_immunity = 0.5 fire_wound_immunity = 0.7 [boar_attack_params_strong] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Bite2 stand_attack_1 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Right Leg Attack stand_attack_2 = 0.20, 0.7, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5 stand_attack_run_0 = 0.40, 1.15, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_left_0 = 0.40, 1.1, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_right_0 = 0.40, 1.1, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 3.4, 3.0, 1, 1 Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1 Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1 Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 ; acceleration Accel_Generic = 1.0 Accel_Calm = 2.0 Accel_Aggressive = 3.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;Boar population - Borovos 2013;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;include new meshes, new parameters for each population ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;------------- Weak --------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [boar_01a_weak]:m_boar_e $spawn = "monsters\boars\boar_01a_weak" visual = monsters\mutant_boar\mutant_boar corpse_visual = monsters\mutant_boar\mutant_boar_dead MaxHealthValue = 0.75 ; range [0..200] skin_armor = 0.33 panic_threshold = 0.5 immunities_sect = boar_immunities_weak attack_params = boar_attack_params_weak [boar_immunities_weak] burn_immunity = 0.816 ; = 0.2 ;������������ ���������� strike_immunity = 0.2125 shock_immunity = 0.629 ; = 0.25 wound_immunity = 0.238 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.411 ; = 3.0 ; = 0.2 explosion_immunity = 0.51 fire_wound_immunity = 0.9 [boar_attack_params_weak] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Bite2 stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Right Leg Attack stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5 stand_attack_run_0 = 0.40, 0.95, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_left_0 = 0.40, 0.9, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_right_0 = 0.40, 0.9, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 3.4, 3.0, 1, 1 Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1 Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1 Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 ; acceleration Accel_Generic = 1.0 Accel_Calm = 2.0 Accel_Aggressive = 3.5 skin_armor = 0.7 [boar_02a_weak]:boar_01a_weak $spawn = "monsters\boars\boar_02a_weak" visual = monsters\mutant_boar\mutant_boar corpse_visual = monsters\mutant_boar\mutant_boar_dead MaxHealthValue = 0.75 ; range [0..200] panic_threshold = 0.3 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;------------- Strong ------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [boar_02a_strong]:boar_strong $spawn = "monsters\boars\boar_02a_strong" visual = monsters\mutant_boar\mutant_boar_strong ;corpse_visual = monsters\mutant_boar\mutant_boar_strong_dead MaxHealthValue = 1.25 ; range [0..200] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;------------- Hard --------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [boar_01a_hard]:m_boar_e $spawn = "monsters\boars\boar_01a_hard" visual = monsters\mutant_boar\mutant_boar_strong ;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead MaxHealthValue = 1.33 ; range [0..200] panic_threshold = 0.45 immunities_sect = boar_immunities_hard attack_params = boar_attack_params_hard [boar_immunities_hard] burn_immunity = 0.96 ; = 0.2 ;������������ ���������� strike_immunity = 0.25 shock_immunity = 0.74 ; = 0.25 wound_immunity = 0.28 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2 explosion_immunity = 0.6 fire_wound_immunity = 0.6 [boar_attack_params_hard] ;--------------------------------------------------------------------------------------------------------------------------------------------- ; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist ;--------------------------------------------------------------------------------------------------------------------------------------------- ;Bite stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Bite2 stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 ;Right Leg Attack stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5 stand_attack_run_0 = 0.40, 1.05, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_left_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 stand_attack_run_right_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 3.4, 3.0, 1, 1 Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1 Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1 Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 ; acceleration Accel_Generic = 1.0 Accel_Calm = 2.0 Accel_Aggressive = 3.5 skin_armor = 0.7 [boar_02a_hard]:boar_01a_hard $spawn = "monsters\boars\boar_02a_hard" visual = monsters\mutant_boar\mutant_boar_strong ;corpse_visual = monsters\mutant_boar\mutant_boar_big2_dead MaxHealthValue = 1.33 ; range [0..200]