Divergent/mods/Stealth Overhaul/gamedata/configs/creatures/m_stalker.ltx

932 lines
32 KiB
TeX
Raw Blame History

[stalker_foot_bones]
front_left = bip01_l_foot
front_right = bip01_r_foot
[stalker_step_manager]
; order: left, right
;--------------------------------------------------------------------------
; animation Cycles | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
dmg_norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3
dmg_norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_run_fwd_1 = 1, 0.2, 1, 0.65, 1
dmg_norm_walk_fwd_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_back_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_ls_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_walk_rs_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_run_fwd_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_back_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_ls_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_run_rs_0 = 1, 0.2, 1, 0.65, 1
dmg_norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
dmg_norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_escape_0 = 1, 0.2, 1.3, 0.65, 1.3
norm_escape_00 = 1, 0.2, 2.3, 0.65, 2.3
norm_walk_fwd_1 = 1, 0.2, 0.2, 0.65, 0.25
norm_jump_end = 1, 0.2, 1.3, 0.21, 1.2
norm_walk_fwd_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_back_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_ls_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_walk_rs_0 = 1, 0.2, 0.25, 0.65, 0.25
norm_run_fwd_0 = 1, 0.2, 0.9, 0.65, 1
norm_run_back_0 = 1, 0.2, 0.8, 0.65, 1
norm_run_ls_0 = 1, 0.2, 0.8, 0.65, 1
norm_run_rs_0 = 1, 0.2, 0.8, 0.65, 1
norm_run_fwd_1 = 1, 0.2, 0.9, 0.65, 1
norm_turn_left_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_right_1 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_left_0 = 1, 0.2, 0.2, 0.65, 0.2
norm_turn_right_0 = 1, 0.2, 0.2, 0.65, 0.2
cr_walk_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_walk_back_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_walk_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_walk_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_fwd_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_back_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_ls_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_run_rs_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_turn_left_0 = 1, 0.2, 0.1, 0.65, 0.1
cr_turn_right_0 = 1, 0.2, 0.1, 0.65, 0.1
cl_run_back_0 = 1, 0.2, 1, 0.4, 1
cl_run_fwd_0 = 1, 0.2, 1, 0.4, 1
; if u really interested...
;((((get_luminocity() + get_luminocity()^0.5 + lights_lum()) / 3.02) * 33.3 * (distance - (object_distance / 1.35)) / distance) + gunshot) *
; * (1 + velocity_factor * velocity) * (outfit_mult * (-0.0002 * object_distance^2 - 0.0064 * object_distance + 0.9958) *
; * (0.0002 * weight^2 + 0.0032 * weight + 0.9237)) * (0.003 / time_quant) * crouch * ((distance - (object_distance / 1.15)) / distance) * camo
;formula >= visibility_threshold
;transparency_threshold is done during ray_query
;Note that improper values, no matter how high transparency_threshold will result in stalkers shooting at walls
[stalker_vision_free]
min_view_distance = 0.15 ; min range of cone based on eye_range (fov edge)
max_view_distance = 1.01 ; max (center of fov, ex.: approx for clear weather and "eye_range = 180" 1.11 = 86m, 2.11 = 133m, 1.75 = 102m)
visibility_threshold = 80.0 ;Threshold in which object becomes visible, visible if (formula * frames(?) = visibility_threshold)
always_visible_distance = 0.05 ;0.5 = 5 meters always visible (ignoring formula)
time_quant = 0.5 ;equation mult for different states and also test for people who overwrite this file
decrease_value = 0.01 ;doesn't seem to do anything
velocity_factor = 0.35 ; 0.35, higher = easier to notice moving objects
luminocity_factor = 0.75 ;0.3 ;don't change
transparency_threshold = 0.73 ;change if u want (higher = harder to see)
still_visible_time = 0 ;NPCs will shoot at target's previous position if they lose vision on it, i.e. they will shoot walls for "still_visible_time" in ms
[stalker_vision_danger]
min_view_distance = 0.25 ; same as above
max_view_distance = 1.22 ; same
visibility_threshold = 35.0 ;same
always_visible_distance = 0.05 ;same
time_quant = 1.0 ;same
decrease_value = 0.01 ;same
velocity_factor = 0.55 ;same
luminocity_factor = 0.65 ;0.3 ;same
transparency_threshold = 0.6 ;same
still_visible_time = 200 ;same
[stalker_sound_perceive]
weapon = 1.00 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\<5C><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
item = 0.50 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\<5C><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
npc = 1.00 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\<5C><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
anomaly = 0.15 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\<5C><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
world = 0.15 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\<5C><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
[stalker_damage]
default = 0.75, -1, 0.5
bip01_pelvis = 0.9, 1, 0.6
bip01_spine = 1, 1, 0.7
bip01_spine1 = 1, 1, 0.8
bip01_spine2 = 1, 1, 0.8
bip01_neck = 2, 0, 1.0
bip01_head = 4, 0, 1.0 , 3
eyelid_1 = 4, 0, 1.0 , 3
eye_left = 4, 0, 1.0 , 3
eye_right = 4, 0, 1.0 , 3
jaw_1 = 4, 0, 1.0
bip01_l_clavicle = 0.9, 10, 0.6
bip01_l_upperarm = 0.7, 10, 0.5
bip01_l_forearm = 0.5, 10, 0.4
bip01_l_hand = 0.25, -1, 0.2
bip01_l_finger0 = 0.1, -1, 0.1
bip01_l_finger01 = 0.1, -1, 0.1
bip01_l_finger02 = 0.1, -1, 0.1
bip01_l_finger1 = 0.1, -1, 0.1
bip01_l_finger11 = 0.1, -1, 0.1
bip01_l_finger12 = 0.1, -1, 0.1
bip01_l_finger2 = 0.1, -1, 0.1
bip01_l_finger21 = 0.1, -1, 0.1
bip01_l_finger22 = 0.1, -1, 0.1
bip01_r_clavicle = 0.9, 8, 0.6
bip01_r_upperarm = 0.7, 8, 0.5
bip01_r_forearm = 0.5, 8, 0.4
bip01_r_hand = 0.25, -1, 0.2
bip01_r_finger0 = 0.1, -1, 0.1
bip01_r_finger01 = 0.1, -1, 0.1
bip01_r_finger02 = 0.1, -1, 0.1
bip01_r_finger1 = 0.1, -1, 0.1
bip01_r_finger11 = 0.1, -1, 0.1
bip01_r_finger12 = 0.1, -1, 0.1
bip01_r_finger2 = 0.1, -1, 0.1
bip01_r_finger21 = 0.1, -1, 0.1
bip01_r_finger22 = 0.1, -1, 0.1
bip01_l_thigh = 0.8, 4, 0.6
bip01_l_calf = 0.6, 4, 0.4
bip01_l_foot = 0.25, 4, 0.2
bip01_l_toe0 = 0.1, -1, 0.1
bip01_r_thigh = 0.8, 6, 0.6
bip01_r_calf = 0.6, 6, 0.4
bip01_r_foot = 0.25, 6, 0.2
bip01_r_toe0 = 0.1, -1, 0.1
[critical_wound_head_section]
bip01_head
eyelid_1
eye_left
eye_right
jaw_1
bip01_neck
[critical_wound_torso_section]
bip01_pelvis
bip01_tail
bip01_spine
bip01_spine1
bip01_spine2
[critical_wound_hand_left_section]
bip01_l_upperarm
bip01_l_forearm
bip01_l_clavicle
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_l_finger02
bip01_l_finger1
bip01_l_finger11
bip01_l_finger12
bip01_l_finger2
bip01_l_finger21
bip01_l_finger22
[critical_wound_hand_right_section]
bip01_r_upperarm
bip01_r_forearm
bip01_r_clavicle
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_r_finger02
bip01_r_finger1
bip01_r_finger11
bip01_r_finger12
bip01_r_finger2
bip01_r_finger21
bip01_r_finger22
[critical_wound_leg_left_section]
bip01_l_thigh
bip01_l_calf
bip01_l_foot
bip01_l_toe0
[critical_wound_leg_right_section]
bip01_r_thigh
bip01_r_calf
bip01_r_foot
bip01_r_toe0
[critical_wound_body_parts_section]
head = critical_wound_head_section
torso = critical_wound_torso_section
hand_left = critical_wound_hand_left_section
hand_right = critical_wound_hand_right_section
leg_left = critical_wound_leg_left_section
leg_right = critical_wound_leg_right_section
[stalker_immunities]
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
wound_2_immunity = 1.0
[stalker_condition]
satiety_v = 0.00001
radiation_v = 0.0001
satiety_power_v = 0.0005
satiety_health_v = 0.1 ;0.0001
satiety_critical = 0.0
radiation_health_v = 0.001
morale_v = 0.1 ;0.4
health_hit_part = 1.0
power_hit_part = 0.0
psy_health_v = 0.0009
health_restore_v = 0.00003
sleep_health = 1.0
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
;---LIMPING STATE-----------------------------------------------------
use_limping_state = off
limping_threshold = 0.3
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bleeding_v = 0.003 ;<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 = 0.003 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><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 = 0.0128
bleed_speed_k = 1
[stalker_terrain]
255,000,255,255
[sakharov_terrain]
255,001,255,255
[sim_smart_1]
255,002,255,255
[sim_smart_2]
255,003,255,255
[sim_smart_3]
255,004,255,255
[sim_smart_4]
255,005,255,255
[sim_smart_5]
255,006,255,255
[sim_smart_6]
255,007,255,255
[sim_smart_7]
255,008,255,255
[sim_smart_8]
255,009,255,255
[sim_smart_base]
255,010,255,255
[stalker_movement_speeds]
; danger
;; crouch
;;; walk
danger_crouch_walk_forward = 1.3
danger_crouch_walk_backward = 1.0
danger_crouch_walk_left = 1.2
danger_crouch_walk_right = 1.2
;;; run
danger_crouch_run_forward = 2.5
danger_crouch_run_backward = 1.7
danger_crouch_run_left = 2.0
danger_crouch_run_right = 2.0
;; stand
;;; walk
danger_stand_walk_forward = 2.5
danger_stand_walk_backward = 1.7
danger_stand_walk_left = 2.0
danger_stand_walk_right = 2.0
;;; run
danger_stand_run_forward = 4.5
danger_stand_run_backward = 2.0
danger_stand_run_left = 2.0
danger_stand_run_right = 2.0
; free
;; stand
;;; forward
free_stand_walk_forward = 1.1
free_stand_run_forward = 3.0
; panic
;; stand
;;; run
;;;; forward
panic_stand_run_forward = 6.0
[stalker]:common_ph_friction_params_on_npc_death
class = AI_STL_S ;Class identifier
can_select_items = on
;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type = 17 ;option for evaluation functions
;---LEVEL EDITOR------------------------------------------------------
$spawn = "stalkers\stalker" ;option for Level Editor
$npc = on ;option for Level Editor
visual = actors\stalker_hero\stalker_hero_1.ogf ;option for Level Editor
corpse_visual = dynamics\equipments\item_rukzak.ogf ;option for Level Editor
custom_data = default_custom_data.ltx ;option for Level Editor
character_profile = default ;option for Level Editor
use_single_item_rule = off
;---GAME--------------------------------------------------------------
$prefetch = 32
cform = skeleton ; collision class
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
species = human
;---MATERIAL----------------------------------------------------------
material = creatures\human
;---DEAD_VISUAL-------------------------------------------------------
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---SCRIPTS-----------------------------------------------------------
script_binding = bind_stalker.init
;---GROUP SECTIONS----------------------------------------------------
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mine_field
attachable_items = sigaret_for_nps,pda_for_nps,device_torch,attachable_item,hand_radio,hand_radio_r,bread,bread_old, vodka, energy_drink, kolbasa, guitar_a, harmonica_a, detector_simple, pri_a15_wpn_svu, pri_a15_wpn_wincheaster1300, pri_a15_wpn_ak74u, pri_a15_wpn_ak74, pri_a15_documents, af_quest_b14_twisted, detector_advanced, detector_elite, device_pda, anomaly_scaner, medkit_script, anim_knife, anim_binoc, stick_bred,stick_kolbasa,stick_kolbasa_bred
;---SECTIONS----------------------------------------------------------
damage = stalker_damage
immunities_sect = stalker_immunities
condition_sect = stalker_condition
;---OFFLINE ALIFE------------------------------------------------------------------
Health = 100 ; option for ALife Simulator
money = 5250 ; option for ALife Simulator
going_speed = 3;2 ; option for ALife Simulator
current_level_going_speed = 3 ; option for ALife Simulator
search_speed = 0.5 ; option for ALife Simulator
going_item_detect_probability = 0 ;0 Alundaio gather_item ; option for ALife Simulator
search_item_detect_probability = 0 ;0 Alundaio gather_item ; option for ALife Simulator
max_item_mass = 10000000.0 ; option for ALife Simulator
inv_max_weight = 10000000.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
MaxHealthValue = 100 ; option for ALife Simulator, range [0..200]
smart_terrain_choose_interval = 00:15:00
;---ONLINE ALIFE-------------------------------------------------------------------
time_to_search_for_artefacts = 0 ; in milliseconds
distance_to_search_for_artefacts= 0.0 ; in meters
;---ONLINE-OFFLINE ALIFE-----------------------------------------------------------
terrain = 255,255,255,255,0,1
;terrain = stalker_terrain
;---SOUND-------------------------------------------------------------
sound_threshold = 0.5
self_sound_factor = 0.25
self_decrease_quant = 225 ; in milliseconds
self_decrease_factor = 0.5 ; fading factor
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
sound_perceive_section = stalker_sound_perceive
max_hear_dist = 250
;---VISIBILITY--------------------------------------------------------
vision_danger_section = stalker_vision_danger
vision_free_section = stalker_vision_free
eye_fov = 175
eye_range = 160
far_plane_factor = 1.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
fog_density_factor = 0.25 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;---MEMORY------------------------------------------------------------
DynamicObjectsCount = 32
DynamicSoundsCount = 32
DynamicHitCount = 32
;---ENEMY------------------------------------------------------------
ignore_monster_threshold = 0
max_ignore_distance = 75
panic_threshold = 0.01
;---SOUND PLAYER------------------------------------------------------
sound_death = fight\death\death_
sound_anomaly_death = fight\death\anomaly_
sound_hit = fight\hit\hit_
sound_humming = states\idle\idle_
sound_alarm = fight\enemy\enemy_
sound_backup = fight\backup\backup_,fight\threat\threat_close_
sound_detour = fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire = fight\friendly_fire\friendly_fire_
sound_panic_human = states\panic_human\panic_human_
sound_panic_monster = states\panic_monster\panic_monster_
sound_tolls = fight\tolls\tolls_
sound_wounded = fight\friend_hitted\hit_friend_
sound_grenade_alarm = fight\grenade\grenade_1
sound_friendly_grenade_alarm = fight\friendly_grenade\friendly_grenade_1
sound_need_backup = fight\cover_fire\cover_fire_
sound_running_in_danger = ;states\breath\breath_1
sound_walking_in_danger = ;states\breath\breath_2
sound_kill_wounded = help\wounded\kill_wounded_
sound_enemy_critically_wounded = fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = fight\enemy_down\enemy_down_
sound_attack_no_allies = fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy = fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies = fight\threat\threat_distant_
sound_search1_with_allies = fight\searching_enemy\search_
sound_enemy_lost_no_allies =
sound_enemy_lost_with_allies = fight\searching_enemy\enemy_lost_
sound_throw_grenade = fight\grenade\grenade_ready_1
;---STEP MANAGER------------------------------------------------------
LegsCount = 2
step_params = stalker_step_manager
foot_bones = stalker_foot_bones
;---MOVEMENT----------------------------------------------------------
movement_speeds = stalker_movement_speeds;
;---SIGHT-------------------------------------------------------------------------
max_left_torso_angle = 45 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
max_right_torso_angle = 30 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
;---WEAPON BONES------------------------------------------------------------------
weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11
;---ANIMATION BONES------------------------------------------------------------------
bone_head = bip01_head
bone_shoulder = bip01_spine2
bone_spin = bip01_spine1
bone_model = bip01
;---ANIMATION------------------------------------------------------------------------
crouch_type = -1 ; 0 - crouch a little, 1 - crouch full; -1 - random crouch
;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand = 5.1 ;8 ;6
disp_walk_crouch = 3.6 ;4 ;3
disp_run_stand = 6.3 ;14 ;12;8
disp_run_crouch = 4.8 ;6 ;4
disp_stand_stand = 2 ;4
disp_stand_crouch = 1.5 ; 2
disp_stand_stand_zoom = 0.42 ;1.5 ;1
disp_stand_crouch_zoom = 0.24 ;1.25;1
FireRandomMin = 1
FireRandomMax = 10
NoFireTimeMin = 2.2
NoFireTimeMax = 4.5
MinMissDistance = 0.4
MinMissFactor = 0.01
MaxMissDistance = 2.5
MaxMissFactor = 0.03
;---FIRE QUEUE PARAMETERS
fire_queue_section = fire_queue_params
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold = 0.5
critical_wound_decrease_quant = 0.2
body_parts_section_id = critical_wound_body_parts_section
critical_wound_weights = 100,50,10
;---HIT INFO---------------------------------------------------------
hit_power = 10
hit_type = strike
power_fx_factor = 50.0
;---PHYSICS-----------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.2, 0.9, 0.2
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.2, 0.6, 0.2
;---------------------------------------------------------------------
ph_crash_speed_min = 13
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.5
;---------------------------------------------------------------------
ph_mass = 80
;---------------------------------------------------------------------
ph_character_have_wounded_state = false; <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;--------------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------------
;-- <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>?
;--------------------------------------------------------------------------------------------------------------------
;c<><63><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;random_death_animations = norm_2_critical_hit_legs_right_0,norm_2_critical_hit_torso_0,norm_2_critical_hit_torso_1,norm_2_critical_hit_legs_left_0,norm_2_critical_hit_hend_left_0,norm_2_critical_hit_hend_right_0,norm_2_critical_hit_head_0
;front/back/left/right
;kill_enertion = ragdoll_inertion_front_0/ragdoll_inertion_front_3/ragdoll_inertion_front_2/ragdoll_inertion_front_1
;kill_burst = ragdoll_burst_front_0,ragdoll_burst_front_1/ragdoll_burst_back_0/ragdoll_burst_left_0/ragdoll_burst_right_0
;kill_shortgun = ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5,ragdoll_shortgun_back_6/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0,ragdoll_shortgun_right_1
;kill_headshot = ragdoll_headshot_front_0,ragdoll_headshot_front_1,ragdoll_headshot_front_2,ragdoll_headshot_front_3,ragdoll_headshot_front_4,ragdoll_headshot_front_5,ragdoll_headshot_front_6,ragdoll_headshot_front_7,ragdoll_headshot_front_8,ragdoll_headshot_front_9,ragdoll_headshot_front_10/ragdoll_headshot_back_0,ragdoll_headshot_back_1,ragdoll_headshot_back_2,ragdoll_headshot_back_3,ragdoll_headshot_back_4,ragdoll_headshot_back_5/ragdoll_headshot_left_0,ragdoll_headshot_left_1,ragdoll_headshot_left_2,ragdoll_headshot_left_3,ragdoll_headshot_left_4,ragdoll_headshot_left_5,ragdoll_headshot_left_6,ragdoll_headshot_left_7/ragdoll_headshot_right_0,ragdoll_headshot_right_1,ragdoll_headshot_right_2,ragdoll_headshot_right_3,ragdoll_headshot_right_4,ragdoll_headshot_right_5,ragdoll_headshot_right_6
;kill_sniper_headshot = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2/ragdoll_sniper_headshot_back_0/ragdoll_sniper_headshot_left_0/ragdoll_sniper_headshot_right_0
;kill_sniper_body = ragdoll_sniper_body_front_0,ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_2/ragdoll_sniper_body_back_0,ragdoll_sniper_body_back_1,ragdoll_sniper_body_back_2,ragdoll_sniper_body_back_3/ragdoll_sniper_body_left_0/ragdoll_sniper_body_right_0
;kill_grenade = ragdoll_grenade_front_0/ragdoll_grenade_back_0/ragdoll_grenade_left_0/ragdoll_grenade_right_0
;front-norm_2_rag_doll_front_0,norm_2_rag_doll_front_1,norm_2_rag_doll_front_2/back-norm_2_rag_doll_back_0,norm_2_rag_doll_back_1,norm_2_rag_doll_back_2/right-norm_2_rag_doll_right_0/left-norm_2_rag_doll_left_0
;--------------------------------------------------------------------------------------------------------------------
[stalker_trader]:stalker
$spawn = "stalkers\stalker_trader" ;option for Level Editor
use_single_item_rule = off
can_select_items = off
[stalker_sakharov]:stalker_trader
$spawn = "stalkers\stalker_sakharov"
immunities_sect = stalker_immunities_sakharov
[stalker_immunities_sakharov]
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
wound_2_immunity = 0.0
[stalker_strelok]:stalker
$spawn = "stalkers\stalker_strelok"
immunities_sect = stalker_immunities_strelok
condition_sect = strelok_condition
[strelok_condition]
satiety_v = 0.00001
radiation_v = 0.0001
satiety_power_v = 0.0005
satiety_health_v = 0.1 ;0.0001
satiety_critical = 0.0
radiation_health_v = 0.001
morale_v = 0.0001
health_hit_part = 1.0
power_hit_part = 0.0
psy_health_v = 0.0
sleep_health = 1.0
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
;---LIMPING STATE-----------------------------------------------------
use_limping_state = off
limping_threshold = 0.5
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bleeding_v = 0.0 ;<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 = 0.0025 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><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
[stalker_immunities_strelok]
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
wound_2_immunity = 0.0
[stalker_die_hard]:stalker
$spawn = "stalkers\stalker_die_hard"
immunities_sect = stalker_immunities_die_hard
[stalker_immunities_die_hard]
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
wound_2_immunity = 0.0
[stalker_devushka]:stalker
$spawn = "stalkers\stalker_devushka"
immunities_sect = stalker_immunities_devushka
condition_sect = my_stalker_condition
health = 1
power = 1
radiation = -1
bleeding = 1
sleep_health = 1.0
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
[my_stalker_condition]
satiety_v = 0.0 ;<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>
radiation_v = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
satiety_power_v = 1.0 ;<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>
satiety_health_v = 1.0 ;<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> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
satiety_critical = 0.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <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>
morale_v = 0.0 ;<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>
health_hit_part = 0.2 ;<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>
power_hit_part = 0.1 ;<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>
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-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bleeding_v = 0.2
wound_incarnation_v = 0.2
min_wound_size = 0.1
[stalker_immunities_devushka]
burn_immunity = 0.25
strike_immunity = 0.25
shock_immunity = 0.25
wound_immunity = 0.25
radiation_immunity = 0.25
telepatic_immunity = 0.25
chemical_burn_immunity = 0.25
explosion_immunity = 0.25
fire_wound_immunity = 0.25
wound_2_immunity = 0.25
[stalker_strong]:stalker
$spawn = "stalkers\stalker_strong"
immunities_sect = stalker_immunities_strong
[stalker_immunities_strong]
burn_immunity = 0.25
strike_immunity = 0.25
shock_immunity = 0.25
wound_immunity = 0.5
radiation_immunity = 0.25
telepatic_immunity = 0.25
chemical_burn_immunity = 0.25
explosion_immunity = 0.25
fire_wound_immunity = 0.5
wound_2_immunity = 0.5
[stalker_immunities_greh_master]
burn_immunity = 0.25
strike_immunity = 0.25
shock_immunity = 0.25
wound_immunity = 0.15
radiation_immunity = 0.25
telepatic_immunity = 0.25
chemical_burn_immunity = 0.25
explosion_immunity = 0.15
fire_wound_immunity = 0.15
wound_2_immunity = 0.2
[stalker_immunities_greh_castigator]
burn_immunity = 0.25
strike_immunity = 0.25
shock_immunity = 0.25
wound_immunity = 0.1
radiation_immunity = 0.25
telepatic_immunity = 0.25
chemical_burn_immunity = 0.25
explosion_immunity = 0.1
fire_wound_immunity = 0.1
wound_2_immunity = 0.15
[stalker_immunities_living_legend]
burn_immunity = 0.25
strike_immunity = 0.25
shock_immunity = 0.25
wound_immunity = 0.05
radiation_immunity = 0.25
telepatic_immunity = 0.25
chemical_burn_immunity = 0.25
explosion_immunity = 0.05
fire_wound_immunity = 0.05
wound_2_immunity = 0.1
[stalker_immunities_eidolon]
burn_immunity = 0.25
strike_immunity = 0.25
shock_immunity = 0.25
wound_immunity = 0.025
radiation_immunity = 0.15
telepatic_immunity = 0.25
chemical_burn_immunity = 0.25
explosion_immunity = 0.025
fire_wound_immunity = 0.025
wound_2_immunity = 0.1
[stalker_immune_anomaly]:stalker
$spawn = "stalkers\stalker_immune_anomaly"
immunities_sect = stalker_immunities_anomaly
[stalker_immunities_anomaly]
burn_immunity = 0
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0.2
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0.25
fire_wound_immunity = 0.5
wound_2_immunity = 0.5
;---RAGDOLL TEST STALKER-----------------------------------------------------
[stalker_ragdoll]:stalker
$spawn = "stalkers\stalker_ragdoll" ;option for Level Editor
immunities_sect = stalker_immunities_ragdoll
damage = stalker_damage_ragdoll
[stalker_immunities_ragdoll]
burn_immunity = 10000.0
strike_immunity = 10000.0
shock_immunity = 10000.0
wound_immunity = 10000.0
radiation_immunity = 10000.0
telepatic_immunity = 10000.0
chemical_burn_immunity = 10000.0
explosion_immunity = 10000.0
fire_wound_immunity = 10000.0
wound_2_immunity = 10000.0
[stalker_damage_ragdoll]
default = 10000.0, -1, 1.0
bip01_pelvis = 10000.0, 1000, 0.3
bip01_spine = 10000.0, 1000, 0.8
bip01_spine1 = 10000.0, 1000, 0.8
bip01_spine2 = 10000.0, 1000, 0.8
bip01_neck = 10000.0, 1000, 1.0
bip01_head = 10000.0, 1000, 1.0
eyelid_1 = 10000.0, 1000, 1.0
eye_left = 10000.0, 1000, 1.0
eye_right = 10000.0, 1000, 1.0
jaw_1 = 10000.0, 1000, 1.0
bip01_l_clavicle = 10000.0, 1000, 0.7
bip01_l_upperarm = 10000.0, 1000, 0.6
bip01_l_forearm = 10000.0, 1000, 0.5
bip01_l_hand = 10000.0, 1000, 0.2
bip01_l_finger0 = 10000.0, 1000, 0.1
bip01_l_finger01 = 10000.0, 1000, 0.1
bip01_l_finger02 = 10000.0, 1000, 0.1
bip01_l_finger1 = 10000.0, 1000, 0.1
bip01_l_finger11 = 10000.0, 1000, 0.1
bip01_l_finger12 = 10000.0, 1000, 0.1
bip01_l_finger2 = 10000.0, 1000, 0.1
bip01_l_finger21 = 10000.0, 1000, 0.1
bip01_l_finger22 = 10000.0, 1000, 0.1
bip01_r_clavicle = 10000.0, 1000, 0.7
bip01_r_upperarm = 10000.0, 1000, 0.6
bip01_r_forearm = 10000.0, 1000, 0.5
bip01_r_hand = 10000.0, 1000, 0.2
bip01_r_finger0 = 10000.0, 1000, 0.1
bip01_r_finger01 = 10000.0, 1000, 0.1
bip01_r_finger02 = 10000.0, 1000, 0.1
bip01_r_finger1 = 10000.0, 1000, 0.1
bip01_r_finger11 = 10000.0, 1000, 0.1
bip01_r_finger12 = 10000.0, 1000, 0.1
bip01_r_finger2 = 10000.0, 1000, 0.1
bip01_r_finger21 = 10000.0, 1000, 0.1
bip01_r_finger22 = 10000.0, 1000, 0.1
bip01_l_thigh = 10000.0, 1000, 0.5
bip01_l_calf = 10000.0, 1000, 0.4
bip01_l_foot = 10000.0, 1000, 0.3
bip01_l_toe0 = 10000.0, 1000, 0.2
bip01_r_thigh = 10000.0, 1000, 0.5
bip01_r_calf = 10000.0, 1000, 0.4
bip01_r_foot = 10000.0, 1000, 0.3
bip01_r_toe0 = 10000.0, 1000, 0.2
[fire_queue_params] ; min < 15 < medium < 30 < max
; ef_weapon_type = 5
pstl_min_queue_size_far = 1
pstl_max_queue_size_far = 2
pstl_min_queue_interval_far = 500
pstl_max_queue_interval_far = 750
pstl_min_queue_size_medium = 1
pstl_max_queue_size_medium = 4
pstl_min_queue_interval_medium = 400
pstl_max_queue_interval_medium = 500
pstl_min_queue_size_close = 1
pstl_max_queue_size_close = 8
pstl_min_queue_interval_close = 350
pstl_max_queue_interval_close = 400
;-------------------------------
; ef_weapon_type = 9
shtg_min_queue_size_far = 1
shtg_max_queue_size_far = 1
shtg_min_queue_interval_far = 1000
shtg_max_queue_interval_far = 2000
shtg_min_queue_size_medium = 1
shtg_max_queue_size_medium = 4
shtg_min_queue_interval_medium = 600
shtg_max_queue_interval_medium = 750
shtg_min_queue_size_close = 1
shtg_max_queue_size_close = 6
shtg_min_queue_interval_close = 600
shtg_max_queue_interval_close = 750
;-------------------------------
; ef_weapon_type = 11 & 12 ;
snp_min_queue_size_far = 1
snp_max_queue_size_far = 1
snp_min_queue_interval_far = 2000
snp_max_queue_interval_far = 3000
snp_min_queue_size_medium = 1
snp_max_queue_size_medium = 1
snp_min_queue_interval_medium = 1500
snp_max_queue_interval_medium = 2000
snp_min_queue_size_close = 1
snp_max_queue_size_close = 1
snp_min_queue_interval_close = 1000
snp_max_queue_interval_close = 1100
;-------------------------------
; default
auto_min_queue_size_far = 1
auto_max_queue_size_far = 3
auto_min_queue_interval_far = 400
auto_max_queue_interval_far = 800
auto_min_queue_size_medium = 1
auto_max_queue_size_medium = 6
auto_min_queue_interval_medium = 350
auto_max_queue_interval_medium = 600
auto_min_queue_size_close = 2
auto_max_queue_size_close = 9
auto_min_queue_interval_close = 250
auto_max_queue_interval_close = 500
;-------------------------------
; ef_weapon_type = 6, 7, 8, 10
mchg_min_queue_size_far = 1
mchg_max_queue_size_far = 6
mchg_min_queue_interval_far = 300
mchg_max_queue_interval_far = 600
mchg_min_queue_size_medium = 2
mchg_max_queue_size_medium = 12
mchg_min_queue_interval_medium = 300
mchg_max_queue_interval_medium = 500
mchg_min_queue_size_close = 2
mchg_max_queue_size_close = 15
mchg_min_queue_interval_close = 200
mchg_max_queue_interval_close = 400
;-------------------------------
;mlr
[stalker_arena_mlr]:stalker
$spawn = "stalkers\stalker_arena_mlr"
immunities_sect = stalker_immunities_arena_mlr
;eye_fov = 160
;eye_range = 100
[stalker_immunities_arena_mlr]
burn_immunity = 0.55
strike_immunity = 0.55
shock_immunity = 0.55
wound_immunity = 0.80
radiation_immunity = 0.25
telepatic_immunity = 0.55
chemical_burn_immunity = 0.25
explosion_immunity = 0.55
fire_wound_immunity = 0.8
wound_2_immunity = 0.8