Divergent/mods/[DEV] Brotherhood/gamedata/configs/system.ltx

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#include "defines.ltx"
#include "prefetch\prefetch_single.ltx"
#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"
#include "creatures\helicopter.ltx"
#include "creatures\game_relations.ltx"
; Items
#include "items\item_base.ltx"
#include "creatures\actor.ltx"
#include "creatures\actor_hud_hand_animations.ltx"
#include "zones\zones.ltx"
#include "misc\postprocess.ltx"
#include "misc\bridge.ltx"
#include "plugins\achievements.ltx"
#include "misc\radiation_counter.ltx"
#include "models\dynamic_objects.ltx"
#include "misc\m_online_offline_group.ltx"
#include "misc\squad_descr\squad_descr.ltx"
#include "misc\effectors.ltx"
#include "external.ltx"
#include "mp\mp_actor.ltx"
#include "mp\team_logo.ltx"
#include "mp\weapons_mp\ammo_mp.ltx"
#include "mp\weapons_mp\weapons_mp.ltx"
#include "mp\weapons_mp\outfit_mp.ltx"
#include "mp\weapons_mp\items_mp.ltx"
;Game types
#include "mp\SoundMessages\mp_snd_messages.ltx"
#include "mp\SoundMessages\ahunt_snd_messages.ltx"
#include "mp\SoundMessages\cta_snd_messages.ltx"
#include "mp\SoundMessages\dm_snd_messages.ltx"
#include "mp\SoundMessages\tdm_snd_messages.ltx"
#include "mp\private_defines.ltx"
#include "mp\deathmatch_game.ltx"
#include "mp\teamdeathmatch_game.ltx"
#include "mp\artefacthunt_game.ltx"
#include "mp\capturetheartefact_game.ltx"
#include "mp\anticheat_active_params.ltx"
#include "evaluation.ltx"
#include "fonts.ltx"
#include "alife.ltx"
#include "creatures\spawn_sections.ltx"
#include "extracontent.ltx"
#include "localization.ltx"
#include "smart_cover.ltx"
#include "models\awr_dynamic_objects.ltx" ; AWR
#include "vehicles.ltx"
[smart_terrain]
GroupControlSection =
$spawn = "ai\smart_terrain"
;$prefetch = 4
$def_sphere = 2
class = SMRTTRRN
script_binding = bind_smart_terrain.bind
shape_transp_color = 100, 100, 180, 60 ;0x1800FF00
shape_edge_color = 32, 32, 32, 255 ;0xFF202020
[zone_pick_dof]
near = -1500.0
far = 10.0
[sound]
occlusion_scale = 0.4
snd_collide_min_volume = 0.1
snd_collide_max_volume = 200.
[demo_record]
speed0 = 0.3
speed1 = 3.0
speed2 = 15.0
speed3 = 60.0
ang_speed0 = 0.1
ang_speed1 = 0.5
ang_speed2 = 7.0
ang_speed3 = 2.0
[texture_desc]
files = ui_npc_unique, ui_npc_unique_2, ui_npc_unique_3
[info_portions]
files = info_portions, info_upgrades, info_alife_switch, info_yantar, info_katacomb, info_escape, info_zaton, info_jupiter, info_pripyat
[dialogs]
files = dialogs, dialogs_agroprom, dialogs_agroprom_underground, dialogs_yantar, dialogs_marsh, dialogs_redforest, dialogs_katacomb, dialogs_escape, dialogs_bar, dialogs_zaton, dialogs_jupiter, dialogs_pripyat, dialogs_darkvalley, dialogs_deadcity, dialogs_garbage, dialogs_military, dialogs_truck, dialogs_warlab, dialogs_minigames, dialogs_mlr, dialogs_mlr_arena, dialogs_lostzone_ll, dialogs_lostzone_ms, dialogs_lostzone_oa, dialogs_lostzone_hb, dialogs_brotherhood, dialogs_brotherhood_ms, dialogs_brotherhood_nr, dialogs_brotherhood_ac
[encyclopedia]
files = encyclopedia_infos
[profiles]
files = npc_profile, npc_profile_mlr, npc_profile_lostzone, npc_profile_brotherhood
specific_characters_files = character_desc_general, character_desc_marsh, character_desc_agroprom, character_desc_agroprom_underground, character_desc_darkvalley, character_desc_bar, character_desc_escape, character_desc_red_forest, character_desc_yantar, character_desc_military, character_desc_deadcity, character_desc_katacomb, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass, character_desc_sarcofag, character_desc_warlab, character_desc_garbage, character_desc_darkscape, character_desc_truck, character_desc_lostzone_ll, character_desc_lostzone_ms, character_desc_lostzone_oa, character_desc_lostzone_hb, character_desc_brotherhood, character_desc_brotherhood_ac
;------------------------------------------------------------------
;-- Inventory slots
;------------------------------------------------------------------
;New in Anomaly (ported from CoC 1.5): You can have as many slots as you want, simply create slot_active_* and slot_persistent_* for it in sequential order
;Set slot_persistent_* = false to treat actor inventory as a 'slot'. Setting highlight_equipped = true in the item section will highlight equipped items in inventory
[inventory]
take_dist = 2 ; not used at all
max_weight = 35
max_ruck = 92
max_belt = 5 ;16
slot_persistent_1 = false ;knife
slot_active_1 = true
slot_persistent_2 = false ;weapon 1
slot_active_2 = true
slot_persistent_3 = false ;weapon 2
slot_active_3 = true
slot_persistent_4 = false ;grenades
slot_active_4 = true
slot_persistent_5 = false ;binocular
slot_active_5 = true
slot_persistent_6 = true ;bolt
slot_active_6 = true
slot_persistent_7 = false ;outfit
slot_active_7 = false
slot_persistent_8 = false ;true ;pda
slot_active_8 = true
slot_persistent_9 = false ;true ;detector
slot_active_9 = false
slot_persistent_10 = false ;true ;torch
slot_active_10 = false
slot_persistent_11 = false ;artefact
slot_active_11 = true
slot_persistent_12 = false ;helmet
slot_active_12 = false
slot_persistent_13 = false ;backpack
slot_active_13 = false
slot_persistent_14 = true ;script animation
slot_active_14 = true
;------------------------------------------------------------------
;-- Items kinds and inventory sorter
;------------------------------------------------------------------
[item_kind_order]
w_sniper = 1
w_rifle = 1
w_smg = 1
w_shotgun = 1
w_pistol = 1
w_melee = 1
w_misc = 1
w_base = 1
w_explosive = 1
o_heavy = 2
o_sci = 2
o_medium = 2
o_light = 2
o_helmet = 2
i_backpack = 2
i_arty = 3
i_arty_junk = 3
i_arty_cont = 3
i_device = 4
i_tool = 5
i_repair = 5
i_kit = 5
i_medical = 6
i_food = 7
i_drink = 7
i_mutant_cooked = 7
i_mutant_raw = 7
i_letter = 8
i_quest = 8
w_ammo = 9
i_mutant_belt = 10
i_mutant_part = 10
i_misc = 11
i_upgrade = 12
i_part = 13
[button_sort_settings]
button_amount = 8
hotkeys = true
[button_sort_tab_1]
kinds = s_all
[button_sort_tab_2]
kinds = w_base, w_pistol, w_shotgun, w_smg, w_rifle, w_sniper, w_explosive, w_melee, w_misc
[button_sort_tab_3]
kinds = o_light, o_medium, o_sci, o_heavy, o_helmet, i_backpack
[button_sort_tab_4]
kinds = w_ammo
[button_sort_tab_5]
kinds = i_arty, i_arty_junk, i_arty_cont, i_mutant_belt, i_mutant_part
[button_sort_tab_6]
kinds = i_device, i_tool, i_repair, i_upgrade, i_kit, i_attach
[button_sort_tab_7]
kinds = i_mutant_raw, i_mutant_cooked, i_food, i_drink, i_medical
[button_sort_tab_8]
kinds = i_misc, i_letter, i_part, i_quest
;------------------------------------------------------------------
[lights_hanging_lamp]
GroupControlSection = spawn_group
$spawn = "physics\hanging lamp"
class = SO_HLAMP
script_binding = bind_dynamic_light.init
[lights_signal_light]
GroupControlSection = spawn_group
$spawn = "physics\signal_light"
class = SO_HLAMP
script_binding = bind_signal_light.init
[search_light]
GroupControlSection = spawn_group
$spawn = "physics\search light"
class = O_SEARCH
cform = skeleton
visual = dynamics\light\projector.ogf
script_binding = bind_physic_object.init
[explosion_marks]
wallmarks = wm\wm_grenade
dist = 0.5 ;2.4 ;
size = 0.6 ;0.4 ;
max_count = 5
[bloody_marks]
wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3,wm\wm_blood_4,wm\wm_blood_5,wm\wm_blood_6,wm\wm_blood_7,wm\wm_blood_8,wm\wm_blood_9,wm\wm_blood_10,wm\wm_blood_11,wm\wm_blood_1_1,wm\wm_blood_1_2,wm\wm_blood_1_3,wm\wm_blood_1_4,wm\wm_blood_1_5
dist = 8.0 ;2.0 ;2.4 ;(<28>) max <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
max_size = 0.6 ;0.4 ;(<28>)<29><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> nominal hit <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *0.5)
min_size = 0.3 ;0.07 ;(<28>)<29><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
nominal_hit = 0.50 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (max_size)
;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size = 0.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
stop_blood_size = 0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> start_blood_size)
blood_drop_time = 0.2 ;OBSOLETE
blood_drop_time_min = 1.5 ;
blood_drop_time_max = 2.5 ;
blood_drop_size = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (<28>) <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size = 0.0003 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD>
stop_burn_size = 0.0001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v
min_burn_time = 10000 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><>v<EFBFBD><76>v<EFBFBD><76> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[hud_cursor]
;<3B><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cross_length = 0.0010 ;0.0015
min_radius = 0.0
max_radius = 0.0
radius_lerp_speed = 0.08
cross_color = 0.7,0.7,0.7,0.5
disp_scale = 0.08
[hud_hitmark]
hit_mark_texture = ui\ui_hud_hit_mark ; ui\ui_empty
grenade_mark_texture = ui\ui_hud_grenade_mark
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; inventory items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[document]
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "documents\document 01"
;$prefetch = 32
class = II_DOC
cform = skeleton
visual = dynamics\equipments\item_document_1.ogf
inv_name = Document
inv_name_short = Document
inv_weight = 1 ;0.2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0
cost = 0
[spectator]
$player = on
class = SPECT
[??tg_event]
class = EVENT
[actor_firsteye_cam]
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
rot_speed = 3.14, 3.14, 0
[actor_ladder_cam]
lim_pitch = -1.5, 1.5
lim_yaw = -1.0, 1.0
rot_speed = 3.14, 3.14, 0
[actor_free_cam]
;----------------
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
lim_zoom = 0.4, 10
rot_speed = 3.14, 1.0, 10
[actor_look_cam]
lim_pitch = -0.7, 1
lim_yaw = 0, 0
lim_zoom = 1, 5
rot_speed = 3.14, 6.28, 10
[actor_look_cam_psp]
lim_pitch = -0.7, 1
lim_yaw = 0, 0
lim_zoom = 1, 5
rot_speed = 2, 2, 2
offset = 0.5,0.2,-1.1
autoaim_speed_y = 0.5, 3.14 ;min,max speed
autoaim_speed_x = 0.5, 3.14
[mounted_weapon_cam]
lim_pitch = -0.5, 0.5
lim_yaw = -1.0, 1.0
rot_speed = 3.14, 1.0, 0
[holder_entity_object_cam]
lim_pitch = -0.5, 0.5
lim_yaw = -2.0, 2.0
lim_zoom = 5, 7
rot_speed = 3.14, 1.0, 0
[car_firsteye_cam]
lim_pitch = -0.5, 0.3
lim_yaw = -2.0, 2.0
rot_speed = 3.14, 1.0, 0
[car_free_cam]
lim_pitch = -1, 1.56 ;0, 1.56
lim_yaw = 0, 0 ;0, 0
lim_zoom = 5, 10 ;1, 7
rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10
[car_look_cam]
lim_pitch = 0, 1.56
lim_yaw = 0 , 0
lim_zoom = 5, 7
rot_speed = 25, 1.0, 10
[heli_free_cam]
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
lim_zoom = 5, 25
rot_speed = 3.14, 1.0, 10
[heli_front_cam]
;lim_yaw = -0.01,0.01
lim_pitch = -1.2, 1.2
lim_yaw = -1.5, 1.5
rot_speed = 3.14, 1.5, 0
[heli_look_cam]
lim_pitch = 0, 1.56
lim_yaw = 0, 0
lim_zoom = 5, 15
rot_speed = 3.14, 1.0, 10
[interface]
font_game = font_game
font_small = font_small
[graph_point]
class = AI_GRAPH
$spawn = "ai\graph point"
;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
buy_price_factor_hostile = 1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> goodwill = -100
buy_price_factor_friendly = 1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> goodwill = 100
sell_price_factor_hostile = 1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> goodwill = -100
sell_price_factor_friendly = 1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> goodwill = 100
;-----------------------------------------------------------------
[spawn_group_zone]
GroupControlSection = spawn_group_zone
$spawn = "ai\group zone" ; option for Level Editor
class = AI_SPGRP
[spawn_group]
GroupControlSection = spawn_group
$spawn = "ai\spawn group" ; option for Level Editor
class = AI_SPGRP
[level_changer]
GroupControlSection =
$spawn = "ai\level changer"
;$prefetch = 4
class = LVL_CHNG
script_binding = bind_level_changer.bind
shape_transp_color = 255, 255, 255, 100
shape_edge_color = 32, 32, 32, 255
[script_zone]
GroupControlSection =
$spawn = "ai\script zone"
;$prefetch = 4
class = SCRIPTZN
script_binding = xr_zones.bind
[physics]
object_damage_factor = 1.2f
;*****************************************
; ++=+<2B>LT+<2B>- L<>+=
;*****************************************
[stalker_names_stalker]
name_cnt = 123 ; 104
last_name_cnt = 836 ; 600
[stalker_names_bandit]
name_cnt = 55 ; 38
last_name_cnt = 281 ; 182
[stalker_names_science]
name_cnt = 22 ; 15
last_name_cnt = 36 ; 29
[stalker_names_private]
name_cnt = 2
last_name_cnt = 244 ; 200
[stalker_names_sergeant]
name_cnt = 2
last_name_cnt = 244 ; 200
[stalker_names_senior_sergeant]
name_cnt = 2
last_name_cnt = 200
[stalker_names_lieutenant]
name_cnt = 3
last_name_cnt = 245 ; 200
[stalker_names_captain]
name_cnt = 1
last_name_cnt = 245 ; 200
[script_object]
GroupControlSection = spawn_group
$spawn = "script\script object" ; option for Level Editor
$npc = on ; option for Level Editor
; $prefetch = 32 ;
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
cform = skeleton ; collision class
class = SCRPTOBJ ; AI class
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><07><> <20><><EFBFBD><EFBFBD><07><><EFBFBD><EFBFBD> PDA <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000
snd_new_contact = detectors\contact_1
snd_new_contact1 = detectors\contact_8
[hud_sound]
hud_sound_vol_k = 1.
hud_step_sound_vol_k = 0.7
[attachable_item]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\attachable_item"
cform = skeleton
class = II_ATTCH
cost = 100
inv_name = "Attachable item"
inv_name_short = "Attachable item"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, -3.14, 1.6
attach_position_offset = 0.105, 0.00, 0.085
attach_bone_name = bip01_head
[new_attachable_item]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\new_attachable_item"
cform = skeleton
class = II_BTTCH
cost = 100
inv_name = "Attachable item"
inv_name_short = "Attachable item"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, -3.14, 1.6
attach_position_offset = 0.105, 0.00, 0.085
attach_bone_name = bip01_head
[hand_radio]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\hand_radio"
cform = skeleton
class = II_ATTCH
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost = 0
inv_name = "hand_radio"
inv_name_short = "hand_radio"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 7
attach_angle_offset = -1.5708,0.1919,3.1416 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Angle*PI/180
attach_position_offset = 0.075, 0.066, 0.023
attach_bone_name = bip01_l_hand
auto_attach = false
anim_item = true
; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
[hand_radio_r]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\hand_radio_r"
cform = skeleton
class = II_ATTCH
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost = 0
inv_name = "hand_radio"
inv_name_short = "hand_radio"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 7
attach_angle_offset = 1.571,0.75,0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Angle*PI/180
attach_position_offset = 0.015, -0.084, 0.023
attach_bone_name = bip01_r_hand
auto_attach = false
[anim_knife]:hand_radio
visual = dynamics\weapons\wpn_knife\wpn_knife.ogf
inv_name = st_knife
inv_name_short = st_knife
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 9
attach_angle_offset = 0.35, -1.8, -1.3
attach_position_offset = 0.1, 0.03, 0.02
attach_bone_name = bip01_r_hand
[anim_binoc]:hand_radio
visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf
inv_name = st_binocular_name
inv_name_short = st_binocular_name
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 9
attach_angle_offset = 3.080506,-1.493053,-1.202040 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Angle*PI/180
attach_position_offset = 0.080000,0.021273,0.100000
attach_bone_name = bip01_r_hand
auto_attach = false
[breakable_object]
class = O_BRKBL
remove_time = 10 ;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold = 0. ;weapon impact can stand breakable_object
collision_break_threthhold = 2000.f ;collision impact can stand breakable_object
immunity_factor = 1.3 ;hit power multiplier
[climable_object]
class = O_CLMBL
[zone_team_base]
$spawn = "network\team base"
class = Z_TEAMBS
GroupControlSection = spawn_group_zone
[multiplayer_skins]
stalker_killer_head_1 = 0,380
stalker_killer_antigas = 128,380
stalker_killer_head_3 = 256,380
stalker_killer_mask = 384,380
stalker_killer_exoskeleton = 512,380
stalker_sci_killer = 640,380
stalker_killer_military = 768,380
stalker_sv_balon_10 = 0,705
stalker_sv_hood_9 = 128,705
stalker_sv_rukzak_3 = 256,705
stalker_sv_rukzak_2 = 384,705
stalker_sv_exoskeleton = 512,705
stalker_sci_svoboda = 640,705
stalker_sv_military = 768,705
[main_ingame_indicators_thresholds]
radiation = 0.1,0.25,0.4,0.55,0.7
wounds = 0.01,0.2,0.4,0.6,0.8
jammed = 0.5,0.6,0.7,0.8,0.9
starvation = 0.5,0.6,0.7,0.8,0.9
fatigue = 0.3,0.6,0.7,0.8,0.9
[tutorial_conditions_thresholds]
max_power = 0.75
power = 0.1
bleeding = 0.4
satiety = 0.5
radiation = 0.1
weapon_jammed = 0.9
psy_health = 0.5
[squad_manager]
schedule_min = 1
schedule_max = 999
[agent_manager]
schedule_min = 100
schedule_max = 1000
[custom_script_object]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "scripts\custom_object"
cform = skeleton
class = NW_ATTCH
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost = 0
inv_name = "custom_script_object"
inv_name_short = "custom_script_object"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, 0, 0
attach_position_offset = 0.08, 0.04, 0.03
attach_bone_name = bip01_r_hand
[ph_skeleton_object]
class = P_SKELET
remove_time = 120
[script]
current_server_entity_version = 12
[space_restrictor]
GroupControlSection = spawn_group_restrictor
$spawn = "ai\space_restrictor"
;$prefetch = 64
class = SPC_RS_S
script_binding = bind_restrictor.bind
shape_transp_color = 0, 255, 0, 24
shape_edge_color = 32, 32, 32, 255
[camp_zone]
GroupControlSection = spawn_group_restrictor
$spawn = "ai\camp"
$prefetch = 16
$def_sphere = 2
class = SPC_RS_S
script_binding = bind_camp.bind
shape_transp_color = 0, 0, 255, 24
shape_edge_color = 32, 32, 32, 255
[anomal_zone]:space_restrictor
GroupControlSection = spawn_group_zone
$spawn = "ai\anomal_zone"
$def_sphere = 2
$prefetch = 16
script_binding = bind_anomaly_zone.bind
shape_transp_color = 240, 217, 182, 58
shape_edge_color = 32, 32, 32, 255
[collision_damage]
bonce_damage_factor_for_objects = 1.
[pkm_visual_memory]
min_view_distance = 1 ;0.4 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
max_view_distance = 1 ;0.8 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
visibility_threshold = 50 ;150.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>
always_visible_distance = 1 ;0.1
time_quant = 0.00001
decrease_value = 0.1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.5
luminocity_factor = 0.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><07><><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> L<><4C><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.4 ;
view_fov_deg = 90
view_aspect = 1
view_far_plane = 100
[details]
swing_normal_amp1 = .1
swing_normal_amp2 = .05
swing_normal_rot1 = 30.0
swing_normal_rot2 = 1.0
swing_normal_speed = 2.0
; fast
swing_fast_amp1 = 0.35 ;0.25
swing_fast_amp2 = .20 ;0.15
swing_fast_rot1 = 5
swing_fast_rot2 = .5 ;0.75
swing_fast_speed = 0.5 ;1
[ph_capture_visuals]
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
;NPC
actors\stalker_bandit\stalker_bandit_1 =
actors\stalker_bandit\stalker_bandit_2 =
actors\stalker_bandit\stalker_bandit_3 =
actors\stalker_bandit\stalker_bandit_3_face_1 =
actors\stalker_bandit\stalker_bandit_3_face_2 =
actors\stalker_bandit\stalker_bandit_3_mask =
actors\stalker_bandit\stalker_bandit_4 =
actors\stalker_dolg\stalker_dolg_1 =
actors\stalker_dolg\stalker_dolg_2 =
actors\stalker_dolg\stalker_dolg_2_face_1 =
actors\stalker_dolg\stalker_dolg_2_face_2 =
actors\stalker_dolg\stalker_dolg_2_mask =
actors\stalker_dolg\stalker_dolg_3 =
actors\stalker_dolg\stalker_dolg_4 =
actors\stalker_freedom\stalker_freedom_1 =
actors\stalker_freedom\stalker_freedom_2 =
actors\stalker_freedom\stalker_freedom_2_face_1 =
actors\stalker_freedom\stalker_freedom_2_face_2 =
actors\stalker_freedom\stalker_freedom_2_mask =
actors\stalker_freedom\stalker_freedom_3 =
actors\stalker_freedom\stalker_freedom_4 =
actors\stalker_hero\stalker_hero_1 =
actors\stalker_hero\stalker_hero_stc_strelok =
actors\stalker_lesnik\stalker_lesnik_1 =
actors\stalker_merc\stalker_merc_2 =
actors\stalker_merc\stalker_merc_4 =
actors\stalker_monolith\stalker_monolith_1 =
actors\stalker_monolith\stalker_monolith_2 =
actors\stalker_monolith\stalker_monolith_3 =
actors\stalker_monolith\stalker_monolith_4 =
actors\stalker_nebo\stalker_nebo_1 =
actors\stalker_nebo\stalker_nebo_2 =
actors\stalker_nebo\stalker_nebo_2_face_1 =
actors\stalker_nebo\stalker_nebo_2_face_2 =
actors\stalker_nebo\stalker_nebo_2_face_3 =
actors\stalker_nebo\stalker_nebo_2_mask =
actors\stalker_nebo\stalker_nebo_3 =
actors\stalker_neutral\stalker_neutral_1 =
actors\stalker_neutral\stalker_neutral_2 =
actors\stalker_neutral\stalker_neutral_2_face_1 =
actors\stalker_neutral\stalker_neutral_2_face_2 =
actors\stalker_neutral\stalker_neutral_2_mask =
actors\stalker_neutral\stalker_neutral_3 =
actors\stalker_neutral\stalker_neutral_4 =
actors\stalker_soldier\stalker_soldier_1 =
actors\stalker_soldier\stalker_soldier_2 =
actors\stalker_soldier\stalker_soldier_2_face_1 =
actors\stalker_soldier\stalker_soldier_3 =
actors\stalker_soldier\stalker_soldier_4 =
actors\stalker_trader\stalker_trader_1 =
actors\stalker_ucheniy\stalker_ucheniy_1 =
actors\stalker_zombied\stalker_zombied_1 =
actors\stalker_zombied\stalker_zombied_2 =
actors\stalker_zombied\stalker_zombied_3 =
actors\stalker_zombied\stalker_zombied_4 =
;Monsters
monsters\controller\controller_1 =
monsters\controller\controller_2 =
monsters\controller\controller_3 =
monsters\controller\controller_4 =
monsters\controller\controller_dead =
monsters\crow\crow =
monsters\dog\dog =
monsters\dog\dog_bulterier =
monsters\dog\dog_bulterier_dead =
monsters\dog\dog_dead =
monsters\dog\dog_red =
monsters\dog\dog_red_dead =
monsters\dog\dog_white =
monsters\dog\dog_white_dead =
monsters\flesh\flesh =
monsters\flesh\flesh_dead =
monsters\flesh\flesh_strong =
monsters\krovosos\krovosos =
monsters\krovosos\krovosos_dead =
monsters\krovosos\krovosos_strong =
monsters\krovosos\krovosos_strong_xray =
monsters\krovosos\krovosos_xray =
monsters\mutant_boar\mutant_boar =
monsters\mutant_boar\mutant_boar_dead =
monsters\mutant_boar\mutant_boar_strong =
monsters\poltergeist\poltergeist =
monsters\poltergeist\poltergeist_dead =
monsters\poltergeist\poltergeist_strong =
monsters\pseudodog\pseudodog =
monsters\pseudodog\pseudodog_dead =
monsters\pseudodog\pseudodog_grey =
monsters\pseudodog\pseudodog_grey_dead =
monsters\rat\rat_1 =
monsters\snork\snork =
monsters\snork\snork_dead =
monsters\tushkano\tushkano =
monsters\tushkano\tushkano_dead =
;objects
dynamics\balon\balon_01 =
dynamics\balon\balon_02 =
dynamics\balon\balon_02a =
dynamics\balon\bidon =
dynamics\balon\bochka_close_1 =
dynamics\balon\bochka_close_2 =
dynamics\balon\bochka_close_3 =
dynamics\balon\bochka_close_4 =
dynamics\balon\bochka_fuel =
dynamics\balon\kanistra =
dynamics\box\box_1a =
dynamics\box\box_1b =
dynamics\box\box_1c =
dynamics\box\box_metall_01 =
dynamics\box\box_wood_01 =
dynamics\box\expl_dinamit =
dynamics\box\part\box_metall_01_part_1 =
dynamics\box\part\box_metall_01_part_2 =
dynamics\box\part\box_wood_01_part_1 =
dynamics\box\part\box_wood_01_part_2 =
dynamics\box\part\box_wood_01_part_3 =
dynamics\box\part\box_wood_01_part_4 =
dynamics\box\part\box_wood_01_part_5 =
dynamics\box\part\box_wood_01_part_6 =
dynamics\box\part\box_wood_01_part_7 =
dynamics\dead_body\skelet_crash =
dynamics\dead_body\skelet_crash_monster =
dynamics\dead_body\vertel_boar =
dynamics\el_tehnika\disel_generator =
dynamics\el_tehnika\komp_blok =
dynamics\el_tehnika\komp_klava =
dynamics\el_tehnika\komp_monitor =
dynamics\el_tehnika\komp_monitor_screen_1 =
dynamics\el_tehnika\krisagenerator =
dynamics\el_tehnika\lab_primary_switcher =
dynamics\el_tehnika\notebook =
dynamics\el_tehnika\priemnik_gorizont =
dynamics\el_tehnika\rupor =
dynamics\el_tehnika\table_lamp_01 =
dynamics\el_tehnika\transiver =
dynamics\el_tehnika\tv_1 =
dynamics\el_tehnika\ventilator_01 =
dynamics\el_tehnika\ventilator_02 =
dynamics\el_tehnika\ventilator_03 =
dynamics\el_tehnika\ventilator_04 =
dynamics\el_tehnika\ventilator_05 =
dynamics\light\light_altar =
dynamics\equipment_cache\equipment_box_01_case =
dynamics\equipment_cache\equipment_box_02_case =
dynamics\equipment_cache\equipment_cross_1_case =
dynamics\equipment_cache\equipment_cross_2_case =
dynamics\equipment_cache\equipment_cross_3_case =
dynamics\equipment_cache\equipment_electric_box_01_case =
dynamics\equipment_cache\equipment_electric_box_02_case =
dynamics\equipment_cache\equipment_hatch_01_case =
dynamics\equipment_cache\equipment_hatch_02_case =
dynamics\equipment_cache\equipment_instrument_case_01_case =
dynamics\equipment_cache\equipment_pipe_01_case =
dynamics\equipment_cache\equipment_pipe_02_case =
dynamics\equipment_cache\equipment_pipe_valve_01_case =
dynamics\equipment_cache\equipment_rucksack_01_case =
dynamics\equipment_cache\equipment_rucksack_02_case =
dynamics\equipment_cache\equipment_seif_01_case =
dynamics\equipment_cache\equipment_seif_02_case =
dynamics\equipment_cache\equipment_seif_03_case =
dynamics\equipment_cache\equipment_trees_log_01_case =
dynamics\equipment_cache\equipment_trees_stump_01_case =
dynamics\equipment_cache\equipment_zaz968_case =
dynamics\equipments\documents_1 =
dynamics\equipments\documents_2 =
dynamics\equipments\documents_3 =
dynamics\equipments\documents_4 =
dynamics\equipments\documents_5 =
dynamics\equipments\documents_6 =
dynamics\equipments\documents_7 =
dynamics\equipments\documents_8 =
dynamics\equipments\documents_9 =
dynamics\fence\wood_fence_1 =
dynamics\fence\wood_fence_2 =
dynamics\fence\wood_fence_3 =
dynamics\fence\wood_fence_4 =
dynamics\fence\wood_fence_5 =
dynamics\fence\wooden_board_01 =
dynamics\fence\wooden_board_02 =
dynamics\fence\wooden_board_03 =
dynamics\fence\wooden_board_04 =
dynamics\firestation\fire_vedro =
dynamics\firestation\ognetushitel =
dynamics\kitchen_room\bottle_3l =
dynamics\kitchen_room\curtains =
dynamics\kitchen_room\freezer =
dynamics\kitchen_room\kitchen_bludo =
dynamics\kitchen_room\kitchen_kastrula =
dynamics\kitchen_room\kitchen_kastrula_up =
dynamics\kitchen_room\kitchen_krujka =
dynamics\kitchen_room\kitchen_lojka =
dynamics\kitchen_room\kitchen_miska =
dynamics\kitchen_room\kitchen_tarelka1 =
dynamics\kitchen_room\kitchen_tarelka2 =
dynamics\kitchen_room\teapot_1 =
dynamics\medical_object\kolyaska_01 =
dynamics\medical_object\kolyaska_01_braked =
dynamics\medical_object\kolyaska_wheel_01_braked =
dynamics\medical_object\med_stolik_01 =
dynamics\medical_object\wheel_litter_01 =
dynamics\medical_object\wheel_litter_01_braked =
dynamics\scene_objects\hospital\hospital_arka_1 =
dynamics\scene_objects\hospital\hospital_arka_2 =
dynamics\scene_objects\hospital\hospital_arka_3 =
dynamics\scene_objects\hospital\hospital_arka_4 =
dynamics\scene_objects\hospital\hospital_arka_5 =
dynamics\scene_objects\hospital\hospital_debris_01 =
dynamics\scene_objects\hospital\hospital_fence_01 =
dynamics\scene_objects\hospital\hospital_wooden_board_01 =
dynamics\scene_objects\hospital\hospital_wooden_board_02 =
dynamics\scene_objects\hospital\part\hospital_arka_1_part_1 =
dynamics\scene_objects\hospital\part\hospital_arka_2_part_1 =
dynamics\scene_objects\hospital\part\hospital_arka_3_part_1 =
dynamics\scene_objects\hospital\part\hospital_arka_4_part_1 =
dynamics\scene_objects\hospital\part\hospital_arka_5_part_1 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_01 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_02 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_03 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_04 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_05 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_06 =
dynamics\scene_objects\hospital\part\hospital_fence_part_01 =
dynamics\scene_objects\hospital\part\hospital_fence_part_02 =
dynamics\scene_objects\hospital\part\hospital_fence_part_03 =
dynamics\scene_objects\hospital\part\hospital_fence_part_04 =
dynamics\scene_objects\hospital\part\hospital_fence_part_05 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_01 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_02 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_03 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_04 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_05 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_01 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_02 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_03 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_04 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_05 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_06 =
dynamics\wood_doski\wood_doska1 =
dynamics\wood_doski\wood_stolb1 =
dynamics\wood_doski\wood_stolb_fixed =
dynamics\workshop_room\banka_kraski_1 =
dynamics\workshop_room\kanistra_02 =
dynamics\workshop_room\lopata =
dynamics\workshop_room\tiski =
dynamics\workshop_room\vedro_01 =
dynamics\workshop_room\ventil_01 =
;Alundaio
dynamics\equipments\mattress02 =
;COP Variation Mod
actors\stalker_bandit\stalker_band_2_mask =
actors\stalker_bandit\stalker_band2a_mask =
actors\stalker_bandit\stalker_bandit_a =
actors\stalker_bandit\stalker_bandita1 =
actors\stalker_bandit\stalker_bandita2 =
actors\stalker_bandit\stalker_bandita3 =
actors\stalker_bandit\stalker_bandit_1_mask =
actors\stalker_bandit\stalker_bandit1a_mask =
actors\stalker_bandit\stalker_bandit1b_mask =
actors\stalker_bandit\stalker_bandit1c_mask =
actors\stalker_bandit\stalker_bandit1a =
actors\stalker_bandit\stalker_bandit1b =
actors\stalker_bandit\stalker_bandit1c =
actors\stalker_bandit\stalker_bandit_2_mask =
actors\stalker_bandit\stalker_bandit2a_mask =
actors\stalker_bandit\stalker_bandit_2a =
actors\stalker_bandit\stalker_bandit2a_old =
actors\stalker_bandit\stalker_bandit_2a_merc =
actors\stalker_bandit\stalker_bandit_2a_gp5 =
actors\stalker_bandit\stalker_bandit2a =
actors\stalker_bandit\stalker_bandit3a =
actors\stalker_bandit\stalker_bandit3b =
actors\stalker_bandit\stalker_bandit3c =
actors\stalker_bandit\stalker_bandit4a =
actors\stalker_bandit\stalker_bandit4b =
actors\stalker_bandit\stalker_bandit4c =
actors\stalker_bandit\stalker_bandit5a =
actors\stalker_bandit\stalker_bandit5b =
actors\stalker_bandit\stalker_bandit5c =
actors\stalker_bandit\stalker_bandit5d =
actors\stalker_dolg\stalker_dolg1a =
actors\stalker_dolg\stalker_dolg1b =
actors\stalker_dolg\stalker_dolg1c =
actors\stalker_dolg\stalker_dolg1d =
actors\stalker_dolg\stalker_dolg_2_old =
actors\stalker_dolg\stalker_dolg_2_mas2 =
actors\stalker_dolg\stalker_dolg_2_mas3 =
actors\stalker_dolg\stalker_dolg_2_mas4 =
actors\stalker_dolg\stalker_dolg2a =
actors\stalker_dolg\stalker_dolg2a_mask =
actors\stalker_dolg\stalker_dolg2a_mas2 =
actors\stalker_dolg\stalker_dolg2a_mas3 =
actors\stalker_dolg\stalker_dolg2a_mas4 =
actors\stalker_dolg\stalker_dolg2a_old =
actors\stalker_dolg\stalker_dolg3a =
actors\stalker_dolg\stalker_dolg3b =
actors\stalker_dolg\stalker_dolg4a =
actors\stalker_dolg\stalker_dolg4b =
actors\stalker_dolg\stalker_dolg4c =
actors\stalker_dolg\stalker_dolgexo_4 =
actors\stalker_dolg\stalker_dolgexo4a =
actors\stalker_dolg\stalker_dolgexo4b =
actors\stalker_dolg\stalker_dolgexo4c =
actors\stalker_freedom\stalker_free_0 =
actors\stalker_freedom\stalker_free0a =
actors\stalker_freedom\stalker_freedom1a =
actors\stalker_freedom\stalker_freedom_2_old =
actors\stalker_freedom\stalker_freedom_2_mas2 =
actors\stalker_freedom\stalker_freedom_2_mas3 =
actors\stalker_freedom\stalker_freedom_2_mas4 =
actors\stalker_freedom\stalker_freedom2a =
actors\stalker_freedom\stalker_freedom2a_mask =
actors\stalker_freedom\stalker_freedom2a_mas2 =
actors\stalker_freedom\stalker_freedom2a_mas3 =
actors\stalker_freedom\stalker_freedom2a_mas4 =
actors\stalker_freedom\stalker_freedom2a_old =
actors\stalker_freedom\stalker_freedom2b =
actors\stalker_freedom\stalker_freedom2b_mask =
actors\stalker_freedom\stalker_freedom2b_mas2 =
actors\stalker_freedom\stalker_freedom2b_mas3 =
actors\stalker_freedom\stalker_freedom2b_mas4 =
actors\stalker_freedom\stalker_freedom3a =
actors\stalker_freedom\stalker_freedom4a =
actors\stalker_freedom\stalker_freedom4b =
actors\stalker_freedom\stalker_freedom_5 =
actors\stalker_freedom\stalker_freedom5a =
actors\stalker_freedom\stalker_freedom5b =
actors\stalker_merc\stalker_merc_sun1 =
actors\stalker_merc\stalker_merc_sun1_merc =
actors\stalker_merc\stalker_merc_sun1_old =
actors\stalker_merc\stalker_merc2a =
actors\stalker_merc\stalker_merc2b =
actors\stalker_merc\stalker_merc2c =
actors\stalker_merc\stalker_mercenary3 =
actors\stalker_merc\stalker_mercenary4 =
actors\stalker_merc\stalker_merc4a =
actors\stalker_merc\stalker_mercexo_4 =
actors\stalker_merc\stalker_mercexo4a =
actors\stalker_monolith\stalker_monolith_2_old =
actors\stalker_monolith\stalker_monolith2a_old =
actors\stalker_monolith\stalker_monolith2b_old =
actors\stalker_monolith\stalker_monolith1 =
actors\stalker_monolith\stalker_monolith1b =
actors\stalker_monolith\stalker_monolith2 =
actors\stalker_monolith\stalker_monolith2_gp5 =
actors\stalker_monolith\stalker_monolith3a =
actors\stalker_monolith\stalker_monolith3b =
actors\stalker_monolith\stalker_monolith4a =
actors\stalker_monolith\stalker_monolith4b =
actors\stalker_neutral\stalker_neutral_0 =
actors\stalker_neutral\stalker_neutral0a =
actors\stalker_neutral\stalker_neutral0b =
actors\stalker_neutral\stalker_neutral0c =
actors\stalker_neutral\stalker_neutral0d =
actors\stalker_neutral\stalker_neutral0e =
actors\stalker_neutral\stalker_neutral0f =
actors\stalker_neutral\stalker_neutral0g =
actors\stalker_neutral\stalker_neutral1a =
actors\stalker_neutral\stalker_neutral1b =
actors\stalker_neutral\stalker_neutral1c =
actors\stalker_neutral\stalker_neutral1d =
actors\stalker_neutral\stalker_neutral1e =
actors\stalker_neutral\stalker_neutral1f =
actors\stalker_neutral\stalker_neutral_a =
actors\stalker_neutral\stalker_neutrala1 =
actors\stalker_neutral\stalker_neutrala2 =
actors\stalker_neutral\stalker_neutrala3 =
actors\stalker_neutral\stalker_neutrala4 =
actors\stalker_neutral\stalker_neutrala5 =
actors\stalker_neutral\stalker_neutrala6 =
actors\stalker_neutral\stalker_neutral_1_mas2 =
actors\stalker_neutral\stalker_neutral1a_mas2 =
actors\stalker_neutral\stalker_neutral1b_mas2 =
actors\stalker_neutral\stalker_neutral1c_mas2 =
actors\stalker_neutral\stalker_neutral1d_mas2 =
actors\stalker_neutral\stalker_neutral1e_mas2 =
actors\stalker_neutral\stalker_neutral1f_mas2 =
actors\stalker_neutral\stalker_neutral_1_mask =
actors\stalker_neutral\stalker_neutral1a_mask =
actors\stalker_neutral\stalker_neutral1b_mask =
actors\stalker_neutral\stalker_neutral1c_mask =
actors\stalker_neutral\stalker_neutral1d_mask =
actors\stalker_neutral\stalker_neutral1e_mask =
actors\stalker_neutral\stalker_neutral1f_mask =
actors\stalker_neutral\stalker_neutral_1_gas =
actors\stalker_neutral\stalker_neutral1a_gas =
actors\stalker_neutral\stalker_neutral1b_gas =
actors\stalker_neutral\stalker_neutral1c_gas =
actors\stalker_neutral\stalker_neutral1d_gas =
actors\stalker_neutral\stalker_neutral1e_gas =
actors\stalker_neutral\stalker_neutral1f_gas =
actors\stalker_neutral\stalker_neutral_2_mas2 =
actors\stalker_neutral\stalker_neutral_2_mas3 =
actors\stalker_neutral\stalker_neutral_2_merc =
actors\stalker_neutral\stalker_neutral_2_gp5 =
actors\stalker_neutral\stalker_neutral_2mask1 =
actors\stalker_neutral\stalker_neutral_2mask2 =
actors\stalker_neutral\stalker_neutral_2_old =
actors\stalker_neutral\stalker_neutral2a =
actors\stalker_neutral\stalker_neutral2a_mask =
actors\stalker_neutral\stalker_neutral2a_mas2 =
actors\stalker_neutral\stalker_neutral2a_mas3 =
actors\stalker_neutral\stalker_neutral2a_merc =
actors\stalker_neutral\stalker_neutral2a_gp5 =
actors\stalker_neutral\stalker_neutral2amask1 =
actors\stalker_neutral\stalker_neutral2amask2 =
actors\stalker_neutral\stalker_neutral2a_old =
actors\stalker_neutral\stalker_neutral2b =
actors\stalker_neutral\stalker_neutral2b_mask =
actors\stalker_neutral\stalker_neutral2b_mas2 =
actors\stalker_neutral\stalker_neutral2b_mas3 =
actors\stalker_neutral\stalker_neutral2b_merc =
actors\stalker_neutral\stalker_neutral2b_gp5 =
actors\stalker_neutral\stalker_neutral2bmask1 =
actors\stalker_neutral\stalker_neutral2bmask2 =
actors\stalker_neutral\stalker_neutral2b_old =
actors\stalker_neutral\stalker_neutral2c =
actors\stalker_neutral\stalker_neutral2c_mask =
actors\stalker_neutral\stalker_neutral2c_mas2 =
actors\stalker_neutral\stalker_neutral2c_mas3 =
actors\stalker_neutral\stalker_neutral2c_merc =
actors\stalker_neutral\stalker_neutral2c_gp5 =
actors\stalker_neutral\stalker_neutral2cmask1 =
actors\stalker_neutral\stalker_neutral2cmask2 =
actors\stalker_neutral\stalker_neutral2c_old =
actors\stalker_neutral\stalker_neutral2d =
actors\stalker_neutral\stalker_neutral2d_mask =
actors\stalker_neutral\stalker_neutral2d_mas2 =
actors\stalker_neutral\stalker_neutral2d_mas3 =
actors\stalker_neutral\stalker_neutral2d_merc =
actors\stalker_neutral\stalker_neutral2d_gp5 =
actors\stalker_neutral\stalker_neutral2dmask1 =
actors\stalker_neutral\stalker_neutral2dmask2 =
actors\stalker_neutral\stalker_neutral2d_old =
actors\stalker_neutral\stalker_neutral2e =
actors\stalker_neutral\stalker_neutral2e_mask =
actors\stalker_neutral\stalker_neutral2e_mas2 =
actors\stalker_neutral\stalker_neutral2e_mas3 =
actors\stalker_neutral\stalker_neutral2e_merc =
actors\stalker_neutral\stalker_neutral2e_gp5 =
actors\stalker_neutral\stalker_neutral2emask1 =
actors\stalker_neutral\stalker_neutral2emask2 =
actors\stalker_neutral\stalker_neutral2e_old =
actors\stalker_neutral\stalker_neutral2f =
actors\stalker_neutral\stalker_neutral2f_mask =
actors\stalker_neutral\stalker_neutral2f_mas2 =
actors\stalker_neutral\stalker_neutral2f_mas3 =
actors\stalker_neutral\stalker_neutral2f_merc =
actors\stalker_neutral\stalker_neutral2f_gp5 =
actors\stalker_neutral\stalker_neutral2fmask1 =
actors\stalker_neutral\stalker_neutral2fmask2 =
actors\stalker_neutral\stalker_neutral2f_old =
actors\stalker_neutral\stalker_neutral2g =
actors\stalker_neutral\stalker_neutral2g_mask =
actors\stalker_neutral\stalker_neutral2g_mas2 =
actors\stalker_neutral\stalker_neutral2g_mas3 =
actors\stalker_neutral\stalker_neutral2g_merc =
actors\stalker_neutral\stalker_neutral2g_gp5 =
actors\stalker_neutral\stalker_neutral2gmask1 =
actors\stalker_neutral\stalker_neutral2gmask2 =
actors\stalker_neutral\stalker_neutral2g_old =
actors\stalker_neutral\stalker_neutral3a =
actors\stalker_neutral\stalker_neutral3b =
actors\stalker_neutral\stalker_neutral4a =
actors\stalker_neutral\stalker_neutral4b =
actors\stalker_zombied\stalker_zombied_1_face1 =
actors\stalker_zombied\stalker_zombied_1_face2 =
actors\stalker_zombied\stalker_zombied1a =
actors\stalker_zombied\stalker_zombied1a_face1 =
actors\stalker_zombied\stalker_zombied1a_face2 =
actors\stalker_zombied\stalker_zombied1b =
actors\stalker_zombied\stalker_zombied1b_face1 =
actors\stalker_zombied\stalker_zombied1b_face2 =
actors\stalker_zombied\stalker_zombied1c =
actors\stalker_zombied\stalker_zombied1c_face1 =
actors\stalker_zombied\stalker_zombied1c_face2 =
actors\stalker_zombied\stalker_zombied1d =
actors\stalker_zombied\stalker_zombied1d_face1 =
actors\stalker_zombied\stalker_zombied1d_face2 =
actors\stalker_zombied\stalker_zombied1e =
actors\stalker_zombied\stalker_zombied1e_face1 =
actors\stalker_zombied\stalker_zombied1e_face2 =
actors\stalker_zombied\stalker_zombied1f =
actors\stalker_zombied\stalker_zombied1f_face1 =
actors\stalker_zombied\stalker_zombied1f_face2 =
actors\stalker_zombied\stalker_zombied1g =
actors\stalker_zombied\stalker_zombied1g_face1 =
actors\stalker_zombied\stalker_zombied1g_face2 =
actors\stalker_zombied\stalker_zombied1h =
actors\stalker_zombied\stalker_zombied1h_face1 =
actors\stalker_zombied\stalker_zombied1h_face2 =
actors\stalker_zombied\stalker_zombied1i =
actors\stalker_zombied\stalker_zombied1i_face1 =
actors\stalker_zombied\stalker_zombied1i_face2 =
actors\stalker_zombied\stalker_zombied1j =
actors\stalker_zombied\stalker_zombied1j_face1 =
actors\stalker_zombied\stalker_zombied1j_face2 =
actors\stalker_zombied\stalker_zombied_2_face1 =
actors\stalker_zombied\stalker_zombied_2_face2 =
actors\stalker_zombied\stalker_zombied2a =
actors\stalker_zombied\stalker_zombied2a_face1 =
actors\stalker_zombied\stalker_zombied2a_face2 =
actors\stalker_zombied\stalker_zombied2b =
actors\stalker_zombied\stalker_zombied2b_face1 =
actors\stalker_zombied\stalker_zombied2b_face2 =
actors\stalker_zombied\stalker_zombied2c =
actors\stalker_zombied\stalker_zombied2c_face1 =
actors\stalker_zombied\stalker_zombied2c_face2 =
actors\stalker_zombied\stalker_zombied2d =
actors\stalker_zombied\stalker_zombied2d_face1 =
actors\stalker_zombied\stalker_zombied2d_face2 =
actors\stalker_zombied\stalker_zombied2e =
actors\stalker_zombied\stalker_zombied2e_face1 =
actors\stalker_zombied\stalker_zombied2e_face2 =
actors\stalker_zombied\stalker_zombied2f =
actors\stalker_zombied\stalker_zombied2f_face1 =
actors\stalker_zombied\stalker_zombied2f_face2 =
actors\stalker_zombied\stalker_zombied2g =
actors\stalker_zombied\stalker_zombied2g_face1 =
actors\stalker_zombied\stalker_zombied2g_face2 =
actors\stalker_zombied\stalker_zombied2h =
actors\stalker_zombied\stalker_zombied2h_face1 =
actors\stalker_zombied\stalker_zombied2h_face2 =
actors\stalker_zombied\stalker_zombied2i =
actors\stalker_zombied\stalker_zombied2i_face1 =
actors\stalker_zombied\stalker_zombied2i_face2 =
actors\stalker_zombied\stalker_zombied2j =
actors\stalker_zombied\stalker_zombied2j_face1 =
actors\stalker_zombied\stalker_zombied2j_face2 =
actors\stalker_zombied\stalker_zombied2k =
actors\stalker_zombied\stalker_zombied2k_face1 =
actors\stalker_zombied\stalker_zombied2k_face2 =
actors\stalker_zombied\stalker_zombied2l =
actors\stalker_zombied\stalker_zombied2l_face1 =
actors\stalker_zombied\stalker_zombied2l_face2 =
actors\stalker_zombied\stalker_zombied_3_face1 =
actors\stalker_zombied\stalker_zombied_3_face2 =
actors\stalker_zombied\stalker_zombied3a =
actors\stalker_zombied\stalker_zombied3a_face1 =
actors\stalker_zombied\stalker_zombied3a_face2 =
actors\stalker_zombied\stalker_zombied_4_face1 =
actors\stalker_zombied\stalker_zombied_4_face2 =
actors\stalker_zombied\stalker_zombied4a =
actors\stalker_zombied\stalker_zombied4a_face1 =
actors\stalker_zombied\stalker_zombied4a_face2 =
actors\stalker_zombied\stalker_zombied4b =
actors\stalker_zombied\stalker_zombied4b_face1 =
actors\stalker_zombied\stalker_zombied4b_face2 =
actors\stalker_zombied\stalker_zombied4c =
actors\stalker_zombied\stalker_zombied4c_face1 =
actors\stalker_zombied\stalker_zombied4c_face2 =
actors\stalker_zombied\stalker_zombied4d =
actors\stalker_zombied\stalker_zombied4d_face1 =
actors\stalker_zombied\stalker_zombied4d_face2 =
actors\stalker_zombied\stalker_zombied4e =
actors\stalker_zombied\stalker_zombied4e_face1 =
actors\stalker_zombied\stalker_zombied4e_face2 =
actors\stalker_zombied\stalker_zombied4f =
actors\stalker_zombied\stalker_zombied4f_face1 =
actors\stalker_zombied\stalker_zombied4f_face2 =
actors\stalker_zombied\stalker_zombied4g =
actors\stalker_zombied\stalker_zombied4g_face1 =
actors\stalker_zombied\stalker_zombied4g_face2 =
actors\stalker_zombied\stalker_zombied4h =
actors\stalker_zombied\stalker_zombied4h_face1 =
actors\stalker_zombied\stalker_zombied4h_face2 =
actors\stalker_zombied\stalker_zombied4i =
actors\stalker_zombied\stalker_zombied4i_face1 =
actors\stalker_zombied\stalker_zombied4i_face2 =
actors\stalker_zombied\stalker_zombied_merecenary_2_face1 =
actors\stalker_zombied\stalker_zombied_merecenary_2_face2 =
actors\stalker_zombied\stalker_zombied_merecenary_2_face3 =
actors\stalker_zombied\stalker_zombied_merecenary2a_face1 =
actors\stalker_zombied\stalker_zombied_merecenary2a_face2 =
actors\stalker_zombied\stalker_zombied_merecenary2a_face3 =
actors\stalker_zombied\stalker_zombied_merecenary2b_face1 =
actors\stalker_zombied\stalker_zombied_merecenary2b_face2 =
actors\stalker_zombied\stalker_zombied_merecenary2b_face3 =
actors\stalker_zombied\stalker_zombied_merecenary2c_face1 =
actors\stalker_zombied\stalker_zombied_merecenary2c_face2 =
actors\stalker_zombied\stalker_zombied_merecenary2c_face3 =
actors\stalker_zombied\stalker_zombied_bandit_2_face1 =
actors\stalker_zombied\stalker_zombied_bandit_2_face2 =
actors\stalker_zombied\stalker_zombied_bandit_2_face3 =
actors\stalker_zombied\stalker_zombied_bandit2a_face1 =
actors\stalker_zombied\stalker_zombied_bandit2a_face2 =
actors\stalker_zombied\stalker_zombied_bandit2a_face3 =
actors\stalker_soldier\stalker_soldier_5 =
actors\stalker_soldier\stalker_soldier_3_beret =
actors\stalker_soldier\stalker_soldier3a_beret =
monsters\snork\snork2 =
monsters\snork\snork3 =
monsters\snork\snork4 =
monsters\snork\snork5 =
monsters\snork\snorkdead2 =
monsters\snork\snorkdead3 =
monsters\snork\snorkdead4 =
monsters\snork\snorkdead5 =
monsters\burer\burer2 =
monsters\burer\burer2_dead =