1064 lines
34 KiB
TeX
1064 lines
34 KiB
TeX
[actor_legs]:monster_base
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script_binding = swm_legs.bind
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community = zoo_monster
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; fixed_bones = bip01_pelvis
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; fixed_bone = bip01_pelvis
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visual = sm\actor_legs\no_outfit
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corpse_visual = sm\actor_legs\stalker_outfit
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Predator_Visual = sm\actor_legs\stalker_outfit
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 25.0, 0.05, 0.01, 0.5
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Velocity_RunFwdNormal = 6.0, 25.0, 5.0, 0.5, 1
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Velocity_RunFwdDamaged = 5.0, 25.0, 5.0, 0.5, 1
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Velocity_WalkFwdNormal = 2.15, 25.0, 5.0, 0.2, 2.0
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Velocity_WalkFwdDamaged = 1.4, 25.0, 5.0, 0.2, 2.0
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Velocity_Drag = 1.5, 25.0, 4.0, 1, 1
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Velocity_Steal = 0.7, 25.0, 4.0, 1, 1
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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GroupControlSection = spawn_group
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SpaceRestrictionSection =
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$npc = on ; option for Level Editor
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cform = skeleton ; collision class
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class = SWM_LEGS ; AI class
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icon = ui_npc_monster_krovosos
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MaxHealthValue = 2.0 ; range [0..200]
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ef_creature_type = 13 ; option for evaluation functions
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ef_weapon_type = 2
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ef_detector_type = 1
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panic_threshold = 0.0
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bone_head = wpn_body ; bone name
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bone_fire = wpn_body
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bone_eye_left = wpn_body
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bone_eye_right = wpn_body
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weapon_usage = 0 ; boolean
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Spawn_Inventory_Item_Section =
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Spawn_Inventory_Item_Probability = 0.0
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;------------------------------------------------------------------------
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; Influences
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;------------------------------------------------------------------------
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fire_max_distance = 0
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fire_max_power = 0
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fire_linear_factor = 0
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fire_quadratic_factor = 0.025
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psy_max_distance = 0
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psy_max_power = 0
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psy_linear_factor = 0.05
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psy_quadratic_factor = 0
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radiation_max_distance = 0
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radiation_max_power = 0.0
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radiation_linear_factor = 1
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radiation_quadratic_factor = 1
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radiation_pp_effector_name = postprocess_rad
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radiation_pp_highest_at = 0.02
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;------------------------------------------------------------------------
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; Offline Alife
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;------------------------------------------------------------------------
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Scheduled = on ; option for ALife Simulator
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Human = off ; option for ALife Simulator
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Health = 400 ; option for ALife Simulator
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MinSpeed = 2.0 ;1.0 ; option for ALife Simulator
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MaxSpeed = 4.5 ;1.5 ; option for ALife Simulator
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going_speed = 3.0 ;1.0 ; option for ALife Simulator
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current_level_going_speed = 3.0;2 ; option for ALife Simulator
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search_speed = .5 ; option for ALife Simulator
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smart_terrain_choose_interval = 00:15:00
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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ph_box0_center = 0.0, 10.0, 0.0
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ph_box0_size = 0.0, 0.0, 0.0
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ph_box1_center = 0.0, 20.0, 0.0
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ph_box1_size = 0.0, 0.0, 0.0
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ph_foot_size = 0, 0, 0 ; 0.20, 0.23, 0.20
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ph_crash_speed_min = 100
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ph_crash_speed_max = 200
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ph_collision_damage_factor = 0.1
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ph_mass = 1
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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;---------------------------------------------------------------------
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ph_skeleton_airr_lin_factor = 2.0 ;550.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.002 <20><> <20><><EFBFBD><EFBFBD>)
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ph_skeleton_airr_ang_factor = 0.0 ;0.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.3 <20><> <20><><EFBFBD><EFBFBD> (0.0*0.3=0.0))
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ph_skeleton_hinger_factor1 = 1.0 ;1.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 5.0 <20><> <20><><EFBFBD><EFBFBD>)
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ph_skeleton_ddelay = 15.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><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> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>
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ph_skel_fatal_impulse_factor = 12.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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;---------------------------------------------------------------------
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; Speed factors while invisible
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Velocity_Invisible_Linear = 8.0
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Velocity_Invisible_Angular = 5.0
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 20.0
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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MinAttackDist = 2.0 ;2.4
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MaxAttackDist = 2.8 ;3.8
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EffectDistance = 20.0
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hit_type = wound ; type of attack
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as_min_dist = 2.0
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as_step = 0.0
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Run_Attack_Dist = 3.5, 4.5
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Run_Attack_Delay = 1000, 3000
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attack_params = m_legs_attack_params
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attack_effector = m_legs_attack_effector
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vampire_effector = m_legs_vampire_effector
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Melee_Rotation_Factor = 2.0
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;------------------------------------------------------------------------
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; Attack On Move
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;------------------------------------------------------------------------
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aom_enabled = 1
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aom_only_jump = 1
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aom_animation_left = stand_run_attack_right_
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aom_animation_right = stand_run_attack_left_
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aom_far_radius = 10
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aom_max_go_close_time = 8
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aom_prepare_time = 5
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aom_attack_radius = 1
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aom_update_side_period = 4
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aom_prediction_factor = 1.2
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;-------------------------------------------------------------------------
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; Entity Conditions
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;-------------------------------------------------------------------------
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satiety_v = 0.0001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0...1]
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radiation_v = 0.00001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0...1]
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satiety_power_v = 0.005 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0...1]
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satiety_health_v = 0.001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0...1]
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satiety_critical = -1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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radiation_health_v = 0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0...1]
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morale_v = 0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0...1]
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health_hit_part = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [0...1]
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power_hit_part = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> [0...1]
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psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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immunities_sect = legs_immunities
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0.04 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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wound_incarnation_v = 0.05 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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min_wound_size = 0.01
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;Health from which to play injured animation
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DamagedThreshold = 0.2
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;Sleep settings
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sleep_health = 1.0 ;1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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sleep_power = 1.0 ;1.5
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sleep_satiety = 1.0 ;0.8
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sleep_radiation = 1.0 ;1.1
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sleep_psy_health = 1.0
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; Eat settings
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eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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eat_slice = 0.05 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> 1 <20><><EFBFBD><EFBFBD><EFBFBD>
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eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
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satiety_threshold = 0.2 ; below this value monster fill hunger
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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = ;monsters\bloodsucker\idle_
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sound_eat = ;monsters\bloodsucker\eat_
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sound_aggressive = ;monsters\bloodsucker\sucker_breath_mix_
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sound_attack_hit = ;monsters\bloodsucker\attack_hit_
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sound_take_damage = ;monsters\bloodsucker\hit_
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sound_die = ;monsters\bloodsucker\die_
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sound_panic = ;monsters\bloodsucker\hit_
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sound_die_in_anomaly = ;monsters\bloodsucker\die_
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sound_distant_idle = ;monsters\bloodsucker\idle_
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distant_idle_sound_delay = 80000
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distant_idle_sound_range = 100.0
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killer_clsids = ;Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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;Frequency of sounds to be played
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idle_sound_delay = 95000
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eat_sound_delay = 3000
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attack_sound_delay = 1000 ;6000
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Sound_Invisibility_Change_State = ;monsters\bloodsucker\invisible
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Sound_Vampire_Grasp = ;monsters\bloodsucker\vampire_grasp
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Sound_Vampire_Sucking = ;monsters\bloodsucker\vampire_sucking
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Sound_Vampire_Hit = ;monsters\bloodsucker\vampire_hit
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Sound_Vampire_StartHunt = ;monsters\bloodsucker\vampire_grasp
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Sound_Growl = ;monsters\bloodsucker\sucker_growl_
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Sound_Alien = ;monsters\bloodsucker\sucker_breath_
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SoundThreshold = 0.05 ; range [0..1]
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max_hear_dist = 80
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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Morale_Hit_Quant = 0.1
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Morale_Attack_Success_Quant = 0.1
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Morale_Take_Heart_Speed = 0.1
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Morale_Despondent_Speed = 0.01
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Morale_Stable_Speed = 0.01
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Morale_Despondent_Threashold = 0.5
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;-------------------------------------------------------------------------
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; Damages
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;-------------------------------------------------------------------------
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damage = m_legs_damage
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critical_wound_threshold = -1; 1.1 ;1.1
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critical_wound_decrease_quant = 0.
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critical_wound_anim_head = lancew_legs_idle
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critical_wound_bones_head = legs_critical
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critical_wound_anim_torso = lancew_legs_idle
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critical_wound_bones_torso = legs_critical
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critical_wound_anim_legs = lancew_legs_idle
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critical_wound_bones_legs = legs_critical
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;-------------------------------------------------------------------------
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; Other Stuff (refactoring needed)
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;-------------------------------------------------------------------------
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DayTime_Begin = 6 ;6 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DayTime_End = 23 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Min_Satiety = 0.000055 ;0.06 ; <20><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>)
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Max_Satiety = 1.0 ;0.9 ; <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD>v<EFBFBD>)
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distance_to_corpse = 0.8 ; <20><><EFBFBD><EFBFBD>. <20><> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v
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; spin spin sugar
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bone_spin = bip01_spine
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; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
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selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
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terrain = legs_terrain
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;material = creatures\medium
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material = creatures\phantom
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step_params = m_legs_step_params
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LegsCount = 2
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;species of monster
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species = zoo_monster
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;-------------------------------------------------------------------------
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; Invisible Ability
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;-------------------------------------------------------------------------
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Particle_Invisible = anomaly2\bloodsucker_shield
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Particles_Invisible_Tracks = monsters\bloodsucker_step
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Particles_Invisible_Tracks_Freq = 70;100
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Invisibility_BlinkTime = 300
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Invisibility_BlinkMicroInterval = 30
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Invisibility_EnergySpeed = 0.05
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||
|
||
visibility_state_change_min_delay = 1000 ; ms
|
||
|
||
full_visibility_radius = 700
|
||
partial_visibility_radius = 800
|
||
no_visibility_radius = 900
|
||
|
||
invisibility_activate_delay = 500000
|
||
|
||
;-------------------------------------------------------------------------
|
||
; Vampire Ability
|
||
;-------------------------------------------------------------------------
|
||
|
||
Vampire_Delay = 5000
|
||
Vampire_Want_Speed = 0.1
|
||
Vampire_Wound = 0.2
|
||
Vampire_GainHealth = 0.5 ; how many hp to restore?
|
||
Vampire_Sufficient_Hits = 5
|
||
Vampire_Distance = 1 ; may artifact when < 1
|
||
|
||
|
||
;-------------------------------------------------------------------------
|
||
; Vision
|
||
;-------------------------------------------------------------------------
|
||
eye_fov = 150 ;150
|
||
eye_range = 100 ;120
|
||
|
||
DynamicObjectsCount = 32
|
||
|
||
vision_free_section = legs_vision_free
|
||
vision_danger_section = legs_vision_danger
|
||
|
||
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> visibility_threshold <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>,
|
||
; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>.
|
||
|
||
[legs_vision_free]
|
||
min_view_distance = 0.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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 = 0.1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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 = 100.0 ; <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><EFBFBD><EFBFBD>
|
||
always_visible_distance = 0.0
|
||
time_quant = 0.001
|
||
decrease_value = 0.01 ; <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
transparency_threshold = 0.25
|
||
|
||
[legs_vision_danger]
|
||
min_view_distance = 0.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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 = 0.1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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 = 100.0 ; <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><EFBFBD><EFBFBD>
|
||
always_visible_distance = 0.0
|
||
time_quant = 0.001
|
||
decrease_value = 0.01 ; <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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
transparency_threshold = 0.25
|
||
|
||
|
||
;=================================================================================
|
||
; legs Damage
|
||
;=================================================================================
|
||
[m_legs_damage]
|
||
;bone_name = <hit_scale>,-1,<wound_scale>
|
||
;<hit_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
;<wound_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
default = 0.0, -1, 0.0
|
||
bip01_head = 0.0, -1, 0.0
|
||
|
||
[legs_critical]
|
||
wpn_body
|
||
body
|
||
bip01_pelvis
|
||
bip01_l_thigh
|
||
bip01_l_calf
|
||
bip01_l_foot
|
||
bip01_l_toe0
|
||
bip01_r_thigh
|
||
bip01_r_calf
|
||
bip01_r_foot
|
||
bip01_r_toe0
|
||
bip01_spine
|
||
bip01_head
|
||
|
||
;=================================================================================
|
||
; legs Terrain
|
||
;=================================================================================
|
||
[legs_terrain]
|
||
255,000,255,255
|
||
|
||
;===========================================================================
|
||
; Attack Animation Parameters
|
||
;===========================================================================
|
||
[m_legs_attack_params]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
;Left hand Strike
|
||
stand_attack_0 = 0.30, 0.3, 50, 3.5, 2.0, 0.5, -0.6, 0.6, -0.6, 0.6, 2.2
|
||
;Both hands Strike
|
||
stand_attack_1 = 0.30, 0.4, 50, 0.0, 2.0, 4.0, -0.6, 0.6, -0.6, 0.6, 2.2
|
||
;Right hand Strike
|
||
stand_attack_2 = 0.30, 0.3, 50, -4.0, 2.5, 0.50, -0.6, 0.6, -0.6, 0.6, 2.2
|
||
;Right hand Strike
|
||
vampire_2 = 0.60, 0.5, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
|
||
|
||
stand_run_attack_left_0 = 0.30, 0.4, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||
stand_run_attack_right_0 = 0.30, 0.4, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||
|
||
|
||
;===========================================================================
|
||
; Immunities
|
||
;===========================================================================
|
||
[legs_immunities]
|
||
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
|
||
|
||
;===========================================================================
|
||
; SPECIAL EFFECTORS
|
||
;===========================================================================
|
||
[m_legs_vampire_effector]
|
||
duality_h = 0.08
|
||
duality_v = 0.06
|
||
blur = 0.71
|
||
gray = 0.5
|
||
noise_intensity = 0.5
|
||
noise_grain = 0.3
|
||
noise_fps = 30
|
||
color_base = 0.255,0.0,0.0
|
||
color_gray = 0.333,0.333,0.333
|
||
color_add = 0,0,0
|
||
|
||
[m_legs_attack_effector]
|
||
duality_h = 0.08
|
||
duality_v = 0.06
|
||
blur = 0.01
|
||
gray = 0.5
|
||
noise_intensity = 0.0
|
||
noise_grain = 0.1 ;1.0
|
||
noise_fps = 30
|
||
color_base = 0.255,0.0,0.0
|
||
color_gray = 0.333,0.333,0.333
|
||
color_add = 0,0,0
|
||
time = 0.65 ;0.3
|
||
time_attack = 0.1 ; fade in
|
||
time_release = 0.45 ; fade out
|
||
|
||
; camera effects
|
||
ce_time = 1; 0.65 ;time
|
||
ce_amplitude = 15;12.0
|
||
ce_period_number = 2.0;3.0
|
||
ce_power = 3.0 ;0.7 ; power
|
||
|
||
|
||
[legs_protections]
|
||
|
||
skin_armor = 0.0
|
||
hit_fraction_monster = 0.0
|
||
|
||
; -------------------------------------------------------------------------------------------------------------
|
||
|
||
; legs visuals
|
||
; read from the script like this: outfit_section_name + _legs
|
||
; example: stalker_outfit - stalker_outfit_legs
|
||
|
||
;novice jackets
|
||
[novice_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_loner
|
||
|
||
[novice_outfit_camo_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_camo
|
||
|
||
[novice_outfit_tourist_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_tourist
|
||
|
||
[bandit_novice_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_bandit
|
||
|
||
[bandit_novice_outfit_alt_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_bandit
|
||
|
||
[cs_novice_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_csky
|
||
|
||
[dolg_novice_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_duty
|
||
|
||
[redline_novice_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_duty
|
||
|
||
[svoboda_novice_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_freedom
|
||
|
||
|
||
;o_csky.ltx
|
||
[cs_light_novice_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\csky_light
|
||
|
||
[cs_light_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\csky_med
|
||
|
||
[cs_medium_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\cs_hard
|
||
|
||
[cs_heavy_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\cs3_hard
|
||
|
||
|
||
;o_assault_vest.ltx
|
||
[light_dolg_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\iba_duty
|
||
|
||
[light_freedom_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\iba_freedom
|
||
|
||
[light_isg_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\iba_isg
|
||
|
||
[light_loner_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\iba_stalker
|
||
|
||
[light_merc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\iba_merc
|
||
|
||
[light_monolit_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\iba_monolith
|
||
|
||
[light_voen_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\iba_army
|
||
|
||
|
||
;o_berill.ltx
|
||
[army_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\army_basic
|
||
|
||
[specops_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\berill_army
|
||
|
||
[svoboda_heavy_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\berill_freedom
|
||
|
||
[dolg_specops_red_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\berill_duty
|
||
|
||
[specops_bandit_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\berill_bandit
|
||
|
||
[specops_dolg_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\berill_duty
|
||
|
||
[specops_merc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\berill_merc
|
||
|
||
|
||
;o_exolight.ltx
|
||
[exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_loner
|
||
|
||
[exo_wood_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_loner
|
||
|
||
[bandit_exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_bandit
|
||
|
||
[cs_exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_csky
|
||
|
||
[dolg_exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_duty
|
||
|
||
[exo_dolg_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_duty
|
||
|
||
[exo_dolg_red_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_duty
|
||
|
||
[exo_dolg_urban_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_duty_urban
|
||
|
||
[exo_dolg_wood_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_duty_wood
|
||
|
||
[merc_exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_merc
|
||
|
||
[exo_merc_grass_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_merc_grass
|
||
|
||
[exo_merc_urban_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_merc_urban
|
||
|
||
[exo_merc_wood_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_merc_wood
|
||
|
||
[isg_exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_isg
|
||
|
||
[military_exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_army
|
||
|
||
[monolith_exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_monolith
|
||
|
||
[svoboda_exolight_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_freedom
|
||
|
||
[freedom_exo_vineleaf_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\heavy_exo_noservo_freedom_vineleaf
|
||
|
||
|
||
;o_trenchcoat.ltx
|
||
[trenchcoat_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\plash_outfit_black
|
||
|
||
[greh_trenchcoat_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\plash_outfit_black
|
||
|
||
[monolith_trenchcoat_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\plash_outfit_monolith
|
||
|
||
[trenchcoat_brown_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\plash_outfit_brown
|
||
|
||
[trenchcoat_green_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\plash_outfit_green
|
||
|
||
[trenchcoat_dolg_brown_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\plash_outfit_black
|
||
|
||
[trenchcoat_freedom_brown_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\plash_outfit_green
|
||
|
||
|
||
;o_sunrise.ltx
|
||
[stalker_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit
|
||
|
||
[stalker_autumn_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_autumn
|
||
|
||
[stalker_bear_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_bear
|
||
|
||
[stalker_drought_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_drought
|
||
|
||
[stalker_graphite_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_graphite
|
||
|
||
[stalker_predator_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_predator
|
||
|
||
[stalker_salamander_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_salamander
|
||
|
||
[stalker_tigerstripe_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_tiger
|
||
|
||
[cs_stalker_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_csky
|
||
|
||
[ecolog_guard_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_ecoguard
|
||
|
||
|
||
;o_sts.ltx
|
||
[bandit_sun_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sts_bandit
|
||
|
||
[isg_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sts_isg
|
||
|
||
[isg_camo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sts_isg_camo
|
||
|
||
[merc_nighthunter_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sts_merc_night
|
||
|
||
[merc_sun_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sts_merc_sun
|
||
|
||
[merc_wolven_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sts_merc_wolven
|
||
|
||
[monolith_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sts_monolith
|
||
|
||
[svoboda_light_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sts_freedom
|
||
|
||
|
||
;o_ssp99.ltx
|
||
[ecolog_outfit_orange_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\eco_outfit_orange
|
||
|
||
[ecolog_outfit_blue_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\eco_outfit_blue
|
||
|
||
[ecolog_outfit_green_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\eco_outfit_green
|
||
|
||
[ecolog_outfit_white_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\eco_outfit_white
|
||
|
||
[ecolog_outfit_yello_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\eco_outfit_yellow
|
||
|
||
[ecolog_outfit_red_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\eco_outfit_red
|
||
|
||
|
||
;o_skat_9.ltx
|
||
[military_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_army
|
||
|
||
[dolg_heavy_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_duty
|
||
|
||
[dolg_heavy_redline_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_duty_redline
|
||
|
||
[dolg_pantsir_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_duty
|
||
|
||
[military_bandit_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_bandit
|
||
|
||
[military_freedom_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_freedom
|
||
|
||
[military_merc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_merc
|
||
|
||
[military_monolit_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_monolith
|
||
|
||
[military_sky_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_csky
|
||
|
||
|
||
;o_seva.ltx
|
||
[scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_outfit
|
||
|
||
[bandit_scientific_dark_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_bandit
|
||
|
||
[bandit_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_bandit
|
||
|
||
[cs_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_cs
|
||
|
||
[cs_scientific_outfit_good_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_cs
|
||
|
||
[dolg_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_duty
|
||
|
||
[dolg_scientific_red_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_duty
|
||
|
||
[dolg_scientific_wood_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_duty
|
||
|
||
[isg_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_isg
|
||
|
||
[merc_ace_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_merc
|
||
|
||
[merc_combat_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_merc
|
||
|
||
[merc_scientific_armored_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_merc
|
||
|
||
[merc_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_merc
|
||
|
||
[monolith_scientific_light_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_monolith
|
||
|
||
[monolith_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_monolith
|
||
|
||
[renegade_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_bandit
|
||
|
||
[svoboda_scientific_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_freedom
|
||
|
||
[hybrid_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_outfit
|
||
|
||
|
||
;o_ps5.ltx
|
||
[dolg_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\ps5_duty
|
||
|
||
[dolg_red_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\ps5_duty_red
|
||
|
||
[dolg_scout_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\ps5_duty_red
|
||
|
||
[greh_ps5_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\ps5_sin
|
||
|
||
[svoboda_heavy_outfit_2_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\ps5_freedom
|
||
|
||
[bandit_ps5_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\ps5_bandit
|
||
|
||
|
||
;o_lcs.ltx
|
||
[merc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\merc_outfit
|
||
|
||
[merc_scout_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\merc_outfit_scout
|
||
|
||
[merc_fighter_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\merc_outfit_fighter
|
||
|
||
[merc_sunset_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\merc_outfit_sunset
|
||
|
||
[merc_jackal_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\merc_outfit_scout
|
||
|
||
[merc_coyote_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\merc_outfit_scout
|
||
|
||
[banditmerc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\bandit_merc_outfit
|
||
|
||
[dolg_voin_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\skat_duty
|
||
|
||
[greh_armored_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sin_merc_outfit
|
||
|
||
[greh_armored_camo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\sin_merc_outfit
|
||
|
||
[isg_lcs_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\isg_merc_outfit_3
|
||
|
||
[isg_lcs_camo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\isg_merc_outfit_2
|
||
|
||
[isg_lcs_urban_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\isg_merc_outfit_1
|
||
|
||
[renegademerc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\renegade_merc_outfit
|
||
|
||
[ghillie_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\ghillie_outfit
|
||
|
||
|
||
;o_nbc.ltx
|
||
[nbc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_outfit
|
||
|
||
[bandit_nbc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_bandit
|
||
|
||
[cs_nbc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_cs
|
||
|
||
[monolith_nbc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_monolith
|
||
|
||
[nbc_dolg_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_duty
|
||
|
||
[nbc_freedom_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_freedom
|
||
|
||
[nbc_merc_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_merc
|
||
|
||
|
||
;o_proto_exo.ltx
|
||
[stalker_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_stalker
|
||
|
||
[cs_stalker_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_csky
|
||
|
||
[dolg_heavy_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_duty
|
||
|
||
[dolg_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_duty
|
||
|
||
[ecolog_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_ecolog
|
||
|
||
[isg_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_isg
|
||
|
||
[military_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_army
|
||
|
||
[monolith_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_monolith
|
||
|
||
[svoboda_light_proto_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_proto_freedom
|
||
|
||
|
||
;o_nosorog.ltx
|
||
[army_nosorog_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_army_outfit
|
||
|
||
[dolg_nosorog_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_duty_outfit
|
||
|
||
[freedom_nosorog_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_freedom_outfit
|
||
|
||
[isg_nosorog_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_isg_outfit
|
||
|
||
[merc_nosorog_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_merc_outfit
|
||
|
||
[monolith_nosorog_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_monolith_outfit
|
||
|
||
|
||
;o_exoskeleton.ltx
|
||
[exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_outfit
|
||
|
||
[bandit_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_bandit_outfit
|
||
|
||
[cs_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_csky_outfit
|
||
|
||
[dolg_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_duty_outfit
|
||
|
||
[ecolog_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_eco_outfit
|
||
|
||
[greh_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_bandit_outfit
|
||
|
||
[isg_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_isg_outfit
|
||
|
||
[merc_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_merc_outfit
|
||
|
||
[military_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_army_outfit
|
||
|
||
[monolith_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_monolith_outfit
|
||
|
||
[renegade_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_bandit_outfit
|
||
|
||
[svoboda_exo_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_freedom_outfit
|
||
|
||
|
||
;o_explorer.ltx
|
||
[nomad_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\nomad_outfit
|
||
|
||
[travel_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_salamander
|
||
|
||
[wastelander_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit_autumn
|
||
|
||
|
||
; exoseva addon
|
||
[exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_outfit
|
||
|
||
[dolg_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_duty_outfit
|
||
|
||
[merc_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_merc_outfit
|
||
|
||
[military_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_army_outfit
|
||
|
||
[monolith_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_monolith_outfit
|
||
|
||
[svoboda_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_freedom_outfit
|
||
|
||
[ecolog_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_eco_outfit
|
||
|
||
[isg_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_isg_outfit
|
||
|
||
[looted_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_outfit
|
||
|
||
[looted_dolg_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_duty_outfit
|
||
|
||
[looted_merc_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_merc_outfit
|
||
|
||
[looted_military_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_army_outfit
|
||
|
||
[looted_monolith_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_monolith_outfit
|
||
|
||
[looted_svoboda_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_freedom_outfit
|
||
|
||
[looted_ecolog_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_eco_outfit
|
||
|
||
[looted_isg_exoseva_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_isg_outfit
|
||
|
||
|
||
; trader overhaul suits
|
||
[mutant_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit
|
||
|
||
[scar_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\plash_outfit_black
|
||
|
||
[fangs_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\exo_army_outfit
|
||
|
||
[artifact_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit
|
||
|
||
[thief_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\jacket_bandit
|
||
|
||
[helmetless_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\seva_outfit
|
||
|
||
[hellhound_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\berill_army
|
||
|
||
[stalker2_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit
|
||
|
||
[ghost_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit
|
||
|
||
[poet_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit
|
||
|
||
[phoenix_outfit_legs]:monster_base, actor_legs
|
||
visual = sm\actor_legs\stalker_outfit
|