[stalker_step_section]
; order: left, right
;--------------------------------------------------------------------------
;	anim			Cycles	| time1 | power1 | time2 | power2 | 
;--------------------------------------------------------------------------
;stand_drag_0		=	1,	  0.2,	    1,	   0.25,     0.7,   

[m_stalker_e]
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor
$spawn               = "monsters\stalker"		; option for Level Editor
$npc			     = on			; option for Level Editor
$prefetch 		     = 32
texture_prefetch	 = actors\soldier\soldier_obichniy,actors\soldier\soldier_bandana,actors\soldier\soldier_bandana_1,actors\soldier\soldier_bandana_2,actors\soldier\soldier_bandana_3,actors\soldier\soldier_bandana_4,actors\soldier\soldier_bandana_5,actors\soldier\soldier_bandana_6,actors\soldier\soldier_beret_2,actors\bandit\stalker_bandit_3,actors\bandit\stalker_bandit_7,actors\soldier\soldier_spetsnaz,actors\soldier\soldier_beret,actors\novice\green_stalker_5,actors\monolit\stalker_mo_hood_9,actors\svoboda\stalker_sv_balon_10,actors\neytral\stalker_neytral_balon_8,actors\svoboda\stalker_sv_rukzak_1,actors\neytral\stalker_neytral_rukzak_3,actors\novice\green_stalker_7,actors\dolg\stalker_do_balon_3,actors\neytral\stalker_neytral_rukzak_6,actors\neytral\stalker_neytral_hood_2,actors\neytral\stalker_neytral_balon_1,actors\killer\stalker_ki_antigas,actors\monolit\stalker_mo_nauchniy
Scheduled		     = on			; option for ALife Simulator
Human		     	 = on			; optionww for ALife Simulator
Health			     = 100			; option for ALife Simulator
MinSpeed		     = 1.0			; option for ALife Simulator
MaxSpeed		     = 5.0			; option for ALife Simulator
script_binding		 = stalker.init
money				 = 5000;
rank				 = 1;
going_speed          = 1.5                      ; option for ALife Simulator
search_speed		 = 0.5
going_item_detect_probability = 0.1
search_item_detect_probability = 0.9
max_item_mass		 = 40.0
MaxHealthValue		 = 100			; range [0..200]
use_limping_state	 = on

; attach params
attachable_items		= device_torch,attachable_item,hand_radio

; State                = 7
; 0 - бежать прямо на врага
; 1 - бежать на врага петляя
; 2 - бежать на врага по укрытиям
; 3 - бежать от врага по укрытиям
; 4 - паника
; 5 - прятаться от врага
; 6 - обходить врага

step_section		 = stalker_step_section

cform                        = skeleton			; collision class
class                        = AI_STL			; AI class

visual			 = actors\hero\stalker_novice.ogf

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 				 = 80


weapon_usage		     = 1			; boolean
bone_torso_weapon	     = bip01_r_hand
bone_head_weapon	     = bip01_l_finger1

bone_head				 = bip01_head
bone_shoulder		     = bip01_spine2
bone_spin				 = bip01_spine1
bone_model				 = bip01
DynamicObjectsCount	     = 32
DynamicSoundsCount	     = 32 
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor  = 1.5
ph_skeleton_airr_ang_factor  = 1.5
ph_skeleton_hinger_factor1   = 1
ph_skeleton_ddelay	     	 = 15
ph_skel_fatal_impulse_factor = 9
ph_skel_shot_up_factor       = 2.4; 0.8f
;---------------------------------------------------------------------
; selectors
;                           fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromMemberWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinMemberDistance,fMinMemberDistanceWeight,fMaxMemberDistance,fMaxMemberDistanceWeight,fMemberViewDeviationWeight,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_attack          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,                40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               10.0,                1000.0,                10.0,                 500.0,           120.0,               100.0,                   2000.0
;                           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
selector_reload          =      20.0,              -2000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_retreat         =      20.0,             -100.0,            1000.0,                 1000.0,                0.0,                   0.0,        100000.0,                 0.0,                   000.0

;-------VISIBILITY----------------------------------------------------
eye_fov				= 170 ; 
eye_range			= 75	;70	;50	;100	;70	;150
min_view_distance_danger 	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_danger 	= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
min_view_distance_free   	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_free	 	= 1.0	;0.7		; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 20.0	;1.5				; значение, при достижении суммой которого объект считается видимым
always_visible_distance_danger 	= 0.1
always_visible_distance_free 	= 0.1
time_quant			= 0.1	;0.5
decrease_value			= 0.1	;0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5	;1.0
transparency_threshold	 	= 0.25
;---------------------------------------------------------------------
ignore_monster_threshold = 0.0	;0.6	;0.8
max_ignore_distance		 = 15.0

CrouchFactor             =     0.33
WalkFactor               =     1.3	;2.15
WalkBackFactor           =     1.2	;2.15
RunFactor                =     5.0
RunBackFactor            =     1.5
WalkFreeFactor           =     1.25 ;1.00
RunFreeFactor            =     2.5
PanicFactor              =     6.5
DamagedWalkFactor        =     0.75
DamagedRunFactor         =     1.4
DamagedWalkFreeFactor    =     0.6
DamagedRunFreeFactor     =     0
DamagedPanicFactor       =     1.9

; fire params
disp_walk_stand			 = 7   ;12	;12.0	;6.0	;4.0	;2.0
disp_walk_crouch		 = 6    ;14	;8.0	;4.0	;3.0	;1.5	
disp_run_stand			 = 10   ;16	;20.0	;10.0	;8.0	;4.0
disp_run_crouch			 = 8	;12.0	;6.0	;4.0	;2.0
disp_stand_stand		 = 5	;6.0	;3.0	;2.0	;1.0
disp_stand_crouch		 = 3	;4.0	;2.0	;1.0	;0.5
; end of fire params

FireRandomMin 		 =     1
FireRandomMax 		 =     5
NoFireTimeMin 		 =   200
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.0
MaxMissDistance		 =    50.0
MaxMissFactor		 =     0.0

sound_threshold		 = 0.05
self_sound_factor	 = 1.0	;1.0

terrain		         = 255,255,255,255,0,1          ;1,255,255,255,0,1, 2,255,255,255,0,1, 3,255,255,255,0,1, 4,255,255,255,0,1
damage				 = actor_damage
sound_death			 = monsters\stalker\death\em1_killed
sound_hit			 = monsters\human\combat\ukr\ukr1_damage,monsters\stalker\wound\wound
sound_humming		 = monsters\stalker\humming\em1_humming,monsters\stalker\humming\em1_whistle
sound_alarm			 = monsters\human\combat\ukr\ukr1_
sound_surrender		 = monsters\human\combat\ukr\ukr1_finding
sound_backup		 = monsters\human\combat\ukr\ukr1_finding
sound_attack		 = monsters\human\combat\ukr\ukr1_attack
sound_friendly_fire	 = script_sound\reactions\friendly_fire\soldier\soldier_friendlyfire_

;entity condition

satiety_v = 0.000001			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.000		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.000	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 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
bleeding_v = 0.0005			;0.02			;потеря крови при максимальной ране
morale_v			= 0.01					;скорость восстановления морали
wound_incarnation_v = 0.00001	;0.001		    ;скорость заживания раны 
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 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 = 1		;1.0		
radiation_immunity = 0.01	;1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.5 ;1.0

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

hit_power				= 10
hit_type				= strike

material				= creatures\human

;дисперсия во время ходьбы и бега
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
destroyed_vis_name	 = physics\Dead_Body\trupik_crash

[m_stalker_demo]
GroupControlSection	= spawn_group
$spawn                   = "monsters\stalker-demo"		; option for Level Editor
$npc			     = on			; option for Level Editor
$prefetch 		     = 32
Scheduled		     = on			; option for ALife Simulator
Human		     	 = on			; optionww for ALife Simulator
Health			     = 100			; option for ALife Simulator
MinSpeed		     = 1.0			; option for ALife Simulator
MaxSpeed		     = 5.0			; option for ALife Simulator
money				 = 0;
rank					= 0;
going_speed                  = 1.5                      ; option for ALife Simulator
search_speed				 = 0.5
going_item_detect_probability = 0.1
search_item_detect_probability = 0.9
eye_fov                      = 145	;170
eye_range                    = 80	;150
max_item_mass				 = 40.0
MaxHealthValue		     = 100			; range [0..200]

; attach params
attachable_items		= device_torch,attachable_item,hand_radio

State                = 7
; 0 - бежать прямо на врага
; 1 - бежать на врага петляя
; 2 - бежать на врага по укрытиям
; 3 - бежать от врага по укрытиям
; 4 - паника
; 5 - прятаться от врага
; 6 - обходить врага

cform                        = skeleton			; collision class
class                        = AI_STL			; AI class

visual			 = actors\hero\stalker_novice.ogf

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 		 		 = 50 ;120


weapon_usage		     = 1			; boolean
bone_torso_weapon	     = bip01_r_hand
bone_head_weapon	     = bip01_l_finger1

bone_head		     = bip01_head
bone_shoulder		     = bip01_spine2
bone_spin		     = bip01_spine1
bone_model		     = bip01
DynamicObjectsCount	     = 32
DynamicSoundsCount	     = 32 

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor  = 1.5
ph_skeleton_airr_ang_factor  = 1.5
ph_skeleton_hinger_factor1   = 1
ph_skeleton_ddelay	     	 = 15
ph_skel_fatal_impulse_factor = 8
ph_skel_shot_up_factor       = 1.5; 0.8f
;---------------------------------------------------------------------

; selectors
;                           fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromMemberWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinMemberDistance,fMinMemberDistanceWeight,fMaxMemberDistance,fMaxMemberDistanceWeight,fMemberViewDeviationWeight,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_attack          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,                40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               10.0,                1000.0,                10.0,                 500.0,           120.0,               100.0,                   2000.0
;                           fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,              0.1,                1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;                           fSearchRange,fCoverFromEnemyWeight
selector_reload          =      20.0,              -2000.0,
;                           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,
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_retreat         =      20.0,             -100.0,            1000.0,                 1000.0,                0.0,                   0.0,        100000.0,                 0.0,                   000.0

;-------VISIBILITY----------------------------------------------------
eye_fov				= 170 ; 
eye_range			= 75	;70	;50	;100	;70	;150
min_view_distance_danger 	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_danger 	= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
min_view_distance_free   	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_free	 	= 1.0	;0.7		; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 20.0	;1.5				; значение, при достижении суммой которого объект считается видимым
always_visible_distance_danger 	= 0.1
always_visible_distance_free 	= 0.1
time_quant			= 0.1	;0.5
decrease_value			= 0.1	;0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5	;1.0
transparency_threshold	 	= 0.25
;---------------------------------------------------------------------

CrouchFactor             =     0.33
WalkFactor               =     1.3	;2.15
WalkBackFactor           =     1.2	;2.15
RunFactor                =     1.7
RunBackFactor            =     1.5
WalkFreeFactor           =     1.25
RunFreeFactor            =     2.5
PanicFactor              =     6.5
DamagedWalkFactor        =     0.75
DamagedRunFactor         =     1.4
DamagedWalkFreeFactor    =     0.6
DamagedRunFreeFactor     =     0
DamagedPanicFactor       =     1.9

; fire params
disp_walk_stand			 = 16	;12.0	;6.0	;4.0	;2.0
disp_walk_crouch		 = 16	;8.0	;4.0	;3.0	;1.5	
disp_run_stand			 = 16	;20.0	;10.0	;8.0	;4.0
disp_run_crouch			 = 16	;12.0	;6.0	;4.0	;2.0
disp_stand_stand		 = 16	;6.0	;3.0	;2.0	;1.0
disp_stand_crouch		 = 16	;4.0	;2.0	;1.0	;0.5
; end of fire params

FireRandomMin 		 =     1
FireRandomMax 		 =     5
NoFireTimeMin 		 =   200
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.0
MaxMissDistance		 =    50.0
MaxMissFactor		 =     0.0

sound_threshold		 = 0.05
self_sound_factor	 = 0.0

terrain		             = 255,255,255,255,0,1          ;1,255,255,255,0,1, 2,255,255,255,0,1, 3,255,255,255,0,1, 4,255,255,255,0,1
damage				 = actor_damage
sound_death			 = monsters\stalker\death\em1_killed
sound_hit			 = monsters\stalker\wound\wound
sound_humming		 = monsters\stalker\humming\em1_humming,monsters\stalker\humming\em1_whistle
sound_alarm			 = monsters\stalker\alarm\alarm
sound_surrender		 = monsters\stalker\surrender\em1_surrender
sound_backup		 = monsters\stalker\combat\ai1_hiding_
sound_attack		 = monsters\stalker\combat\ai1_attack_
sound_friendly_fire	 = script_sound\reactions\friendly_fire\soldier\soldier_friendlyfire_


;entity condition

satiety_v = 0.001			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.001		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 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
bleeding_v = 0.07			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.0001	;0.001		;скорость заживания раны 
morale_v			= 0.01					;скорость восстановления морали
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 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 = 1.0		
radiation_immunity = 0.01	;1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.5	;1.0

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

material				= creatures\human

;дисперсия во время ходьбы и бега
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3


[m_sniper]
GroupControlSection	= spawn_group
$spawn               = "monsters\sniper"		; option for Level Editor
$npc			     = on			; option for Level Editor
$prefetch 		     = 32
texture_prefetch	 = ;actors\different_stalkers\stalker_black_mask, actors\different_stalkers\stalker_ecolog, actors\different_stalkers\stalker_hood_multiplayer, actors\different_stalkers\stalker_no_hood_singleplayer, actors\different_stalkers\stalker_scientist, actors\different_stalkers\stalker_svoboda, actors\different_stalkers\stalker_svoboda2, actors\different_stalkers\stalker_svoboda3, actors\different_stalkers\stalker_svoboda4, actors\different_stalkers\stalker_ik_test, actors\different_stalkers\stalker_ik_test_koan
Scheduled		     = on			; option for ALife Simulator
Human		     	 = on			; optionww for ALife Simulator
Health			     = 100			; option for ALife Simulator
MinSpeed		     = 1.0			; option for ALife Simulator
MaxSpeed		     = 5.0			; option for ALife Simulator
script_binding		 = stalker.init
money				 = 5000;
rank				 = 1;
going_speed          = 1.5                      ; option for ALife Simulator
search_speed		 = 0.5
going_item_detect_probability = 0.1
search_item_detect_probability = 0.9
max_item_mass		 = 40.0
MaxHealthValue		 = 100			; range [0..200]

; attach params
attachable_items		= device_torch,attachable_item,hand_radio

; State                = 7
; 0 - бежать прямо на врага
; 1 - бежать на врага петляя
; 2 - бежать на врага по укрытиям
; 3 - бежать от врага по укрытиям
; 4 - паника
; 5 - прятаться от врага
; 6 - обходить врага

cform                        = skeleton			; collision class
class                        = AI_STL			; AI class

visual			 = actors\hero\stalker_novice.ogf

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 				 = 80


weapon_usage		     = 1			; boolean
bone_torso_weapon	     = bip01_r_hand
bone_head_weapon	     = bip01_l_finger1

bone_head				 = bip01_head
bone_shoulder		     = bip01_spine2
bone_spin				 = bip01_spine1
bone_model				 = bip01
DynamicObjectsCount	     = 32
DynamicSoundsCount	     = 32 
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor  = 1.5
ph_skeleton_airr_ang_factor  = 1.5
ph_skeleton_hinger_factor1   = 1
ph_skeleton_ddelay	     	 = 15
ph_skel_fatal_impulse_factor = 9
ph_skel_shot_up_factor       = 2.4; 0.8f
;---------------------------------------------------------------------
; selectors
;                           fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromMemberWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinMemberDistance,fMinMemberDistanceWeight,fMaxMemberDistance,fMaxMemberDistanceWeight,fMemberViewDeviationWeight,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_attack          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,                40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               10.0,                1000.0,                10.0,                 500.0,           120.0,               100.0,                   2000.0
;                           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
selector_reload          =      20.0,              -2000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_retreat         =      20.0,             -100.0,            1000.0,                 1000.0,                0.0,                   0.0,        100000.0,                 0.0,                   000.0

;-------VISIBILITY----------------------------------------------------
eye_fov				= 100	;170	;145	;170
eye_range			= 150	;70	;50	;100	;70	;150
min_view_distance_danger 	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_danger 	= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
min_view_distance_free   	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_free	 	= 1.0	;0.7		; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 10.0	;1.5				; значение, при достижении суммой которого объект считается видимым
always_visible_distance_danger 	= 0.1
always_visible_distance_free 	= 0.1
time_quant			= 0.1	;0.5
decrease_value			= 0.1	;0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5	;1.0
transparency_threshold	 	= 0.25
;---------------------------------------------------------------------
ignore_monster_threshold = 0.0	;0.6	;0.8
max_ignore_distance		 = 15.0

CrouchFactor             =     0.33
WalkFactor               =     1.3	;2.15
WalkBackFactor           =     1.2	;2.15
RunFactor                =     5.0
RunBackFactor            =     1.5
WalkFreeFactor           =     1.25 ;1.00
RunFreeFactor            =     2.5
PanicFactor              =     6.5
DamagedWalkFactor        =     0.75
DamagedRunFactor         =     1.4
DamagedWalkFreeFactor    =     0.6
DamagedRunFreeFactor     =     0
DamagedPanicFactor       =     1.9

; fire params
disp_walk_stand			 = 14	;12.0	;6.0	;4.0	;2.0
disp_walk_crouch		 = 12	;8.0	;4.0	;3.0	;1.5	
disp_run_stand			 = 16	;20.0	;10.0	;8.0	;4.0
disp_run_crouch			 = 12	;12.0	;6.0	;4.0	;2.0
disp_stand_stand		 = 14	;6.0	;3.0	;2.0	;1.0
disp_stand_crouch		 = 10	;4.0	;2.0	;1.0	;0.5
; end of fire params

FireRandomMin 		 =     1
FireRandomMax 		 =     5
NoFireTimeMin 		 =   200
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.0
MaxMissDistance		 =    50.0
MaxMissFactor		 =     0.0

sound_threshold		 = 0.05
self_sound_factor	 = 1.0	;1.0

terrain		         = 255,255,255,255,0,1          ;1,255,255,255,0,1, 2,255,255,255,0,1, 3,255,255,255,0,1, 4,255,255,255,0,1
damage				 = actor_damage
sound_death			 = monsters\stalker\death\em1_killed
sound_hit			 = monsters\human\combat\ukr\ukr1_damage,monsters\stalker\wound\wound
sound_humming		 = monsters\stalker\humming\em1_humming,monsters\stalker\humming\em1_whistle
sound_alarm			 = monsters\human\combat\ukr\ukr1_
sound_surrender		 = monsters\human\combat\ukr\ukr1_finding
sound_backup		 = monsters\human\combat\ukr\ukr1_finding
sound_attack		 = monsters\human\combat\ukr\ukr1_attack
sound_friendly_fire	 = script_sound\reactions\friendly_fire\soldier\soldier_friendlyfire_

;entity condition

satiety_v = 0.000001			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.000		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.000	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 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
bleeding_v = 0.0005			;0.02			;потеря крови при максимальной ране
morale_v			= 0.01					;скорость восстановления морали
wound_incarnation_v = 0.00001	;0.001		    ;скорость заживания раны 
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 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 = 0.8		;1.0		
radiation_immunity = 0.01	;1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.5	;1.0

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

hit_power				= 10
hit_type				= strike

material				= creatures\human

;дисперсия во время ходьбы и бега
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
destroyed_vis_name	 = physics\Dead_Body\trupik_crash



[m_stalker_wolf]
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor
$spawn               = "stalkers\stalker\odinochka"	; option for Level Editor
$npc			     = on			; option for Level Editor
$prefetch 		     = 32
texture_prefetch	 = ;actors\different_stalkers\stalker_black_mask, actors\different_stalkers\stalker_ecolog, actors\different_stalkers\stalker_hood_multiplayer, actors\different_stalkers\stalker_no_hood_singleplayer, actors\different_stalkers\stalker_scientist, actors\different_stalkers\stalker_svoboda, actors\different_stalkers\stalker_svoboda2, actors\different_stalkers\stalker_svoboda3, actors\different_stalkers\stalker_svoboda4, actors\different_stalkers\stalker_ik_test, actors\different_stalkers\stalker_ik_test_koan
Scheduled		     = on			; option for ALife Simulator
Human		     	 = on			; optionww for ALife Simulator
Health			     = 100			; option for ALife Simulator
MinSpeed		     = 1.0			; option for ALife Simulator
MaxSpeed		     = 5.0			; option for ALife Simulator
script_binding		 = stalker.init
money				 = 5000;
rank				 = 1;
going_speed          = 1.5                      ; option for ALife Simulator
search_speed		 = 0.5
going_item_detect_probability = 0.1
search_item_detect_probability = 0.9
max_item_mass		 = 40.0
MaxHealthValue		 = 100			; range [0..200]

; attach params
attachable_items		= device_torch,attachable_item,hand_radio

; State                = 7
; 0 - бежать прямо на врага
; 1 - бежать на врага петляя
; 2 - бежать на врага по укрытиям
; 3 - бежать от врага по укрытиям
; 4 - паника
; 5 - прятаться от врага
; 6 - обходить врага

cform                        = skeleton			; collision class
class                        = AI_STL			; AI class

visual			 = actors\hero\stalker_novice.ogf

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 				 = 80


weapon_usage		     = 1			; boolean
bone_torso_weapon	     = bip01_r_hand
bone_head_weapon	     = bip01_l_finger1

bone_head				 = bip01_head
bone_shoulder		     = bip01_spine2
bone_spin				 = bip01_spine1
bone_model				 = bip01
DynamicObjectsCount	     = 32
DynamicSoundsCount	     = 32 
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor  = 1.5
ph_skeleton_airr_ang_factor  = 1.5
ph_skeleton_hinger_factor1   = 1
ph_skeleton_ddelay	     	 = 15
ph_skel_fatal_impulse_factor = 9
ph_skel_shot_up_factor       = 2.4; 0.8f
;---------------------------------------------------------------------
; selectors
;                           fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromMemberWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinMemberDistance,fMinMemberDistanceWeight,fMaxMemberDistance,fMaxMemberDistanceWeight,fMemberViewDeviationWeight,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_attack          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,                40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               10.0,                1000.0,                10.0,                 500.0,           120.0,               100.0,                   2000.0
;                           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
selector_reload          =      20.0,              -2000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_retreat         =      20.0,             -100.0,            1000.0,                 1000.0,                0.0,                   0.0,        100000.0,                 0.0,                   000.0

;-------VISIBILITY----------------------------------------------------
eye_fov						= 170	
eye_range					= 70	
min_view_distance_danger 	= 0.2				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_danger 	= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
min_view_distance_free   	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_free	 	= 0.8				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 20.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance_danger 	= 0.3
always_visible_distance_free 	= 0.2
time_quant					= 0.1
decrease_value				= 0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5
transparency_threshold	 	= 0.25
;---------------------------------------------------------------------
ignore_monster_threshold = 0.0	;0.6	;0.8
max_ignore_distance		 = 15.0

CrouchFactor             =     0.33
WalkFactor               =     1.3	;2.15
WalkBackFactor           =     1.2	;2.15
RunFactor                =     5.0
RunBackFactor            =     1.5
WalkFreeFactor           =     1.25 ;1.00
RunFreeFactor            =     2.5
PanicFactor              =     6.5
DamagedWalkFactor        =     0.75
DamagedRunFactor         =     1.4
DamagedWalkFreeFactor    =     0.6
DamagedRunFreeFactor     =     0
DamagedPanicFactor       =     1.9

; fire params
disp_walk_stand			 = 16	;12.0	;6.0	;4.0	;2.0
disp_walk_crouch		 = 16	;8.0	;4.0	;3.0	;1.5	
disp_run_stand			 = 16	;20.0	;10.0	;8.0	;4.0
disp_run_crouch			 = 16	;12.0	;6.0	;4.0	;2.0
disp_stand_stand		 = 16	;6.0	;3.0	;2.0	;1.0
disp_stand_crouch		 = 16	;4.0	;2.0	;1.0	;0.5
; end of fire params

FireRandomMin 		 =     1
FireRandomMax 		 =     5
NoFireTimeMin 		 =   200
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.0
MaxMissDistance		 =    50.0
MaxMissFactor		 =     0.0

sound_threshold		 = 0.05
self_sound_factor	 = 1.0	;1.0

terrain		         = 255,255,255,255,0,1          ;1,255,255,255,0,1, 2,255,255,255,0,1, 3,255,255,255,0,1, 4,255,255,255,0,1
damage				 = actor_damage
sound_death			 = monsters\stalker\death\em1_killed
sound_hit			 = monsters\human\combat\ukr\ukr1_damage,monsters\stalker\wound\wound
sound_humming		 = monsters\stalker\humming\em1_humming,monsters\stalker\humming\em1_whistle
sound_alarm			 = monsters\human\combat\ukr\ukr1_
sound_surrender		 = monsters\human\combat\ukr\ukr1_finding
sound_backup		 = monsters\human\combat\ukr\ukr1_finding
sound_attack		 = monsters\human\combat\ukr\ukr1_attack
sound_friendly_fire	 = script_sound\reactions\friendly_fire\soldier\soldier_friendlyfire_

;entity condition

satiety_v = 0.000001			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.000		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.000	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 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
bleeding_v = 0.0005			;0.02			;потеря крови при максимальной ране
morale_v			= 0.01					;скорость восстановления морали
wound_incarnation_v = 0.00001	;0.001		    ;скорость заживания раны 
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 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 = 0.8		;1.0		
radiation_immunity = 0.01	;1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.5	;1.0

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

hit_power				= 10
hit_type				= strike

material				= creatures\human

;дисперсия во время ходьбы и бега
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
destroyed_vis_name	 = physics\Dead_Body\trupik_crash
