#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\items.ltx"
#include "misc\monster_items.ltx"
#include "creatures\actor.ltx"
#include "misc\zones.ltx"
#include "misc\postprocess.ltx"
#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\quest_items.ltx"
#include "misc\outfit.ltx"
#include "misc\effectors.ltx"
#include "creatures\helicopter.ltx"
#include "external.ltx"
#include "misc\unique_items.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\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 "evaluation.ltx"
#include "fonts.ltx"
#include "alife.ltx"
; Smart Terrain
#include "misc\smart_terrain.ltx"
; Respawns
#include "misc\respawn.ltx"
#include "creatures\spawn_sections.ltx"
; Extra Content
#include "extracontent.ltx"
#include "localization.ltx"
[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
[texture_desc]
files = ui_mp_icon_rank, ui_icons_map, ui_common, ui_old_textures, ui_ingame, ui_map_description, ui_models_multiplayer, ui_team_logo, ui_team_logo_small, ui_mainmenu, ui_mp_main, ui_statistics, ui_hud, ui_numpad, ui_inventory, ui_inventory2, ui_iconstotal, ui_pda, ui_icons_npc, ui_npc_monster, ui_npc_unique, ui_buy_menu, ui_asus_intro
[info_portions]
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕůčő info_portions
files = info_portions, info_portions_light, info_portions_test, info_lchanger_ico, info_level_tips, info_known_objects, info_l01escape, info_l02garbage, info_l03agroprom, info_l04agroprom_u, info_l05dark_valley, info_l06dark_valley_u, info_l07rostok, info_l08yantar, info_l08deadcity, info_l08rostok_bar, info_l09marshes, info_l09rostok_dolg, info_l10military, info_l11pripyat, info_l11yantar, info_l12yantar_u, info_l13deadcity, info_l14swamp, info_l10radar, info_l16radar_antena, info_l17monolith_control, info_l19stanciya, info_l12u_sarcofag, info_l21generators, info_l22warlab, info_stories
[encyclopedia]
files = encyclopedia_infos, storyline_info_to_diary, encyclopedia_weapons, encyclopedia_mutants, encyclopedia_zone, encyclopedia_social, encyclopedia_equipment, encyclopedia_tutorial
[dialogs]
files = dialogs_test, dialogs, dialogs_escape, dialogs_garbage, dialogs_agroprom, dialogs_deadcity, dialogs_darkvalley, dialogs_pripyat, dialogs_bar, dialogs_yantar, dialogs_military, dialogs_labx18, dialogs_radar, dialogs_aes
[profiles]
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕůčő ďđîôčëč ńňŕëęĺđîâ č ňîđăîâöĺâ
files = npc_profile
;ńďčńîę xml ôŕéëîâ, ńîäĺđćŕůčő îďčńŕíč˙ ęîíęđĺňíűő ńňŕëęĺđîâ č ňîđăîâöĺâ
specific_characters_files = character_desc_general, character_desc_simulation,character_desc_escape, character_desc_garbage, character_desc_agroprom, character_desc_darkvalley, character_desc_deadcity, character_desc_bar, character_desc_yantar, character_desc_military, character_desc_radar, character_desc_pripyat, character_desc_aes, character_desc_kishka, character_desc_sarcofag
[artefacts_tasks]
;čě˙ ńęđčďňîâîé ôóíęöčč, ęîňîđŕ˙ âűçűâŕĺňń˙ äë˙ ńîçäŕíč˙
;ńďčńęŕ ŕđňĺôŕęňîâ
script_func = ;trader_job.artefacts_task_list_text
[game_tasks]
files = game_tasks
[inventory]
take_dist = 2
max_weight = 20
max_ruck = 56
max_belt = 5 //16
slots = 11
slot_persistent_1 = true ;knife
slot_persistent_2 = false ;pistol
slot_persistent_3 = false ;automatic
slot_persistent_4 = true ;grenades
slot_persistent_5 = true ;binocular
slot_persistent_6 = true ;bolt
slot_persistent_7 = false ;outfit
slot_persistent_8 = true ;pda
slot_persistent_9 = true ;detector
slot_persistent_10 = true ;torch
[lights_hanging_lamp]
GroupControlSection = spawn_group
$spawn = "physics\hanging lamp"
class = O_HLAMP
script_binding = bind_physic_object.init
[physic_object]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYS_S
remove_time = 60; after this time unbreaked removable bone will be removed
script_binding = bind_physic_object.init
[physic_destroyable_object]
GroupControlSection = spawn_group
$spawn = "physics\destroyable_object"
;$prefetch = 8
class = P_DSTRBL
remove_time = 60; after this time unbreaked removable bone will be removed
script_binding = bind_physic_object.init
[search_light]
GroupControlSection = spawn_group
$spawn = "physics\search light"
class = O_SEARCH
cform = skeleton
visual = equipments\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
dist = 2.0 ;2.4 ;(ě) max đŕńńňî˙íčĺ îňëĺňŕ ęđîâč
max_size = 0.4 ;0.3 ;(ě)đŕäčóń ď˙ňíŕ ďđč őčňĺ ńčëîé nominal hit ďî áîëüřîěó îáúĺęňó (ďî ěŕëĺíüęîěó *0.5)
min_size = 0.06 ;(ě)ěčíčěŕëüíűé đŕäčóń ď˙ňíŕ
nominal_hit = 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 = 0.4 ;đŕçěĺđ đŕíű ÷ňîá íŕ÷ŕëŕ ęŕďŕňü ęđîâü
stop_blood_size = 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 ďŕđňčęëű îăí˙
stop_burn_size = 0.0001 ;đŕçěĺđ îćĺăŕ ďîńëĺ ęîňîđîăî îńňŕíîâčňü ďŕđňčęëű
min_burn_time = 10000 ;ěčíčěŕëüíîĺ âđĺě˙ îňűăđűřŕ ďŕđňčęëîâ (äŕćĺ ĺńëč đŕíŕ óćĺ çŕćčëŕ)
[hud_cursor]
;âńĺ đŕçěĺđű â ďđîöĺíňŕő îň äëčíű ýęđŕíŕ
cross_length = 0.015 ;äëčíŕ "ďŕëî÷ęč" ďđčöĺëŕ
min_radius = 0.0 ;ěčíčěŕëüíűé đŕäčóń ďđčöĺëŕ (ďđč íóëĺâîé äčńďĺđńčč)
max_radius = 1.0 ;ěŕęńčěŕëüíűé đŕäčóń
radius_lerp_speed = 0.08 ;ńęîđîńňü číňĺđďîë˙öčč ďîëîćĺíčé ďđčöĺëŕ
cross_color = 0.7,0.7,0.7,1.0 ;öâĺň ďđčöĺëŕ
disp_scale = 0.08 ;ěŕńřňŕá ďđčöĺëŕ (îňíîńčňĺëüíî đŕäčŕí)
[hud_hitmark]
hit_mark_texture = ui\ui_hud_hit_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 = equipments\item_document_01.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]
;ęîýôôčöčĺíňű čçěĺíĺíč˙ öĺíű ďđč ňîđăîâëĺ â çŕâčńčěîńňč îň îňíîřĺíč˙ ę ďĺđńîíŕćó
;ëčíĺéíî ŕďđîęńčěčđóţňń˙ ěĺćäó çíŕ÷ĺíč˙
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_zone]
GroupControlSection =
$spawn = "ai\script zone"
;$prefetch = 4
class = SCRIPTZN
script_binding = xr_zones.bind
[physics]
object_damage_factor = 1.2f
;*****************************************
; ĂĹÍĹĐŔŇÎĐŰ ČĚĹÍ
;*****************************************
[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
;ďŕđŕěĺňđű ďîęŕçűâŕíč˙ âőîä˙ůčő ńîîáůĺíčé PDA â ăëŕâíîě ěĺíţ
[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
[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 = equipments\item_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 ;óńňŕíŕâëčâŕĺňń˙ 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 = equipments\item_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 = 5
[space_restrictor]
GroupControlSection = spawn_group_restrictor
$spawn = "ai\space_restrictor"
;$prefetch = 64
class = SPC_RS_S
script_binding = bind_restrictor.bind
[collision_damage]
bonce_damage_factor_for_objects = 1.
[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]
//Ńďčńîę îáúĺęňîâ ęîňîđűĺ ěîćíî ňŕńęŕňü.
//bandit
actors\bandit\stalker_bandit_1
actors\bandit\stalker_bandit_2
actors\bandit\stalker_bandit_3
actors\bandit\stalker_bandit_4
actors\bandit\stalker_bandit_5
actors\bandit\stalker_bandit_6
actors\bandit\stalker_bandit_7
actors\bandit\stalker_bandit_8
actors\bandit\stalker_bandit_9
actors\bandit\stalker_bandit_borov
actors\bandit\stalker_bandit_drunk
actors\bandit\stalker_bandit_master
actors\bandit\stalker_bandit_veteran
//dolg
actors\dolg\stalker_do_antigas
actors\dolg\stalker_do_balon_1
actors\dolg\stalker_do_balon_2
actors\dolg\stalker_do_balon_3
actors\dolg\stalker_do_balon_4
actors\dolg\stalker_do_balon_5
actors\dolg\stalker_do_balon_6
actors\dolg\stalker_do_balon_7
actors\dolg\stalker_do_balon_8
actors\dolg\stalker_do_balon_80
actors\dolg\stalker_do_exoskeleton
actors\dolg\stalker_do_komandir
actors\dolg\stalker_do_mask
actors\dolg\stalker_do_mask_1
actors\dolg\stalker_do_nauchniy
//ecolog
actors\ecolog\stalker_ecolog
actors\ecolog\stalker_ecolog_military
//killer
actors\killer\stalker_ki_antigas
actors\killer\stalker_ki_exoskeleton
actors\killer\stalker_ki_head_1
actors\killer\stalker_ki_head_2
actors\killer\stalker_ki_head_3
actors\killer\stalker_ki_head_4
actors\killer\stalker_ki_head_5
actors\killer\stalker_ki_head_6
actors\killer\stalker_ki_hero
actors\killer\stalker_ki_informator
actors\killer\stalker_ki_mask
actors\killer\stalker_ki_nauchniy
actors\killer\stalker_ki_temp
actors\killer\stalker_ki_temp2
//militari
actors\militari\stalker_militari_1
actors\militari\stalker_militari_2
actors\militari\stalker_militari_antigas_1
actors\militari\stalker_militari_antigas_2
//nauchniy
actors\nauchniy\nauchniy_0
actors\nauchniy\nauchniy_1
//neytral
actors\neytral\stalker_bar_security
actors\neytral\stalker_neytral_balon_1
actors\neytral\stalker_neytral_balon_2
actors\neytral\stalker_neytral_balon_3
actors\neytral\stalker_neytral_balon_4
actors\neytral\stalker_neytral_balon_5
actors\neytral\stalker_neytral_balon_6
actors\neytral\stalker_neytral_balon_7
actors\neytral\stalker_neytral_balon_8
actors\neytral\stalker_neytral_exoskeleton
actors\neytral\stalker_neytral_hood_1
actors\neytral\stalker_neytral_hood_2
actors\neytral\stalker_neytral_hood_3
actors\neytral\stalker_neytral_hood_4
actors\neytral\stalker_neytral_hood_5
actors\neytral\stalker_neytral_hood_6
actors\neytral\stalker_neytral_hood_7
actors\neytral\stalker_neytral_hood_8
actors\neytral\stalker_neytral_hood_9
actors\neytral\stalker_neytral_hood_uzor
actors\neytral\stalker_neytral_nauchniy
actors\neytral\stalker_neytral_rukzak_1
actors\neytral\stalker_neytral_rukzak_2
actors\neytral\stalker_neytral_rukzak_3
actors\neytral\stalker_neytral_rukzak_4
actors\neytral\stalker_neytral_rukzak_5
actors\neytral\stalker_neytral_rukzak_6
actors\neytral\stalker_neytral_rukzak_7
actors\neytral\stalker_prizrak
//novice
actors\novice\green_stalker_1
actors\novice\green_stalker_10
actors\novice\green_stalker_11
actors\novice\green_stalker_2
actors\novice\green_stalker_3
actors\novice\green_stalker_4
actors\novice\green_stalker_5
actors\novice\green_stalker_6
actors\novice\green_stalker_7
actors\novice\green_stalker_8
actors\novice\green_stalker_9
actors\novice\green_stalker_antigas
//soldier
actors\soldier\soldier_antigas
actors\soldier\soldier_bandana
actors\soldier\soldier_bandana_1
actors\soldier\soldier_bandana_2
actors\soldier\soldier_bandana_3
actors\soldier\soldier_bandana_4
actors\soldier\soldier_bandana_5
actors\soldier\soldier_bandana_6
actors\soldier\soldier_beret
actors\soldier\soldier_beret_1
actors\soldier\soldier_beret_2
actors\soldier\soldier_beret_3
actors\soldier\soldier_beret_4
actors\soldier\soldier_beret_5
actors\soldier\soldier_mask
actors\soldier\soldier_obichniy
actors\soldier\soldier_spetsnaz
actors\soldier\stalker_military_black
actors\soldier\stalker_military_green
//stalker_zombi
actors\stalker_zombi\stalker_zombie_specnaz
actors\stalker_zombi\stalker_zombie1
actors\stalker_zombi\stalker_zombie2
actors\stalker_zombi\stalker_zombie3
actors\stalker_zombi\stalker_zombie4
actors\stalker_zombi\stalker_zombie5
actors\stalker_zombi\stalker_zombie6
actors\stalker_zombi\stalker_zombie7
actors\stalker_zombi\stalker_zombie8
actors\stalker_zombi\zombie_exoskeleton
actors\stalker_zombi\zombie_fresh_0
actors\stalker_zombi\zombie_fresh_1
actors\stalker_zombi\zombie_fresh_2
//svoboda
actors\svoboda\stalker_sv_balon_1
actors\svoboda\stalker_sv_balon_10
actors\svoboda\stalker_sv_cook
actors\svoboda\stalker_sv_exoskeleton
actors\svoboda\stalker_sv_hood_9
actors\svoboda\stalker_sv_hood_91
actors\svoboda\stalker_sv_leader
actors\svoboda\stalker_sv_max
actors\svoboda\stalker_sv_nauchniy
actors\svoboda\stalker_sv_rukzak_1
actors\svoboda\stalker_sv_rukzak_1_1
actors\svoboda\stalker_sv_rukzak_2
actors\svoboda\stalker_sv_rukzak_3
actors\svoboda\stalker_sv_rukzak_3_1
//ucheniy
actors\ucheniy\ucheniy_1
actors\ucheniy\ucheniy_2
actors\ucheniy\ucheniy_3
actors\ucheniy\ucheniy_4
//Monolith
actors\monolit\stalker_mo_exo
actors\monolit\stalker_mo_head_1
actors\monolit\stalker_mo_head1
actors\monolit\stalker_mo_hood_9
actors\monolit\stalker_mo_mask
actors\monolit\stalker_mo_nauchniy
[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 = 20.0
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 = 0.5 ;ęîýôôčöčĺíňű čěěóíčňĺňŕ
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5
radiation_immunity = 0.5
telepatic_immunity = 0.5
chemical_burn_immunity = 0.5
explosion_immunity = 0.1
fire_wound_immunity = 0.5
[actor_immunities_gd_stalker]
burn_immunity = 0.65 ;ęîýôôčöčĺíňű čěěóíčňĺňŕ
strike_immunity = 0.65
shock_immunity = 0.65
wound_immunity = 0.65
radiation_immunity = 0.65
telepatic_immunity = 0.65
chemical_burn_immunity = 0.65
explosion_immunity = 0.3
fire_wound_immunity = 0.65
[actor_immunities_gd_veteran]
burn_immunity = 0.8 ;ęîýôôčöčĺíňű čěěóíčňĺňŕ
strike_immunity = 0.8
shock_immunity = 0.8
wound_immunity = 0.8
radiation_immunity = 0.8
telepatic_immunity = 0.8
chemical_burn_immunity = 0.8
explosion_immunity = 0.6
fire_wound_immunity = 0.8
[actor_immunities_gd_master]
burn_immunity = 1.0 ;ęîýôôčöčĺíňű čěěóíčňĺňŕ
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
[actor_condition]
satiety_v = 0.000015 ;ńęîđîńňü óěĺíüřĺíč˙ ńűňîńňč ńî âđĺěĺíĺě
radiation_v = 0.0001 ;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 = 30
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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