Результаты (
русский) 2:
[копия]Скопировано!
= Spawn_group $ нерестится = "актер" $ ed_icon = eded_actor $ = игрок на предвыборка $ = 16 Облике = скелет класс = S_ACTOR деньги = 15000 разряд = 3 script_binding = bind_stalker.actor_init визуальный = actorsstalker_herostalker_hero_1.ОГФ 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 = антирад quick_item_4 = осторожную [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 = сон.can_sleep_callback sleep_video_name_callback = сон.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 ( ЖВО область) (номер кости 2) bip01_spine = 0,60, 10, 1.60; - >> живот, от солнечн. сплетения до пояса (ЖВО область) (номер кости 11) bip01_spine1 = 1,20, 0, 1,60; - >> середина туловища, а именно солнечн. сплетение (ЖВО область) (номер кости 12) bip01_spine2 = 0,75, 0, 1,00; - >> верхняя часть туловища, от солнечн. сплетения до шеи (ЖВО область) (номер кости 13) bip01_neck = 1,45, 0, 2,50; - >> шея (ЖВО область) (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 (ЖВО область) (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..
