736 lines
31 KiB
TeX
736 lines
31 KiB
TeX
;===========================================================================
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; BOAR
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;===========================================================================
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[m_boar_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
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;$spawn = "monsters\boars\boar_base" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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visual = monsters\mutant_boar\mutant_boar
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corpse_visual = monsters\mutant_boar\mutant_boar_dead
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icon = ui_npc_monster_mutant_boar
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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 = 440 ; option for ALife Simulator
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 5.0 ; option for ALife Simulator
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going_speed = 3;4.5 ; option for ALife Simulator
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current_level_going_speed = 3;2 ; option for ALife Simulator
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search_speed = 1.5 ; option for ALife Simulator
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spawn_phantom = m_phantom_boar
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can_spawn_phantom = false
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smart_terrain_choose_interval = 00:15:00
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Spawn_Inventory_Item_Section = mutant_boar_leg
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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 = 5
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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 = 5
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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 = 0.01
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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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; Physics
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;------------------------------------------------------------------------
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ph_box0_center = 0.0, 0.6, 0.0
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ph_box0_size = 0.55, 0.6, 0.55
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ph_box1_center = 0.0, 0.6, 0.0
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ph_box1_size = 0.55, 0.6, 0.55
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ph_crash_speed_min = 10
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ph_crash_speed_max = 30
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ph_collision_damage_factor = 0.1
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ph_mass = 250 ;110
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
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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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;---------------------------------------------------------------------
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; Squad seperation behaviour (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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;---------------------------------------------------------------------
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separate_factor = 0.8 ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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separate_range = 3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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;------------------------------------------------------------------------
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; Movement
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;------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 3.4, 3.0, 1, 1
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Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
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Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
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Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
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Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
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Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
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Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
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; speed factors linear | angular_real | angular_path | min | max
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;Velocity_Stand = 0, 3.4, 3.0, 1, 1
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;Velocity_RunFwdNormal = 7.5, 3.0, 2.8, 0.4, 1
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;Velocity_RunFwdDamaged = 4.5, 3.0, 2.8, 0.2, 1
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;Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
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;Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
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;Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
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;Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
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; acceleration
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Accel_Generic = 1.0
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Accel_Calm = 2.0
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Accel_Aggressive = 3.5
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;------------------------------------------------------------------------
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; Attack
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;------------------------------------------------------------------------
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attack_effector = m_boar_attack_effector
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attack_params = m_boar_attack_params
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;attack parameters
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MinAttackDist = 2.6
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MaxAttackDist = 3.2
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as_min_dist = 1.6
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as_step = 0.5
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Run_Attack_Dist = 3.5, 4.0
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Run_Attack_Delay = 1000, 3000
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Melee_Rotation_Factor = 2.2
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hit_type = wound ; type of attack
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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_animation_left = stand_attack_run_left_
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aom_animation_right = stand_attack_run_right_
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aom_far_radius = 8
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aom_max_go_close_time = 8
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aom_prepare_time = 4
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aom_attack_radius = 1
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aom_update_side_period = 3
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aom_prediction_factor = 1.2
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;------------------------------------------------------------------------
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; Conditions
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;------------------------------------------------------------------------
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satiety_v = 0.0005 ;0.01 ;<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>
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radiation_v = 0.00001 ;0.004 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_power_v = 0.00001;0.005 ;0.01 ;<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>
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satiety_health_v = 0.001 ;0.03 ;<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>
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satiety_critical = -1.0 ;0.25 ;<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 = 0.00 ;0.006 ;<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>
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morale_v = 0.036 ;<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>
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health_hit_part = 1.0 ;0.8 ;<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>
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power_hit_part = 1.0 ;0.9 ;<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>
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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
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immunities_sect = boar_immunities
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protections_sect = boar_protections
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0.0075 ;<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 = 0.0025 ;<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 = 0.0075
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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> <20><> <20><><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> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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eat_slice = 0.01 ; <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 = 0.5 ; below this value monster fill hunger
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;------------------------------------------------------------------------
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; Sound
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;------------------------------------------------------------------------
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sound_idle = monsters\boar\boar_idle_ ; idle_
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sound_eat = monsters\boar\boar_eat_ ; eat_
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sound_aggressive = monsters\boar\boar_aggressive_ ; attack_
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sound_attack_hit = monsters\boar\boar_attack_
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sound_take_damage = monsters\boar\boar_pain_ ; hit_
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sound_die = monsters\boar\boar_death_ ; die_
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sound_bkgnd = monsters\biting\def_
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sound_threaten = monsters\boar\boar_threaten_
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sound_landing = monsters\boar\landing_
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sound_steal = monsters\biting\def_
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sound_panic = monsters\boar\boar_panic_
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sound_growling = monsters\biting\def_
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sound_distant_idle = ambient\soundscape\mutants\boar\distant_
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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distant_idle_sound_delay = 50000
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distant_idle_sound_range = 50.0
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;Frequency of sounds to be played
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idle_sound_delay = 14000
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eat_sound_delay = 5000
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attack_sound_delay = 4000
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SoundThreshold = 0.06 ; range [0..1]
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max_hear_dist = 60
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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 = 0.1
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Morale_Stable_Speed = 0.01
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Morale_Despondent_Threashold = 0.2
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;-------------------------------------------------------------------------
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; Damages
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;-------------------------------------------------------------------------
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;Health from which to play injured animation
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DamagedThreshold = 0.4
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damage = m_boar_damage
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critical_wound_threshold = 0.4; 1.1
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critical_wound_decrease_quant = 0.
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critical_wound_anim_head = critical_hit_head_0
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critical_wound_bones_head = boar_critical_wound_bones_head
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critical_wound_anim_torso = critical_hit_torso_0
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critical_wound_bones_torso = boar_critical_wound_bones_torso
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critical_wound_anim_legs = critical_hit_torso_0
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critical_wound_bones_legs = boar_critical_wound_bones_legs
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;------------------------------------------------------------------------
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; Other
|
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;------------------------------------------------------------------------
|
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|
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ef_creature_type = 11 ; 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 = 0.5
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cform = skeleton ; collision class
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class = SM_BOARW ; AI class
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|
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script_binding = bind_monster.bind
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bone_torso = bip01_spine1 ; bone name
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head ; bone name
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weapon_usage = 0 ; boolean
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|
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actor_restrictor = medium_monster ;medium_monster,stalker,none
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step_params = m_boar_step_params
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LegsCount = 4
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DayTime_Begin = 3 ; <20><><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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distance_to_corpse = 2.1 ; <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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|
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terrain = boar_terrain
|
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|
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|
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material = creatures\hoof
|
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DynamicObjectsCount = 32
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|
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;species of monster
|
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species = boar
|
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|
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;------------------------------------------------------------------------
|
||
; Vision
|
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;------------------------------------------------------------------------
|
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eye_fov = 190 ;130
|
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eye_range = 100 ;60
|
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|
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vision_free_section = boar_vision_free
|
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vision_danger_section = boar_vision_danger
|
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|
||
; <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>.
|
||
|
||
[boar_vision_free]
|
||
min_view_distance = 0.7 ; <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 = 1.0 ; <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>
|
||
visibility_threshold = 250 ; <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 = 1.15
|
||
time_quant = 0.005
|
||
decrease_value = 0.011 ; <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> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
velocity_factor = 0.5
|
||
luminocity_factor = 0.6 ; <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>)
|
||
transparency_threshold = 0.35
|
||
|
||
[boar_vision_danger]
|
||
min_view_distance = 1.2 ; <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 = 1.8 ; <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 = 90 ; <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 = 1.15
|
||
time_quant = 0.002
|
||
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> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
velocity_factor = 0.5
|
||
luminocity_factor = 0.6 ; <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>)
|
||
transparency_threshold = 0.15
|
||
|
||
feel_enemy_who_just_hit_max_distance = 350
|
||
;===========================================================================
|
||
; ATTACK PARAMS
|
||
;===========================================================================
|
||
[m_boar_attack_params]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
;Bite
|
||
stand_attack_0 = 0.30, 0.55, 50, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2
|
||
;Bite2
|
||
stand_attack_1 = 0.30, 0.55, 50, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2
|
||
;Right Leg Attack
|
||
stand_attack_2 = 0.30, 0.55, 50, 0.0, 1.0, 2.0, -0.6, 0.6, -0.6, 0.6, 3.2
|
||
|
||
stand_attack_run_0 = 0.40, 1.0, 650, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
|
||
stand_attack_run_left_0 = 0.40, 0.95, 650, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2
|
||
stand_attack_run_right_0 = 0.40, 0.95, 650, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2
|
||
|
||
;===========================================================================
|
||
; SPECIAL EFFECTORS
|
||
;===========================================================================
|
||
[m_boar_attack_effector]
|
||
|
||
duality_h = 0.05;0.01
|
||
duality_v = 0.02;0.01
|
||
blur = 0.01
|
||
gray = 0.5
|
||
noise_intensity = 0.0
|
||
noise_grain = 1
|
||
noise_fps = 30
|
||
color_base = 0.65,0.15,0.1
|
||
color_gray = 0.333,0.333,0.333
|
||
color_add = 0,0,0
|
||
time = 0.30
|
||
time_attack = 0.05 ; fade in
|
||
time_release = 0.15 ; fade out
|
||
|
||
; camera effects
|
||
ce_time = 0.35 ; time
|
||
ce_amplitude = 10 ; head shake after hit
|
||
ce_period_number = 2.0 ; camera shake times
|
||
ce_power = 2.5; 2.0 ; power
|
||
|
||
;=================================================================================
|
||
; Boar Damage
|
||
;=================================================================================
|
||
[m_Boar_damage]
|
||
;bone_name = <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 = 0.75, -1, 0.2
|
||
|
||
bip01_pelvis = 2.25, -1, 0.45
|
||
bip01_spine = 1.5, -1, 0.25
|
||
bip01_spine1 = 1.1, -1, 0.25
|
||
bip01_spine2 = 1.1, -1, 0.25
|
||
bip01_l_upperarm = 0.8, -1, 0.08
|
||
bip01_r_upperarm = 0.8, -1, 0.08
|
||
bip01_l_thigh = 1.5, -1, 0.07
|
||
bip01_r_thigh = 1.5, -1, 0.07
|
||
bip01_neck = 0.65, -1, 2.0
|
||
bip01_head = 0.75, -1, 0.4
|
||
|
||
|
||
[boar_critical_wound_bones_head]
|
||
bip01_pelvis
|
||
bip01_l_thigh
|
||
bip01_l_calf
|
||
bip01_l_horselink
|
||
bip01_l_foot
|
||
bip01_l_toe0
|
||
bip01_r_thigh
|
||
bip01_r_calf
|
||
bip01_r_horselink
|
||
bip01_r_foot
|
||
bip01_r_toe0
|
||
bip01_spine
|
||
bip01_spine1
|
||
bip01_spine2
|
||
bip01_neck
|
||
bip01_head
|
||
bip01_ponytail1
|
||
bip01_ponytail2
|
||
bone01
|
||
bone02
|
||
bone04
|
||
bone05
|
||
bone06
|
||
bone07
|
||
bone08
|
||
bone09
|
||
bone10
|
||
bone11
|
||
bone12
|
||
bone13
|
||
bone14
|
||
bone15
|
||
bip01_l_clavicle
|
||
bip01_l_upperarm
|
||
bip01_l_forearm
|
||
bip01_l_hand
|
||
bip01_l_finger0
|
||
bip01_r_clavicle
|
||
bip01_r_upperarm
|
||
bip01_r_forearm
|
||
bip01_r_hand
|
||
bip01_r_finger0
|
||
bone16
|
||
bone17
|
||
bone19
|
||
bone18
|
||
bip01_tail
|
||
bip01_tail1
|
||
|
||
[boar_critical_wound_bones_torso]
|
||
[boar_critical_wound_bones_legs]
|
||
|
||
|
||
;=================================================================================
|
||
; Boar Terrain
|
||
;=================================================================================
|
||
[boar_terrain]
|
||
255,000,255,255
|
||
|
||
|
||
;===========================================================================
|
||
; Step Events
|
||
;===========================================================================
|
||
[m_boar_step_params]
|
||
|
||
;-------------------------------------------------------------------------------------------------------------
|
||
; anim | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
|
||
;-------------------------------------------------------------------------------------------------------------
|
||
stand_walk_fwd_0 = 5, 0.01, 1, 0.5, 0.7, 0.15, 1.0, 0.5, 1.0
|
||
stand_walk_fwd_dmg_0 = 4, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
|
||
stand_run_fwd_0 = 1, 0.01, 5, 0.05, 5, 0.2, 5.0, 0.2, 5.0
|
||
stand_run_dmg_0 = 4, 0.2, 5, 0.25, 5, 0.7, 5.0, 0.7, 5.0
|
||
stand_steal_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
|
||
stand_drag_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
|
||
|
||
|
||
;===========================================================================
|
||
; IMMUNITIES
|
||
;===========================================================================
|
||
[boar_immunities]
|
||
burn_immunity = 0.96 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.25
|
||
shock_immunity = 0.74 ; = 0.25
|
||
wound_immunity = 0.35
|
||
radiation_immunity = 0.0
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
|
||
explosion_immunity = 0.6
|
||
fire_wound_immunity = 0.6
|
||
|
||
;*********************************************************************************
|
||
; PROTECTIONS
|
||
;*********************************************************************************
|
||
[boar_protections]
|
||
skin_armor = 0.4
|
||
hit_fraction_monster = 0.4
|
||
;*********************************************************************************
|
||
; BASE PROFILES
|
||
;*********************************************************************************
|
||
|
||
;*********************************************************************************
|
||
; NORMAL PROFILE
|
||
;*********************************************************************************
|
||
[boar_normal]:m_boar_e
|
||
$spawn = "monsters\boars\boar_02_normal"
|
||
visual = monsters\mutant_boar\mutant_boar
|
||
corpse_visual = monsters\mutant_boar\mutant_boar_dead
|
||
icon = ui_npc_monster_mutant_boar
|
||
panic_threshold = 0.4
|
||
rank = 5
|
||
immunities_sect = boar_immunities_normal
|
||
attack_params = boar_attack_params_normal
|
||
spec_rank = normal
|
||
community = boar
|
||
MaxHealthValue = 1.0 ; range [0..200]
|
||
|
||
skin_armor = 0.5
|
||
|
||
[boar_immunities_normal]
|
||
burn_immunity = 0.96 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.25
|
||
shock_immunity = 0.74 ; = 0.25
|
||
wound_immunity = 0.28
|
||
radiation_immunity = 0.0
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
|
||
explosion_immunity = 0.6
|
||
fire_wound_immunity = 0.8
|
||
|
||
[boar_attack_params_normal]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
;Bite
|
||
stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
|
||
;Bite2
|
||
stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
|
||
;Right Leg Attack
|
||
stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
|
||
stand_attack_run_0 = 0.40, 1.05, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
stand_attack_run_left_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
stand_attack_run_right_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
|
||
; speed factors linear | angular_real | angular_path | min | max
|
||
Velocity_Stand = 0, 3.4, 3.0, 1, 1
|
||
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
|
||
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
|
||
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
|
||
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
|
||
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
|
||
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
|
||
|
||
; acceleration
|
||
Accel_Generic = 1.0
|
||
Accel_Calm = 2.0
|
||
Accel_Aggressive = 3.5
|
||
skin_armor = 0.7
|
||
|
||
[boar_strong]:m_boar_e
|
||
$spawn = "monsters\boars\boar_03_strong"
|
||
visual = monsters\mutant_boar\mutant_boar_strong
|
||
icon = ui_npc_monster_mutant_boar_strong
|
||
panic_threshold = 0.3
|
||
rank = 7
|
||
immunities_sect = boar_immunities_strong
|
||
attack_params = boar_attack_params_strong
|
||
MaxHealthValue = 1.25 ; range [0..200]
|
||
spec_rank = strong
|
||
community = boar
|
||
|
||
;*********************************************************************************
|
||
; STRONG PROFILE
|
||
;*********************************************************************************
|
||
[boar_immunities_strong]
|
||
burn_immunity = 0.96 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.25
|
||
shock_immunity = 0.74 ; = 0.25
|
||
wound_immunity = 0.22
|
||
radiation_immunity = 0.0
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
|
||
explosion_immunity = 0.5
|
||
fire_wound_immunity = 0.7
|
||
|
||
[boar_attack_params_strong]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
;Bite
|
||
stand_attack_0 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
|
||
;Bite2
|
||
stand_attack_1 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
|
||
;Right Leg Attack
|
||
stand_attack_2 = 0.20, 0.7, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
|
||
stand_attack_run_0 = 0.40, 1.15, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
stand_attack_run_left_0 = 0.40, 1.1, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
stand_attack_run_right_0 = 0.40, 1.1, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
|
||
; speed factors linear | angular_real | angular_path | min | max
|
||
Velocity_Stand = 0, 3.4, 3.0, 1, 1
|
||
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
|
||
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
|
||
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
|
||
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
|
||
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
|
||
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
|
||
|
||
; acceleration
|
||
Accel_Generic = 1.0
|
||
Accel_Calm = 2.0
|
||
Accel_Aggressive = 3.5
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
;;;;;;;;;;;;;;;;;;;Boar population - Borovos 2013;;;;;;;;;;;;;;;;;
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
|
||
;include new meshes, new parameters for each population
|
||
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
;------------- Weak ---------------
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
|
||
[boar_01a_weak]:m_boar_e
|
||
$spawn = "monsters\boars\boar_01a_weak"
|
||
visual = monsters\mutant_boar\mutant_boar
|
||
corpse_visual = monsters\mutant_boar\mutant_boar_dead
|
||
MaxHealthValue = 0.75 ; range [0..200]
|
||
|
||
skin_armor = 0.33
|
||
|
||
panic_threshold = 0.5
|
||
|
||
immunities_sect = boar_immunities_weak
|
||
attack_params = boar_attack_params_weak
|
||
|
||
[boar_immunities_weak]
|
||
burn_immunity = 0.816 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.2125
|
||
shock_immunity = 0.629 ; = 0.25
|
||
wound_immunity = 0.238
|
||
radiation_immunity = 0.0
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 1.411 ; = 3.0 ; = 0.2
|
||
explosion_immunity = 0.51
|
||
fire_wound_immunity = 0.9
|
||
|
||
[boar_attack_params_weak]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
;Bite
|
||
stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
|
||
;Bite2
|
||
stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
|
||
;Right Leg Attack
|
||
stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
|
||
stand_attack_run_0 = 0.40, 0.95, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
stand_attack_run_left_0 = 0.40, 0.9, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
stand_attack_run_right_0 = 0.40, 0.9, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
|
||
; speed factors linear | angular_real | angular_path | min | max
|
||
Velocity_Stand = 0, 3.4, 3.0, 1, 1
|
||
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
|
||
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
|
||
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
|
||
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
|
||
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
|
||
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
|
||
|
||
; acceleration
|
||
Accel_Generic = 1.0
|
||
Accel_Calm = 2.0
|
||
Accel_Aggressive = 3.5
|
||
skin_armor = 0.7
|
||
|
||
[boar_02a_weak]:boar_01a_weak
|
||
$spawn = "monsters\boars\boar_02a_weak"
|
||
visual = monsters\mutant_boar\mutant_boar
|
||
corpse_visual = monsters\mutant_boar\mutant_boar_dead
|
||
MaxHealthValue = 0.75 ; range [0..200]
|
||
|
||
panic_threshold = 0.3
|
||
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
;------------- Strong -------------
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
|
||
[boar_02a_strong]:boar_strong
|
||
$spawn = "monsters\boars\boar_02a_strong"
|
||
visual = monsters\mutant_boar\mutant_boar_strong
|
||
;corpse_visual = monsters\mutant_boar\mutant_boar_strong_dead
|
||
MaxHealthValue = 1.25 ; range [0..200]
|
||
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
;------------- Hard ---------------
|
||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||
|
||
[boar_01a_hard]:m_boar_e
|
||
$spawn = "monsters\boars\boar_01a_hard"
|
||
visual = monsters\mutant_boar\mutant_boar_strong
|
||
;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead
|
||
MaxHealthValue = 1.33 ; range [0..200]
|
||
panic_threshold = 0.45
|
||
|
||
immunities_sect = boar_immunities_hard
|
||
attack_params = boar_attack_params_hard
|
||
|
||
|
||
[boar_immunities_hard]
|
||
burn_immunity = 0.96 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.25
|
||
shock_immunity = 0.74 ; = 0.25
|
||
wound_immunity = 0.28
|
||
radiation_immunity = 0.0
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
|
||
explosion_immunity = 0.6
|
||
fire_wound_immunity = 0.6
|
||
|
||
[boar_attack_params_hard]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
;Bite
|
||
stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
|
||
;Bite2
|
||
stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
|
||
;Right Leg Attack
|
||
stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
|
||
stand_attack_run_0 = 0.40, 1.05, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
stand_attack_run_left_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
stand_attack_run_right_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
|
||
|
||
; speed factors linear | angular_real | angular_path | min | max
|
||
Velocity_Stand = 0, 3.4, 3.0, 1, 1
|
||
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
|
||
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
|
||
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
|
||
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
|
||
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
|
||
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
|
||
|
||
; acceleration
|
||
Accel_Generic = 1.0
|
||
Accel_Calm = 2.0
|
||
Accel_Aggressive = 3.5
|
||
skin_armor = 0.7
|
||
|
||
[boar_02a_hard]:boar_01a_hard
|
||
$spawn = "monsters\boars\boar_02a_hard"
|
||
visual = monsters\mutant_boar\mutant_boar_strong
|
||
;corpse_visual = monsters\mutant_boar\mutant_boar_big2_dead
|
||
MaxHealthValue = 1.33 ; range [0..200] |