[m_dog_attack_params]

;---------------------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist|
;---------------------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 =	  	0.35,		8,	    30,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				 3.5
;Both Legs strike with bite
stand_attack_1 =	  	0.35,		12,	    50,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				 3.5

[m_dog_attack_effector]

duality_h		= 0.01
duality_v		= 0.01
blur			= 0.01
gray			= 0.5
noise_intensity = 0.0
noise_grain		= 1
noise_fps		= 30
color_base		= 0.65,0.15,0.1
color_gray		= 0.333,0.333,0.333
color_add		= 0.1,0,0;0,0,0
time			= 0.1
time_attack		= 0.05		; fade in
time_release	        = 0.25		; fade out

; camera effects
ce_time			= 0.35 ;time 
ce_amplitude		= 5.0 
ce_period_number	= 2.0 
ce_power		= 0.7 ; power 

[m_dog_step_params]			    fwdleftleg	    fwdrightleg     backrightleg     backleftleg
;------------------------------------------------------------------------------------------------------------
;	anim			Cycles 	| time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0	=   	5,	0.2,     1,	  0.4,     0.7,    0.6,     1.0,     0.8,   1.0
stand_walk_dmg_0	=   	1,	0.4,     1,	  0.2,     0.7,    0.45,    1.0,     0.7,    0.0
stand_run_0		=	1,	0.25,    1,	  0.20,    0.7,    0.6,	    1.0,     0.67,   1.0
stand_run_dmg_0		=	1,	0.4,     1,	  0.20,    0.7,    0.7,	    1.0,     0.7,    1.0
stand_steal_0		=	1,	0.2,     1,	  0.25,    0.7,    0.7,	    1.0,     0.7,    1.0
stand_drag_0		=	1,	0.2,     1,	  0.25,    0.7,    0.7,	    1.0,     0.7,    1.0


[m_dog_e]
GroupControlSection	= spawn_group
$spawn               = "monsters\dog"				; 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			     = 100						; option for ALife Simulator
MinSpeed		     = 1.0						; option for ALife Simulator
MaxSpeed		     = 1.5						; option for ALife Simulator
going_speed          = 1.0                      ; option for ALife Simulator
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\dog\dog
MaxHealthValue		     = 100			; range [0..200]
DynamicObjectsCount	 = 32

cform                = skeleton					; collision class
class                = AI_DOG_R					; 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,  0.2,  0.0	;0.0,  0.9,  0.0
ph_box0_size 		 = 0.35, 0.4,  0.35	;0.35, 0.9,  0.35
ph_box1_center 		 = 0.0,  0.2,  0.0
ph_box1_size 		 = 0.35, 0.4,  0.35
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 30.



ph_skeleton_airr_lin_factor = 1.0
ph_skeleton_airr_ang_factor = 1.0
ph_skeleton_hinger_factor1   =1.0
ph_skeleton_ddelay	     	 =20
ph_skel_fatal_impulse_factor =2.0
ph_after_death_velocity_factor=1.25
ph_skel_shot_up_factor              =1.9f

SoundThreshold		 = 0.09             ; range [0..1]

EyeFov				 = 90;
eye_range			 = 50	;40;
max_hear_dist		 = 60


; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		2.0,			2.0,		1,		1
Velocity_WalkFwdNormal	= 1.95,		2.5,			2.5,		0.02,	2.0
Velocity_WalkFwdDamaged	= 1.5,		2.5,			2.5,		0.2,	2.0	
Velocity_RunFwdNormal	= 7.0,		3.0,			3.0,		0.4,	1	
Velocity_RunFwdDamaged	= 6.0,		3.2,			3.2,		0.4,	1
Velocity_Drag			= 0.6,		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		= 20.0

;attack parameters
MinAttackDist		= 1.4
MaxAttackDist		= 1.8
hit_type = wound
as_min_dist				= 0.3
as_step					= 0.3


transparency_threshold  = 0.25

DayTime_Begin		= 0	;6		; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End			= 21		; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety			= 0.5	;0.06 ; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety			= 1.0	;0.9 ; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)

distance_to_corpse	= 1.3		; 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


;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 	= 0.00	;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 	= 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part 		= 0.5;1.0		;0.9			;процент хита, уходящий на отнимание силы

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.9	;0.75	;1.0		
radiation_immunity = 0.01	;0.5
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

;открытые раны
bleeding_v					= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.0				;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			= -1.0	;-0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0

sound_idle				= monsters\dog\bdog_idle_
sound_eat				= monsters\dog\bdog_eat_
sound_attack			= monsters\dog\bdog_attack_
sound_attack_hit		= monsters\dog\attack_hit_
sound_take_damage		= monsters\dog\bdog_hurt_
sound_die				= monsters\dog\bdog_die_
sound_bkgnd				= monsters\biting\def_
sound_threaten			= monsters\dog\bdog_groan_
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\dog\bdog_panic_
sound_growling			= monsters\biting\def_


idle_sound_delay		= 28000;50000	;20000	;15000
eat_sound_delay			= 7000	;3000
attack_sound_delay		= 6000	;2000; 5000	;2000

jump_factor				= 1.7
jump_delay				= 4000	;6000	
jump_min_dist			= 4.5;9.;3.0	;1.5	;4.0 
jump_max_dist			= 3.0;8.;4.0	;3.0
jump_max_angle			= 0.5	;1.0	;1.2
jump_trace_dist			= 1.0


DamagedThreshold		= 0.5

material				= creatures\medium
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1

attack_effector			= m_dog_attack_effector

attack_params			= m_dog_attack_params
step_params			= m_dog_step_params

LegsCount			= 4



[m_Dog_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