[actor_terrain]
255,255,000,255
[actor]:common_ph_friction_params_on_npc_death
GroupControlSection = spawn_group
$spawn = "actor"
$ed_icon = ed\ed_actor
$player = on
$prefetch = 16
cform = skeleton
class = O_ACTOR
money = 40;
rank = 3;
script_binding = bind_stalker.actor_init
visual = actors\hero\stalker_novice.ogf
destroyed_vis_name = physics\Dead_Body\skelet_crash
terrain = actor_terrain
max_item_mass = 50.0
jump_speed = 6.
crouch_coef = 0.45
climb_coef = 0.7
run_coef = 2.1
sprint_koef = 2.6
run_back_coef = 1.8
walk_back_coef = 0.8
air_control_param = 0.1
walk_accel = 17
;đŕäčóń â ęîňđîě íŕä ďđĺäěĺňŕěč âűâîä˙ňń˙ čő íŕçâŕíč˙
pickup_info_radius = 5 ;3
ef_creature_type = 17 ; option for evaluation functions
; attach params
attachable_items = device_torch,attachable_item,hand_radio
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.75, 0.0
ph_box1_size = 0.35, 0.75, 0.35
ph_box2_center = 0.0, 0.6, 0.0
ph_box2_size = 0.35, 0.6, 0.35
stalker_restrictor_radius = .55;0.55;0.75;0.9
stalker_small_restrictor_radius = .55;
medium_monster_restrictor_radius = 0.1
ph_crash_speed_min = 14
ph_crash_speed_max = 30
ph_collision_damage_factor = 1.0
ph_mass = 80
weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11
damage = actor_damage
hit_probability_gd_novice = 0.20
hit_probability_gd_stalker = 0.30
hit_probability_gd_veteran = 0.40
hit_probability_gd_master = 0.50
hit_sounds = actor_hit_snds
;actor condition
immunities_sect = actor_immunities_gd_master
condition_sect = actor_condition
heavy_breath_snd = actor\breath_1 ;çâóę ň˙ćĺëîăî äűőŕíč˙ ďđč óńňŕëîńňč
heavy_blood_snd = affects\heartbeat; heart\8
material = creatures\actor
camera_height_factor = 0.85
;äčńďĺđńč˙ ńňđĺëüáű ń ó÷ĺňîě őîäüáű č áĺăŕ
disp_base = 0.8 ;óăîë (â ăđŕäóńŕő) đŕçëĺňŕ ďóëü, ęîăäŕ ŕęňĺđ ńňîčň íŕ ěĺńňĺ
disp_aim = 0.04
disp_vel_factor = 2.0 ;íŕ ńęîëüęî óâĺëč÷čňń˙ äčńďĺđńč˙ ďđč ńęđîńňč â 10 ě/ń (íĺ îá˙çŕňĺëüíî ďđč áĺăĺ)
disp_accel_factor = 2.0 ;ĺůĺ íŕ ńęîëüęî óâĺëč÷čňń˙, ĺńëč ŕęňĺđ áĺćčň (+ ńęîđîńňü)
disp_crouch_factor = -0.2 ;óěĺíüřĺíčĺ ĺńëč ŕęňĺđ ńčäčň
disp_crouch_no_acc_factor = -0.4 ;óěĺíüřĺíčĺ ĺńëč ŕęňĺđ ńčäčň + no acceleration
;disp_jump_factor = 2.0
missile_throw_offset = 0.3, 0.5, 0.5
body_remove_time = 60000 ;âđĺě˙ óíč÷ňîćĺíč˙ ňđóďŕ (ń ó÷ĺňîě TimeFactor)
sleep_time_factor = 1000 ;400 ;âî ńęîëüęî đŕç âđĺě˙ čäĺň áűńňđĺĺ, ęîăäŕ ŕęňĺđ ńďčň
max_sleep_hours = 12
;species of monster
species = actor
;---STEP MANAGER------------------------------------------------------
LegsCount = 2
step_params = stalker_step_manager
foot_bones = stalker_foot_bones
memory_update_time = 100
; visibility parameters
DynamicObjectsCount = 32
min_view_distance = 1.0 ; 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 = 1.0 ; çíŕ÷ĺíčĺ, ďđč äîńňčćĺíčč ńóěěîé ęîňîđîăî îáúĺęň ń÷čňŕĺňń˙ âčäčěűě
always_visible_distance = 1.0
time_quant = 0.005
decrease_value = 0.1 ; 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;0 ; ôŕęňîđ îńâĺůĺíč˙ (ňîëüęî äë˙ Ŕęň¸đŕ)
transparency_threshold = 0.4 ; 0.25
still_visible_time = 5000 ; âđĺě˙, ęîňîđîĺ îáúĺęň âń¸ ĺů¸ ń÷čňŕĺňń˙ âčäčěűě, äŕćĺ ĺńëč îí óćĺ íĺ âî ôđóńňóěĺ
[actor_immunities_gd_novice]
burn_immunity = 0.0 ;ęîýôôčöčĺíňű čěěóíčňĺňŕ
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
[actor_immunities_gd_stalker]
burn_immunity = 0.0 ;ęîýôôčöčĺíňű čěěóíčňĺňŕ
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
[actor_immunities_gd_veteran]
burn_immunity = 0.0 ;ęîýôôčöčĺíňű čěěóíčňĺňŕ
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
[actor_immunities_gd_master]
burn_immunity = 0.0 ;ęîýôôčöčĺíňű čěěóíčňĺňŕ
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
[actor_condition]
satiety_v = 0.000015 ;ńęîđîńňü óěĺíüřĺíč˙ ńűňîńňč ńî âđĺěĺíĺě
radiation_v = 0.000 ;ńęîđîńňü óěĺíüřĺíč˙ đŕäčŕöčč
satiety_power_v = 0.000055 ;óâĺëč÷ĺíčĺ ńčëű ďđč óěĺíüřĺíčč ńűňîńňč
satiety_health_v = 0.0001 ;óâĺëč÷ĺíčĺ çäîđîâü˙ ďđč óěĺíüřĺíčč ńűňîńňč
satiety_critical = 0.0 ;ęđčňč÷ĺńęîĺ çíŕ÷ĺíč˙ ńűňîńňč (â ďđîöĺíňŕő îň 0..1) ęîăäŕ çäîđîâüĺ íŕ÷čŕíŕĺň óěĺíüřŕňüń˙
radiation_health_v = 0.004 ;óěĺíüřĺíčĺ çäîđîâü˙ ďđč âîçäĺéńňâčč đŕäčŕöčč
morale_v = 0.0001 ;ńęîđîńňü âîńńňŕíîâëĺíč˙ ěîđŕëč
psy_health_v = 0.001 ;ńęîđîńňü âîńńňŕíîâëĺíč˙ psy-çäîđîâü˙
alcohol_v = -0.0003
health_hit_part = 1.0 ;ďđîöĺíň őčňŕ, óőîä˙ůčé íŕ îňíčěŕíčĺ çäîđîâü˙
power_hit_part = 0.1 ;ďđîöĺíň őčňŕ, óőîä˙ůčé íŕ îňíčěŕíčĺ ńčëű
max_power_leak_speed = 0.0 ;íŕęîďëĺíčĺ óńňŕëîńňč (ěŕęń ăđŕíčöŕ, äî ęîňîđîé âîńńňŕíŕâëčâŕĺňń˙ ńčëŕ) â ńĺęóíäó čăđîâîăî âđĺěĺíč
max_walk_weight = 60
bleeding_v = 0.0005 ;ďîňĺđ˙ ęđîâč ďđč íîěčíŕëüíîé đŕíĺ â ńĺęóíäó
wound_incarnation_v = 0.003 ;ńęîđîńňü çŕćčâëĺíč˙ đŕíű
min_wound_size = 0.0256 ;ěčíčěŕëüíűé đŕçěĺđ đŕíű, ďîńëĺ ęîňîđîăî îíŕ ń÷čňŕĺňń˙ çŕćčâřĺé
;--when actor in sleep
satiety_v_sleep = 0.00001
radiation_v_sleep = 0.0003
satiety_power_v_sleep = 0.0001
satiety_health_v_sleep = 0.00001
radiation_health_v_sleep = 0.001
morale_v_sleep = 0.0
psy_health_v_sleep = 0.0
alcohol_v_sleep = -0.0005
bleeding_v_sleep = 0.0
wound_incarnation_v_sleep = 0.0
max_power_leak_speed_sleep = -0.00001;
;health_restore_v = 0.0001
;;;;;;;;
;actor_condition only
jump_power = 0.01 ;0.005 ;óěĺřüřĺíčĺ ńčëű ń ďđűćęîě áĺç ó÷ĺňŕ âĺńŕ íîřč
jump_weight_power = 0.05 ;0.045 ;óěĺřüřĺíčĺ ńčëű ń ďđűćęîě ń ó÷ĺňîě âĺńŕ íîřč, äë˙ ěŕęńčěŕëüíîăî äîďóńňčěîăî âĺńŕ
overweight_jump_k = 5;10 ;10 ;ęîýôôčöčĺíň âëč˙íčĺ ďĺđĺăđóçęč ďđűćîę ń âĺńîě (óěíîćŕĺňń˙ íŕ jump_weight_power)
stand_power = -0.005
walk_power = 0.00001 ;óěĺřüřĺíčĺ ńčëű çŕ ńĺęíäó âî âđĺě˙ őîäüáű áĺç ó÷ĺňŕ âĺńŕ íîřč
walk_weight_power = 0.00005; ;óěĺřüřĺíčĺ ńčëű çŕ ńĺęíäó âî âđĺě˙ őîäüáű ń ó÷ĺňîě âĺńŕ íîřč, äë˙ ěŕęńčěŕëüíîăî äîďóńňčěîăî âĺńŕ
overweight_walk_k = 5;9 ;10 ;ęîýôôčöčĺíň âëč˙íčĺ ďĺđĺăđóçęč íîřč (óěíîćŕĺňń˙ íŕ walk_weight_power)
accel_k = 3;5 ;ęîýôôčöčĺíň íŕ áĺă (óěíîćŕĺňń˙ walk_power, walk_weight_power)
sprint_k = 75;150;185;180;200; ;ęîýôôčöčĺíň íŕ "sprint" áĺă (óěíîćŕĺňń˙ walk_power, walk_weight_power)
; őđîěîňŕ
limping_health_begin = 0.1 ;ďîđîă çäîđîâü˙ ěĺíüřĺ ęîňîđîăî ŕęňĺđ íŕ÷číŕĺň őđîěŕňü
limping_health_end = 0.2 ;ďîđîă çäîđîâü˙ áîëüřĺ ęîňîđîăî ŕęňĺđ ďĺđĺńňŕĺň őđîěŕňü
limping_power_begin = 0.1 ;ďîđîă ńčëű ěĺíüřĺ ęîňîđîăî ŕęňĺđ íŕ÷číŕĺň őđîěŕňü
limping_power_end = 0.2 ;ďîđîă ńčëű áîëüřĺ ęîňîđîăî ŕęňĺđ ďĺđĺńňŕĺň őđîěŕňü
use_limping_state = on
cant_walk_power_begin = 0.01 ;ďîđîă ńčëű ěĺíüřĺ ęîňîđîăî ŕęňĺđ íĺ ěîćĺň äâčăŕňüń˙
cant_walk_power_end = 0.10 ;ďîđîă ńčëű áîëüřĺ ęîňîđîăî ŕęňĺđ ńěîćĺň äâčăŕňüń˙
cant_sprint_power_begin = 0.20 ;ďîđîă ńčëű ěĺíüřĺ ęîňîđîăî ŕęňĺđ íĺ ěîćĺň áĺćŕňü â ńďđčíňĺ
cant_sprint_power_end = 0.30 ;ďîđîă ńčëű áîëüřĺ ęîňîđîăî ŕęňĺđ ńěîćĺň áĺćŕňü â ńďđčíňĺ
can_sleep_callback = dream.can_sleep_callback
sleep_video_name_callback = dream.sleep_video_name_callback
[actor_damage]
;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>
;<hit_scale> - ęîýôô. čçěĺíĺíč˙ őčňŕ (óěĺíüřĺíč˙ çäîđîâü˙)
;<wound_scale> - ęîýôô. čçěĺíĺíč˙ âĺëč÷číű îňęđűňîé đŕíű
;-1 - íĺň ŕíčěŕöčé, ÷ĺňíűé íîěĺđ - ńďĺđĺäč, íĺ÷ĺňíűé íîěĺđ - ńçŕäč, ÓĘŔÇŰÂŔĹŇŃß ŇÎËÜĘÎ ĎĹĐĹÄÍČÉ!!! ÇŔÄÍČÉ ÍŔ ŔÂŇÎĚŔŇĹ
default = 1.0, -1, 1.0
bip01_pelvis = 1.0, 10, 1.5
bip01_spine = 1.0, 10, 1.5
bip01_spine1 = 1.0, 0, 1.5
bip01_spine2 = 1.0, 0, 1.5
bip01_neck = 1.0, 0, 1.5
bip01_head = 0.2, 0, 1.5
eyelid_1 = 0.0, 0, 0.0
eye_left = 0.0, 0, 0.0
eye_right = 0.0, 0, 0.0
jaw_1 = 0.0, 0, 0.0
bip01_l_clavicle = 1.0, 4, 1.5
bip01_l_upperarm = 1.0, 4, 1.5
bip01_l_forearm = 1.0, 4, 1.5
bip01_l_hand = 1.0, 4, 0.5
bip01_l_finger0 = 0.0, 4, 0.0
bip01_l_finger01 = 0.0, 4, 0.0
bip01_l_finger02 = 0.0, 4, 0.0
bip01_l_finger1 = 0.0, 4, 0.0
bip01_l_finger11 = 0.0, 4, 0.0
bip01_l_finger12 = 0.0, 4, 0.0
bip01_l_finger2 = 0.0, 4, 0.0
bip01_l_finger21 = 0.0, 4, 0.0
bip01_l_finger22 = 0.0, 4, 0.0
bip01_r_clavicle = 1.0, 2, 1.5
bip01_r_upperarm = 1.0, 2, 1.5
bip01_r_forearm = 1.0, 2, 1.5
bip01_r_hand = 1.0, 2, 0.0
bip01_r_finger0 = 0.0, 2, 0.0
bip01_r_finger01 = 0.0, 2, 0.0
bip01_r_finger02 = 0.0, 2, 0.0
bip01_r_finger1 = 0.0, 2, 0.0
bip01_r_finger11 = 0.0, 2, 0.0
bip01_r_finger12 = 0.0, 2, 0.0
bip01_r_finger2 = 0.0, 2, 0.0
bip01_r_finger21 = 0.0, 2, 0.0
bip01_r_finger22 = 0.0, 2, 0.0
bip01_l_thigh = 1.0, 8, 1.5
bip01_l_calf = 1.0, 8, 1.5
bip01_l_foot = 1.0, 8, 1.5
bip01_l_toe0 = 1.0, 8, 1.5
bip01_r_thigh = 1.0, 6, 1.5
bip01_r_calf = 1.0, 6, 1.5
bip01_r_foot = 1.0, 6, 1.5
bip01_r_toe0 = 1.0, 6, 1.5
[actor_animation]
;óăëű äâîđîňŕ íîă ŕęňĺđŕ âî âđĺě˙ ńňđĺéôîâ (â ăđŕäóńŕő)
fwd_l_strafe_yaw = 45
back_l_strafe_yaw = 45
fwd_r_strafe_yaw = 45
back_r_strafe_yaw = 45
l_strafe_yaw = 0
r_strafe_yaw = 0
[actor_hit_snds]
burn =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
shock =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
strike =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
wound =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
radiation =monsters\biting\def_0; actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
telepatic =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
fire_wound =actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4
; actor\pain_1,actor\pain_3,actor\pain_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8
chemical_burn =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
explosion =affects\tinnitus3a
wound_2 =actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
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