[stalker_zombied_vision_free] min_view_distance = 0.4 ; min range of cone based on eye_range max_view_distance = 0.7 ; max range of cone based on eye_range visibility_threshold = 40 ;Threshold in which object becomes visible based on factors always_visible_distance = 0 ;Distance object is always considered visible (float) time_quant = 0.5 ;step increment to for sight calculations decrease_value = 0.1 ;Decrease over time to overall threshold velocity_factor = 0.45 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed) luminocity_factor = 0.8 ;Low value = easier to see at night transparency_threshold = 0.55 ;Low value = easier to see through objects still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32) [stalker_zombied_vision_danger] min_view_distance = 0.4 ; min range of cone based on eye_range max_view_distance = 1.0 ; max range of cone based on eye_range visibility_threshold = 40 ;Threshold in which object becomes visible based on factors always_visible_distance = 0 ;Distance object is always considered visible (float) time_quant = 1.0 ;step increment to for sight calculations decrease_value = 0.1 ;Decrease over time to overall threshold velocity_factor = 0.55 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed) luminocity_factor = 0.8 ;Low value = easier to see at night transparency_threshold = 0.35 ;Low value = easier to see through objects (if greater then 1 then enemies are blind) still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32) [stalker_zombied_condition] satiety_v = 0.00001 ;скорость уменьшения сытости со временем radiation_v = 0.0001 ;скорость уменьшения радиации satiety_power_v = 0.0005 ;увеличение силы при уменьшении сытости satiety_health_v = 0.001 ;увеличение здоровья при уменьшении сытости satiety_critical = 0.0 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.001 ;уменьшение здоровья при воздействии радиации morale_v = 0.0001 ;скорость восстановления морали health_hit_part = 1.0 ;процент хита, уходящий на отнимание здоровья power_hit_part = 0.0 ;процент хита, уходящий на отнимание силы psy_health_v = 0.1 ;скорость восстановления psy-здоровья health_restore_v = 0.001 ;скорость восстановления здоровья sleep_health = 1.0 ;коэффициенты скоростей изменения параметров во время сна sleep_power = 1.0 sleep_satiety = 1.0 sleep_radiation = 1.0 sleep_psy_health = 1.0 ;---LIMPING STATE----------------------------------------------------- use_limping_state = on ;off limping_threshold = 0.5 feel_enemy_who_just_hit_max_distance = 200 ;открытые раны bleeding_v = 0 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.0 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду) min_wound_size = 0.01 [stalker_zombied_immunities]:stalker_immunities burn_immunity = 0.9 ;Factors of immunity strike_immunity = 0.9 shock_immunity = 0.6 wound_immunity = 0.60 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.65 explosion_immunity = 0.62 fire_wound_immunity = 0.55 wound_2_immunity = 0.0 [stalker_zombied_movement_speeds] ; zombied stalkers can't crouch or run ; danger ;; crouch ;;; walk danger_crouch_walk_forward = 0.8 danger_crouch_walk_backward = 0.575 danger_crouch_walk_left = 0.8 danger_crouch_walk_right = 0.8 ;;; run danger_crouch_run_forward = 0.8 danger_crouch_run_backward = 0.575 danger_crouch_run_left = 0.8 danger_crouch_run_right = 0.8 ;; stand ;;; walk danger_stand_walk_forward = 0.8 danger_stand_walk_backward = 0.8 danger_stand_walk_left = 0.8 danger_stand_walk_right = 0.8 ;;; run danger_stand_run_forward = 0.8 danger_stand_run_backward = 0.8 danger_stand_run_left = 0.8 danger_stand_run_right = 0.8 ; free ;; stand ;;; forward free_stand_walk_forward = 0.8 free_stand_run_forward = 0.8 ; panic ;; stand ;;; run ;;;; forward panic_stand_run_forward = 7.0 [stalker_zombied]:stalker ;---LEVEL EDITOR------------------------------------------------------ $spawn = "stalkers\stalker_zombied" ; option for Level Editor attachable_items = device_torch,attachable_item ;---SECTIONS---------------------------------------------------------- condition_sect = stalker_zombied_condition ;---IMMUNITIES ------------------------------------------------------- immunities_sect = stalker_zombied_immunities ;---VISIBILITY-------------------------------------------------------- vision_danger_section = stalker_zombied_vision_danger vision_free_section = stalker_zombied_vision_free eye_fov = 90 eye_range = 200 ;---ENEMY------------------------------------------------------------ ignore_monster_threshold = 0.8 max_ignore_distance = 60.0 panic_threshold = 0 sound_threshold = 0.7 ;---SOUND PLAYER------------------------------------------------------ sound_death = fight\death\death_ sound_anomaly_death = fight\death\death_ sound_hit = fight\hit\hit_ sound_humming = states\idle\idle_ sound_backup = ;fight\attack\attack_ ;fight\backup\stalker\backup_ sound_detour = ;fight\enemy\enemy_ ;fight\detour\stalker\detour_ sound_search = ;fight\attack\attack_ ;fight\searching_enemy\stalker\search_ sound_friendly_fire = ;fight\friendly_fire\stalker\friendly_fire_ sound_panic_human = ;states\panic_human\stalker\panic_ sound_panic_monster = ;states\panic_monster\stalker\panic_ sound_tolls = ;fight\tolls\tolls_ sound_grenade_alarm = ;fight\grenade\grenade_ sound_friendly_grenade_alarm = ;fight\friendly_grenade\friendly_grenade_ sound_need_backup = ;fight\attack\attack_ ;fight\cover_fire\cover_fire_ sound_running_in_danger = ;states\breath\stalker\breath_1 sound_walking_in_danger = ;states\breath\stalker\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_,fight\searching_enemy\enemy_lost_ sound_throw_grenade = ;fight\grenade\grenade_ready_ ;---MOVEMENT---------------------------------------------------------- movement_speeds = stalker_zombied_movement_speeds; ;---FIRE DISPERSIONS-------------------------------------------------- disp_walk_stand = 24 disp_walk_crouch = 15 disp_run_stand = 45 disp_run_crouch = 36 disp_stand_stand = 15 disp_stand_crouch = 9 disp_stand_stand_zoom = 6 disp_stand_crouch_zoom = 3 ;----------- MONSTR SPECIES ---------------------------- species = zombie ;---CRITICAL WOUND------------------------------------------------------------------ critical_wound_threshold = 1.1 critical_wound_decrease_quant = 0. body_parts_section_id = critical_wound_body_parts_section [stalker_fresh_zombied]:stalker_zombied ;---LEVEL EDITOR------------------------------------------------------ $spawn = "stalkers\stalker_fresh_zombied" ; option for Level Editor ;---MOVEMENT---------------------------------------------------------- movement_speeds = stalker_movement_speeds ;---CRITICAL WOUND------------------------------------------------------------------ critical_wound_threshold = 1.1 critical_wound_decrease_quant = 0. body_parts_section_id = critical_wound_body_parts_section ;---FIRE QUEUE PARAMETERS [fire_queue_params_zombied] ; min < 15 < medium < 30 < max pstl_min_queue_size_far = 1 pstl_max_queue_size_far = 1 pstl_min_queue_interval_far = 275 pstl_max_queue_interval_far = 420 pstl_min_queue_size_medium = 1 pstl_max_queue_size_medium = 1 pstl_min_queue_interval_medium = 185 pstl_max_queue_interval_medium = 275 pstl_min_queue_size_close = 1 pstl_max_queue_size_close = 1 pstl_min_queue_interval_close = 95 pstl_max_queue_interval_close = 185 shtg_min_queue_size_far = 1 shtg_max_queue_size_far = 1 shtg_min_queue_interval_far = 360 shtg_max_queue_interval_far = 540 shtg_min_queue_size_medium = 1 shtg_max_queue_size_medium = 1 shtg_min_queue_interval_medium = 240 shtg_max_queue_interval_medium = 360 shtg_min_queue_size_close = 1 shtg_max_queue_size_close = 3 shtg_min_queue_interval_close = 120 shtg_max_queue_interval_close = 240 snp_min_queue_size_far = 1 snp_max_queue_size_far = 1 snp_min_queue_interval_far = 500 snp_max_queue_interval_far = 750 snp_min_queue_size_medium = 1 snp_max_queue_size_medium = 1 snp_min_queue_interval_medium = 260 snp_max_queue_interval_medium = 440 snp_min_queue_size_close = 1 snp_max_queue_size_close = 1 snp_min_queue_interval_close = 290 snp_max_queue_interval_close = 700 auto_min_queue_size_far = 25 auto_max_queue_size_far = 30 auto_min_queue_interval_far = 440 auto_max_queue_interval_far = 715 auto_min_queue_size_medium = 25 auto_max_queue_size_medium = 30 auto_min_queue_interval_medium = 260 auto_max_queue_interval_medium = 440 auto_min_queue_size_close = 25 auto_max_queue_size_close = 30 auto_min_queue_interval_close = 240 auto_max_queue_interval_close = 360 mchg_min_queue_size_far = 25 mchg_max_queue_size_far = 30 mchg_min_queue_interval_far = 440 mchg_max_queue_interval_far = 715 mchg_min_queue_size_medium = 25 mchg_max_queue_size_medium = 30 mchg_min_queue_interval_medium = 260 mchg_max_queue_interval_medium = 440 mchg_min_queue_size_close = 25 mchg_max_queue_size_close = 30 mchg_min_queue_interval_close = 240 mchg_max_queue_interval_close = 360 [armed_zombied_immunities]:stalker_immunities burn_immunity = 0.9 ;Factors of immunity strike_immunity = 0.9 shock_immunity = 0.6 wound_immunity = 0.60 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.65 explosion_immunity = 0.62 fire_wound_immunity = 0.55 wound_2_immunity = 0.0 [armed_zombied]:stalker_zombied $spawn = "stalkers\armed_zombied" fire_queue_section = fire_queue_params_zombied immunities_sect = armed_zombied_immunities allow_release = true