---=================================================================== перевод - ---=================================================================== русский как сказать

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[actor_terrain]
255,255,000,255
[actor]:common_ph_friction_params_on_npc_death
GroupControlSection = spawn_group
$spawn = "actor"
$ed_icon = eded_actor
$player = on
$prefetch = 16
cform = skeleton
class = S_ACTOR
money = 15000
rank = 3
script_binding = bind_stalker.actor_init
visual = actorsstalker_herostalker_hero_1.ogf
destroyed_vis_name = dynamicsDead_Bodyskelet_crash
player_hud_section = actor_hud
terrain = 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 = .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
damage = 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 = actorreath_1
heavy_blood_snd = affectsheartbeat; heart8
heavy_danger_snd = affectsheartbeat
material = 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
species = actor
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 = medkit
quick_item_2 = bandage
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 = on
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

default = 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
0/5000
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Результаты (русский) 1: [копия]
Скопировано!
---==================================================================================================------------------------------------------------------------------------------------------------------------------------------------------------------(Главный герой)---------------------------------------------------------------------------------------------------------------------------------------------------------==================================================================================================---[actor_terrain]255,255,000,255[актер]: common_ph_friction_params_on_npc_deathGroupControlSection = spawn_group$spawn = «актер»$ed_icon = eded_actor$player = вкл$prefetch = 16CForm = скелеткласс = S_ACTORденьги = 15000Ранг = 3script_binding = bind_stalker.actor_initVisual = actorsstalker_herostalker_hero_1.ogfdestroyed_vis_name = dynamicsDead_Bodyskelet_crashplayer_hud_section = actor_hudРельеф = actor_terrainmax_item_mass = 100jump_speed = 7.0crouch_coef = 0.30; 0,45climb_coef = 0,7run_coef = 2.0; 2.1sprint_koef = 2,5; 1.9; 2.6run_back_coef = 1.8walk_back_coef = 0.5air_control_param = 0.1walk_accel = 19; 20; 18.1; 17show_corpses_dist = 15pickup_info_radius = 5feel_grenade_radius = 10.0feel_grenade_time = 0.5ef_creature_type = 17 attachable_items = device_torch, attachable_item, hand_radioph_box0_center = 0.0,0.9,0.0ph_box0_size = 0.35, 0,9, 0.35ph_box1_center = 0.0, 0.0, 0,75ph_box1_size = 0.35, 0,75, 0.35ph_box2_center = 0.0, 0.0, 0.6ph_box2_size = 0.35, 0,6, 0.35stalker_restrictor_radius = 0.1stalker_small_restrictor_radius =.1medium_monster_restrictor_radius = 0.1ph_crash_speed_min = 14ph_crash_speed_max = 30ph_collision_damage_factor = 1,0ph_mass = 80weapon_bone0 = bip01_r_finger1weapon_bone1 = bip01_l_finger1weapon_bone2 = bip01_r_finger11урон = actor_damagehit_probability_gd_novice = 0,50hit_probability_gd_stalker = 0,65hit_probability_gd_veteran = 0,75hit_probability_gd_master = 0,85hit_sounds = actor_hit_sndsimmunities_sect = actor_immunities_gd_novicecondition_sect = actor_conditionheavy_breath_snd = reath_1 актерheavy_blood_snd = affectsheartbeat; heart8heavy_danger_snd = affectsheartbeatматериал = creaturesactorcamera_height_factor = 0,92disp_base = 1,0disp_aim = 0.0disp_vel_factor = 1,5disp_accel_factor = 0.0disp_crouch_factor = -0.35disp_crouch_no_acc_factor = -0,5disp_jump_factor = 2.0body_remove_time = 60000sleep_time_factor = 1000max_sleep_hours = 12вид = актерLegsCount = 2step_params = stalker_step_managerfoot_bones = stalker_foot_bonesmemory_update_time = 100DynamicObjectsCount = 32min_view_distance = 1,0max_view_distance = 1,0visibility_threshold = 1,0always_visible_distance = 1,0time_quant = 0,005decrease_value = 0.1velocity_factor = 0.5luminocity_factor = 0.5transparency_threshold = 0,4still_visible_time = 5000quick_item_1 = medkitquick_item_2 = бандажquick_item_3 = antiradquick_item_4 = жают[actor_immunities_gd_novice]burn_immunity = 0.0strike_immunity = 0.0shock_immunity = 0.0wound_immunity = 0,6radiation_immunity = 0,6telepatic_immunity = 0.0chemical_burn_immunity = 0.0explosion_immunity = 0.0fire_wound_immunity = 0.0[actor_immunities_gd_stalker]burn_immunity = 0.0strike_immunity = 0.0shock_immunity = 0.0wound_immunity = 0.0radiation_immunity = 0.0telepatic_immunity = 0.0chemical_burn_immunity = 0.0explosion_immunity = 0.0fire_wound_immunity = 0.0[actor_immunities_gd_veteran]burn_immunity = 1.3strike_immunity = 0,85shock_immunity = 0,85wound_immunity = 0.5radiation_immunity = 1.3telepatic_immunity = 1.3 chemical_burn_immunity = 1.1explosion_immunity = 0,65fire_wound_immunity = 0,75 [actor_immunities_gd_master]burn_immunity = 1.3strike_immunity = 1.3shock_immunity = 1.3wound_immunity = 1.65radiation_immunity = 1.35telepatic_immunity = 1.4chemical_burn_immunity = 1.3explosion_immunity = 1,0fire_wound_immunity = 1,0[actor_condition]satiety_v = 0,00001radiation_v = 0.0001satiety_power_v = 0.00055satiety_health_v = 0.0001satiety_critical = 0,003radiation_health_v = 0,004morale_v = 0.0001psy_health_v = 0.001alcohol_v =-0.0003health_hit_part = 1,0power_hit_part = 0,003max_power_leak_speed = 0.0max_walk_weight = 100bleeding_v = 0.002wound_incarnation_v = 0.0001min_wound_size = 0.0256satiety_v_sleep = 0,00001radiation_v_sleep = 0.0003satiety_power_v_sleep = 0.0001satiety_health_v_sleep = 0,00001radiation_health_v_sleep = 0.001morale_v_sleep = 0.0psy_health_v_sleep = 0.0alcohol_v_sleep =-0.0005bleeding_v_sleep = 0.0wound_incarnation_v_sleep = 0.0max_power_leak_speed_sleep =-0.00001;health_restore_v = 0.00012jump_power = 0.01jump_weight_power = 0.00overweight_jump_k = 2,5stand_power =-0.0015walk_power = 0.000004walk_weight_power = 0.00004overweight_walk_k = 5accel_k = 3sprint_k = 65limping_health_begin = 0.002limping_health_end = 0,003limping_power_begin = 0.001limping_power_end = 0.002use_limping_state = вклcant_walk_power_begin = 0.0001cant_walk_power_end = 0,10cant_sprint_power_begin = 0.20cant_sprint_power_end = 0.30can_sleep_callback = dream.can_sleep_callbacksleep_video_name_callback = dream.sleep_video_name_callbackradio_zone_max_power = 0,03fire_zone_max_power = 0,2acid_zone_max_power = 0,2psi_zone_max_power = 0.1electra_zone_max_power = 0,8max_power_restore_speed = 0,020max_fire_wound_protection = 1.45max_wound_protection = 0.5hud_health_blink = 0.05[actor_thd_gd_novice]killing_hit_treshold = 0,2last_chance_health = 0.1invulnerable_time = 500[actor_thd_gd_stalker]killing_hit_treshold = 0,2last_chance_health = 0.1invulnerable_time = 500[actor_thd_gd_veteran]killing_hit_treshold = 0.0last_chance_health = 0.0invulnerable_time = 0.0[actor_thd_gd_master]killing_hit_treshold = 0.0last_chance_health = 0.0invulnerable_time = 0.0[actor_damage]; bone_name =,; -КОЭФФ. ХИТА ИЗМЕНЕНИЯ (УМЕНЬШЕНИЯ ЗДОРОВЬЯ); -АНИМАЦИЯ ПОВРЕЖДЕНИЯ (-1 - НЕТ АНИМАЦИЙ, ЧЕТНЫЙ НОМЕР - СПЕРЕДИ, НЕЧЕТНЫЙ НОМЕР - СЗАДИ, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ! ЗАДНИЙ НА АВТОМАТЕ); - коэфф. изменения величины открытой раныdefault = 1.00, -1, 1.00;Как и у сталков,попробуем умирать не от выстрела в ногу,а от последующей кровопотериbip01_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 ;-->> пальцыbip01_l_finger01 = 0.00, 4, 0.00, 0bip01_l_finger02 = 0.00, 4, 0.00, 0bip01_l_finger1 = 0.00, 4, 0.00, 0bip01_l_finger11 = 0.00, 4, 0.00, 0bip01_l_finger12 = 0.00, 4, 0.00, 0bip01_l_finger2 = 0.00, 4, 0.00, 0bip01_l_finger21 = 0.00, 4, 0.00, 0bip01_l_finger22 = 0.00, 4, 0.00
переводится, пожалуйста, подождите..
Результаты (русский) 2:[копия]
Скопировано!
--- =============================================== ================================================== = ---
---------------------------------------------- -------------------------------------------------- --------
------------------------------------------ - (Главный герой) --------------------------------------------- -
------------------------------------------------- -------------------------------------------------- -----
--- ========================================== ================================================== ====== ---
[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..
 
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