Divergent/mods/1st Person Visible Body/gamedata/configs/items/items/items_actor_legs.ltx

1064 lines
34 KiB
TeX
Raw Blame History

[actor_legs]:monster_base
script_binding = swm_legs.bind
community = zoo_monster
; fixed_bones = bip01_pelvis
; fixed_bone = bip01_pelvis
visual = sm\actor_legs\no_outfit
corpse_visual = sm\actor_legs\stalker_outfit
Predator_Visual = sm\actor_legs\stalker_outfit
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 25.0, 0.05, 0.01, 0.5
Velocity_RunFwdNormal = 6.0, 25.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 25.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 25.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 25.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 25.0, 4.0, 1, 1
Velocity_Steal = 0.7, 25.0, 4.0, 1, 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
GroupControlSection = spawn_group
SpaceRestrictionSection =
$npc = on ; option for Level Editor
cform = skeleton ; collision class
class = SWM_LEGS ; AI class
icon = ui_npc_monster_krovosos
MaxHealthValue = 2.0 ; range [0..200]
ef_creature_type = 13 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.0
bone_head = wpn_body ; bone name
bone_fire = wpn_body
bone_eye_left = wpn_body
bone_eye_right = wpn_body
weapon_usage = 0 ; boolean
Spawn_Inventory_Item_Section =
Spawn_Inventory_Item_Probability = 0.0
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 0
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 0
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.0
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 400 ; option for ALife Simulator
MinSpeed = 2.0 ;1.0 ; option for ALife Simulator
MaxSpeed = 4.5 ;1.5 ; option for ALife Simulator
going_speed = 3.0 ;1.0 ; option for ALife Simulator
current_level_going_speed = 3.0;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
smart_terrain_choose_interval = 00:15:00
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 10.0, 0.0
ph_box0_size = 0.0, 0.0, 0.0
ph_box1_center = 0.0, 20.0, 0.0
ph_box1_size = 0.0, 0.0, 0.0
ph_foot_size = 0, 0, 0 ; 0.20, 0.23, 0.20
ph_crash_speed_min = 100
ph_crash_speed_max = 200
ph_collision_damage_factor = 0.1
ph_mass = 1
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---------------------------------------------------------------------
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>)
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))
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>)
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>
ph_skel_fatal_impulse_factor = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
; Speed factors while invisible
Velocity_Invisible_Linear = 8.0
Velocity_Invisible_Angular = 5.0
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 2.0 ;2.4
MaxAttackDist = 2.8 ;3.8
EffectDistance = 20.0
hit_type = wound ; type of attack
as_min_dist = 2.0
as_step = 0.0
Run_Attack_Dist = 3.5, 4.5
Run_Attack_Delay = 1000, 3000
attack_params = m_legs_attack_params
attack_effector = m_legs_attack_effector
vampire_effector = m_legs_vampire_effector
Melee_Rotation_Factor = 2.0
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_only_jump = 1
aom_animation_left = stand_run_attack_right_
aom_animation_right = stand_run_attack_left_
aom_far_radius = 10
aom_max_go_close_time = 8
aom_prepare_time = 5
aom_attack_radius = 1
aom_update_side_period = 4
aom_prediction_factor = 1.2
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
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]
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]
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]
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]
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>
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]
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]
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]
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]
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>
immunities_sect = legs_immunities
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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>
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>)
min_wound_size = 0.01
;Health from which to play injured animation
DamagedThreshold = 0.2
;Sleep settings
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>
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
; Eat settings
eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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>
eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
satiety_threshold = 0.2 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = ;monsters\bloodsucker\idle_
sound_eat = ;monsters\bloodsucker\eat_
sound_aggressive = ;monsters\bloodsucker\sucker_breath_mix_
sound_attack_hit = ;monsters\bloodsucker\attack_hit_
sound_take_damage = ;monsters\bloodsucker\hit_
sound_die = ;monsters\bloodsucker\die_
sound_panic = ;monsters\bloodsucker\hit_
sound_die_in_anomaly = ;monsters\bloodsucker\die_
sound_distant_idle = ;monsters\bloodsucker\idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
killer_clsids = ;Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
;Frequency of sounds to be played
idle_sound_delay = 95000
eat_sound_delay = 3000
attack_sound_delay = 1000 ;6000
Sound_Invisibility_Change_State = ;monsters\bloodsucker\invisible
Sound_Vampire_Grasp = ;monsters\bloodsucker\vampire_grasp
Sound_Vampire_Sucking = ;monsters\bloodsucker\vampire_sucking
Sound_Vampire_Hit = ;monsters\bloodsucker\vampire_hit
Sound_Vampire_StartHunt = ;monsters\bloodsucker\vampire_grasp
Sound_Growl = ;monsters\bloodsucker\sucker_growl_
Sound_Alien = ;monsters\bloodsucker\sucker_breath_
SoundThreshold = 0.05 ; range [0..1]
max_hear_dist = 80
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.01
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
damage = m_legs_damage
critical_wound_threshold = -1; 1.1 ;1.1
critical_wound_decrease_quant = 0.
critical_wound_anim_head = lancew_legs_idle
critical_wound_bones_head = legs_critical
critical_wound_anim_torso = lancew_legs_idle
critical_wound_bones_torso = legs_critical
critical_wound_anim_legs = lancew_legs_idle
critical_wound_bones_legs = legs_critical
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DayTime_Begin = 6 ;6 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 23 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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>)
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>)
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
; spin spin sugar
bone_spin = bip01_spine
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
terrain = legs_terrain
;material = creatures\medium
material = creatures\phantom
step_params = m_legs_step_params
LegsCount = 2
;species of monster
species = zoo_monster
;-------------------------------------------------------------------------
; Invisible Ability
;-------------------------------------------------------------------------
Particle_Invisible = anomaly2\bloodsucker_shield
Particles_Invisible_Tracks = monsters\bloodsucker_step
Particles_Invisible_Tracks_Freq = 70;100
Invisibility_BlinkTime = 300
Invisibility_BlinkMicroInterval = 30
Invisibility_EnergySpeed = 0.05
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