Результаты (
русский) 2:
[копия]Скопировано!
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[actor_terrain]
255255000255
[актер]: common_ph_friction_params_on_npc_death
GroupControlSection = spawn_group
$ нерестится = "актер"
$ ed_icon = eded_actor
$ = игрок на
$ предвыборка = 16
CForm = скелет
класс = S_ACTOR
деньги = 15000
разряд = 3
script_binding = bind_stalker.actor_init
визуальный = actorsstalker_herostalker_hero_1.ogf
destroyed_vis_name = dynamicsDead_Bodyskelet_crash
player_hud_section = actor_hud
местности = actor_terrain
max_item_mass = 100
jump_speed = 7,0
crouch_coef = 0,30; 0,45
climb_coef = 0,7
run_coef = 2,0; 2,1
sprint_koef = 2,5; 1,9; 2,6
run_back_coef = 1,8
walk_back_coef = 0,5
air_control_param = 0,1
walk_accel = 19; 20; 18,1; 17
show_corpses_dist = 15
pickup_info_radius = 5
feel_grenade_radius = 10,0
feel_grenade_time = 0,5
ef_creature_type = 17
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 = 0,1
stalker_small_restrictor_radius = 0,1
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
повреждение = actor_damage
hit_probability_gd_novice = 0,50
hit_probability_gd_stalker = 0,65
hit_probability_gd_veteran = 0,75
hit_probability_gd_master = 0,85
hit_sounds = actor_hit_snds
immunities_sect = actor_immunities_gd_novice
condition_sect = actor_condition
heavy_breath_snd = актер reath_1?
heavy_blood_snd = affectsheartbeat; heart8
heavy_danger_snd = affectsheartbeat
материал = creaturesactor
camera_height_factor = 0,92
disp_base = 1,0
disp_aim = 0,0
disp_vel_factor = 1,5
disp_accel_factor = 0,0
disp_crouch_factor = -0,35
disp_crouch_no_acc_factor = -0,5
disp_jump_factor = 2,0
body_remove_time = 60000
sleep_time_factor = 1000
max_sleep_hours = 12
видов = актер
LegsCount = 2
step_params = stalker_step_manager
foot_bones = stalker_foot_bones
memory_update_time = 100
DynamicObjectsCount = 32
min_view_distance = 1,0
max_view_distance = 1,0
visibility_threshold = 1,0
always_visible_distance = 1,0
time_quant = 0,005
decrease_value = 0,1
velocity_factor = 0,5
luminocity_factor = 0,5
transparency_threshold = 0,4
still_visible_time = 5000
quick_item_1 = аптечки
quick_item_2 = бандаж
quick_item_3 = antirad
quick_item_4 = Conserva
[actor_immunities_gd_novice]
burn_immunity = 0,0
strike_immunity = 0,0
shock_immunity = 0,0
wound_immunity = 0,6
radiation_immunity = 0,6
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
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 = 1,3
strike_immunity = 0,85
shock_immunity = 0,85
wound_immunity = 0,5
radiation_immunity = 1,3
telepatic_immunity = 1,3
chemical_burn_immunity = 1,1
explosion_immunity = 0,65
fire_wound_immunity = 0,75
[actor_immunities_gd_master]
burn_immunity = 1.3
strike_immunity = 1.3
shock_immunity = 1.3
wound_immunity = 1,65
radiation_immunity = 1,35
telepatic_immunity = 1,4
chemical_burn_immunity = 1,3
explosion_immunity = 1,0
fire_wound_immunity = 1,0
[actor_condition]
satiety_v = 0,00001
radiation_v = 0,0001
satiety_power_v = 0,00055
satiety_health_v = 0,0001
satiety_critical = 0,003
radiation_health_v = 0,004
morale_v = 0,0001
psy_health_v = 0,001
alcohol_v = -0,0003
health_hit_part = 1,0
power_hit_part = 0,003
max_power_leak_speed = 0,0
max_walk_weight = 100
bleeding_v = 0,002
wound_incarnation_v = 0,0001
min_wound_size = 0,0256
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 = 0,00012
jump_power = 0,01
jump_weight_power = 0,00
overweight_jump_k = 2,5
stand_power = -0,0015
walk_power = 0,000004
walk_weight_power = 0,00004
overweight_walk_k = 5
accel_k = 3
sprint_k = 65
limping_health_begin = 0,002
limping_health_end = 0,003
limping_power_begin = 0,001
limping_power_end = 0,002
use_limping_state = на
cant_walk_power_begin = 0,0001
cant_walk_power_end = 0,10
cant_sprint_power_begin = 0,20
cant_sprint_power_end = 0,30
can_sleep_callback = dream.can_sleep_callback
sleep_video_name_callback = dream.sleep_video_name_callback
radio_zone_max_power = 0,03
fire_zone_max_power = 0,2
acid_zone_max_power = 0,2
psi_zone_max_power = 0,1
electra_zone_max_power = 0,8
max_power_restore_speed = 0,020
max_fire_wound_protection = 1,45
max_wound_protection = 0,5
hud_health_blink = 0,05
[actor_thd_gd_novice]
killing_hit_treshold = 0,2
last_chance_health = 0,1
invulnerable_time = 500
[actor_thd_gd_stalker]
killing_hit_treshold = 0,2
last_chance_health = 0,1
invulnerable_time = 500
[actor_thd_gd_veteran]
killing_hit_treshold = 0,0
last_chance_health = 0,0
invulnerable_time = 0,0
[actor_thd_gd_master]
killing_hit_treshold = 0,0
last_chance_health = 0,0
invulnerable_time = 0,0
[actor_damage]
; bone_name = ,,
; - Коэфф. изменения хита (уменьшения здоровья)
; - Анимация повреждения (-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ !!! ЗАДНИЙ НА АВТОМАТЕ)
; - Коэфф. изменения величины открытой раны по
умолчанию = 1,00, -1, 1.00
; Как и у сталков, попробуем умирать не от выстрела в ногу, а от последующей кровопотери
bip01_pelvis = 0,50, 10, 1.80; - >> от таза (включительно) до пояса ( область ЖВО) (номер кости 2)
bip01_spine = 0,60, 10, 1.60; - >> живот, от солнечн. сплетения до пояса (область ЖВО) (номер кости 11)
bip01_spine1 = 1,20, 0, 1,60; - >> середина туловища, а именно солнечн. сплетение (область ЖВО) (номер кости 12)
bip01_spine2 = 0,75, 0, 1,00; - >> верхняя часть туловища, от солнечн. сплетения до шеи (область ЖВО) (номер кости 13)
bip01_neck = 1,45, 0, 2,50; - >> шея (область ЖВО) (номер кости 14)
bip01_head = 3,50, 0, 0,10; - >> голова (номер кости 15)
eyelid_1 = 3,95, 0, 0.10; - >> глазницы (от лба до носа) (номер кости 18)
eye_left = 4,00, 0, 0.10; - >> глаз лев (номер кости 16)
eye_right = 4,00, 0 , 0,10; - >> глаз прав (номер кости 17)
jaw_1 = 2,35, 0, 0,10; - >> лицо, нижняя часть, от носа до шеи. (номер кости 19)
bip01_l_clavicle = 0,50, 4, 1,20, 0; - >> левая ключица и область плечевого сустава (область ЖВО) (номер кости 20)
bip01_l_upperarm = 0,00, 4, 0,35, 0; - >> левая плечевая кость (от сустава до сустава) (номер кости 21)
bip01_l_forearm = 0,00, 4, 0,20, 0; - >> левое предплечье (номер кости 22)
bip01_l_hand = 0,00, 4, 0,00, 0; - >> левая кисть ( номер кости 23)
bip01_l_finger0 = 0,00, 4, 0,00, 0; - >> пальцы
bip01_l_finger01 = 0,00, 4, 0,00, 0
bip01_l_finger02 = 0,00, 4, 0,00, 0
bip01_l_finger1 = 0,00, 4, 0,00, 0
bip01_l_finger11 = 0,00, 4, 0.00, 0
bip01_l_finger12 = 0,00, 4, 0,00, 0
bip01_l_finger2 = 0,00, 4, 0,00, 0
bip01_l_finger21 = 0,00, 4, 0,00, 0
bip01_l_finger22 = 0,00, 4, 0,00
переводится, пожалуйста, подождите..