[stalker_foot_bones]
front_left  = bip01_l_foot
front_right = bip01_r_foot

[stalker_step_manager]
; order: left, right
;--------------------------------------------------------------------------
; animation       Cycles  | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
dmg_norm_escape_0     = 1,    0.2,      1.3,   0.65,     1.3

dmg_norm_walk_fwd_1     = 1,    0.2,      0.2,   0.65,     0.2
dmg_norm_run_fwd_1      = 1,    0.2,      1,     0.65,     1

dmg_norm_walk_fwd_0     = 1,    0.2,      0.2,   0.65,     0.2
dmg_norm_walk_back_0    = 1,    0.2,      0.2,   0.65,     0.2
dmg_norm_walk_ls_0      = 1,    0.2,      0.2,   0.65,     0.2
dmg_norm_walk_rs_0      = 1,    0.2,      0.2,   0.65,     0.2

dmg_norm_run_fwd_0      = 1,    0.2,      1,     0.65,     1
dmg_norm_run_back_0     = 1,    0.2,      1,     0.65,     1
dmg_norm_run_ls_0     = 1,    0.2,      1,     0.65,     1
dmg_norm_run_rs_0     = 1,    0.2,      1,     0.65,     1

dmg_norm_turn_left_0    = 1,    0.2,      0.2,   0.65,     0.2
dmg_norm_turn_right_0   = 1,    0.2,      0.2,   0.65,     0.2

norm_escape_0       = 1,    0.2,      1.3,   0.65,     1.3
norm_escape_00        = 1,    0.2,      1.3,   0.65,     1.3
norm_escape_00        = 1,    0.2,      1.3,   0.65,     1.3

norm_walk_fwd_1       = 1,    0.2,      0.2,   0.65,     0.2
norm_jump_end       = 1,    0.2,      1.3,   0.21,     1.3

norm_walk_fwd_0       = 1,    0.2,      0.2,   0.65,     0.2
norm_walk_back_0      = 1,    0.2,      0.2,   0.65,     0.2
norm_walk_ls_0        = 1,    0.2,      0.2,   0.65,     0.2
norm_walk_rs_0        = 1,    0.2,      0.2,   0.65,     0.2

norm_run_fwd_0        = 1,    0.2,      1,     0.65,     1
norm_run_back_0       = 1,    0.2,      1,     0.65,     1
norm_run_ls_0       = 1,    0.2,      1,     0.65,     1
norm_run_rs_0       = 1,    0.2,      1,     0.65,     1

norm_turn_left_0      = 1,    0.2,      0.2,   0.65,     0.2
norm_turn_right_0     = 1,    0.2,      0.2,   0.65,     0.2

cr_walk_fwd_0       = 1,    0.2,      0.1,   0.65,     0.1
cr_walk_back_0        = 1,    0.2,      0.1,   0.65,     0.1
cr_walk_ls_0        = 1,    0.2,      0.1,   0.65,     0.1
cr_walk_rs_0        = 1,    0.2,      0.1,   0.65,     0.1

cr_run_fwd_0        = 1,    0.2,      0.1,   0.65,     0.1
cr_run_back_0       = 1,    0.2,      0.1,   0.65,     0.1
cr_run_ls_0         = 1,    0.2,      0.1,   0.65,     0.1
cr_run_rs_0         = 1,    0.2,      0.1,   0.65,     0.1

cr_turn_left_0        = 1,    0.2,      0.1,   0.65,     0.1
cr_turn_right_0       = 1,    0.2,      0.1,   0.65,     0.1

; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри,
; иначе возникают артефакты с потерей видимости при переходе от денжера во фри.
[stalker_vision_free]
min_view_distance 			= 0.8				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance 			= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 1.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.2
time_quant					= 0.005
decrease_value				= 0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 1.0 ;0.5
luminocity_factor			= 0.8 ;0.5				; фактор освещения (только для Актёра)
transparency_threshold	 	= 0.4				; 0.75

[stalker_vision_danger]
min_view_distance   		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 1.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.2
time_quant					= 0.001
decrease_value				= 0.01				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 1.0 ;0.5
luminocity_factor			= 0.8 ;0.5 				; фактор освещения (только для Актёра)
transparency_threshold	 	= 0.25				; 0.25

[stalker_sound_perceive]
  weapon          = 2.0; 0.75; 10 коэффициент усиления приоритета\силы звука
  item          = 0.2; коэффициент усиления приоритета\силы звука
  npc           = 1.0;1;2 коэффициент усиления приоритета\силы звука
  anomaly         = 0.5; коэффициент усиления приоритета\силы звука
  world         = 0.2; коэффициент усиления приоритета\силы звука

[stalker_damage]
default                                                = 1.0, -1, 1.0

bip01_pelvis                                 = 0.8, 2, 0.3        ;        таз
bip01_spine                                  = 0.85, 2, 0.8        ;        поясница-живот
bip01_spine1                                  = 0.9, 2, 0.8        ;        низ торса
bip01_spine2                                  = 0.9, 2, 0.8        ;        верх торса
bip01_neck                                          = 4.9, 0, 1.0, 5.0        ;        шея
bip01_head                                          = 5.8, 0, 1.0, 5.0        ;2.0, 0, 1.0, 5.0        ;        голова
eyelid_1                                          = 6.8, 0, 1.0, 5.0        ;2.0, 0, 1.0, 5.0        ;        веки (?)
eye_left                                          = 6.8, 0, 1.0, 5.0        ;2.0, 0, 1.0, 5.0        ;        глаз лев
eye_right                                          = 6.8, 0, 1.0, 5.0        ;2.0, 0, 1.0, 5.0        ;        глаз прав
jaw_1                                                   = 6.15, 0, 1.0, 3.0        ;        челюсть

bip01_l_clavicle                         = 0.9, 10, 0.7        ;        ключица лев
bip01_l_upperarm                         = 0.4, 8, 0.6        ;        плечо лев
bip01_l_forearm                              = 0.3, 10, 0.5        ;        предплечье лев
bip01_l_hand                              = 0.1, -1, 0.2        ;        кисть лев
bip01_l_finger0                              = 0.0, -1, 0.1
bip01_l_finger01                         = 0.0, -1, 0.1
bip01_l_finger02                         = 0.0, -1, 0.1
bip01_l_finger1                              = 0.0, -1, 0.1
bip01_l_finger11                         = 0.0, -1, 0.1
bip01_l_finger12                         = 0.0, -1, 0.1
bip01_l_finger2                              = 0.0, -1, 0.1
bip01_l_finger21                         = 0.0, -1, 0.1
bip01_l_finger22                         = 0.0, -1, 0.1

bip01_r_clavicle                         = 0.9, 8, 0.7        ;        ключица прав
bip01_r_upperarm                         = 0.4, 8, 0.6        ;        плечо прав
bip01_r_forearm                                  = 0.3, 8, 0.5        ;        предплечье прав
bip01_r_hand                                  = 0.1, -1, 0.2        ;        кисть прав
bip01_r_finger0                                  = 0.0, -1, 0.1
bip01_r_finger01                         = 0.0, -1, 0.1
bip01_r_finger02                         = 0.0, -1, 0.1
bip01_r_finger1                                  = 0.0, -1, 0.1
bip01_r_finger11                         = 0.0, -1, 0.1
bip01_r_finger12                         = 0.0, -1, 0.1
bip01_r_finger2                                   = 0.0, -1, 0.1
bip01_r_finger21                         = 0.0, -1, 0.1
bip01_r_finger22                         = 0.0, -1, 0.1

bip01_l_thigh                                  = 0.6, 8, 0.6        ;        бедро лев
bip01_l_calf                                  = 0.35, 4, 0.4        ;        голень лев
bip01_l_foot                                  = 0.25, 4, 0.3        ;        пятка лев
bip01_l_toe0                                  = 0.0, -1, 0.2
bip01_r_thigh                                  = 0.6, 8, 0.6        ;        бедро прав
bip01_r_calf                                  = 0.35, 4, 0.4        ;        голень прав
bip01_r_foot                                  = 0.25, 6, 0.3        ;        пятка прав
bip01_r_toe0                                  = 0.0, -1, 0.2

[critical_wound_head_section]
  bip01_head
  eyelid_1
  eye_left
  eye_right
  jaw_1
  bip01_l_hand
  bip01_l_finger0
  bip01_l_finger01
  bip01_l_finger02
  bip01_l_finger1
  bip01_l_finger11
  bip01_l_finger12
  bip01_l_finger2
  bip01_l_finger21
  bip01_l_finger22
  bip01_r_hand
  bip01_r_finger0
  bip01_r_finger01
  bip01_r_finger02
  bip01_r_finger1
  bip01_r_finger11
  bip01_r_finger12
  bip01_r_finger2
  bip01_r_finger21
  bip01_r_finger22
  bip01_neck



[critical_wound_torso_section]
  bip01_pelvis
  bip01_tail
  bip01_spine
  bip01_spine1
  bip01_spine2


[critical_wound_hand_left_section]
  bip01_l_upperarm
  bip01_l_forearm
  bip01_l_clavicle

[critical_wound_hand_right_section]
  bip01_r_upperarm
  bip01_r_forearm
  bip01_r_clavicle

[critical_wound_leg_left_section]
  bip01_l_thigh
  bip01_l_calf
  bip01_l_foot
  bip01_l_toe0

[critical_wound_leg_right_section]
  bip01_r_thigh
  bip01_r_calf
  bip01_r_foot
  bip01_r_toe0

[critical_wound_body_parts_section]
  head          = critical_wound_head_section
  torso         = critical_wound_torso_section
  hand_left       = critical_wound_hand_left_section
  hand_right        = critical_wound_hand_right_section
  leg_left        = critical_wound_leg_left_section
  leg_right       = critical_wound_leg_right_section

[stalker_immunities]
burn_immunity         = 0.0       ;коэффициенты иммунитета
strike_immunity       = 1.0
shock_immunity        = 1.0
wound_immunity        = 0.7
radiation_immunity      = 0.0
telepatic_immunity      = 1.0
chemical_burn_immunity    = 1.0
explosion_immunity      = 1.0
fire_wound_immunity     = 0.5
wound_2_immunity        = 0.7

[stalker_condition]
satiety_v         = 0.00001       ;скорость уменьшения сытости со временем
radiation_v         = 0.0001        ;скорость уменьшения радиации
satiety_power_v       = 0.0005        ;увеличение силы при уменьшении сытости
satiety_health_v      = 0.0 ;0.0001       ;увеличение здоровья при уменьшении сытости
satiety_critical      = 0.0         ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v      = 0.000         ;уменьшение здоровья при воздействии радиации
morale_v          = 0.0001        ;скорость восстановления морали
health_hit_part       = 1.0         ;процент хита, уходящий на отнимание здоровья
power_hit_part        = 0.0         ;процент хита, уходящий на отнимание силы
psy_health_v        = 0.01          ; скорость восстановления psy-здоровья
health_restore_v                        = 0.00001                                        ;скорость восстановления здоровья

sleep_health        = 1.0         ;коэффициенты скоростей изменения параметров во время сна
sleep_power         = 1.0
sleep_satiety       = 1.0
sleep_radiation       = 1.0
sleep_psy_health      = 1.0

;---LIMPING STATE-----------------------------------------------------
use_limping_state     = on
limping_threshold     = 0.6

;открытые раны
bleeding_v          = 0.0           ;потеря крови при номинальной ране в секунду
wound_incarnation_v     = 0.001         ;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size        = 0.01

[stalker_terrain]
  255,000,255,255
  008,001,255,255 ;Разрешено ходить по опасным местам на баре
  012,001,255,255 ;Разрешено ходить по опасным местам на Милитари

[stalker_sniper_terrain]
  255,000,255,255
  008,001,255,255 ;Разрешено ходить по опасным местам на баре
  012,001,255,255 ;Разрешено ходить по опасным местам на Милитари

[stalker_green_terrain]
  255,000,255,255
  008,001,255,255 ;Разрешено ходить по опасным местам на баре
  012,001,255,255 ;Разрешено ходить по опасным местам на Милитари

[stalker_nebo_terrain]
  255,000,255,255
  008,001,255,255 ;Разрешено ходить по опасным местам на баре
  012,001,255,255 ;Разрешено ходить по опасным местам на Милитари

[stalker_lastday_terrain]
  255,000,255,255
  008,001,255,255 ;Разрешено ходить по опасным местам на баре
  012,001,255,255 ;Разрешено ходить по опасным местам на Милитари 

[stalker_fotoman_terrain]
  255,000,255,255
  008,001,255,255 ;Разрешено ходить по опасным местам на баре
  012,001,255,255 ;Разрешено ходить по опасным местам на Милитари 

[stalker_dolg_terrain]
  255,000,255,255
  008,001,255,255 ;Разрешено ходить по опасным местам на баре

[stalker_freedom_terrain]
  255,000,255,255
  012,001,255,255 ;Разрешено ходить по опасным местам на Милитари

[stalker_ecolog_terrain]
  255,000,255,255
  008,001,255,255 ;Разрешено ходить по опасным местам на баре

[stalker_bandit_terrain]
  255,000,255,255

[stalker_killer_terrain]
  255,000,255,255

[stalker_military_terrain]
  255,000,255,255

[stalker_zombied_terrain]
  255,000,255,255
  255,001,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,002,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,003,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,004,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,005,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,006,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,007,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,008,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,009,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,010,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,011,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,012,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,013,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,014,255,255 ;Разрешено ходить по опасным местам на янтаре
  255,015,255,255 ;Разрешено ходить по опасным местам на янтаре

[stalker_movement_speeds]
  ; danger
  ;; crouch
  ;;; walk
  danger_crouch_walk_forward  = 1.9
  danger_crouch_walk_backward = 1.85
  danger_crouch_walk_left   = 1.85
  danger_crouch_walk_right  = 1.85
  ;;; run
  danger_crouch_run_forward   = 3.3
  danger_crouch_run_backward  = 3.3
  danger_crouch_run_left    = 3.2
  danger_crouch_run_right   = 3.2
  ;; stand
  ;;; walk
  danger_stand_walk_forward = 3.2
  danger_stand_walk_backward  = 3.2
  danger_stand_walk_left    = 2.8
  danger_stand_walk_right   = 2.8
  ;;; run
  danger_stand_run_forward  = 3.6
  danger_stand_run_backward = 3.0
  danger_stand_run_left   = 2.0
  danger_stand_run_right    = 2.0
  ; free
  ;; stand
  ;;; forward
  free_stand_walk_forward   = 1.1
  free_stand_run_forward    = 3.0
  ; panic
  ;; stand
  ;;; run
  ;;;; forward
  panic_stand_run_forward   = 5.0

[stalker]:common_ph_friction_params_on_npc_death
class             = AI_STL_S            ; Class identifier

can_select_items        = on

;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type        = 17              ; option for evaluation functions

;---LEVEL EDITOR------------------------------------------------------
$spawn              = "stalkers\stalker"      ; option for Level Editor
$npc              = on              ; option for Level Editor
visual              = actors\hero\stalker_novice.ogf; option for Level Editor
corpse_visual         = equipments\item_rukzak.ogf  ;actors\hero\stalker_novice.ogf; option for Level Editor
custom_data           = stalker_custom_data.ltx   ; option for Level Editor
character_profile       = default           ; option for Level Editor
use_single_item_rule      = off

;---GAME--------------------------------------------------------------
$prefetch             = 32
cform             = skeleton            ; collision class
;биолог вид существа
species             = human

;---MATERIAL----------------------------------------------------------
material            = creatures\human

;---DEAD_VISUAL-------------------------------------------------------
destroyed_vis_name        = physics\Dead_Body\skelet_crash

;---SCRIPTS-----------------------------------------------------------
script_binding          = bind_stalker.init

;---GROUP SECTIONS----------------------------------------------------
GroupControlSection       = spawn_group
SpaceRestrictionSection     = space_restrictor,zone_mine_field
attachable_items        = yad, device_torch, attachable_item, hand_radio, bread, vodka, sigaret, energy_drink, kolbasa, guitar_a, harmonica_a, wpn_binoc, kruglov_flash, cigara, beer_a, sweetness, flaska, sandwich, balalaika_a

;---SECTIONS----------------------------------------------------------
damage              = stalker_damage
immunities_sect         = stalker_immunities
condition_sect          = stalker_condition

;---OFFLINE ALIFE------------------------------------------------------------------
Health              = 100         ; option for ALife Simulator
money             = 5000          ; option for ALife Simulator
going_speed           = 3.5         ; option for ALife Simulator
current_level_going_speed   = 1           ; option for ALife Simulator
search_speed          = 2.5         ; option for ALife Simulator
going_item_detect_probability = 0.9         ; option for ALife Simulator
search_item_detect_probability  = 0.9         ; option for ALife Simulator
max_item_mass         = 1000.0        ; option for ALife Simulator
inv_max_weight          = 1000.0        ; Допустимый вес инвентори
MaxHealthValue          = 100         ; option for ALife Simulator, range [0..200]
smart_terrain_choose_interval = 00:15:00

;---ONLINE ALIFE-------------------------------------------------------------------
time_to_search_for_artefacts  = 60000 ; in milliseconds
distance_to_search_for_artefacts= 30.0  ; in meters

;---ONLINE-OFFLINE ALIFE-----------------------------------------------------------
terrain             = 255,255,255,255,0,1
;terrain              = stalker_terrain

;---SOUND-------------------------------------------------------------
sound_threshold         = 0.04
self_sound_factor       = 0.1 ;1.0
self_decrease_quant       = 250 ; in milliseconds
self_decrease_factor      = 0.95  ; fading factor
killer_clsids         = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
sound_perceive_section      = stalker_sound_perceive

;---VISIBILITY--------------------------------------------------------
vision_danger_section     = stalker_vision_danger
vision_free_section       = stalker_vision_free
eye_fov             = 160;120
eye_range           = 80
far_plane_factor        = 1.0       ; фактор дальности тумана
fog_density_factor        = 0.01        ; фактор плотности тумана
;---MEMORY------------------------------------------------------------
DynamicObjectsCount       = 32
DynamicSoundsCount        = 32
DynamicHitCount         = 32

;---ENEMY------------------------------------------------------------
ignore_monster_threshold    = 0.0 ;0.6  ;0.8
max_ignore_distance       = 50.
panic_threshold         = 0.001

;---SOUND PLAYER------------------------------------------------------
sound_death           = fight\death\death_
sound_anomaly_death       = fight\death\anomaly_
sound_hit           = fight\hit\hit_
sound_humming         = states\idle\idle_
sound_alarm           = fight\enemy\enemy_
sound_backup          = fight\backup\backup_,fight\threat\threat_close_
sound_detour          = fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire       = fight\friendly_fire\friendly_fire_
sound_panic_human       = states\panic_human\panic_human_
sound_panic_monster       = states\panic_monster\panic_monster_
sound_tolls           = fight\tolls\tolls_
sound_grenade_alarm       = fight\grenade\grenade_
sound_friendly_grenade_alarm  = fight\friendly_grenade\friendly_grenade_
sound_need_backup       = fight\cover_fire\cover_fire_
sound_running_in_danger     = states\breath\breath_1
sound_walking_in_danger     = states\breath\breath_2
sound_kill_wounded        = help\wounded\kill_wounded_
sound_enemy_critically_wounded  = fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded = fight\enemy_down\enemy_down_
; obsolete after next update
sound_attack          = fight\attack\attack_
sound_search          = fight\searching_enemy\search_
; new after next update
sound_attack_no_allies        = fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy  = fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies = fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies       = fight\threat\threat_distant_
sound_search1_with_allies     = fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_

;---STEP MANAGER------------------------------------------------------
LegsCount           = 2
step_params           = stalker_step_manager
foot_bones            = stalker_foot_bones

;---MOVEMENT----------------------------------------------------------
movement_speeds         = stalker_movement_speeds;

;---SIGHT-------------------------------------------------------------------------
max_left_torso_angle      = 45 ; максимальный угол поворота налево без доворота тела
max_right_torso_angle     = 30 ; максимальный угол поворота направо без доворота тела

;---WEAPON BONES------------------------------------------------------------------
weapon_bone0          = bip01_r_finger1
weapon_bone1          = bip01_l_finger1
weapon_bone2          = bip01_r_finger11

;---ANIMATION BONES------------------------------------------------------------------
bone_head           = bip01_head
bone_shoulder         = bip01_spine2
bone_spin           = bip01_spine1
bone_model            = bip01

;---ANIMATION------------------------------------------------------------------------
crouch_type           = 0 ; 0 - crouch a little, 1 - crouch full; -1 - random crouch

;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand         = 2 ;6
disp_walk_crouch        = 1 ;3
disp_run_stand          = 4 ;12;8
disp_run_crouch         = 2  ;4
disp_stand_stand        = 1
disp_stand_crouch       = 0.5
disp_stand_stand_zoom     = 0.5 ;1
disp_stand_crouch_zoom      = 0.25;1

;---FIRE QUEUE PARAMETERS
weapon_min_queue_size_far   = 1
weapon_max_queue_size_far   = 6
weapon_min_queue_interval_far = 500
weapon_max_queue_interval_far = 700

weapon_min_queue_size_medium  = 4
weapon_max_queue_size_medium  = 6
weapon_min_queue_interval_medium= 400
weapon_max_queue_interval_medium= 600

weapon_min_queue_size_close   = 4
weapon_max_queue_size_close   = 10
weapon_min_queue_interval_close = 300
weapon_max_queue_interval_close = 500

;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold    = 0.3
critical_wound_decrease_quant = 0.
body_parts_section_id     = critical_wound_body_parts_section
critical_wound_weights      = 100,50,10

;---HIT INFO---------------------------------------------------------
hit_power           = 10
hit_type            = strike
power_fx_factor         = 50.0

;---PHYSICS-----------------------------------------------------------
ph_box0_center 				= 0.0,  0.9,  0.0
ph_box0_size 		 			= 0.35, 0.9,  0.35
ph_box1_center 		 		= 0.0,  0.6,  0.0
ph_box1_size 		 			= 0.40, 0.6,  0.40
;---------------------------------------------------------------------
ph_crash_speed_min = 14
ph_crash_speed_max = 30
ph_collision_damage_factor = 1.0
;---------------------------------------------------------------------
ph_mass = 80

ph_skeleton_airr_lin_factor = -0.40
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

;---------------------------------------------------------------------
ph_character_have_wounded_state = true; имеет ли персонаж состояние раненый
;----------------------------------------------------------------------
;bones_particles = test_particles

[test_particles]
head = test_particles_head

[test_particles_head]
particle = amk\electrohimera
bone = bip01_head
stop_on_death = true


[stalker_trader]:stalker
$spawn = "stalkers\stalker_trader"      ; option for Level Editor
use_single_item_rule = off
can_select_items   = on

[stalker_sakharov]:stalker_trader
$spawn              = "stalkers\stalker_sakharov"
immunities_sect         = stalker_immunities_sakharov
condition_sect          = my_stalker_condition

[my_stalker_condition]
satiety_v					= 0.0				;скорость уменьшения сытости со временем
radiation_v					= 1.0				;скорость уменьшения радиации
satiety_power_v				= 1.0				;увеличение силы при уменьшении сытости 
satiety_health_v			= 1.0				;увеличение здоровья при уменьшении сытости 
satiety_critical			= 0.0				;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v			= 0.0				;уменьшение здоровья при воздействии радиации
morale_v					= 0.0				;скорость восстановления морали 						
health_hit_part				= 0.0				;процент хита, уходящий на отнимание здоровья
power_hit_part				= 0.1				;процент хита, уходящий на отнимание силы
psy_health_v				= 0.1				;скорость восстановления psy-здоровья

;открытые раны
bleeding_v					= 0.0				;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 1.0				;крутизна кривой заживления (какой процент раны заживет в игровую секунду)
min_wound_size				= 1.0				;минимальный размер раны, после которого она считается зажившей

sleep_health				= 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power					= 1.0		;1.5
sleep_satiety				= 1.0		;0.8
sleep_radiation				= 1.0		;1.1
sleep_psy_health			= 1.0


[stalker_immunities_sakharov]
burn_immunity         = 0.0       ;коэффициенты иммунитета
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
wound_2_immunity        = 0.0


;-------------------------------------------------
;огненый
;------------------------------------------------
[stalker_inferno]:stalker
$spawn = "stalkers\stalker_inferno"      ; option for Level Editor
use_single_item_rule = off
can_select_items   = on
bones_particles = inferno_particles

[inferno_particles]
inferno_particles_lfoot = inferno_particles_lhand
inferno_particles_rfoot = inferno_particles_rhand
inferno_particles_lhand = inferno_particles_bip01_r_toe0

[inferno_particles_lhand]
particle = explosions\campfire_boar_grill
sound = anomaly\bfuzz_blowout
bone = bip01_l_hand
stop_on_death = true

[inferno_particles_rhand]
particle = explosions\campfire_boar_grill
sound = anomaly\bfuzz_blowout
bone = bip01_r_hand
stop_on_death = true

[inferno_particles_bip01_r_toe0]
particle = anomaly2\heat_04
sound = anomaly\bfuzz_blowout
bone = bip01_r_toe0
stop_on_death = true

;----------------------------------
;разряды вокруг головы
;-----------------------------------
[stalker_electric]:stalker
$spawn = "stalkers\stalker_electric"      ; option for Level Editor
use_single_item_rule = off
can_select_items   = on
bones_particles = electric_particles

[electric_particles]
electric_particles_head = electric_particles_eye_right
electric_particles_head = electric_particles_eye_left

[electric_particles_eye_right]
particle = anomaly2\electra_damage_02_smoke
sound = anomaly\torrid_idle
bone = eye_right
stop_on_death = true

[electric_particles_eye_left]
particle = anomaly2\electra_damage_02_smoke
sound = anomaly\torrid_idle
bone = eye_left
stop_on_death = true


;---------------------------------------
;разряды вокруг головы и дымится
;-----------------------------------------

[stalker_inferno_electric]:stalker
$spawn = "stalkers\stalker_inferno_electric"      ; option for Level Editor
use_single_item_rule = off
can_select_items   = on
bones_particles = inferno_electric_particles

[inferno_electric_particles]
inferno_electric_particles_head = inferno_electric_particles_eye_right
inferno_electric_particles_head = inferno_electric_particles_eye_left
inferno_electric_particles_lhand = inferno_electric_particles_lhand
inferno_electric_particles_rhand = inferno_electric_particles_rhand

[inferno_electric_particles_eye_right]
particle = anomaly2\electra_damage_02_smoke
sound = anomaly\torrid_idle
bone = eye_right
stop_on_death = true

[inferno_electric_particles_eye_left]
particle = anomaly2\electra_damage_02_smoke
sound = anomaly\torrid_idle
bone = eye_left
stop_on_death = true

[inferno_electric_particles_lhand]
particle = explosions\campfire_boar_grill
sound = anomaly\bfuzz_blowout
bone = bip01_l_hand
stop_on_death = true

[inferno_electric_particles_rhand]
particle = explosions\campfire_boar_grill
sound = anomaly\torrid_idle
bone = bip01_r_hand
stop_on_death = true


