#include "defines.ltx"
#include "prefetch\prefetch.ltx"
;#include "weathers\environment.ltx"
#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"
#include "weapons\weapons.ltx"
#include "misc\inventory_upgrades.ltx"
#include "misc\items.ltx"
#include "misc\monster_items.ltx"
#include "creatures\actor.ltx"
#include "misc\bridge.ltx"
#include "zones\zones.ltx"
#include "misc\postprocess.ltx"
#include "misc\outfit.ltx"
#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\radiation_counter.ltx"
#include "misc\quest_items.ltx"
#include "misc\upgrade_items.ltx"
#include "models\dynamic_objects.ltx"
#include "misc\effectors.ltx"
#include "creatures\helicopter.ltx"
#include "external.ltx"
#include "creatures\game_relations.ltx"
#include "mp\mp_actor.ltx"
#include "mp\team_logo.ltx"
#include "mp\weapons_mp\ammo_mp.ltx"
#include "mp\weapons_mp\weapons_mp.ltx"
#include "mp\weapons_mp\outfit_mp.ltx"
#include "mp\weapons_mp\items_mp.ltx"
;Game types
#include "mp\SoundMessages\mp_snd_messages.ltx"
#include "mp\SoundMessages\ahunt_snd_messages.ltx"
#include "mp\SoundMessages\cta_snd_messages.ltx"
#include "mp\SoundMessages\dm_snd_messages.ltx"
#include "mp\SoundMessages\tdm_snd_messages.ltx"
#include "mp\deathmatch_game.ltx"
#include "mp\teamdeathmatch_game.ltx"
#include "mp\artefacthunt_game.ltx"
#include "mp\capturetheartefact_game.ltx"
#include "mp\anticheat_active_params.ltx"
#include "evaluation.ltx"
#include "fonts.ltx"
#include "alife.ltx"
; SIMULATION
#include "misc\simulation.ltx"
; Respawns
#include "misc\respawn.ltx"
#include "creatures\spawn_sections.ltx"
; Extra Content
#include "extracontent.ltx"
#include "localization.ltx"
#include "smart_cover.ltx"
[zone_pick_dof]
near = -70.0
far = 70.0
[sound]
occlusion_scale = 0.4
snd_collide_min_volume=0.1
snd_collide_max_volume=200.
[demo_record]
speed0 = 0.3
speed1 = 3.0
speed2 = 15.0
speed3 = 60.0
ang_speed0 = 0.1
ang_speed1 = 0.5
ang_speed2 = 7.0
ang_speed3 = 2.0
[info_portions]
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕčő info_portions
files = info_portions, info_katacomb, info_generator, info_red_forest, info_limansk, info_marsh, info_darkvalley, info_military, info_garbage, info_escape, info_agroprom, info_agroprom_underground, info_yantar, info_stancia_2, info_upgrades, info_sarcofag
[encyclopedia]
files = encyclopedia_infos, storyline_info_to_diary, encyclopedia_weapons, encyclopedia_mutants, encyclopedia_zone, encyclopedia_social, encyclopedia_equipment, encyclopedia_tutorial
[dialogs]
files = dialogs, dialogs_marsh, dialogs_escape, dialogs_garbadge, dialogs_darkvalley, dialogs_agroprom, dialogs_yantar, dialogs_redforest, dialogs_military, dialogs_limansk, dialogs_companions
[profiles]
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕčő ďđîôčëč ńňŕëęĺđîâ č ňîđăîâöĺâ
files = npc_profile
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕčő îďčńŕíčš ęîíęđĺňívő ńňŕëęĺđîâ č ňîđăîâöĺâ
specific_characters_files = character_desc_general, character_desc_generator, character_desc_katacomb, character_desc_escape, character_desc_marsh, character_desc_red_forest, character_desc_limansk, character_desc_garbage, character_desc_darkvalley, character_desc_agroprom, character_desc_yantar, character_desc_military, character_desc_stancia_2, character_desc_npp, character_desc_companions, character_desc_zombified
[game_tasks]
files = game_tasks
[inventory]
take_dist = 2
max_weight = 50
max_ruck = 56
max_belt = 5 ;16
slots = 11
slots_count = 12
slot_persistent_1 = true ;knife
slot_active_1 = true
slot_persistent_2 = false ;pistol
slot_active_2 = true
slot_persistent_3 = false ;automatic
slot_active_3 = true
slot_persistent_4 = true ;grenades
slot_active_4 = true
slot_persistent_5 = true ;binocular
slot_active_5 = true
slot_persistent_6 = true ;bolt
slot_active_6 = true
slot_persistent_7 = false ;outfit
slot_active_7 = false
slot_persistent_8 = true ;pda
slot_active_8 = false
slot_persistent_9 = true ;detector
slot_active_9 = false
slot_persistent_10 = true ;torch
slot_active_10 = fasle
slot_persistent_11 = false ;artefact
slot_active_11 = true
slot_persistent_12 = false ;flare
slot_active_12 = false
[lights_hanging_lamp]
GroupControlSection = spawn_group
$spawn = "physics\hanging lamp"
class = O_HLAMP
script_binding = bind_physic_object.init
[lights_signal_light]
GroupControlSection = spawn_group
$spawn = "physics\signal_light"
class = O_HLAMP
script_binding = bind_signal_light.init
[search_light]
GroupControlSection = spawn_group
$spawn = "physics\search light"
class = O_SEARCH
cform = skeleton
visual = dynamics\light\projector.ogf
script_binding = bind_physic_object.init
[explosion_marks]
wallmarks = wm\wm_grenade
dist = 0.5 ;2.4 ;
size = 0.6 ;0.4 ;
max_count = 5
[bloody_marks]
wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3,wm\wm_blood_4,wm\wm_blood_5,wm\wm_blood_6,wm\wm_blood_7,wm\wm_blood_8,wm\wm_blood_9
dist = 7.0 ;2.0 ;2.4 ;(ě) max đŕńńňî˙íčĺ îňëĺňŕ ęđîâč
max_size = 0.4 ;0.4 ;0.3 ;(ě)đŕäčóń ď˙ňíŕ ďđč őčňĺ ńčëîé nominal hit ďî áîëüřîěó îáúĺęňó (ďî ěŕëĺíüęîěó *0.5)
min_size = 0.2 ;0.15 ;0.06 ;(ě)ěčíčěŕëüíűé đŕäčóń ď˙ňíŕ
nominal_hit = 0.4 ;0.38 ;0.4 ;0.5 ;âĺëč÷číŕ íîěčíŕëüíîăî őčňŕ, ďđč ęîňîđîě đŕçëĺňŕĺňń˙ ěŕęńčěóě ęđîâč (max_size)
;ęŕďëč ęđîâč
blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size = 0.7 ;0.4 ;đŕçěĺđ đŕíű ÷ňîá íŕ÷ŕëŕ ęŕďŕňü ęđîâü
stop_blood_size = 0.2 ;0.025 ;đŕçěĺđ đŕíű ÷ňîá ęđîâü îńňŕíîâčëŕńü (äîëćíî áűňü ěĺíüřĺ start_blood_size)
blood_drop_time = 0.1 ;OBSOLETE
blood_drop_time_min = 0.3 ;
blood_drop_time_max = 2.0 ;
blood_drop_size = 0.1 ;đŕçěĺđ ęŕďëč (ě) ęđîâč, ęîňîđŕ˙ óďŕëŕ
[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size = 0.0003 ;đŕçěĺđ îćĺăŕ ďîńëĺ ęîňîđîăî íŕ÷ŕňü čăđŕňü ďŕđňčęëv îăíš
stop_burn_size = 0.0001 ;đŕçěĺđ îćĺăŕ ďîńëĺ ęîňîđîăî îńňŕíîâčňü ďŕđňčęëv
min_burn_time = 10000 ;ěčíčěŕëüíîĺ âđĺěš îňvăđvřŕ ďŕđňčęëîâ (äŕćĺ ĺńëč đŕíŕ óćĺ çŕćčëŕ)
[hud_cursor]
;âńĺ đŕçěĺđv â ďđîöĺíňŕő îň äëčív ýęđŕíŕ
cross_length = 0.015 ;äëčíŕ "ďŕëî÷ęč" ďđčöĺëŕ
min_radius = 0.0 ;ěčíčěŕëüívé đŕäčóń ďđčöĺëŕ (ďđč íóëĺâîé äčńďĺđńčč)
max_radius = 1.0 ;ěŕęńčěŕëüívé đŕäčóń
radius_lerp_speed = 0.08 ;ńęîđîńňü číňĺđďîëšöčč ďîëîćĺíčé ďđčöĺëŕ
cross_color = 0.7,0.7,0.7,0.5 ;öâĺň ďđčöĺëŕ
disp_scale = 0.08 ;ěŕńřňŕá ďđčöĺëŕ (îňíîńčňĺëüíî đŕäčŕí)
[hud_hitmark]
hit_mark_texture = ui\ui_hud_hit_mark; ui\ui_empty
grenade_mark_texture = ui\ui_hud_grenade_mark
;ui\ui_hud_hit_mark
;ui\ui_hud_hit_mark_01
;ui\ui_hud_hit_mark_02
;ui\ui_hud_hit_mark_03
;ui\ui_hud_hit_mark_04
;ui\ui_hud_hit_mark_05
;ui\ui_hud_hit_mark_06
;ui\ui_hud_hit_mark_07
;ui\ui_hud_hit_mark_08
;ui\ui_hud_hit_mark_09
;ui\ui_hud_hit_mark_10
;ui\ui_hud_hit_mark_11
;ui\ui_hud_hit_mark_12
;ui\ui_hud_hit_mark_13
;ui\ui_hud_hit_mark_14
;ui\ui_hud_hit_mark_15
;ui\ui_hud_hit_mark_16
;ui\ui_hud_hit_mark_17
;ui\ui_hud_hit_mark_18
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; inventory items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[document]
GroupControlSection = spawn_group
;discovery_dependency =
$spawn = "documents\document 01"
;$prefetch = 32
class = II_DOC
cform = skeleton
visual = dynamics\equipments\item_document_1.ogf
inv_name = Document
inv_name_short = Document
inv_weight = 1 ;0.2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0
cost = 0
[spectator]
$player = on
class = SPECT
[??tg_event]
class = EVENT
[m_car]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "vehicles\car"
cform = skeleton
class = SCRPTCAR
inv_weight = 1000
cost = 100000
inv_grid_width = 1
inv_grid_height = 1
script_binding = bind_physic_object.init
[actor_firsteye_cam]
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
rot_speed = 3.14, 3.14, 0
[actor_ladder_cam]
lim_pitch = -1.5, 1.5
lim_yaw = -1.0, 1.0
rot_speed = 3.14, 3.14, 0
[actor_free_cam]
;----------------
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
lim_zoom = 0.4, 10
rot_speed = 3.14, 1.0, 10
[actor_look_cam]
lim_pitch = -0.7, 1
lim_yaw = 0, 0
lim_zoom = 1, 5
rot_speed = 3.14, 6.28, 10
[actor_look_cam_psp]
lim_pitch = -0.7, 1
lim_yaw = 0, 0
lim_zoom = 1, 5
rot_speed = 2, 2, 2
offset = 0.4,0.2,-1.1
autoaim_speed_y = 0.5, 3.14 ;min,max speed
autoaim_speed_x = 0.5, 3.14
[mounted_weapon_cam]
lim_pitch = -0.5, 0.5
lim_yaw = -2.0, 2.0
rot_speed = 3.14, 1.0, 0
[car_firsteye_cam]
lim_pitch = -0.5, 0.3
lim_yaw = -2.0, 2.0
rot_speed = 3.14, 1.0, 0
[car_free_cam]
lim_pitch = -1, 1.56 ;0, 1.56
lim_yaw = 0, 0 ;0, 0
lim_zoom = 1, 10 ;1, 7
rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10
[car_look_cam]
lim_pitch = 0, 1.56
lim_yaw = 0 , 0
lim_zoom = 1, 7
rot_speed = 25, 1.0, 10
[heli_free_cam]
lim_pitch = -1.5, 1.5
lim_yaw = 0, 0
lim_zoom = 5, 25
rot_speed = 3.14, 1.0, 10
[heli_front_cam]
;lim_yaw = -0.01,0.01
lim_pitch = -1.2, 1.2
lim_yaw = -1.5, 1.5
rot_speed = 3.14, 1.5, 0
[heli_look_cam]
lim_pitch = 0, 1.56
lim_yaw = 0, 0
lim_zoom = 5, 15
rot_speed = 3.14, 1.0, 10
[interface]
font_game = font_game
font_small = font_small
[graph_point]
class = AI_GRAPH
$spawn = "ai\graph point"
;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
;ęîýôôčöčĺíňv čçěĺíĺíčš öĺív ďđč ňîđăîâëĺ â çŕâčńčěîńňč îň îňíîřĺíčš ę ďĺđńîíŕćó
;ëčíĺéíî ŕďđîęńčěčđółňńš ěĺćäó çíŕ÷ĺíčš
buy_price_factor_hostile = 1 ;ęîýôôčöčĺíň ďîęóďęč ďđč goodwill = -100
buy_price_factor_friendly = 1 ;ęîýôôčöčĺíň ďîęóďęč ďđč goodwill = 100
sell_price_factor_hostile = 1 ;ęîýôôčöčĺíň ďîęóďęč ďđč goodwill = -100
sell_price_factor_friendly = 1 ;ęîýôôčöčĺíň ďîęóďęč ďđč goodwill = 100
;-----------------------------------------------------------------
[spawn_group_zone]
GroupControlSection = spawn_group_zone
$spawn = "ai\group zone" ; option for Level Editor
class = AI_SPGRP
[spawn_group]
GroupControlSection = spawn_group
$spawn = "ai\spawn group" ; option for Level Editor
class = AI_SPGRP
[level_changer]
GroupControlSection =
$spawn = "ai\level changer"
;$prefetch = 4
class = LVL_CHNG
script_binding = bind_level_changer.bind
shape_transp_color = 255, 255, 255, 100
shape_edge_color = 32, 32, 32, 255
[script_zone]
GroupControlSection =
$spawn = "ai\script zone"
;$prefetch = 4
class = SCRIPTZN
script_binding = xr_zones.bind
[physics]
object_damage_factor = 1.2f
;*****************************************
; ++=+łLT+ł- Lł+=
;*****************************************
[stalker_names_stalker]
name_cnt = 102
last_name_cnt = 599
[stalker_names_bandit]
name_cnt = 36
last_name_cnt = 180
[stalker_names_science]
name_cnt = 14
last_name_cnt = 27
[stalker_names_private]
name_cnt = 1
last_name_cnt = 200
[stalker_names_sergeant]
name_cnt = 1
last_name_cnt = 200
[stalker_names_lieutenant]
name_cnt = 1
last_name_cnt = 200
[stalker_names_captain]
name_cnt = 1
last_name_cnt = 200
[script_object]
GroupControlSection = spawn_group
$spawn = "script\script object" ; option for Level Editor
$npc = on ; option for Level Editor
; $prefetch = 32 ;
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
cform = skeleton ; collision class
class = SCRPTOBJ ; AI class
;ďŕđŕěĺňđv ďîęŕçvâŕíčš âőîäščő ńîîáĺíčé PDA â ăëŕâíîě ěĺíł
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000
snd_new_contact = detectors\contact_1
snd_new_contact1 = detectors\contact_8
[hud_sound]
hud_sound_vol_k = 0.85f
[attachable_item]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\attachable_item"
cform = skeleton
class = II_ATTCH
cost = 100
inv_name = "Attachable item"
inv_name_short = "Attachable item"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, -3.14, 1.6
attach_position_offset = 0.105, 0.00, 0.085
attach_bone_name = bip01_head
[new_attachable_item]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\new_attachable_item"
cform = skeleton
class = II_BTTCH
cost = 100
inv_name = "Attachable item"
inv_name_short = "Attachable item"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, -3.14, 1.6
attach_position_offset = 0.105, 0.00, 0.085
attach_bone_name = bip01_head
[hand_radio]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\hand_radio"
cform = skeleton
class = II_ATTCH
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost = 0
inv_name = "hand_radio"
inv_name_short = "hand_radio"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = -1.5708,0.1919,3.1416 ;óńňŕíŕâëčâŕĺňńš â đŕäčŕíŕő Angle*PI/180
attach_position_offset = 0.075, 0.066, 0.023
attach_bone_name = bip01_l_hand
auto_attach = false
[breakable_object]
class = O_BRKBL
remove_time = 10 ;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold = 0. ;weapon impact can stand breakable_object
collision_break_threthhold = 2000.f ;collision impact can stand breakable_object
immunity_factor = 1.3 ;hit power multiplier
[climable_object]
class = O_CLMBL
[zone_team_base]
$spawn = "network\team base"
class = Z_TEAMBS
GroupControlSection = spawn_group_zone
[multiplayer_skins]
stalker_killer_head_1 = 0,380
stalker_killer_antigas = 128,380
stalker_killer_head_3 = 256,380
stalker_killer_mask = 384,380
stalker_killer_exoskeleton = 512,380
stalker_sci_killer = 640,380
stalker_killer_military = 768,380
stalker_sv_balon_10 = 0,705
stalker_sv_hood_9 = 128,705
stalker_sv_rukzak_3 = 256,705
stalker_sv_rukzak_2 = 384,705
stalker_sv_exoskeleton = 512,705
stalker_sci_svoboda = 640,705
stalker_sv_military = 768,705
[main_ingame_indicators_thresholds]
radiation = 0.1,0.25,0.4,0.55,0.7
wounds = 0.01,0.2,0.4,0.6,0.8
jammed = 0.5,0.6,0.7,0.8,0.9
starvation = 0.5,0.6,0.7,0.8,0.9
fatigue = 0.3,0.6,0.7,0.8,0.9
[tutorial_conditions_thresholds]
max_power = 0.75
power = 0.1
bleeding = 0.4
satiety = 0.5
radiation = 0.1
weapon_jammed = 0.9
psy_health = 0.5
[squad_manager]
schedule_min = 1
schedule_max = 999
[agent_manager]
schedule_min = 100
schedule_max = 1000
[custom_script_object]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "scripts\custom_object"
cform = skeleton
class = NW_ATTCH
visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost = 0
inv_name = "custom_script_object"
inv_name_short = "custom_script_object"
inv_weight = .5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = 0, 0, 0
attach_position_offset = 0.08, 0.04, 0.03
attach_bone_name = bip01_r_hand
[ph_skeleton_object]
class = P_SKELET
remove_time = 120
[script]
current_server_entity_version = 8
[space_restrictor]
GroupControlSection = spawn_group_restrictor
$spawn = "ai\space_restrictor"
;$prefetch = 64
class = SPC_RS_S
script_binding = bind_restrictor.bind
shape_transp_color = 0, 255, 0, 24
shape_edge_color = 32, 32, 32, 255
[anomal_zone]:space_restrictor
GroupControlSection = spawn_group_zone
$spawn = "ai\anomal_zone"
$def_sphere = 2
$prefetch = 16
script_binding = bind_anomaly_zone.bind
shape_transp_color = 240, 217, 182, 58
shape_edge_color = 32, 32, 32, 255
[collision_damage]
bonce_damage_factor_for_objects = 1.
[pkm_visual_memory]
min_view_distance = 1 ;0.4 ; ęîýôôčöčĺíň, ęîňîđvé ěíîćčňńš íŕ eye_range, â çŕâčńčěîńňč îň óăëŕ
max_view_distance = 1 ;0.8 ; ęîýôôčöčĺíň, ęîňîđvé ěíîćčňńš íŕ eye_range, â çŕâčńčěîńňč îň óăëŕ
visibility_threshold = 50 ;150.0 ; çíŕ÷ĺíčĺ, ďđč äîńňčćĺíčč ńóěěîé ęîňîđîăî îáúĺęň ń÷čňŕĺňńš âčäčěvě
always_visible_distance = 1 ;0.1
time_quant = 0.00001
decrease_value = 0.1 ; çíŕ÷ĺíčĺ, íŕ ęîňîđîĺ óěĺíüřŕĺňńš âĺń, ĺńëč îáúĺęň ďîďŕë â ôđóńňóě, íî îňńŁęńš ďî ęŕęčě-ňî ďđč÷číŕě
velocity_factor = 0.5
luminocity_factor = 0.5 ; ôŕęňîđ îńâĺĺíčš (ňîëüęî äëš LęňŁđŕ)
transparency_threshold = 0.4 ;
view_fov_deg = 90
view_aspect = 1
view_far_plane = 100
[details]
swing_normal_amp1 = .1
swing_normal_amp2 = .05
swing_normal_rot1 = 30.0
swing_normal_rot2 = 1.0
swing_normal_speed = 2.0
; fast
swing_fast_amp1 = 0.35;0.25
swing_fast_amp2 = .20;0.15
swing_fast_rot1 = 5
swing_fast_rot2 = .5;0.75
swing_fast_speed = 0.5;1
[ph_capture_visuals]
;Tďčńîę îáúĺęňîâ ęîňîđvĺ ěîćíî ňŕńęŕňü.
;NPC
;bandit
actors\stalker_bandit\stalker_bandit_1
actors\stalker_bandit\stalker_bandit_1_old
actors\stalker_bandit\stalker_bandit_2
actors\stalker_bandit\stalker_bandit_3
actors\stalker_bandit\stalker_bandit_3_face_1
actors\stalker_bandit\stalker_bandit_3_face_2
actors\stalker_bandit\stalker_bandit_3_mask
actors\stalker_bandit\stalker_bandit_4
actors\stalker_bandit\stalker_bandit_2_mask
actors\stalker_bandit\stalker_bandit_5
actors\stalker_bandit\stalker_bandit_5_gasmask
actors\stalker_bandit\stalker_bandit_6
actors\stalker_bandit\stalker_banditv2_6
;dolg
actors\stalker_dolg\stalker_dolg_1
actors\stalker_dolg\stalker_dolg_2
actors\stalker_dolg\stalker_dolg_2_face_1
actors\stalker_dolg\stalker_dolg_2_face_2
actors\stalker_dolg\stalker_dolg_2_mask
actors\stalker_dolg\stalker_dolg_3
actors\stalker_dolg\stalker_dolg_4
actors\stalker_dolg\stalker_dolg_2_skimask
actors\stalker_dolg\stalker_dolgv2_4
actors\stalker_dolg\stalker_dov1_1
actors\stalker_dolg\stalker_dov1_3
actors\stalker_dolg\stalker_dov2_1
actors\stalker_dolg\stalker_dov2_3
;freedom
actors\stalker_freedom\stalker_freedom_1
actors\stalker_freedom\stalker_freedom_1_old
actors\stalker_freedom\stalker_freedom_2
actors\stalker_freedom\stalker_freedom_2_face_1
actors\stalker_freedom\stalker_freedom_2_face_2
actors\stalker_freedom\stalker_freedom_2_mask
actors\stalker_freedom\stalker_freedom_3
actors\stalker_freedom\stalker_freedom_4
actors\stalker_freedom\stalker_freedom_2_skimask
actors\stalker_freedom\stalker_freedom_3_gasmask
actors\stalker_freedom\stalker_freedom_3_gasmask2
actors\stalker_freedom\stalker_freedom_22
actors\stalker_freedom\stalker_freedom_23
actors\stalker_freedom\stalker_freedomv2_4
;special
actors\stalker_hero\stalker_hero_1
actors\stalker_hero\stalker_hero_stc_strelok
actors\stalker_lesnik\stalker_lesnik_1
;merc
actors\stalker_merc\stalker_merc_2
actors\stalker_merc\stalker_merc_4
actors\stalker_merc\stalker_merc_1
actors\stalker_merc\stalker_merc_1_mask
actors\stalker_merc\stalker_merc_2_mask
actors\stalker_merc\stalker_merc_3
actors\stalker_merc\stalker_merc_3v2
actors\stalker_merc\stalker_mercv2_4
actors\stalker_mercen\stalker_mercen_7
;monolith
actors\stalker_monolith\stalker_monolith_1
actors\stalker_monolith\stalker_monolith_2
actors\stalker_monolith\stalker_monolith_2_old
actors\stalker_monolith\stalker_monolith_2_mask
actors\stalker_monolith\stalker_monolith_2_blind
actors\stalker_monolith\stalker_monolith_2_skimask
actors\stalker_monolith\stalker_monolith_3
actors\stalker_monolith\stalker_monolith_4
;nebo
actors\stalker_nebo\stalker_nebo_1
actors\stalker_nebo\stalker_nebo_11
actors\stalker_nebo\stalker_nebo_12
actors\stalker_nebo\stalker_nebo_13
actors\stalker_nebo\stalker_nebo_2
actors\stalker_nebo\stalker_nebo_22
actors\stalker_nebo\stalker_nebo_23
actors\stalker_nebo\stalker_nebo_24
actors\stalker_nebo\stalker_nebo_25
actors\stalker_nebo\stalker_nebo_26
actors\stalker_nebo\stalker_nebo_2_face_1
actors\stalker_nebo\stalker_nebo_2_face_2
actors\stalker_nebo\stalker_nebo_2_face_3
actors\stalker_nebo\stalker_nebo_2_mask
actors\stalker_nebo\stalker_nebo_3
actors\stalker_nebo\stalker_nebo_31
actors\stalker_nebo\stalker_nebo_32
actors\stalker_nebo\stalker_nebo_4
actors\stalker_nebo\stalker_nebo_42
actors\stalker_nebo\stalker_nebo_43
;neutral
actors\stalker_neutral\stalker_neutral_1
actors\stalker_neutral\stalker_neutral_1_old
actors\stalker_neutral\stalker_neutral_2
actors\stalker_neutral\stalker_neutral_22
actors\stalker_neutral\stalker_neutral_2_face_1
actors\stalker_neutral\stalker_neutral_2_face_2
actors\stalker_neutral\stalker_neutral_2_mask
actors\stalker_neutral\stalker_neutral_2_old
actors\stalker_neutral\stalker_neutral_3
actors\stalker_neutral\stalker_neutral_4
actors\stalker_neutral\stalker_neut_3
actors\stalker_neutral\stalker_neutral_2_skimask
actors\stalker_neutral\stalker_neutral_old1_1
actors\stalker_neutral\stalker_neutral_old2_1
actors\stalker_neutral\stalker_neutral_old3_1
;army
actors\stalker_soldier\stalker_soldier_1
actors\stalker_soldier\stalker_soldier_2
actors\stalker_soldier\stalker_soldier_2_face_1
actors\stalker_soldier\stalker_soldier_3
actors\stalker_soldier\stalker_soldier_4
;special2
actors\stalker_trader\stalker_trader_1
actors\stalker_ucheniy\stalker_ucheniy_1
;zombied
actors\stalker_zombied\stalker_zombied_1
actors\stalker_zombied\stalker_zombied_2
actors\stalker_zombied\stalker_zombied_3
actors\stalker_zombied\stalker_zombied_4
;defiance
actors\stalker_defiance\stalker_defiance_1
actors\stalker_defiance\stalker_defiance_2
actors\stalker_defiance\stalker_defiance_22
actors\stalker_defiance\stalker_defiance_2_face_1
actors\stalker_defiance\stalker_defiance_2_face_2
actors\stalker_defiance\stalker_defiance_2_mask
actors\stalker_defiance\stalker_defiance_2_skimask
actors\stalker_defiance\stalker_defiance_3
actors\stalker_defiance\stalker_defiance_4
actors\stalker_defiance\stalker_defiance_old1_1
actors\stalker_defiance\stalker_defiance_old2_1
actors\stalker_defiance\stalker_defiance_old3_1
actors\stalker_defiance\stalker_defiancev2_3
actors\stalker_defiance\stalker_defiancev2_4
;Monsters
monsters\chimera\chimera
monsters\chimera\chimera_1
monsters\chimera\chimera_2
monsters\cat\cat
monsters\cat\cat_1
monsters\cat\cat_2
monsters\controller\controller_1
monsters\controller\controller_2
monsters\controller\controller_3
monsters\controller\controller_4
monsters\controller\controller_dead
monsters\crow\crow
monsters\dog\dog
monsters\dog\dog_bulterier
monsters\dog\dog_bulterier_dead
monsters\dog\dog_dead
monsters\dog\dog_red
monsters\dog\dog_red_dead
monsters\dog\dog_white
monsters\dog\dog_white_dead
monsters\flesh\flesh
monsters\flesh\flesh_dead
monsters\flesh\flesh_strong
monsters\krovosos\krovosos
monsters\krovosos\krovosos_dead
monsters\krovosos\krovosos_strong
monsters\krovosos\krovosos_strong_xray
monsters\krovosos\krovosos_xray
monsters\mutant_boar\mutant_boar
monsters\mutant_boar\mutant_boar_dead
monsters\mutant_boar\mutant_boar_strong
monsters\poltergeist\poltergeist
monsters\poltergeist\poltergeist_dead
monsters\poltergeist\poltergeist_strong
monsters\pseudodog\pseudodog
monsters\pseudodog\pseudodog_dead
monsters\pseudodog\pseudodog_grey
monsters\pseudodog\pseudodog_grey_dead
monsters\rat\rat_1
monsters\snork\snork
monsters\snork\snork_dead
monsters\tushkano\tushkano
monsters\tushkano\tushkano_dead