[m_fracture_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 =	  	0.45,		30,		    200,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_1 =	  	0.45,		30,		    200,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_2 =	  	0.45,		30,		    200,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5

[m_fracture_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	1,	   0.01,     1,     0.25,    0.7,   
stand_run_fwd_0	 	=	1,	   0.01,     1,	    0.25,    0.6,    


[m_fracture_e]
GroupControlSection	= spawn_group
$spawn               = "monsters\fracture"				; option for Level Editor
$npc			     = on						; option for Level Editor
$prefetch 			 = 16
Scheduled		     = on						; option for ALife Simulator
Human		     	 = off						; option for ALife Simulator
Health			     = 400						; option for ALife Simulator
MinSpeed		     = 1.0						; option for ALife Simulator
MaxSpeed		     = 5.0						; option for ALife Simulator
going_speed          = 4.5                      ; option for ALife Simulator
search_speed         = 1.5                       ; option for ALife Simulator
visual				 = monsters\izlom\izlom.ogf
MaxHealthValue		 = 200			; range [0..200]
DynamicObjectsCount	 = 32

cform                = skeleton					; collision class
class                = AI_FRACT					; AI class

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
bone_fire			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

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   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 170.



ph_skeleton_airr_lin_factor			= 1.0
ph_skeleton_airr_ang_factor			= 1.0
ph_skeleton_hinger_factor1			=1
ph_skeleton_ddelay	     			=20
ph_skel_fatal_impulse_factor		=7.0
ph_after_death_velocity_factor		=1.35
ph_skel_shot_up_factor				=.8f

SoundThreshold		 = 0.06             ; range [0..1]

EyeFov				 = 80;
eye_range			 = 20	;30
max_hear_dist		 = 30

hit_power			 = 50.0;

ImpulseMin			 = 500.0
ImpulseMax			 = 550.0 

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		1.4,			1.4,		1,		1
Velocity_WalkFwdNormal	= 0.9,		2.5,			2.5,		0.02,	2.0	
Velocity_RunFwdNormal	= 3.0,		3.5,			3.5,		0.4,	1	
Velocity_WalkFwdDamaged	= 0.7,		3.0,			3.0,		0.2,	2.0	
Velocity_RunFwdDamaged	= 5.0,  	3.0,			3.0,		0.2,	1
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm			= 2.5
Accel_Aggressive		= 7.5

;attack parameters
MinAttackDist		= 1.8	;0.5
MaxAttackDist		= 2.4	;3.8

as_min_dist				= 0.5
as_step					= 0.5

transparency_threshold  = 0.25

DayTime_Begin		= 0			; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End			= 21		; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety			= 0.4		; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety			= 1.0		; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)

distance_to_corpse	= 1.2		; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv


;                           fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,            20.0,                 1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound		=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      

terrain				 = 255,255,255,255,30,40

hit_type = wound

;entity condition

; entity condition
satiety_v 		= 0.0001				;0.01			;скорость уменьшения сытости со временем
radiation_v 		= 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v 	= 0.005		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v 	= 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical 	= -1.0		;0.25			;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v 	= 0.01	;0.006			;уменьшение здоровья при воздействии радиации
morale_v		= 0.01					;скорость восстановления морали
health_hit_part 	= 0.5		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part 		= 1.0		;0.9			;процент хита, уходящий на отнимание силы

burn_immunity = 0.8				;коэффициенты иммунитета 
strike_immunity = 0.8
shock_immunity = 0.8
wound_immunity = 0.80	;0.75	;1.0		
radiation_immunity = 0.5
telepatic_immunity = 1.0
chemical_burn_immunity = 0.8
explosion_immunity = 0.8
fire_wound_immunity  = 0.4

;открытые раны
bleeding_v					= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.01				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01

sleep_health = 1.0		;1.5				;ъю¤ЇЇшЎшхэЄv ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

eat_freq			=	5.0		; ўрёЄюЄр єъєёют т ёхъ
eat_slice			=	0.01	; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх
eat_slice_weight	=	10.0	; єьхэ№°хэшх хфv є ЄЁєяр


; Morale
MoraleSuccessAttackQuant	= 0.3;
MoraleDeathQuant			= -0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0

sound_idle				= monsters\zombie\zombie_idle_ 
sound_eat				= monsters\zombie\zombie_eat_ 
sound_attack			= monsters\zombie\zombie_attack_
sound_attack_hit		= monsters\zombie\zombie_attack_hit_
sound_take_damage		= monsters\zombie\zombie_take_damage_
sound_die				= monsters\zombie\zombie_die_
sound_threaten			= monsters\biting\def_		
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\zombie\zombie_attack_
sound_growling			= monsters\biting\def_

idle_sound_delay		= 15000
eat_sound_delay			= 3000
attack_sound_delay		= 4000

DamagedThreshold		= 0.5

material				= creatures\medium
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1
attack_effector			= monster_attack_effector

LegsCount				= 2

attack_params			= m_fracture_attack_params
step_params				= m_fracture_step_params


[m_Fracture_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья) 
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 1.00,	-1,	1.00

bip01_pelvis 		= 0.01, -1, 0.5
bip01_spine 		= 0.01, -1, 0.5
bip01_spine1 		= 0.2, -1, 0.5
bip01_neck 			= 0.5, -1, 0.5
bip01_head 			= 10.0, -1, 10.00