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- So here is my modified 'actor.ltx' file for STALKERSOUP. Spent literally 15 min on it.
- The player should be more resistant to bullets -5/6 maybe 7 bullets to kill, excluding bleeding/radiation/other effects- and very slightly more resistant to all types of damage. Does not affect the mutated Spetznaz AI and its lazor aiming. Close quarter gunfights shouldn't be as frustrating now, but long range engagements will be piss easy. Oh well.
- Another problem now is the durability of armors: since the player can tank a few hits, armors degrade VERY FAST. A solution would be to increase the protection values and durability of armors to match the player's, then restore the 'squishy player' mode... good luck with that. I just did this because I was tired of spending more time quicksaving/quickloading than actually playing.
- The file to modify is located in 'STALKER Shadow of Chernobyl\gamedata\config\creatures' and is called 'actor.ltx'.
- DON'T FORGET TO MAKE BACKUPS!
- Special thanks to a few guys who gave me advice left and right so I could do something correct.
- Note from Florilegium (kudos for making a paste in the first place, I'm a derp sometimes):
- "Open as RAW copy everything after this sentence and save as "actor.ltx" as said up here, it will need testing and then boy it be about time to play a balanced SOUP."
- ;<!-- TB3D 1.0.9.9.2.6 NORMAL - GAME MODE, chgd hit probabilities to DMX vice AMK
- ;;;;;;; TB3D modified, weight, immunities, jump, stalker radius
- ;;;;;;; FOR MOD TESTING ONLY, NOT FOR MULTIPLAYER
- ;;;;;;; MUST USE ALL 3 MODIFIED FILES TOGETHER: actor.ltx, inventory_sect.ltx, arc_radiation.script
- [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 = 150.0
- jump_speed = 8 ;!!!!TB3D Collector mod needs 11
- 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
- ;radius in MDM over the items displayed their names
- pickup_info_radius = 5
- ef_creature_type = 17 ; option for evaluation functions
- ; attach params
- attachable_items = device_torch_bad,device_torch,attachable_item,hand_radio
- ; The physical dimensions of the hero. Allows you to get into tight spaces, such as a pipe.
- ph_box0_center = 0.0, 0.9, 0.0
- ph_box0_size = 0.35, 0.9, 0.35
- ph_box1_center = 0.0, 0.65, 0.0
- ph_box1_size = 0.35, 0.65, 0.35
- ph_box2_center = 0.0, 0.2, 0.0
- ph_box2_size = 0.35, 0.2, 0.35
- stalker_restrictor_radius = .2 ; limit the distance between the stalkers. The low value is useful when someone blocked the road in close quarters.
- stalker_small_restrictor_radius = .16
- medium_monster_restrictor_radius = 0.16
- ph_crash_speed_min = 14
- ph_crash_speed_max = 30
- ph_collision_damage_factor = 1.0
- ph_mass = 80
- ;;;;;;;;;;!!!!TB3D DMX
- ph_skeleton_airr_lin_factor = -0.43
- ph_skeleton_airr_ang_factor = -0.21
- ph_skeleton_hinger_factor1 = 1.0
- ph_skeleton_hinge_vel = 0.7
- ph_skeleton_ddelay = 0
- ph_skel_fatal_impulse_factor = 1
- ph_after_death_velocity_factor= 0.75
- ph_skel_shot_up_factor = 0.25 ;= 80 !!!!!!!!!!!!!!!! error?? both were active, I commented out '= 80'
- ;;;;;;;;;;;;;;;DMX
- weapon_bone0 = bip01_r_finger1
- weapon_bone1 = bip01_l_finger1
- weapon_bone2 = bip01_r_finger11
- damage = actor_damage
- hit_probability_gd_novice = 0.20 ;;;;easier
- hit_probability_gd_stalker = 0.35
- hit_probability_gd_veteran = 0.50
- hit_probability_gd_master = 0.60
- hit_sounds = actor_hit_snds
- ;actor condition
- immunities_sect = actor_immunities_gd_master ;forced here for difficulty_manager
- condition_sect = actor_condition
- heavy_breath_snd = actor\breath_1 ;the sound of heavy breathing for fatigue
- heavy_blood_snd = affects\heartbeat; heart\8
- material = creatures\actor
- camera_height_factor = 0.91 ;0.85
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----(AMK SNIPER ADDON v1.0)-----
- ; I will not change these so AMK will stay stable
- ;variance of firing with light walking and running
- disp_base = 0.51 ;angle (in degrees) the expansion of bullets, when an actor stands on the site
- disp_aim = 0.04 ;0.51
- disp_vel_factor = 1.0 ;on how to increase the variance in skrosti at 10 m / s (not necessarily in the running)
- disp_accel_factor = 2.0 ;More on how to increase if the actor runs (+ speed)
- disp_crouch_factor = -0.3 ;decrease if the actor is sitting
- disp_crouch_no_acc_factor = -0.6 ;decrease if the actor is sitting + no acceleration
- ;disp_jump_factor = 2.0
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----
- missile_throw_offset = 0.3, 0.5, 0.5
- body_remove_time = 20000 ;while the destruction of the corpse (with TimeFactor)
- sleep_time_factor = 1000 ;400 ;left this alone, could change it tho
- 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 ; coefficient which is multiplied by eye_range, depending on the angle
- max_view_distance = 1.0 ; coefficient which is multiplied by eye_range, depending on the angle
- visibility_threshold = 1.0 ; value when the sum of which the object is visible
- always_visible_distance = 1.0
- time_quant = 0.005
- decrease_value = 0.1 ; value that decreases the weight, if the object hit the frustum, but the compartments, for some reason
- velocity_factor = 0.5
- luminocity_factor = 0.5;0 ; coverage factor (only for the Actor)
- transparency_threshold = 0.4 ; 0.25
- still_visible_time = 5000 ; time that the object is still considered visible even though he was no longer in frustume
- [actor_immunities_gd_novice]
- burn_immunity = 0.4 ;factors of immunity
- strike_immunity = 0.4
- shock_immunity = 0.3
- wound_immunity = 0.4
- radiation_immunity = 0.4
- telepatic_immunity = 0.4
- chemical_burn_immunity = 0.4
- explosion_immunity = 0.3
- fire_wound_immunity = 0.08
- [actor_immunities_gd_stalker]
- burn_immunity = 0.5 ;factors of immunity
- strike_immunity = 0.5
- shock_immunity = 0.4
- wound_immunity = 0.5
- radiation_immunity = 0.5
- telepatic_immunity = 0.5
- chemical_burn_immunity = 0.5
- explosion_immunity = 0.4
- fire_wound_immunity = 0.12
- [actor_immunities_gd_veteran]
- burn_immunity = 0.7 ;factors of immunity
- strike_immunity = 0.7
- shock_immunity = 0.6
- wound_immunity = 0.7
- radiation_immunity = 0.7
- telepatic_immunity = 0.7
- chemical_burn_immunity = 0.7
- explosion_immunity = 0.6
- fire_wound_immunity = 0.18
- [actor_immunities_gd_master]
- burn_immunity = 0.9 ;factors of immunity
- strike_immunity = 0.9
- shock_immunity = 0.8
- wound_immunity = 0.9
- radiation_immunity = 0.9
- telepatic_immunity = 0.9
- chemical_burn_immunity = 0.9
- explosion_immunity = 0.8
- fire_wound_immunity = 0.22
- [actor_condition]
- satiety_v = 0.000025 ;rate of hunger
- radiation_v = 0.0001 ;dammage done by radiation
- satiety_power_v = 0.000055 ;improved stamina by eating
- satiety_health_v = 0.0001 ;improved health by eating
- satiety_critical = 0.0 ;can effect gameplay
- radiation_health_v = 0.004
- morale_v = 0.0001
- psy_health_v = 0.001
- alcohol_v = -0.0005
- health_hit_part = 0.75 ;percentage of hits, leaving to grabbing Health
- power_hit_part = 0.75 ;percentage of hits, leaving to the grabbing force
- max_power_leak_speed = 0.0001 ;accumulation of fatigue (max limit, to which the restoring force) per second of playing time
- max_walk_weight = 160.0
- bleeding_v = 0.0005
- wound_incarnation_v = 0.003 ;the rate of wound healing
- min_wound_size = 0.0256 ;minimum size of the wound, after which it is healed
- ;--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 = -0.00001
- wound_incarnation_v_sleep = -0.00001
- max_power_leak_speed_sleep = -0.00001;
- ;health_restore_v = 0.0001
- ;;;;;;;;
- ;actor_condition only
- jump_power = 0.07
- jump_weight_power = 0.05 ;these have effects on gameplay physics, not good to change too much
- overweight_jump_k = 5
- stand_power = -0.01
- walk_power = 0.00002 ;force while walking without weight burden
- walk_weight_power = 0.0001 ;force while walking in the light weight of burden, for the maximum allowable weight
- overweight_walk_k = 5;9 ;10 ;overload effect factor burden (multiplied bywalk_weight_power)
- accel_k = 3;5 ;coefficient on the run (multiplied walk_power, walk_weight_power)
- sprint_k = 75;150;185;180;200; ;factor in the "sprint" race (multiplied walk_power, walk_weight_power)
- ; claudication
- limping_health_begin = 0.15 ;threshold below which the actor's health began to limp
- limping_health_end = 0.25 ;threshold of more health which the actor is no longer limping
- limping_power_begin = 0.15 ;threshold force below which the actor begins to limp
- limping_power_end = 0.25 ;threshold force greater than which the actor is no longer limping
- use_limping_state = on
- cant_walk_power_begin = 0.01 ;threshold force below which an actor can not move
- cant_walk_power_end = 0.10 ;threshold power is more an actor can move
- cant_sprint_power_begin = 0.20 ;threshold force below which an actor can not run in the sprint
- cant_sprint_power_end = 0.30 ;threshold force which the actor can more run in the sprint
- 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> - coeff. changes hit (to reduce health)
- ;<wound_scale> - coeff. changes in the value of an open wound
- ;-1 - No animations, even number - in front, an odd number - back, include a FRONT! BACK TO MACHINES
- 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]
- ;angles dvorota feet actor during Streif (degrees)
- 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
- physic_strike =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
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