436 lines
19 KiB
TeX
436 lines
19 KiB
TeX
;-- Relies on Chimera profile/class
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;-- parameters that have comments with (;-->) tag are adjusted
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[m_lurker_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
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$spawn = "monsters\lurker\lurker_default" ;"monsters\chimera\chimera_default" ; option for Level Editor
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$npc = on ; option for Level Editor
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;$prefetch = 16
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visual = monsters\lurker\lurker
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corpse_visual = monsters\lurker\lurker
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icon = ui_npc_monster_lurker ; @@@@@NEEDS REFACTORING@@@@@
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terrain = lurker_terrain
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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 = 0.04
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;spawn_phantom = m_phantom_chimera
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can_spawn_phantom = false
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;---OFFLINE ALIFE------------------------------------------------------------------
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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 = 500 ; option for ALife Simulator ;-->
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 3.0 ;5.0 ; option for ALife Simulator ;-->
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going_speed = 3.0 ;4.5 ; option for ALife Simulator
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current_level_going_speed = 3.0 ;2 ; option for ALife Simulator
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search_speed = 1.5 ; option for ALife Simulator
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MaxHealthValue = 200 ; range [0..200]
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smart_terrain_choose_interval = 00:15:00
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;-----------------------------------------------------------------------------------
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script_binding = bind_monster.bind
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ef_creature_type = 20 ; 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 = 0.08 ;0.0 ;-->
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cform = skeleton ; collision class
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class = SM_CHIMS ; AI class
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kind = SM_LURKER ; Fake class
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bone_torso = spine_1 ; bone name
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bone_head = head_boss ; bone name
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bone_fire = head_boss ; bone name
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weapon_usage = 0 ; boolean
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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ph_box0_center = 0.0, 0.9, 0.0
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ph_box0_size = 0.35, 0.9, 0.35
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ph_box1_center = 0.0, 0.6, 0.0
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ph_box1_size = 0.40, 0.6, 0.40
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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 = 0.01
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ph_mass = 220;170
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
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;destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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ph_skeleton_airr_lin_factor = 2.0 ;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
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ph_skeleton_airr_ang_factor = 0.0 ;0.0 (изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0))
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ph_skeleton_hinger_factor1 = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
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ph_skeleton_ddelay = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек
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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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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 3.5, 1.5, 1, 1
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Velocity_RunFwdNormal = 11.5, 3.5, 2.0, 0.2, 1
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Velocity_RunFwdDamaged = 9.0, 3.5, 2.0, 0.2, 1
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Velocity_WalkFwdDamaged = 2.2, 3.0, 2.0, 0.5, 2.0
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Velocity_WalkFwdNormal = 2.5, 3.2, 1.2, 0.02, 3.0 ;-->
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Velocity_Drag = 2.0, 3.0, 3.0, 1, 1
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Velocity_Steal = 2.0, 3.0, 2.0, 1, 1
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Velocity_Rotate = 8.0, 9.0, 1.0, 0.3 1
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Velocity_JumpGround = 16.0, 3.5, 2.0, 0.4, 1
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Velocity_JumpStart = 16.0, 3.5, 2.0, 0.4, 1
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Accel_Generic = 1.5
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Accel_Calm = 3.5
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Accel_Aggressive = 9.5
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;------------------------------------------------------------------------
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; Attack specific
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;------------------------------------------------------------------------
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prediction_factor = 0.1
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attack_radius = 1 ;12 ; run around radius
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prepare_jump_timeout = 0 ; ms
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attack_jump_timeout = 0 ; ms
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stealth_timeout = 0 ; ms
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num_attack_jumps = 1
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num_prepare_jumps = 0
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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MinAttackDist = 1.8;1.2 ;0.5
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MaxAttackDist = 4.8;2.7 ;3.8
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as_min_dist = 1.2
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as_step = 0.3
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hit_type = wound ; type of attack
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;--------------------------------------------------------------------------
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; Jump parameters
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;--------------------------------------------------------------------------
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jump_delay = 0
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jump_factor = 2
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jump_ground_trace_range = 1.5
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jump_hit_trace_range = 2
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jump_build_line_distance = 8.0
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jump_min_distance = 0.1
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jump_max_distance = 12.0 ; 20.0 ;-->
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jump_max_angle = 0.55
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jump_max_height = 9.0
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jump_auto_aim_factor = 0
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;-------------------------------------------------------------------------
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; Entity Conditions
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;-------------------------------------------------------------------------
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satiety_v = 0.0001 ;0.01 ;скорость уменьшения сытости со временем
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radiation_v = 0.00001 ;0.004 ;скорость уменьшения радиации
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satiety_power_v = 0.0001 ;0.01 ;увеличение силы при уменьшении сытости
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satiety_health_v = 0.0001 ;0.03 ;увеличение здоровья при уменьшении сытости
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satiety_critical = -1.0 ;0.25 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
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radiation_health_v = 0.01 ;0.006 ;уменьшение здоровья при воздействии радиации
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morale_v = 0.01 ;скорость восстановления морали
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health_hit_part = 1.0 ;0.8 ;процент хита, уходящий на отнимание здоровья
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power_hit_part = 1.0 ;0.9 ;процент хита, уходящий на отнимание силы
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psy_health_v = 0.1 ;скорость восстановления psy-здоровья
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protections_sect = lurker_protections
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immunities_sect = lurker_immunities
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;открытые раны
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bleeding_v = 0.04 ;потеря крови при номинальной ране в секунду
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wound_incarnation_v = 0.05 ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
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min_wound_size = 0.01
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;Health from which to play injured animation
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DamagedThreshold = 0.2
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sleep_health = 1.0 ;1.5 ;коэффициенты скоростей изменения параметров во время сна
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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_freq = 5.0 ; частота укусов в сек
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eat_slice = 0.001 ; увеличение сытости при 1 укусе
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eat_slice_weight = 10.0 ; уменьшение еды у трупа
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satiety_threshold = 0.5 ; below this value monster fill hunger
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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Morale_Hit_Quant = 0.2
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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 = 0.4
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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = monsters\lurker\idle_
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sound_eat = monsters\biting\def_ ; eat_
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sound_aggressive = monsters\lurker\breath_
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sound_attack_hit = monsters\lurker\attack_hit_
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sound_take_damage = monsters\lurker\hit_
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sound_die = monsters\lurker\die_
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sound_bkgnd = monsters\lurker\idle_
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;sound_threaten = monsters\biting\def_ ; threaten_
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sound_threaten = monsters\lurker\attack_
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sound_landing = monsters\biting\def_
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sound_steal = monsters\biting\def_
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sound_panic = monsters\lurker\idle_
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sound_growling = monsters\lurker\idle_
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sound_die_in_anomaly = monsters\lurker\die_
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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idle_sound_delay = 25000 ;5000
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eat_sound_delay = 3000
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attack_sound_delay = 1000
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sound_distant_idle = ambient\soundscape\mutants\lurker\distant_
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distant_idle_sound_delay = 50000
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distant_idle_sound_range = 50.0
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max_hear_dist = 70
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SoundThreshold = 0.1 ; range [0..1]
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;--------------------------------------------------------------------------
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; Lurker Damage
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;--------------------------------------------------------------------------
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;bone_name = <hit_scale>,-1,<wound_scale>
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;<hit_scale> - coefficient. change of hit (reduction of health)
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;<wound_scale> - coefficient. changes in the size of an open wound
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default = 0.75, -1, 0.6
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hip = 1, -1, 0.25
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spine = 0.9, -1, 0.1 ;-->
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spine_1 = 0.9, -1, 0.1 ;-->
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neck_r = 0.95, -1, 2.1
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head_boss = 3.0, -1, 0.9
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;-------------------------------------------------------------------------
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; Other Stuff (refactoring needed)
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;-------------------------------------------------------------------------
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material = creatures\medium
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DynamicObjectsCount = 32
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squad_attack_algorithm = 1
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attack_effector = m_lurker_attack_effector
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critical_wound_threshold = -1
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critical_wound_decrease_quant = 0.
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attack_params = m_lurker_attack_params
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step_params = m_lurker_step_params
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LegsCount = 4
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damage = m_chimera_damage
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;species of monster
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species = chimera
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community = lurker
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DayTime_Begin = 6 ;--> ; начала дня для монстра
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DayTime_End = 21 ;--> ; конец дня для монстра
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Min_Satiety = 0.00055 ; мин. норма сытости (меньше - уже голодный)
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Max_Satiety = 0.9 ; макс. норма сытости (больше - очень сытый)
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distance_to_corpse = 1.2 ;4.5 ; дист. до трупа, при которой он переходит в состояние еды
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;-------------------------------------------------------------------------
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; Vision
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;-------------------------------------------------------------------------
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eye_fov = 110 ;140
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eye_range = 110 ;50
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vision_free_section = lurker_vision_free
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vision_danger_section = lurker_vision_danger
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; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри,
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; иначе возникают артефакты с потерей видимости при переходе от денжера во фри.
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[lurker_vision_free]
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min_view_distance = 0.8 ; коэффициент, который множится на eye_range, в зависимости от угла
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max_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла
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visibility_threshold = 100.0 ; значение, при достижении суммой которого объект считается видимым
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always_visible_distance = 0.6
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time_quant = 0.001
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decrease_value = 0.01 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
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velocity_factor = 0.5
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luminocity_factor = 2.5 ; фактор освещения (только для Актёра)
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transparency_threshold = 0.25
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[lurker_vision_danger]
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min_view_distance = 0.8 ; коэффициент, который множится на eye_range, в зависимости от угла
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max_view_distance = 1.6 ; коэффициент, который множится на eye_range, в зависимости от угла
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visibility_threshold = 100.0 ; значение, при достижении суммой которого объект считается видимым
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always_visible_distance = 0.6
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time_quant = 0.001
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decrease_value = 0.01 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
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velocity_factor = 0.5
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luminocity_factor = 2.5 ; фактор освещения (только для Актёра)
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transparency_threshold = 0.25
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[lurker_protections]
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hit_fraction_monster = 0.75
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skin_armor = 0.1
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;---------------------------------------------------------------------------------------------------------------------------------------------
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; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
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;---------------------------------------------------------------------------------------------------------------------------------------------
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[m_lurker_attack_params] ;-->
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jump_attack_1 = 0.3, 0.65, 60, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 2.5
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[m_lurker_attack_effector]
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duality_h = 0.1; 0.01
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duality_v = 0.01; 0.01
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blur = 0.01
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gray = 0.5
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noise_intensity = 0.1;0.0
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noise_grain = 1
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noise_fps = 30
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color_base = 0.65,0.15,0.1
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color_gray = 0.333,0.333,0.333
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color_add = 0.0,0.0,0.0
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time = 3.00
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time_attack = 0.05 ; fade in
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time_release = 0.50 ; fade out
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; camera effects
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ce_time = 0.30 ;time
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ce_amplitude = 12.0
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ce_period_number = 2.0
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ce_power = 1.0 ;0.7 ; power
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[m_lurker_step_params]
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;---------------------------------------------------------------------------
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; anim | Cycles | time1 | power1 | time2 | power2 |
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;---------------------------------------------------------------------------
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stand_walk_0 = 1, 0.01, 1, 0.25, 0.7,
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stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
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;---------------------------------------------------------------------------
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; IMMUNITIES
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;---------------------------------------------------------------------------
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[lurker_immunities] ;--> ;only control health from here, 0.1 means that the mutant will take %10 damage from the source? those are snork's values
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burn_immunity = 1.0 ;0.66 ; = 0.35 ;коэффициенты иммунитета
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strike_immunity = 1.0 ;0.0
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shock_immunity = 2.0 ;0.12 ; = 0.1
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wound_immunity = 0.45 ;0.35 ;0.02
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 0.85 ; = 3.0 ; = 0.45
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explosion_immunity = 0.9 ;0.8 ;0.1
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fire_wound_immunity = 0.6 ;0.55 ;0.5 ;0.1
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;=================================================================================
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; Terrain
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;=================================================================================
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[lurker_terrain]
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;255,255,255,255,30,40
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255,000,255,255
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; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
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;selector_free_hunting = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
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; fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
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;selector_cover = 20.0, -1000.0, 30.0, 0.0, 0.0, 100000.0, 100000.0, 1000.0,
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;selector_hear_sound = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
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;
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;selector_getaway = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
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;selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
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; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
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;selector_walk_around = 20.0, 6.0, 1000.0, 4.0, 5000.0, 8.0, 5000.0,
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;--=======================================================================
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; Variants
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;--=======================================================================
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;---------------
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; Blue
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;---------------
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[lurker_1_weak]:m_lurker_e
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visual = monsters\lurker\lurker
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corpse_visual = monsters\lurker\lurker
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MaxHealthValue = 0.5 ; range [0..200]
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[lurker_1_normal]:m_lurker_e
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visual = monsters\lurker\lurker
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corpse_visual = monsters\lurker\lurker
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MaxHealthValue = 0.75 ; range [0..200]
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[lurker_1_strong]:m_lurker_e
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visual = monsters\lurker\lurker
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corpse_visual = monsters\lurker\lurker
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MaxHealthValue = 1.0 ; range [0..200]
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;---------------
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; Brown
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;---------------
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[lurker_2_weak]:m_lurker_e
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visual = monsters\lurker\lurker2
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corpse_visual = monsters\lurker\lurker2
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MaxHealthValue = 0.5 ; range [0..200]
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[lurker_2_normal]:m_lurker_e
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visual = monsters\lurker\lurker2
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corpse_visual = monsters\lurker\lurker2
|
||
MaxHealthValue = 0.75 ; range [0..200]
|
||
|
||
[lurker_2_strong]:m_lurker_e
|
||
visual = monsters\lurker\lurker2
|
||
corpse_visual = monsters\lurker\lurker2
|
||
MaxHealthValue = 1.0 ; range [0..200]
|
||
|
||
;---------------
|
||
; Black
|
||
;---------------
|
||
[lurker_3_weak]:m_lurker_e
|
||
visual = monsters\lurker\lurker3
|
||
corpse_visual = monsters\lurker\lurker3
|
||
MaxHealthValue = 0.5 ; range [0..200]
|
||
|
||
[lurker_3_normal]:m_lurker_e
|
||
visual = monsters\lurker\lurker3
|
||
corpse_visual = monsters\lurker\lurker3
|
||
MaxHealthValue = 0.75 ; range [0..200]
|
||
|
||
[lurker_3_strong]:m_lurker_e
|
||
visual = monsters\lurker\lurker3
|
||
corpse_visual = monsters\lurker\lurker3
|
||
MaxHealthValue = 1.0 ; range [0..200] |