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Feb 25th, 2015
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  1. #include "defines.ltx"
  2. #include "prefetch\prefetch.ltx"
  3. ;#include "weathers\environment.ltx"
  4. #include "creatures\monsters.ltx"
  5. #include "creatures\stalkers.ltx"
  6. #include "weapons\weapons.ltx"
  7. #include "misc\inventory_upgrades.ltx"
  8. #include "misc\items.ltx"
  9.  
  10. #include "creatures\actor.ltx"
  11. #include "zones\zones.ltx"
  12. #include "misc\postprocess.ltx"
  13.  
  14. #include "misc\outfit.ltx"
  15. #include "misc\achievements.ltx"
  16. #include "misc\artefacts.ltx"
  17. #include "misc\devices.ltx"
  18. #include "misc\radiation_counter.ltx"
  19. #include "misc\quest_items.ltx"
  20. #include "models\dynamic_objects.ltx"
  21. #include "misc\m_online_offline_group.ltx"
  22. #include "misc\squad_descr.ltx"
  23.  
  24. #include "misc\effectors.ltx"
  25. #include "creatures\helicopter.ltx"
  26. #include "external.ltx"
  27.  
  28. #include "creatures\game_relations.ltx"
  29.  
  30. #include "mp\mp_actor.ltx"
  31. #include "mp\team_logo.ltx"
  32. #include "mp\weapons_mp\ammo_mp.ltx"
  33. #include "mp\weapons_mp\weapons_mp.ltx"
  34. #include "mp\weapons_mp\outfit_mp.ltx"
  35. #include "mp\weapons_mp\items_mp.ltx"
  36.  
  37. ;Game types
  38. #include "mp\SoundMessages\mp_snd_messages.ltx"
  39. #include "mp\SoundMessages\ahunt_snd_messages.ltx"
  40. #include "mp\SoundMessages\cta_snd_messages.ltx"
  41. #include "mp\SoundMessages\dm_snd_messages.ltx"
  42. #include "mp\SoundMessages\tdm_snd_messages.ltx"
  43. #include "mp\private_defines.ltx"
  44. #include "mp\deathmatch_game.ltx"
  45. #include "mp\teamdeathmatch_game.ltx"
  46. #include "mp\artefacthunt_game.ltx"
  47. #include "mp\capturetheartefact_game.ltx"
  48. #include "mp\anticheat_active_params.ltx"
  49.  
  50. #include "evaluation.ltx"
  51. #include "fonts.ltx"
  52.  
  53. #include "alife.ltx"
  54. ; SIMULATION
  55. #include "misc\simulation.ltx"
  56.  
  57. ; Respawns
  58. #include "creatures\spawn_sections.ltx"
  59.  
  60. ; Extra Content
  61. #include "extracontent.ltx"
  62. #include "localization.ltx"
  63. #include "smart_cover.ltx"
  64.  
  65. ;Alundaio
  66. #include "plugins\alun_spawn_sections.ltx"
  67. #include "weapons\gl.ltx"
  68. [zone_pick_dof]
  69. near = -1500.0
  70. far = 10.0
  71.  
  72. [sound]
  73. occlusion_scale = 0.4
  74. snd_collide_min_volume=0.1
  75. snd_collide_max_volume=200.
  76.  
  77. [demo_record]
  78. speed0 = 0.3
  79. speed1 = 3.0
  80. speed2 = 15.0
  81. speed3 = 60.0
  82. ang_speed0 = 0.1
  83. ang_speed1 = 0.5
  84. ang_speed2 = 7.0
  85. ang_speed3 = 2.0
  86.  
  87.  
  88. [info_portions]
  89. ;список xml файлов, содержаих info_portions
  90. files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades
  91.  
  92. [dialogs]
  93. files = dialogs, dialogs_zaton, dialogs_jupiter, dialogs_pripyat
  94.  
  95.  
  96. [encyclopedia]
  97. files = encyclopedia_infos
  98.  
  99. [profiles]
  100. ;список xml файлов, содержаих профили сталкеров и торговцев
  101. files = npc_profile
  102.  
  103. ;список xml файлов, содержаих описаниЪ конкретнvх сталкеров и торговцев
  104. specific_characters_files = character_desc_general, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass
  105.  
  106.  
  107. [inventory]
  108. take_dist = 2
  109. max_weight = 50
  110. max_ruck = 56
  111. max_belt = 5 ;16
  112. slots_count = 12 ; count +1 (zero)
  113.  
  114. slot_persistent_1 = true ;knife
  115. slot_active_1 = true
  116.  
  117. slot_persistent_2 = false ;pistol
  118. slot_active_2 = true
  119.  
  120. slot_persistent_3 = false ;automatic
  121. slot_active_3 = true
  122.  
  123. slot_persistent_4 = true ;grenades
  124. slot_active_4 = true
  125.  
  126. slot_persistent_5 = true ;binocular
  127. slot_active_5 = true
  128.  
  129. slot_persistent_6 = true ;bolt
  130. slot_active_6 = true
  131.  
  132. slot_persistent_7 = false ;outfit
  133. slot_active_7 = false
  134.  
  135. slot_persistent_8 = true ;pda
  136. slot_active_8 = false
  137.  
  138. slot_persistent_9 = true ;detector
  139. slot_active_9 = false
  140.  
  141. slot_persistent_10 = true ;torch
  142. slot_active_10 = false
  143.  
  144. slot_persistent_11 = false ;artefact
  145. slot_active_11 = true
  146.  
  147. slot_persistent_12 = false ;helmet
  148. slot_active_12 = false
  149.  
  150.  
  151. [lights_hanging_lamp]
  152. GroupControlSection = spawn_group
  153. $spawn = "physics\hanging lamp"
  154. class = SO_HLAMP
  155. script_binding = bind_physic_object.init
  156.  
  157.  
  158. [lights_signal_light]
  159. GroupControlSection = spawn_group
  160. $spawn = "physics\signal_light"
  161. class = SO_HLAMP
  162. script_binding = bind_signal_light.init
  163.  
  164.  
  165. [search_light]
  166. GroupControlSection = spawn_group
  167. $spawn = "physics\search light"
  168. class = O_SEARCH
  169. cform = skeleton
  170. visual = dynamics\light\projector.ogf
  171. script_binding = bind_physic_object.init
  172.  
  173. [explosion_marks]
  174. wallmarks = wm\wm_grenade
  175. dist = 0.5 ;2.4 ;
  176. size = 0.6 ;0.4 ;
  177. max_count = 5
  178.  
  179. [bloody_marks]
  180. wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
  181. dist = 2.0 ;2.4 ;(м) max расстоЪние отлета крови
  182. max_size = 0.4 ;0.3 ;(м)радиус пЪтна при хите силой nominal hit по большому объекту (по маленькому *0.5)
  183. min_size = 0.06 ;(м)минимальнvй радиус пЪтна
  184. nominal_hit = 0.5 ;величина номинального хита, при котором разлетаетсЪ максимум крови (max_size)
  185.  
  186. ;капли крови
  187.  
  188. blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
  189. start_blood_size = 0.4 ;размер ранv чтоб начала капать кровь
  190. stop_blood_size = 0.025 ;размер ранv чтоб кровь остановилась (должно бvть меньше start_blood_size)
  191.  
  192. blood_drop_time = 0.1 ;OBSOLETE
  193. blood_drop_time_min = 0.3 ;
  194. blood_drop_time_max = 2.0 ;
  195. blood_drop_size = 0.1 ;размер капли (м) крови, котораЪ упала
  196.  
  197.  
  198. [entity_fire_particles]
  199. fire_particles = damage_fx\burn_creatures
  200. start_burn_size = 0.0003 ;размер ожега после которого начать играть партиклv огнЪ
  201. stop_burn_size = 0.0001 ;размер ожега после которого остановить партиклv
  202. min_burn_time = 10000 ;минимальное времЪ отvгрvша партиклов (даже если рана уже зажила)
  203.  
  204. [hud_cursor]
  205. ;все размерv в процентах от длинv экрана
  206. cross_length = 0.001 ;длина "палочки" прицела
  207. min_radius = 0.0 ;минимальнvй радиус прицела (при нулевой дисперсии)
  208. max_radius = 0.0 ;максимальнvй радиус
  209. radius_lerp_speed = 0.08 ;скорость интерполЪции положений прицела
  210. cross_color = 0.7,0.7,0.7,0.5 ;цвет прицела
  211. disp_scale = 0.08 ;масштаб прицела (относительно радиан)
  212.  
  213. [hud_hitmark]
  214. hit_mark_texture = ui\ui_hud_hit_mark; ui\ui_empty
  215. grenade_mark_texture = ui\ui_hud_grenade_mark
  216. ;ui\ui_hud_hit_mark
  217. ;ui\ui_hud_hit_mark_01
  218. ;ui\ui_hud_hit_mark_02
  219. ;ui\ui_hud_hit_mark_03
  220. ;ui\ui_hud_hit_mark_04
  221. ;ui\ui_hud_hit_mark_05
  222. ;ui\ui_hud_hit_mark_06
  223. ;ui\ui_hud_hit_mark_07
  224. ;ui\ui_hud_hit_mark_08
  225. ;ui\ui_hud_hit_mark_09
  226. ;ui\ui_hud_hit_mark_10
  227. ;ui\ui_hud_hit_mark_11
  228. ;ui\ui_hud_hit_mark_12
  229. ;ui\ui_hud_hit_mark_13
  230. ;ui\ui_hud_hit_mark_14
  231. ;ui\ui_hud_hit_mark_15
  232. ;ui\ui_hud_hit_mark_16
  233. ;ui\ui_hud_hit_mark_17
  234. ;ui\ui_hud_hit_mark_18
  235. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  236. ;; inventory items
  237. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  238.  
  239.  
  240. [document]
  241. GroupControlSection = spawn_group
  242. ;discovery_dependency =
  243. $spawn = "documents\document 01"
  244. ;$prefetch = 32
  245. class = II_DOC
  246. cform = skeleton
  247. visual = dynamics\equipments\item_document_1.ogf
  248.  
  249. inv_name = Document
  250. inv_name_short = Document
  251. inv_weight = 1 ;0.2
  252.  
  253. inv_grid_width = 1
  254. inv_grid_height = 1
  255. inv_grid_x = 0
  256. inv_grid_y = 0
  257. cost = 0
  258.  
  259.  
  260.  
  261.  
  262. [spectator]
  263. $player = on
  264. class = SPECT
  265.  
  266.  
  267. [??tg_event]
  268. class = EVENT
  269.  
  270. [m_car]
  271. GroupControlSection = spawn_group
  272. discovery_dependency =
  273. $spawn = "vehicles\car"
  274. cform = skeleton
  275. class = SCRPTCAR
  276.  
  277. inv_weight = 1000
  278. cost = 100000
  279. inv_grid_width = 1
  280. inv_grid_height = 1
  281.  
  282. script_binding = bind_physic_object.init
  283.  
  284.  
  285. [actor_firsteye_cam]
  286. lim_pitch = -1.5, 1.5
  287. lim_yaw = 0, 0
  288. rot_speed = 3.14, 3.14, 0
  289.  
  290. [actor_ladder_cam]
  291. lim_pitch = -1.5, 1.5
  292. lim_yaw = -1.0, 1.0
  293. rot_speed = 3.14, 3.14, 0
  294.  
  295. [actor_free_cam]
  296. ;----------------
  297. lim_pitch = -1.5, 1.5
  298. lim_yaw = 0, 0
  299. lim_zoom = 0.4, 10
  300. rot_speed = 3.14, 1.0, 10
  301.  
  302. [actor_look_cam]
  303. lim_pitch = -0.7, 1
  304. lim_yaw = 0, 0
  305. lim_zoom = 1, 5
  306. rot_speed = 3.14, 6.28, 10
  307.  
  308. [actor_look_cam_psp]
  309. lim_pitch = -0.7, 1
  310. lim_yaw = 0, 0
  311. lim_zoom = 1, 5
  312. rot_speed = 2, 2, 2
  313. offset = 0.4,0.2,-1.1
  314. autoaim_speed_y = 0.5, 3.14 ;min,max speed
  315. autoaim_speed_x = 0.5, 3.14
  316.  
  317. [mounted_weapon_cam]
  318. lim_pitch = -0.5, 0.5
  319. lim_yaw = -2.0, 2.0
  320. rot_speed = 3.14, 1.0, 0
  321.  
  322. [car_firsteye_cam]
  323. lim_pitch = -0.5, 0.3
  324. lim_yaw = -2.0, 2.0
  325. rot_speed = 3.14, 1.0, 0
  326.  
  327. [car_free_cam]
  328. lim_pitch = -1, 1.56 ;0, 1.56
  329. lim_yaw = 0, 0 ;0, 0
  330. lim_zoom = 1, 10 ;1, 7
  331. rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10
  332.  
  333. [car_look_cam]
  334. lim_pitch = 0, 1.56
  335. lim_yaw = 0 , 0
  336. lim_zoom = 1, 7
  337. rot_speed = 25, 1.0, 10
  338.  
  339. [heli_free_cam]
  340. lim_pitch = -1.5, 1.5
  341. lim_yaw = 0, 0
  342. lim_zoom = 5, 25
  343. rot_speed = 3.14, 1.0, 10
  344.  
  345. [heli_front_cam]
  346. ;lim_yaw = -0.01,0.01
  347. lim_pitch = -1.2, 1.2
  348. lim_yaw = -1.5, 1.5
  349. rot_speed = 3.14, 1.5, 0
  350.  
  351. [heli_look_cam]
  352. lim_pitch = 0, 1.56
  353. lim_yaw = 0, 0
  354. lim_zoom = 5, 15
  355. rot_speed = 3.14, 1.0, 10
  356.  
  357. [interface]
  358. font_game = font_game
  359. font_small = font_small
  360.  
  361.  
  362. [graph_point]
  363. class = AI_GRAPH
  364. $spawn = "ai\graph point"
  365.  
  366. ;-----------------------------------------------------------------
  367. ; Trade
  368. ;-----------------------------------------------------------------
  369. [trade]
  370. ;коэффициентv изменениЪ ценv при торговле в зависимости от отношениЪ к персонажу
  371. ;линейно апроксимиру≥тсЪ между значениЪ
  372. buy_price_factor_hostile = 1 ;коэффициент покупки при goodwill = -100
  373. buy_price_factor_friendly = 1 ;коэффициент покупки при goodwill = 100
  374. sell_price_factor_hostile = 1 ;коэффициент покупки при goodwill = -100
  375. sell_price_factor_friendly = 1 ;коэффициент покупки при goodwill = 100
  376.  
  377.  
  378.  
  379. ;-----------------------------------------------------------------
  380.  
  381. [spawn_group_zone]
  382. GroupControlSection = spawn_group_zone
  383. $spawn = "ai\group zone" ; option for Level Editor
  384. class = AI_SPGRP
  385.  
  386. [spawn_group]
  387. GroupControlSection = spawn_group
  388. $spawn = "ai\spawn group" ; option for Level Editor
  389. class = AI_SPGRP
  390.  
  391. [level_changer]
  392. GroupControlSection =
  393. $spawn = "ai\level changer"
  394. ;$prefetch = 4
  395. class = LVL_CHNG
  396. script_binding = bind_level_changer.bind
  397.  
  398. shape_transp_color = 255, 255, 255, 100
  399. shape_edge_color = 32, 32, 32, 255
  400.  
  401. [script_zone]
  402. GroupControlSection =
  403. $spawn = "ai\script zone"
  404. ;$prefetch = 4
  405. class = SCRIPTZN
  406. script_binding = xr_zones.bind
  407.  
  408. [physics]
  409. object_damage_factor = 1.2f
  410.  
  411. ;*****************************************
  412. ; ++=+≥LT+≥- L≥+=
  413. ;*****************************************
  414. [stalker_names_stalker]
  415. name_cnt = 104
  416. last_name_cnt = 600
  417.  
  418. [stalker_names_bandit]
  419. name_cnt = 38
  420. last_name_cnt = 182
  421.  
  422. [stalker_names_science]
  423. name_cnt = 15
  424. last_name_cnt = 29
  425.  
  426. [stalker_names_private]
  427. name_cnt = 1
  428. last_name_cnt = 200
  429.  
  430. [stalker_names_sergeant]
  431. name_cnt = 1
  432. last_name_cnt = 200
  433.  
  434. [stalker_names_lieutenant]
  435. name_cnt = 1
  436. last_name_cnt = 200
  437.  
  438. [stalker_names_captain]
  439. name_cnt = 1
  440. last_name_cnt = 200
  441.  
  442.  
  443. [script_object]
  444. GroupControlSection = spawn_group
  445. $spawn = "script\script object" ; option for Level Editor
  446. $npc = on ; option for Level Editor
  447. ; $prefetch = 32 ;
  448. Scheduled = on ; option for ALife Simulator
  449. Human = off ; option for ALife Simulator
  450. cform = skeleton ; collision class
  451. class = SCRPTOBJ ; AI class
  452.  
  453. ;параметрv показvваниЪ входЪих сообений PDA в главном мен≥
  454. [maingame_ui]
  455. pda_msgs_max_show_time = 20000
  456. info_msgs_max_show_time = 10000
  457. snd_new_contact = detectors\contact_1
  458. snd_new_contact1 = detectors\contact_8
  459.  
  460. [hud_sound]
  461. hud_sound_vol_k = 0.38
  462. hud_step_sound_vol_k = 0.21
  463.  
  464. [attachable_item]
  465. GroupControlSection = spawn_group
  466. discovery_dependency =
  467. $spawn = "equipment\attachable_item"
  468. cform = skeleton
  469. class = II_ATTCH
  470. cost = 100
  471. inv_name = "Attachable item"
  472. inv_name_short = "Attachable item"
  473. inv_weight = .5
  474. inv_grid_width = 2
  475. inv_grid_height = 1
  476. inv_grid_x = 16
  477. inv_grid_y = 12
  478. attach_angle_offset = 0, -3.14, 1.6
  479. attach_position_offset = 0.105, 0.00, 0.085
  480. attach_bone_name = bip01_head
  481.  
  482. [new_attachable_item]
  483. GroupControlSection = spawn_group
  484. discovery_dependency =
  485. $spawn = "equipment\new_attachable_item"
  486. cform = skeleton
  487. class = II_BTTCH
  488. cost = 100
  489. inv_name = "Attachable item"
  490. inv_name_short = "Attachable item"
  491. inv_weight = .5
  492. inv_grid_width = 2
  493. inv_grid_height = 1
  494. inv_grid_x = 16
  495. inv_grid_y = 12
  496. attach_angle_offset = 0, -3.14, 1.6
  497. attach_position_offset = 0.105, 0.00, 0.085
  498. attach_bone_name = bip01_head
  499.  
  500. [hand_radio]:identity_immunities
  501. GroupControlSection = spawn_group
  502. discovery_dependency =
  503. $spawn = "equipment\hand_radio"
  504. cform = skeleton
  505. class = II_ATTCH
  506. visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
  507. cost = 0
  508. inv_name = "hand_radio"
  509. inv_name_short = "hand_radio"
  510. inv_weight = .5
  511. inv_grid_width = 2
  512. inv_grid_height = 1
  513. inv_grid_x = 16
  514. inv_grid_y = 12
  515. attach_angle_offset = -1.5708,0.1919,3.1416 ;устанавливаетсЪ в радианах Angle*PI/180
  516. attach_position_offset = 0.075, 0.066, 0.023
  517. attach_bone_name = bip01_l_hand
  518. auto_attach = false
  519.  
  520. ; раци¤ дл¤ правой руки
  521. [hand_radio_r]:identity_immunities
  522. GroupControlSection = spawn_group
  523. discovery_dependency =
  524. $spawn = "equipment\hand_radio_r"
  525. cform = skeleton
  526. class = II_ATTCH
  527. visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
  528. cost = 0
  529. inv_name = "hand_radio"
  530. inv_name_short = "hand_radio"
  531. inv_weight = .5
  532. inv_grid_width = 2
  533. inv_grid_height = 1
  534. inv_grid_x = 16
  535. inv_grid_y = 12
  536. attach_angle_offset = 1.571,0.75,0.0 ;устанавливаетсЪ в радианах Angle*PI/180
  537. attach_position_offset = 0.015, -0.084, 0.023
  538. attach_bone_name = bip01_r_hand
  539. auto_attach = false
  540.  
  541. [breakable_object]
  542. class = O_BRKBL
  543. remove_time = 10 ;after remove_time seconds object will be removed after it is breaked
  544. hit_break_threthhold = 0. ;weapon impact can stand breakable_object
  545. collision_break_threthhold = 2000.f ;collision impact can stand breakable_object
  546. immunity_factor = 1.3 ;hit power multiplier
  547.  
  548. [climable_object]
  549. class = O_CLMBL
  550.  
  551. [zone_team_base]
  552. $spawn = "network\team base"
  553. class = Z_TEAMBS
  554. GroupControlSection = spawn_group_zone
  555.  
  556. [multiplayer_skins]
  557. stalker_killer_head_1 = 0,380
  558. stalker_killer_antigas = 128,380
  559. stalker_killer_head_3 = 256,380
  560. stalker_killer_mask = 384,380
  561. stalker_killer_exoskeleton = 512,380
  562. stalker_sci_killer = 640,380
  563. stalker_killer_military = 768,380
  564.  
  565. stalker_sv_balon_10 = 0,705
  566. stalker_sv_hood_9 = 128,705
  567. stalker_sv_rukzak_3 = 256,705
  568. stalker_sv_rukzak_2 = 384,705
  569. stalker_sv_exoskeleton = 512,705
  570. stalker_sci_svoboda = 640,705
  571. stalker_sv_military = 768,705
  572.  
  573. [main_ingame_indicators_thresholds]
  574. radiation = 0.1,0.25,0.4,0.55,0.7
  575. wounds = 0.01,0.2,0.4,0.6,0.8
  576. jammed = 0.5,0.6,0.7,0.8,0.9
  577. starvation = 0.5,0.6,0.7,0.8,0.9
  578. fatigue = 0.3,0.6,0.7,0.8,0.9
  579.  
  580. [tutorial_conditions_thresholds]
  581. max_power = 0.75
  582. power = 0.1
  583. bleeding = 0.4
  584. satiety = 0.5
  585. radiation = 0.1
  586. weapon_jammed = 0.9
  587. psy_health = 0.5
  588.  
  589. [squad_manager]
  590. schedule_min = 1
  591. schedule_max = 999
  592.  
  593. [agent_manager]
  594. schedule_min = 100
  595. schedule_max = 1000
  596.  
  597. [custom_script_object]
  598. GroupControlSection = spawn_group
  599. discovery_dependency =
  600. $spawn = "scripts\custom_object"
  601. cform = skeleton
  602. class = NW_ATTCH
  603. visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf
  604. cost = 0
  605. inv_name = "custom_script_object"
  606. inv_name_short = "custom_script_object"
  607. inv_weight = .5
  608. inv_grid_width = 2
  609. inv_grid_height = 1
  610. inv_grid_x = 16
  611. inv_grid_y = 12
  612. attach_angle_offset = 0, 0, 0
  613. attach_position_offset = 0.08, 0.04, 0.03
  614. attach_bone_name = bip01_r_hand
  615.  
  616. [ph_skeleton_object]
  617. class = P_SKELET
  618. remove_time = 120
  619.  
  620. [script]
  621. current_server_entity_version = 12
  622.  
  623. [space_restrictor]
  624. GroupControlSection = spawn_group_restrictor
  625. $spawn = "ai\space_restrictor"
  626. ;$prefetch = 64
  627. class = SPC_RS_S
  628. script_binding = bind_restrictor.bind
  629.  
  630. shape_transp_color = 0, 255, 0, 24
  631. shape_edge_color = 32, 32, 32, 255
  632.  
  633.  
  634.  
  635. [camp_zone]
  636. GroupControlSection = spawn_group_restrictor
  637. $spawn = "ai\camp"
  638. $prefetch = 16
  639. $def_sphere = 2
  640. class = SPC_RS_S
  641. script_binding = bind_camp.bind
  642.  
  643. shape_transp_color = 0, 0, 255, 24
  644. shape_edge_color = 32, 32, 32, 255
  645.  
  646.  
  647.  
  648. [anomal_zone]:space_restrictor
  649. GroupControlSection = spawn_group_zone
  650. $spawn = "ai\anomal_zone"
  651. $def_sphere = 2
  652. $prefetch = 16
  653. script_binding = bind_anomaly_zone.bind
  654.  
  655. shape_transp_color = 240, 217, 182, 58
  656. shape_edge_color = 32, 32, 32, 255
  657.  
  658.  
  659. [collision_damage]
  660. bonce_damage_factor_for_objects = 1.
  661.  
  662. [pkm_visual_memory]
  663. min_view_distance = 1 ;0.4 ; коэффициент, которvй множитсЪ на eye_range, в зависимости от угла
  664. max_view_distance = 1 ;0.8 ; коэффициент, которvй множитсЪ на eye_range, в зависимости от угла
  665. visibility_threshold = 50 ;150.0 ; значение, при достижении суммой которого объект считаетсЪ видимvм
  666. always_visible_distance = 1 ;0.1
  667. time_quant = 0.00001
  668. decrease_value = 0.1 ; значение, на которое уменьшаетсЪ вес, если объект попал в фрустум, но отс£ксЪ по каким-то причинам
  669. velocity_factor = 0.5
  670. luminocity_factor = 0.5 ; фактор освеениЪ (только длЪ Lкт£ра)
  671. transparency_threshold = 0.4 ;
  672. view_fov_deg = 90
  673. view_aspect = 1
  674. view_far_plane = 100
  675.  
  676. [details]
  677. swing_normal_amp1 = .1
  678. swing_normal_amp2 = .05
  679. swing_normal_rot1 = 30.0
  680. swing_normal_rot2 = 1.0
  681. swing_normal_speed = 2.0
  682. ; fast
  683. swing_fast_amp1 = 0.35;0.25
  684. swing_fast_amp2 = .20;0.15
  685. swing_fast_rot1 = 5
  686. swing_fast_rot2 = .5;0.75
  687. swing_fast_speed = 0.5;1
  688.  
  689. [ph_capture_visuals]
  690.  
  691. ;—писок объектов которvе можно таскать.
  692.  
  693. ;NPC
  694. ;actors\stalker_bandit\stalker_bandit_1
  695. ;actors\stalker_bandit\stalker_bandit_2
  696. ;actors\stalker_bandit\stalker_bandit_3
  697. ;actors\stalker_bandit\stalker_bandit_3_face_1
  698. ;actors\stalker_bandit\stalker_bandit_3_face_2
  699. ;actors\stalker_bandit\stalker_bandit_3_mask
  700. ;actors\stalker_bandit\stalker_bandit_4
  701. ;actors\stalker_dolg\stalker_dolg_1
  702. ;actors\stalker_dolg\stalker_dolg_2
  703. ;actors\stalker_dolg\stalker_dolg_2_face_1
  704. ;actors\stalker_dolg\stalker_dolg_2_face_2
  705. ;actors\stalker_dolg\stalker_dolg_2_mask
  706. ;actors\stalker_dolg\stalker_dolg_3
  707. ;actors\stalker_dolg\stalker_dolg_4
  708. ;actors\stalker_freedom\stalker_freedom_1
  709. ;actors\stalker_freedom\stalker_freedom_2
  710. ;actors\stalker_freedom\stalker_freedom_2_face_1
  711. ;actors\stalker_freedom\stalker_freedom_2_face_2
  712. ;actors\stalker_freedom\stalker_freedom_2_mask
  713. ;actors\stalker_freedom\stalker_freedom_3
  714. ;actors\stalker_freedom\stalker_freedom_4
  715. ;actors\stalker_hero\stalker_hero_1
  716. ;actors\stalker_hero\stalker_hero_stc_strelok
  717. ;actors\stalker_lesnik\stalker_lesnik_1
  718. ;actors\stalker_merc\stalker_merc_2
  719. ;actors\stalker_merc\stalker_merc_4
  720. ;actors\stalker_monolith\stalker_monolith_1
  721. ;actors\stalker_monolith\stalker_monolith_2
  722. ;actors\stalker_monolith\stalker_monolith_3
  723. ;actors\stalker_monolith\stalker_monolith_4
  724. ;actors\stalker_nebo\stalker_nebo_1
  725. ;actors\stalker_nebo\stalker_nebo_2
  726. ;actors\stalker_nebo\stalker_nebo_2_face_1
  727. ;actors\stalker_nebo\stalker_nebo_2_face_2
  728. ;actors\stalker_nebo\stalker_nebo_2_face_3
  729. ;actors\stalker_nebo\stalker_nebo_2_mask
  730. ;actors\stalker_nebo\stalker_nebo_3
  731. ;actors\stalker_neutral\stalker_neutral_1
  732. ;actors\stalker_neutral\stalker_neutral_2
  733. ;actors\stalker_neutral\stalker_neutral_2_face_1
  734. ;actors\stalker_neutral\stalker_neutral_2_face_2
  735. ;actors\stalker_neutral\stalker_neutral_2_mask
  736. ;actors\stalker_neutral\stalker_neutral_3
  737. ;actors\stalker_neutral\stalker_neutral_4
  738. ;actors\stalker_soldier\stalker_soldier_1
  739. ;actors\stalker_soldier\stalker_soldier_2
  740. ;actors\stalker_soldier\stalker_soldier_2_face_1
  741. ;actors\stalker_soldier\stalker_soldier_3
  742. ;actors\stalker_soldier\stalker_soldier_4
  743. ;actors\stalker_trader\stalker_trader_1
  744. ;actors\stalker_ucheniy\stalker_ucheniy_1
  745. ;actors\stalker_zombied\stalker_zombied_1
  746. ;actors\stalker_zombied\stalker_zombied_2
  747. ;actors\stalker_zombied\stalker_zombied_3
  748. ;actors\stalker_zombied\stalker_zombied_4
  749.  
  750. ;Monsters
  751. ;monsters\controller\controller_1
  752. ;monsters\controller\controller_2
  753. ;monsters\controller\controller_3
  754. ;monsters\controller\controller_4
  755. ;monsters\controller\controller_dead
  756. ;monsters\crow\crow
  757. ;monsters\dog\dog
  758. ;monsters\dog\dog_bulterier
  759. ;monsters\dog\dog_bulterier_dead
  760. ;monsters\dog\dog_dead
  761. ;monsters\dog\dog_red
  762. ;monsters\dog\dog_red_dead
  763. ;monsters\dog\dog_white
  764. ;monsters\dog\dog_white_dead
  765. ;monsters\flesh\flesh
  766. ;monsters\flesh\flesh_dead
  767. ;monsters\flesh\flesh_strong
  768. ;monsters\krovosos\krovosos
  769. ;monsters\krovosos\krovosos_dead
  770. ;monsters\krovosos\krovosos_strong
  771. ;monsters\krovosos\krovosos_strong_xray
  772. ;monsters\krovosos\krovosos_xray
  773. ;monsters\mutant_boar\mutant_boar
  774. ;monsters\mutant_boar\mutant_boar_dead
  775. ;monsters\mutant_boar\mutant_boar_strong
  776. ;monsters\poltergeist\poltergeist
  777. ;monsters\poltergeist\poltergeist_dead
  778. ;monsters\poltergeist\poltergeist_strong
  779. ;monsters\pseudodog\pseudodog
  780. ;monsters\pseudodog\pseudodog_dead
  781. ;monsters\pseudodog\pseudodog_grey
  782. ;monsters\pseudodog\pseudodog_grey_dead
  783. ;monsters\rat\rat_1
  784. ;monsters\snork\snork
  785. ;monsters\snork\snork_dead
  786. ;monsters\tushkano\tushkano
  787. ;monsters\tushkano\tushkano_dead
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