! [LUA][ERROR] ERROR: Statistic ERROR: cannot find monstr class for [mar_cat_weak_0004]
FATAL ERROR
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:975: bad argument #2 to 'format' (string expected, got nil)
stack trace:
[LUA][ERROR] ERROR: Statistic ERROR: cannot find monstr class for [mar_cat_weak_0004]
[7973]
; cse_abstract properties
section_name = cat_weak
name = mar_cat_weak_0004
position = 135.369659423828,0.783989012241364,-61.6270027160645
direction = 0,0,0
; cse_alife_object properties
game_vertex_id = 14
distance = 1.37999999523163
level_vertex_id = 216599
object_flags = 0xffffffbf
; cse_visual properties
visual_name = monsters\cat\cat
; cse_alife_creature_abstract properties
g_team = 0
g_squad = 0
g_group = 0
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =
upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd:position = 135.369659423828,0.783989012241364,-61.6270027160645
upd:o_model = 0
upd:o_torso = 0,0,0
upd:g_team = 0
upd:g_squad = 0
upd:g_group = 0
; cse_alife_monster_abstract properties
upd:next_game_vertex_id = 65535
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0
; cse_ph_skeleton properties
; cse_alife_monster_base properties
; se_monster properties
[m_cat_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 = 0.25, 0.15, 20, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 2.5
;Both leg strike
stand_attack_1 = 0.30, 0.15, 30, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 3.5
stand_attack_rat_0 = 0.40, 0.20, 40, 0.0, -0.5,1.0, -0.6, 0.6, -1.6, 0.6, 2.0
jump_attack_2 = 0.50, 0.20, 30, 0.0, -0.5,1.0, -0.6, 0.6, -1.6, 0.6, 2.0
[m_cat_attack_effector]
duality_h = 0.01
duality_v = 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 = 0.3
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.45 ;time
ce_amplitude = -10.0
ce_period_number = 2.0
ce_power = 1.5 ; power
[m_cat_step_params]
;-------------------------------------------------------------------------------------------------------------
; anim | cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 8, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_walk_dmg_0 = 7, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_0 = 6, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_dmg_0 = 6, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
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
;===========================================================================
[cat_immunities]
burn_immunity = 1.0 ;úţ¤ŻŻřˇřőýŞv řüüşýřŞőŞđ
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.9
radiation_immunity = 0.01
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[m_cat_e]:monster_base
GroupControlSection = spawn_group
;$spawn = "monsters\cat" ; option for Level Editor
$npc = on ; option for Level Editor
;$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 150 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 1.5 ; option for ALife Simulator
going_speed = 1.0 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
visual = monsters\cat\cat
corpse_visual = monsters\cat\cat
icon = ui_npc_monster_cat
MaxHealthValue = 150 ; range [0..200]
DynamicObjectsCount = 32
cform = skeleton ; collision class
class = SM_CAT_S ; AI class
ef_creature_type = 2 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.0
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
; movement
ph_box0_center = 0.0, 0.3, 0.0
ph_box0_size = 0.30, 0.3, 0.30
ph_box1_center = 0.0, 0.3, 0.0
ph_box1_size = 0.30, 0.3, 0.30
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 50;30 ; also it's the food
smart_terrain_choose_interval = 00:15:00
satiety_threshold = 0.5 ; below this value monster fill hunger
critical_wound_threshold = 0.4
critical_wound_decrease_quant = 0.
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (čçěĺííî čç-çŕ ňîăî, ÷ňî óáđŕíî äîěíîćĺíčĺ ęîýôôčöčĺíň 0.002 čç ęîäŕ)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (čçěĺííî čç-çŕ ňîăî, ÷ňî óáđŕíî äîěíîćĺíčĺ íŕ ęîýôôčöčĺíň 0.3 čç ęîäŕ (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (čçěĺííî čç-çŕ ňîăî, ÷ňî óáđŕíî äîěíîćĺíčĺ íŕ ęîýôôčöčĺíň 5.0 čç ęîäŕ)
ph_skeleton_ddelay = 15.0 ;Âđĺě˙ čçěĺíĺíč˙ çíŕ÷ĺíč˙ ňđĺíč˙ â ńóńňŕâĺ ń ěîěĺíňŕ ńîçäŕíč˙ řĺëëŕ, ńĺę
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
SoundThreshold = 0.06 ; range [0..1]
eye_fov = 110 ;140
eye_range = 30 ;50 ;40;
min_view_distance = 0.7 ; ęîýôôčöčĺíň, ęîňîđűé ěíîćčňń˙ íŕ eye_range, â çŕâčńčěîńňč îň óăëŕ
max_view_distance = 1.0 ; ęîýôôčöčĺíň, ęîňîđűé ěíîćčňń˙ íŕ eye_range, â çŕâčńčěîńňč îň óăëŕ
visibility_threshold = 100.0 ; çíŕ÷ĺíčĺ, ďđč äîńňčćĺíčč ńóěěîé ęîňîđîăî îáúĺęň ń÷čňŕĺňń˙ âčäčěűě
always_visible_distance = 0.4
time_quant = 0.001
decrease_value = 0.01 ; çíŕ÷ĺíčĺ, íŕ ęîňîđîĺ óěĺíüřŕĺňń˙ âĺń, ĺńëč îáúĺęň ďîďŕë â ôđóńňóě, íî îňń¸ęń˙ ďî ęŕęčě-ňî ďđč÷číŕě
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôŕęňîđ îńâĺůĺíč˙ (ňîëüęî äë˙ Ŕęň¸đŕ)
transparency_threshold = 0.25
max_hear_dist = 60
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.0, 3.0, 1, 1 ;0, 1.79, 1, 1
Velocity_WalkFwdNormal = 1.2, 1.5, 1.5, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.2, 2.14, 2.14, 0.2, 2.0
Velocity_RunFwdNormal = 7.5, 2.5, 2.5, 0.2, 1
Velocity_RunFwdDamaged = 4.5, 3.0, 3.0, 0.2, 1
Velocity_Drag = 1.5, 2.14, 2.14, 1, 1
Velocity_Steal = 1.3, 2.14, 2.14, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 1.5
Accel_Aggressive = 4.5
;attack parameters
MinAttackDist = 1.4
MaxAttackDist = 2.0
as_min_dist = 0.3
as_step = 0.4
DayTime_Begin = 6 ; ýđ˘đűđ ôý ôű üţý¸Ş¨đ
DayTime_End = 21 ; úţýőˇ ôý ôű üţý¸Ş¨đ
Min_Satiety = 0.4 ;0.6 ; üřý. ýţ¨üđ ¸vŞţ¸Şř (üőýą°ő - şöő óţűţôývů)
Max_Satiety = 1.0 ; üđú¸. ýţ¨üđ ¸vŞţ¸Şř (ńţűą°ő - ţ˘őýą ¸vŞvů)
distance_to_corpse = 1.5 ; ôř¸Ş. ôţ ިş˙đ, ˙¨ř úţŞţ¨ţů ţý ˙ő¨őżţôřŞ ň ¸ţ¸Şţ ýřő őôv
; fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover = 20.0, -1000.0, 30.0, 0.0, 0.0, 100000.0, 100000.0, 1000.0,
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
selector_hear_sound = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
selector_getaway = 20.0, 20.0, 1000.0, 0.0, 10000.0, 1000.0, 10000.0,
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around = 20.0, 6.0, 1000.0, 4.0, 5000.0, 8.0, 5000.0,
terrain = 255,255,255,255,30,40
hit_type = strike
feel_enemy_who_just_hit_max_distance = 20 ;äčńňŕíöč˙ íŕ ęîňîđîé ěîíńňđ ďî÷óâńňâóĺň ńňđĺëüíóâřĺăî čăđîęŕ äŕćĺ ńďčíîé
;entity condition
satiety_v = 0.01 ;¸úţ¨ţ¸Şą şüőýą°őýř ¸vŞţ¸Şř ¸ţ ň¨őüőýőü
radiation_v = 0.00001 ;¸úţ¨ţ¸Şą şüőýą°őýř ¨đôřđˇřř
satiety_power_v = 0.005 ;şňőűř˘őýřő ¸řűv ˙¨ř şüőýą°őýřř ¸vŞţ¸Şř
satiety_health_v = 0.001 ;şňőűř˘őýřő ÷ôţ¨ţňą ˙¨ř şüőýą°őýřř ¸vŞţ¸Şř
satiety_critical = -1.0 ;ú¨řŞř˘ő¸úţő ÷ýđ˘őýř ¸vŞţ¸Şř (ň ˙¨ţˇőýŞđż ţŞ 0..1) úţóôđ ÷ôţ¨ţňąő ýđ˘řđýđőŞ şüőýą°đŞą¸
radiation_health_v = 0.01 ;şüőýą°őýřő ÷ôţ¨ţňą ˙¨ř ňţ÷ôőů¸Şňřř ¨đôřđˇřř
morale_v = 0.01 ;¸úţ¨ţ¸Şą ňţ¸¸Şđýţňűőýř üţ¨đűř
health_hit_part = 1.0 ;˙¨ţˇőýŞ żřŞđ, şżţô řů ýđ ţŞýřüđýřő ÷ôţ¨ţňą
power_hit_part = 1.0 ;˙¨ţˇőýŞ żřŞđ, şżţô řů ýđ ţŞýřüđýřő ¸řűv
psy_health_v = 0.1 ;ńęîđîńňü âîńńňŕíîâëĺíč˙ psy-çäîđîâü˙
immunities_sect = cat_immunities
;îňęđűňűĺ đŕíű
bleeding_v = 0.01 ;ďîňĺđ˙ ęđîâč ďđč íîěčíŕëüíîé đŕíĺ â ńĺęóíäó
wound_incarnation_v = 0.01 ;ęđóňčçíŕ ęđčâîé çŕćčâëĺíč˙ (ęŕęîé ďđîöĺíň đŕíű îńňŕíĺňń˙ ďîńëĺ çŕćčâëĺíč˙ â čăđîâóţ ńĺęóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;úţ¤ŻŻřˇřőýŞv ¸úţ¨ţ¸Şőů ř÷üőýőýř ˙đ¨đüőިţň ňţ ň¨őü ¸ýđ
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
eat_freq = 5.0 ; ˘đ¸ŞţŞđ şúş¸ţň ň ¸őú
eat_slice = 0.01 ; şňőűř˘őýřő ¸vŞţ¸Şř ˙¨ř 1 şúş¸ő
eat_slice_weight = 10.0 ; şüőýą°őýřő őôv ş ިş˙đ
; Morale
Morale_Hit_Quant = 0.4
Morale_Attack_Success_Quant = 0.3
Morale_Take_Heart_Speed = 0.3
Morale_Despondent_Speed = 0.3
Morale_Stable_Speed = 0.08
Morale_Despondent_Threashold = 0.5
; Sounds
sound_idle = monsters\cat\1
sound_eat = monsters\cat\2
sound_aggressive = monsters\cat\3
sound_attack_hit = monsters\cat\4
sound_take_damage = monsters\cat\5
sound_die = monsters\cat\6
sound_threaten = monsters\cat\7
sound_landing = monsters\cat\8
sound_steal = monsters\cat\9
sound_panic = monsters\cat\10
sound_growling = monsters\cat\11
sound_die_in_anomaly = monsters\cat\12
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
; jump parameters
jump_delay = 3000
jump_factor = 2.0
jump_ground_trace_range = 0.8
jump_hit_trace_range = 1.0
jump_build_line_distance = 0.0
jump_min_distance = 3.5
jump_max_distance = 6.0
jump_max_angle = 0.6
idle_sound_delay = 55000
eat_sound_delay = 3000
attack_sound_delay = 6000
sound_distant_idle = monsters\cat\1
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
DamagedThreshold = 0.3
material = creatures\small
min_view_distance = 0.8 ; ęîýôôčöčĺíň, ęîňîđűé ěíîćčňń˙ íŕ eye_range, â çŕâčńčěîńňč îň óăëŕ
max_view_distance = 1.0 ; ęîýôôčöčĺíň, ęîňîđűé ěíîćčňń˙ íŕ eye_range, â çŕâčńčěîńňč îň óăëŕ
visibility_threshold = 100.0 ; çíŕ÷ĺíčĺ, ďđč äîńňčćĺíčč ńóěěîé ęîňîđîăî îáúĺęň ń÷čňŕĺňń˙ âčäčěűě
always_visible_distance = 0.3
time_quant = 0.001
decrease_value = 0.01 ; çíŕ÷ĺíčĺ, íŕ ęîňîđîĺ óěĺíüřŕĺňń˙ âĺń, ĺńëč îáúĺęň ďîďŕë â ôđóńňóě, íî îňń¸ęń˙ ďî ęŕęčě-ňî ďđč÷číŕě
velocity_factor = 0.5
luminocity_factor = 1.5 ; ôŕęňîđ îńâĺůĺíč˙ (ňîëüęî äë˙ Ŕęň¸đŕ)
transparency_threshold = 0.25
DynamicObjectsCount = 32
squad_attack_algorithm = 1
attack_effector = m_cat_attack_effector
attack_params = m_cat_attack_params
step_params = m_cat_step_params
damage = m_cat_damage
LegsCount = 4
script_binding = bind_monster.bind
;species of monster
species = cat
rank = 0
spec_rank = weak
community = cat
;monster_type = indoor
[m_cat_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - ęîýôô. čçěĺíĺíč˙ őčňŕ (óěĺíüřĺíč˙ çäîđîâü˙)
;<wound_scale> - ęîýôô. čçěĺíĺíč˙ âĺëč÷číű îňęđűňîé đŕíű
default = 1, -1, 0.10 ;0.15, -1, 0.10
bip01_pelvis = 0.2, -1, 0.05
bip01_spine = 0.2, -1, 0.05
bip01_spine1 = 0.2, -1, 0.05
bip01_neck = 0.25, -1, 0.05
bip01_head = 0.2, -1, 0.30
bone01 = 0.2, -1, 0.30
bone03 = 0.2, -1, 0.30
bone05 = 0.2, -1, 0.30
bip01_ponytail1 = 0.2, -1, 0.30
bip01_ponytail2 = 0.2, -1, 0.30
[cat_weak]:m_cat_e
$spawn = "monsters\cat"
monster_type = indoor
rank = 0
spec_rank = weak
community = cat
Tele_Time_To_Hold = 200
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