#include "environment.ltx"
#include "monsters.ltx"
#include "weapons.ltx"

[console_font]
shader 		= font
texture		= ui\ui_font_console_02
size		= 0.02
interval	= 1,1

[startup_font]
shader		= font
texture		= ui\ui_font_menu
size		= 0.023
interval	= 1,1

[stat_font]
shader 		= font
texture		= ui\ui_font_hud_01
interval	= 0.75,1

[hud_font_small]
shader 		= font
texture		= ui\ui_font_hud_01
interval	= 0.75,1

[hud_font_medium]
shader 		= font
 texture		= ui\ui_font_hud_02

[hud_font_di]
shader 		= font
texture		= ui\ui_font_console_02

[hud_font_big_digit]
shader 		= font
texture		= ui\ui_font_big_digit

[ui_font_header_europe]
shader		= font
texture		= ui\ui_font_header_europe

[ui_font_header_russian]
shader		= font
texture		= ui\ui_font_header_russian

[ui_font_letterica18_russian]
shader		= font
texture		= ui\ui_font_letterica18_russian

[ui_font_letterica16_russian]
shader		= font
texture		= ui\ui_font_letterica16_russian

[ui_font_graffiti22_russian]
shader		= font
texture		= ui\ui_font_graffiti22_russian

[ui_font_graffiti19_russian]
shader		= font
texture		= ui\ui_font_graffiti19_russian

[ui_font_arial_n_21_russian]
shader		= font
texture		= ui\ui_font_arial_n_21_russian

[inventory]
take_dist		= 2
max_weight		= 40
max_ruck		= 56
max_belt		= 18
slots			= 8
slot_name_1		= Knife
slot_name_2		= "Light gun"
slot_name_3		= "Heavy gun"
slot_name_4		= Grenades
slot_name_5		= Apparatus
slot_name_6		= Throw
slot_name_7		= Outfit
slot_name_8		= PDA

[lights_hanging_lamp]
GroupControlSection	= spawn_group
$spawn 				= "physics\hanging lamp"
class				= O_HLAMP
cform				= skeleton

[physic_object]
GroupControlSection	= spawn_group
$spawn 				= "physics\object"
$prefetch 			= 8
class				= O_PHYSIC

[device_torch]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn				= "devices\tourch"
class				= D_TORCH
cost				= 0
inv_name			= "Torch"
inv_name_short		= "Torch"
inv_weight			= .4
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0

position			= .35,.25,0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Artifacts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[af_magnet]
GroupControlSection	= spawn_group
$spawn				= "artifacts\magnet"
class				= ARTEFACT
;class				= AF_GRAVI

cform				= skeleton
$prefetch 			= 64
visual				= weapon\bolt\wpn_bolt.ogf
;visual				= cs\artefact_magnet.ogf
;visual				= artifacts\artifact_rtut-sphere.ogf
inv_name			= "Magnet"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0


cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald

jump_height			= .5
energy				= 1

[af_mercury_ball]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\mercury ball"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_MBALL

visual				= artifacts\artifact_rtut-sphere.ogf
inv_name			= "Mercury Ball"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald

time_to_update		= 1000
impulse_min			= 45.0
impulse_max			= 90.0


[af_black_drops]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\black drops"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_BDROP

visual				= artifacts\artifact_rtut-sphere.ogf
inv_name			= "Black Drops"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald


[af_needles]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\needles"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_NEEDL

visual				= weapon\bolt\wpn_bolt.ogf
;visual				= cs\artefact_magnet.ogf
inv_name			= "Needles"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald


[af_bast]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\bast"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_BAST

visual				= artifacts\artefact_metallic.ogf ;weapon\bolt\wpn_bolt.ogf
inv_name			= "Bast artifact"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald

impulse_threshold		= 10
radius					= 10
strike_impulse			= 20
energy_max				= 100000
energy_decrease_speed	= 1.5
particle				= ghoul\fx-01-camp-fire_00


[af_black_gravi]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\black_gravi"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_BGRAV

visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= "Black Gravi Artifact"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald

impulse_threshold		= 10
radius					= 10
strike_impulse			= 20
;particle				= ghoul\anomal-02-or-flash
;particle				= ghoul\fx-01-camp-fire_00
particle				= ghoul\ps_0001

[af_dummy]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\dummy"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_DUMMY

visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= "Dummy Artifact"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald


[af_zuda]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\zuda"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_ZUDA

visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= "Zuda Artifact"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald


[af_thorn]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\thorn"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_THORN

visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= "Thorn Artifact"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald

[af_faded_ball]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\faded ball"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_FBALL

visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= "Faded Ball"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald


[af_electric_ball]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\electric ball"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_EBALL

visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= "Electric Ball"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald


[af_rusty_hair]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\rusty hair"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_RHAIR

visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= "Rusty Hair Artifact"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald

[af_galantine]
GroupControlSection	= spawn_group
$spawn 			= "artifacts\galantine"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= AF_GALAN

visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= "Galantine Artifact"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 0

cost				= 1000

detector_dist		= 8
detector_sound		= zone_mosquito_bald

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; inventory items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



[bolt]
class				= II_BOLT
cform				= skeleton
visual				= weapon\bolt\wpn_bolt.ogf
inv_name			= Bolt
$prefetch 			= 16
inv_name_short		= 
inv_weight			= .0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0

slot				= 5
hud					= bolt_hud
force_min			= 25
force_max			= 100
force_grow_speed	= 25

cost				= 0

[bolt_hud]
shell_point			= 0.0, 0.0, 0.0
fire_point          = 0.05, 0.0, 0.1
fire_bone           = bolt_0

orientation         = 0,0,0
position            = 0,0,0
visual              = weapon\bolt\wpn_bolt_hud.ogf

[medkit]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\medkit"
$prefetch 			= 8
class				= II_MEDKI
cform				= skeleton
visual				= equipment\aptechka.ogf

inv_name			= Medkit
inv_name_short		= Medkit
inv_weight			= 0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 14
cost				= 50

; eatable item
eat_health = 0.1										
eat_satiety = 0
eat_power = 0.05
eat_radiation = -0.01	
eat_portions_num = 100

[bread]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\bread"
;$prefetch 			= 32
class				= II_BREAD
cform				= skeleton
visual				= items\bred.ogf	;items\geiger_01.ogf

inv_name			= Bread
inv_name_short		= Bread
inv_weight			= 0.2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0
cost				= 50

; eatable item
eat_health = 0.01
eat_satiety = 0.2
eat_power = 0
eat_radiation = 0	
eat_portions_num = -1

[kolbasa]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\kolbasa"
$prefetch 			= 8
class				= II_BREAD
cform				= skeleton
visual				= items\kolbasa.ogf	;items\geiger_01.ogf

inv_name			= Kolbasa
inv_name_short		= Kolbasa
inv_weight			= 0.2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0
cost				= 50

; eatable item
eat_health = 0.01
eat_satiety = 0.2
eat_power = 0
eat_radiation = 0	
eat_portions_num = -1

[conserva]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\conserva"
;$prefetch 			= 32
class				= II_BREAD
cform				= skeleton
visual				= items\conserv1.ogf	;items\geiger_01.ogf

inv_name			= Conserva
inv_name_short		= Conserva
inv_weight			= 0.2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0
cost				= 50

; eatable item
eat_health = 0.01
eat_satiety = 0.2
eat_power = 0
eat_radiation = 0	
eat_portions_num = -1

[antirad]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "food and drugs\antirad"
;$prefetch 		= 32
class			= II_ANTIR
cform           = skeleton
visual          = items\conserv2.ogf ;items\geiger_01.ogf

inv_name			= Antirad
inv_name_short		= Antirad
inv_weight			= 0.2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0
cost				= 50

; eatable item
eat_health = 0										
eat_satiety = 0
eat_power = -0.01
eat_radiation = 0.3
eat_portions_num = 10

[document]
GroupControlSection	= spawn_group
;discovery_dependency = 
$spawn 				= "documents\document 01"
;$prefetch 			= 32
class				= II_DOC
cform				= skeleton
visual				= items\geiger_01.ogf

inv_name			= Document
inv_name_short		= Document
inv_weight			= 0.2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0
cost				= 50


[scientific_outfit]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\scientific"
;$prefetch 		= 32
class			= EQU_SCIE
cform           = skeleton
visual          = equipment\stalker_scient_suit	;items\geiger_01.ogf;	corps\corp_zomb1

inv_name			= "Scienific Outfit"
inv_name_short		= "Scienific Outfit"
inv_weight			= 6.5

inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x			= 18
inv_grid_y			= 13
cost				= 1500

burn_immunity = 1.0				;коэффициенты иммунитета самого костюма
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

burn_protection = 0.3			;коэффициенты защиты костюма персонажем 
strike_protection = 0.9
shock_protection = 0.4
wound_protection = 0.8		
radiation_protection = 0.1
telepatic_protection = 0.3
chemical_burn_protection = 1.0
explosion_protection = 1.0
fire_wound_protection  = 1.0

[stalker_outfit]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\stalker"
;$prefetch 		= 32
class			= EQU_STLK
cform           = skeleton
visual          = equipment\stalker_suit	;items\geiger_01.ogf;	corps\corp_stalk1	

inv_name			= "Stalker Outfit"
inv_name_short		= "Stalker Outfit"
inv_weight			= 4.0

inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x			= 16
inv_grid_y			= 13
cost				= 2500

burn_immunity = 1.0				;коэффициенты иммунитета самого костюма
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

burn_protection = 0.5			;коэффициенты защиты костюма персонажем 
strike_protection = 0.7
shock_protection = 0.7
wound_protection = 0.7		
radiation_protection = 0.3
telepatic_protection = 0.5
chemical_burn_protection = 1.0
explosion_protection = 1.0
fire_wound_protection  = 1.0

[military_outfit]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\military"
;$prefetch 		= 32
class			= EQU_MLTR
cform           = skeleton
visual          = equipment\stalker_killer_suit	;items\geiger_01.ogf;	corps\corp_stalk2

inv_name			= "Military Outfit"
inv_name_short		= "Military Outfit"
inv_weight			= 15.0

inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x			= 6
inv_grid_y			= 15
cost				= 5000

burn_immunity = 1.0				;коэффициенты иммунитета самого костюма
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

burn_protection = 0.4			;коэффициенты защиты костюма персонажем 
strike_protection = 0.4
shock_protection = 0.5
wound_protection = 0.4		
radiation_protection = 0.6
telepatic_protection = 1.0
chemical_burn_protection = 1.0
explosion_protection = 1.0
fire_wound_protection  = 1.0

[exo_outfit]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\exo"
;$prefetch 		= 32
class			= EQU_EXO
cform           = skeleton
visual          = equipment\exoskelet	;items\geiger_01.ogf;	corps\corp_sold2

inv_name			= "Exo Outfit"
inv_name_short		= "Exo Outfit"
inv_weight			= 25.0

inv_grid_width		= 4
inv_grid_height		= 3
inv_grid_x			= 12
inv_grid_y			= 13
cost				= 12000

burn_immunity = 1.0				;коэффициенты иммунитета самого костюма
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

burn_protection = 0.5			;коэффициенты защиты костюма персонажем 
strike_protection = 0.6
shock_protection = 0.5
wound_protection = 0.6		
radiation_protection = 0.7
telepatic_protection = 1.0
chemical_burn_protection = 1.0
explosion_protection = 1.0
fire_wound_protection  = 1.0

[zone_mosquito_bald]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\mosquito bald"
$prefetch 		= 16
class			= Z_MBALD
hit_impulse_scale	= .1
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= anomaly\_anomal-03-full; anomaly\a-02-black-stars ;explosions\expl_02_sparks
effects			= anomaly\marevo2		;anomaly\marevo, anomaly\storm_01
artefacts		= af_magnet,0.7
BirthProbability = 0.9
hit_type		= strike

[zone_radioactive]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\radioactive"
$prefetch 		= 16
class			= Z_RADIO
hit_impulse_scale	= .001
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= explosions\expl_02_sparks
effects			= anomaly\marevo, anomaly\storm_01
artefacts		= af_magnet,0.7
BirthProbability = 0.9

hit_type		= radiation

[zone_acid_fog]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\acid fog"
$prefetch 		= 16
class			= Z_ACIDF
hit_impulse_scale	= .1
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= explosions\expl_02_sparks
effects			= anomaly\marevo2		;anomaly\marevo, anomaly\storm_01
artefacts		= af_magnet,0.7
BirthProbability = 0.9

hit_type		= burn

[zone_witches_galantine]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\witches galantine"
$prefetch 		= 16
class			= Z_GALANT
hit_impulse_scale	= .1
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= explosions\expl_02_sparks
effects			= anomaly\marevo2		;anomaly\marevo, anomaly\storm_01
artefacts		= af_magnet,0.7
BirthProbability = 0.9

hit_type		= burn

[zone_burning_fuzz]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\burning fuzz"
$prefetch 		= 16
class			= Z_BFUZZ
hit_impulse_scale	= .1
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= explosions\expl_02_sparks
effects			= anomaly\marevo2		;anomaly\marevo, anomaly\storm_01
artefacts		= af_magnet,0.7
BirthProbability = 0.9

hit_type		= burn

[zone_rusty_hair]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\rusty hair"
$prefetch 		= 16
class			= Z_RUSTYH
hit_impulse_scale	= .1
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= explosions\expl_02_sparks
effects			= anomaly\marevo2		;anomaly\marevo, anomaly\storm_01
artefacts		= af_magnet,0.7
BirthProbability = 0.9

hit_type		= shock

[zone_dead]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\dead"
$prefetch 		= 16
class			= Z_DEAD
hit_impulse_scale	= .1
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= explosions\expl_02_sparks
effects			= anomaly\marevo2		;anomaly\marevo, anomaly\storm_01
artefacts		= af_magnet,0.7
BirthProbability = 0.9

hit_type		= radiation

[zone_mosquito_bald_weapon]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\mosquito bald weapon"
$prefetch 		= 16
class			= Z_MBALD
hit_impulse_scale	= .1
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= explosions\expl_02_sparks
effects			= anomaly\marevo, anomaly\storm_01
artefacts		= wpn_ak7,0.2, wpn_pm,0.4, wpn_knife,0.5 
BirthProbability = 0.9

hit_type		= shock

[zone_mincer]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\mincer"
$prefetch 		= 16
class			= Z_MINCER
sound			= zone_mosquito_bald
hit_impulse_scale	= .1
postprocess		= postprocess_anomaly1
effects				= anomaly\marevo2, anomaly\storm_01
artefacts		= af_magnet,30
BirthProbability = 0.9

hit_type		= shock

[zone_x]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\zone-x"
$prefetch 		= 16
class			= Z_MBALD
hit_impulse_scale	= 0
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly
hit_effect		= explosions\expl_02_sparks
effects				= anomaly\marevo2
artefacts		= af_magnet,30
BirthProbability = 0.9

hit_type		= shock

[zone_x1]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\zone-x1"
$prefetch 		= 16
class			= Z_MBALD
hit_impulse_scale	= 0
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly3
hit_effect		= explosions\expl_02_sparks
effects				= anomaly\marevo2, anomaly\storm_01
artefacts		= af_magnet,30
BirthProbability = 0.9

hit_type		= shock

[zone_x2]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\zone-x2"
$prefetch 		= 16
class			= Z_MBALD
hit_impulse_scale	= 0
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly4
hit_effect		= explosions\expl_02_sparks
effects				= anomaly\marevo2, anomaly\storm_01
artefacts		= af_magnet,30
BirthProbability = 0.9

hit_type		= shock

[zone_x3]
GroupControlSection	= spawn_group_zone
$spawn 			= "zone\zone-x3"
$prefetch 		= 16
class			= Z_MBALD
hit_impulse_scale	= 0
sound			= zone_mosquito_bald
postprocess		= postprocess_anomaly5
hit_effect		= explosions\expl_02_sparks
effects				= anomaly\marevo2, anomaly\storm_01
artefacts		= af_magnet,30
BirthProbability = 0.9

hit_type		= shock

[detector_simple]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "devices\detector"
$prefetch 		= 32
class			= D_SIMDET
cform                   = skeleton
visual                  = items\geiger_01.ogf
radius			= 10
buzzer_radius		= 1.5
noise			= zone_mosquito_bald       ;detectors\geiger_noise_loop 
buzzer			= zone_mosquito_bald       ;detectors\DA-2_alarm_loop

zone_class_1		= zone_mosquito_bald
zone_sound_1		= detectors\DA-2_beep1
zone_class_2		= zone_mincer
zone_sound_2		= detectors\DA-2_beep1 
zone_class_3		= zone_radioactive
zone_sound_3		= detectors\DA-2_beep1 

inv_name			= Detector
inv_name_short		= Detector
inv_weight			= 1.

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 14
cost				= 10

[device_pda]
GroupControlSection	= spawn_group
discovery_dependency= 
$spawn 				= "devices\pda"
$prefetch 			= 8
class				= D_PDA
cform				= skeleton
visual				= equipment\pda.ogf
radius				= 75
slot				= 8

inv_name			= PDA
inv_name_short		= PDA
inv_weight			= 0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 13
cost				= 50

[device_atifact_merger]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\artifact merger"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipment\pda.ogf
radius				= 1

inv_name			= ArtifactMerger
inv_name_short		= AfMerger
inv_weight			= 0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 13
cost				= 50



[spectator]
$player 		= on
class                   = SPECT

[actor]
GroupControlSection	= spawn_group
$spawn 			= "actor"
$ed_icon		= ed\ed_actor
$player 		= on
cform                   = skeleton
class                   = O_ACTOR
money					= 0;
rank					= 3;
;jump_speed             = 20
;jump_speed             = 5.6
jump_speed              = 6.
crouch_coef 			= 0.2
max_item_mass			= 40.0
run_coef                 = 2.4
visual					= actors\Different_stalkers\stalker_hood_multiplayer.ogf
;visual					= actors\alpha\pidarka_urban.ogf
;visual					= temp\_crc_qmt_.ogf
walk_accel              = 17 ;40 ;17  ;54 ;40
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_foot_center			= 0.0,  0.2,  0.0
ph_foot_size 			= 0.20, 0.23, 0.20
ph_crash_speed_min      = 16
ph_crash_speed_max      = 30
ph_mass 				= 120
ph_friction_air         = 0.05 ;0.05
ph_friction_ground      = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall        = 4.0                              ; ???
capture_bone			= 0

ph_skeleton_mass_factor	 = 3.0
ph_skeleton_airr_lin_factor = 0.7
ph_skeleton_airr_ang_factor = 5.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =1.
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =0
ph_skeleton_ddelay	     =20
ph_skel_fatal_impulse_factor = 1.
damage			 = actor_damage

;actor condition

satiety_v = 0.001			;0.001			;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 = 0.01			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;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
accel_power_v = 0.00005		;0.0005			;влияния ускорения на отбирание сил
jump_power_v = 0.005		;0.005			;влияния прыжка на отбирание сил

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		;0.3
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 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

medkit = 0.3					;временно! вместо аптечки
medkit_wound = 0.2				;сколько процентов кровотечения оставливает аптечка 
antirad = 0.3					;временно! вместо антирада


[actor_damage]
;bone_name		 = <hit_scale>,<fwd_damage_anim_index> 
;-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ!!! ЗАДНИЙ НА АВТОМАТЕ
default			 = 1.0, -1

bip01_pelvis 		 = 1.0, 10
bip01_spine 		 = 1.0, 10
bip01_spine1 		 = 1.0, 0
bip01_neck 		 = 3.0, 0
bip01_head 		 = 4.0, 0
eyelid_1 		 = 8.0, 0
eye_left 		 = 8.0, 0
eye_right 		 = 8.0, 0
jaw_1 		 	 = 2.0, 0

bip01_l_clavicle	 = 0.5, 4
bip01_l_upperarm	 = 0.5, 4
bip01_l_forearm	 	 = 0.5, 4
bip01_l_hand	 	 = 0.5, 4
bip01_l_finger0	 	 = 0.5, 4
bip01_l_finger01	 = 0.5, 4
bip01_l_finger02	 = 0.5, 4
bip01_l_finger1	 	 = 0.5, 4
bip01_l_finger11	 = 0.5, 4
bip01_l_finger12	 = 0.5, 4
bip01_l_finger2	 	 = 0.5, 4
bip01_l_finger21	 = 0.5, 4
bip01_l_finger22	 = 0.5, 4

bip01_r_clavicle	 = 0.5, 2
bip01_r_upperarm	 = 0.5, 2
bip01_r_forearm	 	 = 0.5, 2
bip01_r_hand	 	 = 0.5, 2
bip01_r_finger0	 	 = 0.5, 2
bip01_r_finger01	 = 0.5, 2
bip01_r_finger02	 = 0.5, 2
bip01_r_finger1	 	 = 0.5, 2
bip01_r_finger11	 = 0.5, 2
bip01_r_finger12	 = 0.5, 2
bip01_r_finger2	 	 = 0.5, 2
bip01_r_finger21	 = 0.5, 2
bip01_r_finger22	 = 0.5, 2

bip01_l_thigh	 	 = 0.6, 8
bip01_l_calf	 	 = 0.6, 8
bip01_l_foot	 	 = 0.6, 8
bip01_l_toe0	 	 = 0.6, 8
bip01_r_thigh	 	 = 0.6, 6
bip01_r_calf	 	 = 0.6, 6
bip01_r_foot	 	 = 0.6, 6
bip01_r_toe0	 	 = 0.6, 6
      
[g_event]
class 			 = EVENT

[m_target_assault]
$spawn 			 = "temp\m_target_assault"
$prefetch 		= 2
cform                    = skeleton
class                    = T_ASS
visual                   = monsters\crow\crow.ogf

[m_target_cs_base]
$spawn 			 = "temp\m_target_cs_base"
$prefetch 		= 2
class                    = T_CSBASE

[m_target_cs_cask]
$spawn 			 = "temp\m_target_cs_cask"
$prefetch 		= 2
class                    = T_CSCASK
cform                    = skeleton
;visual                   = cs\cs_container.ogf
visual				= weapon\bolt\wpn_bolt.ogf

[m_target_cs]
$prefetch 		= 2
class                    = T_CS
cform                    = skeleton
;visual                   = cs\artefact_ochko1.ogf 
visual				= weapon\bolt\wpn_bolt.ogf

[m_car]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "vehicles\car"
cform                   = skeleton
class                   = C_NIVA

inv_weight				= 1000
cost					= 100000
inv_grid_width			= 1
inv_grid_height			= 1

[m_health]
GroupControlSection	= spawn_group
$spawn                   = "temp\m_health"
cform                    = skeleton
class                    = O_HEALTH
visual                   = monsters\crow\crow.ogf

[m_crow]
GroupControlSection	= spawn_group
$spawn                   = "monsters\crow"		; option for Level Editor
$prefetch 				 = 50
spawn 	                 = on	;
cform                    = skeleton
class                    = AI_CROW
visual                   = monsters\crow\crow.ogf
speed                    = 6.0	
angular_speed            = 0.1	
goal_change_delta        = 5.0
min_height	             = 15
goal_variability	 = 10.0, 15.0, 200.0
idle_sound_delta	 = 60.f
; movement params
ph_box0_center 	         = 0.0,  0.025, 0.0
ph_box0_size             = 0.1,  0.05,  0.1
ph_box1_center 	         = 0.0,  0.025, 0.0
ph_box1_size 	         = 0.1,  0.05,  0.1
ph_foot_center           = 0.0,  0.0,   0.0
ph_foot_size             = 0.1,  0.025, 0.1
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		         = 1
ph_friction_air          = 0.01
ph_friction_ground       = 7.0
ph_friction_wall         = 4.0                              ; ???
capture_bone			 = 0

;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 = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;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 = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 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



[m_stalker_e]
GroupControlSection	= spawn_group
$spawn                   = "monsters\stalker"		; 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				 = 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
eye_fov                      = 170	;145	;170
eye_range                    = 30	;70	;150
max_item_mass				 = 40.0
MaxHealthValue		     = 100			; range [0..200]

; 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\Different_stalkers\stalker_no_hood_singleplayer.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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.05 ;0.05
ph_friction_ground       = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall         = 4.0                              ; ???
capture_bone			 = 0

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_mass_factor	 = 1.5
ph_skeleton_airr_lin_factor = 1.0
ph_skeleton_airr_ang_factor = 1.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =0
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =10
ph_skeleton_ddelay	     	 =20
ph_skel_fatal_impulse_factor =7.0

; 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

MovementIdleTime 	 	 =    1500			; время неподвижности объекта, после которого его скорость считается нулевой
MaxInvisibleSpeed 	 	 =     1.0			; максимальная скорость, при которой объект невидимый
MaxViewableSpeed 	 	 =    10.0			; скорость, при которой объект уже ничего не видит
MovementSpeedWeight 	 =    40.0			; вес скорости передвижения объекта
DistanceWeight 		 	 =    20.0			; вес расстояния от персонажа до объекта
SpeedWeight 			 =    -0.0			; вес скорости персонажа
VisibilityThreshold 	 =     0.0			; порог видимости (если сумма весов больше него, то персонаж видит объект)
LateralMultiplier	 	 =   1.5			; множитель бокового зрения персонажа
ShadowWeight	 	 	 =  -5.0			; вес освещения объекта

CrouchFactor             =   0.2
WalkFactor               =     2.15
RunFactor                =     4.5
WalkFreeFactor           =     1.45
RunFreeFactor            =     2.5
PanicFactor              =     6.5
DamagedWalkFactor        =     0.75
DamagedRunFactor         =     1.4
DamagedWalkFreeFactor    =     0.6
DamagedRunFreeFactor     =     0
DamagedPanicFactor       =     1.9

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

;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 = 0.000		;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 = 0.01			;0.02			;потеря крови при максимальной ране
morale_v			= 0.01					;скорость восстановления морали
wound_incarnation_v = 0.01	;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 = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 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

[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]

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\Different_stalkers\stalker_no_hood_singleplayer.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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 		 = 120
ph_friction_air          = 0.05 ;0.05
ph_friction_ground       = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall         = 4.0                              ; ???
capture_bone			 = 0

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_mass_factor	 	 =1.0
ph_skeleton_airr_lin_factor  =10.0 ;0.7
ph_skeleton_airr_ang_factor  =10.0 ;5.0
ph_skeleton_hinger_factor    =10.
ph_skeleton_hinger_factor1   =2
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =10
ph_skeleton_ddelay	     	 =30
ph_skel_fatal_impulse_factor =5.0

; 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

MovementIdleTime 	 	 =    1500			; время неподвижности объекта, после которого его скорость считается нулевой
MaxInvisibleSpeed 	 	 =     1.0			; максимальная скорость, при которой объект невидимый
MaxViewableSpeed 	 	 =    10.0			; скорость, при которой объект уже ничего не видит
MovementSpeedWeight 	 =    40.0			; вес скорости передвижения объекта
DistanceWeight 		 	 =    20.0			; вес расстояния от персонажа до объекта
SpeedWeight 			 =    -0.0			; вес скорости персонажа
VisibilityThreshold 	 =     0.0			; порог видимости (если сумма весов больше него, то персонаж видит объект)
LateralMultiplier	 	 =     1.5			; множитель бокового зрения персонажа
ShadowWeight	 	 	 =    -5.0			; вес освещения объекта

CrouchFactor             =     0.2
WalkFactor               =     2.15
RunFactor                =     4.5
WalkFreeFactor           =     1.25
RunFreeFactor            =     2.5
PanicFactor              =     6.5
DamagedWalkFactor        =     0.75
DamagedRunFactor         =     1.4
DamagedWalkFreeFactor    =     0.6
DamagedRunFreeFactor     =     0
DamagedPanicFactor       =     1.9

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

;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 = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;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 = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 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

[rat_group]
GroupControlSection	= spawn_group
$spawn               = "monsters\rat-group"		; option for Level Editor
$npc			     = on				; option for Level Editor
Human		     	 = off				; option for ALife Simulator
class                = AI_RAT_G			; AI class
monster_section      = m_rat_e

[m_rat_e]
GroupControlSection	 = spawn_group
$spawn               = "monsters\rat"	; option for Level Editor
$npc			     = on				; option for Level Editor
$prefetch 			 = 128
Scheduled		     = on				; option for ALife Simulator
Human		     	     = off			; option for ALife Simulator
Health			     = 15				; 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
retreat_threshold	 = 0.2
eye_range			 = 10
MaxHealthValue		 = 15				; range [0..200]
hit_power			 = 10
hit_type			 = wound

cform                        = skeleton			; collision class
class                        = AI_RAT			; AI class

ph_box0_center 		     =   0.0,   0.11, -0.22
ph_box0_size 		     =   0.085, 0.11, 0.525
ph_box1_center 		     =   0.0,   0.11, -0.22
ph_box1_size 		     =   0.085, 0.11, 0.525
ph_foot_center		     =   0.0,   0.0,  -0.22
ph_foot_size 		     =   0.085, 0.11,  0.525
ph_crash_speed_min           = 16
ph_crash_speed_max           = 30
ph_mass 		     = 2
cost			     = 1
ph_friction_air              = 0.01
ph_friction_ground           = 7.0
ph_friction_wall             = 4.0			; ???
capture_bone				 = 0

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

EyeYShift		     = .15			; meters

MinVoiceInterval	     =  30000			; milliseconds
MaxVoiceInterval	     = 120000			; milliseconds
VoiceRefreshRate	     =   2500			; milliseconds

ChangeActiveStateProbability = 1.0 			; range [0..1]
ActiveCountPercent	     =   16				; percents
StandingCountPercent	 =   16				; percents
PassiveScheduleMin	     =  100				; microseconds
PassiveScheduleMax       = 1000				; microseconds

LostMemoryTime		     = 20000			; milliseconds
LostRecoilTime		     =  2000			; milliseconds
UnderFireDistance	     =   100			; meters
RetreatTime				 = 10000			; milliseconds
RetreatDistance		     =   100			; meters
AttackStraightDistance	 =    10			; meters
StableDistance		     =     5			; meters
WallMinTurnValue	     =    90 			; degrees
WallMaxTurnValue	     =   270			; degrees

AngleSpeed				 = 0.2	            ; degrees per second
GoalChangeDelta	 	     = 10.0				; seconds
GoalVariation	  	     = 10.0, 0.0, 20.0	; each coordinate in meters
AngularStandSpeed		 = 360				; degrees
AngularMinSpeed			 = 360				; degrees
AngularMaxSpeed			 = 30				; degrees
AngularAttackSpeed		 = 10				; degrees

MoraleDeathDistance	     = 50				; meters
SoundThreshold		     = 0.06             ; range [0..1]

ActionRefreshRate	     = 500			; milliseconds
MaxHealthValue		     = 15			; range [0..200]

EatMemberCorpses	     = 1			; range {0,1}
Cannibalism				 = 1			; range {0,1}
EatCorpseInterval	     = 600000		; milliseconds

corp_mass				 = 500			;

;terrain		             = 3,255,255,255,30,60, 4,255,255,255,30,60, 11,255,255,255,30,60, 12,255,255,255,30,60, 13,255,255,255,30,60, 14,255,255,255,30,60, 15,255,255,255,30,60
;terrain		             = 1,255,255,255,30,60, 2,255,255,255,30,60, 3,255,255,255,30,60, 4,255,255,255,30,60
terrain		             = 255,255,255,255,30,40

;inventory item information
cost			= 0
inv_name		= "dead rat"
inv_name_short	= "rat"
inv_weight		= .5


inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0
inv_weight			= 2
food_value			= 10

; eatable item
eat_health = -0.1										
eat_satiety = 0.2
eat_power = -0.05
eat_radiation = 0.01	;0.03;
eat_portions_num = -1

hit_type = wound

;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 = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;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 = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 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


[m_zombie_e]
GroupControlSection	= spawn_group
$spawn                   = "monsters\zombie"		; option for Level Editor
$npc			     = on			; option for Level Editor
Scheduled		     = on			; option for ALife Simulator
Human		     	     = off			; option for ALife Simulator
Health			     = 200			; 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
MaxHealthValue		 = 200			; range [0..200]

cform                        = skeleton			; collision class
class                        = AI_ZOM			; AI class

ph_box0_center 		     =   0.0,   0.11, -0.22
ph_box0_size 		     =   0.085, 0.11, 0.525
ph_box1_center 		     =   0.0,   0.11, -0.22
ph_box1_size 		     =   0.085, 0.11, 0.525
ph_foot_center		     =   0.0,   0.0,  -0.22
ph_foot_size 		     =   0.085, 0.11,  0.525
ph_crash_speed_min           = 16
ph_crash_speed_max           = 30
ph_mass 		     = 45
ph_friction_air              = 0.01
ph_friction_ground           = 7.0
ph_friction_wall             = 4.0			; ???
capture_bone				 = 0

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

EyeYShift				 = 0.0				; meters
eye_range				 = 30.0				; meters

MinVoiceInterval	     =  30000			; milliseconds
MaxVoiceInterval	     = 120000			; milliseconds
VoiceRefreshRate	     =   2500			; milliseconds

MinPursuitInterval	     =   3000			; milliseconds
MaxPursuitInterval	     =  10000			; milliseconds
PursuitRefreshRate	     =   1000			; milliseconds

ChangeActiveStateProbability = 1.0 			; range [0..1]
ActiveCountPercent	     =    0  			; percents
PassiveScheduleMin	     =  100			; microseconds
PassiveScheduleMax           = 1000			; microseconds

LostMemoryTime		     = 20000			; milliseconds
AttackStraightDistance	     =    20			; meters
StableDistance		     =    50			; meters
WallMinTurnValue	     =    90 			; degrees
WallMaxTurnValue	     =   270			; degrees

AngleSpeed		     = 0.2	                ; radians per second
GoalChangeDelta	 	     = 10.0			; seconds
GoalVariation	  	     = 50.0, 0.0, 50.0		; each coordinate in meters
MaxHealthValue		     = 200			; range [0..200]
SoundThreshold		     = 0.06                     ; range [0..1]

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

hit_type = wound

;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 = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;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 = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 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


[actor_firsteye_cam]
lim_pitch                = -1.57, 1.57
lim_yaw                  = 0, 0
rot_speed                = 3.14, 3.14, 0
 
[actor_free_cam]
;----------------
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 0.4, 10
rot_speed                = 3.14, 1.0, 10
 
[actor_look_cam]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 3.14, 6.28, 10

[car_firsteye_cam]
lim_pitch                = -0.5, 0.5
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0
 
[car_free_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0, 0
lim_zoom                 = 1, 7
rot_speed                = 3.14, 1.0, 10

[car_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0	, 0
lim_zoom                 = 1, 7
rot_speed                = 25, 1.0, 10

[heli_free_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 5, 25
rot_speed                = 3.14, 1.0, 10
 
[heli_front_cam]
;lim_yaw		= -0.01,0.01
lim_pitch                = -1.2, 1.2
lim_yaw                  = -1.5, 1.5
rot_speed                = 3.14, 1.5, 0
 
[heli_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0, 0
lim_zoom                 = 5, 15
rot_speed                = 3.14, 1.0, 10
 
[interface]
font_game                = font_game
font_small               = font_small
 
[textures]
glow1                    = 32
glow1_blue               = 32                               ; means 32 bits
glow1_red                = 32
hud_hitmarker            = 32
red_sky_0                = 32
red_sky_180              = 32
red_sky_270              = 32
red_sky_90               = 32
red_sky_top              = 32
skydome                  = 32
sun                      = 32
ui\logo                  = 32
 
[weapon]
burn_immunity = 1.0				;коэффициенты для попаданий в оружие различными типами хитов
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0



[postprocess_base]
blur			= .5
gray			= .2
noise			= .1
noise_scale		= 1
noise_color		= 200,128,200,50
;noise_color		= 200,150,40,0
;noise_color		= 200,180,50,0


[postprocess_base]
duality_h		= .015
duality_v		= .015
blur			= 1
gray			= .0
noise			= .0
noise_scale		= 1
noise_color		= 255,255,255,70
;noise_color		= 200,150,40,0
;noise_color		= 200,180,50,0

[postprocess_anomaly]
duality_h		= 0
duality_v		= 0
blur			= 1
gray			= .7	;.9
noise			= .2	;.5
noise_scale		= 1
;noise_color		= 255,255,255,70
;noise_color		= 100,100,100,70
noise_color		= 155,155,155,70
;noise_color		= 200,150,40,0
;noise_color		= 10,10,10,0


[postprocess_anomaly1]
duality_h		= .0
duality_v		= .1
blur			= 1
gray			= .6
noise			= .0
noise_scale		= 1
;noise_color		= 255,255,255,70
;noise_color		= 155,155,155,155
;noise_color		= 200,150,40,0
noise_color		= 10,10,10,0


[postprocess_anomaly2]
duality_h		= 0.5
duality_v		= 0.5
blur			= 1
gray			= .6
noise			= .5
noise_scale		= 1
;noise_color		= 255,255,255,70
;noise_color		= 155,155,155,155
noise_color		= 200,150,40,0
;noise_color		= 10,10,10,0

[postprocess_anomaly3]
duality_h		= 0
duality_v		= 0
blur			= 1
gray			= .6
noise			= .5
noise_scale		= 1
;noise_color		= 255,255,255,70
;noise_color		= 155,155,155,155
noise_color		= 200,150,40,0
;noise_color		= 10,10,10,0

[postprocess_anomaly4]
duality_h		= 0
duality_v		= 0
blur			= 1
gray			= .6
noise			= .5
noise_scale		= 1
;noise_color		= 255,255,255,70
noise_color		= 155,155,155,155
;noise_color		= 200,150,40,0
;noise_color		= 10,10,10,0

[postprocess_anomaly5]
duality_h		= 0
duality_v		= 0
blur			= 1
gray			= .6
noise			= .5
noise_scale		= 1
;noise_color		= 255,255,255,70
;noise_color		= 155,155,155,155
;noise_color		= 200,150,40,0
noise_color		= 10,10,10,0

[actor_cs_1]
;$spawn 			 = on
;$ed_icon		 = ed\ed_actor
$player 		 = on
cform                    = skeleton
class                    = O_ACTOR
;jump_speed               = 15
jump_speed               = 5.6
crouch_coef 		 = 0.2
run_coef                 = 2.4
visual			 = actors\Different_stalkers\stalker_no_hood_multiplayer_black.ogf
walk_accel               = 17 ;40 ;17  ;54 ;40
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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.05 ;0.05
ph_friction_ground       = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall         = 4.0                              ; ???
capture_bone			 = 0

damage			 = actor_damage

[actor_cs_2]
;$spawn 			 = on
;$ed_icon		 = ed\ed_actor
$player 		 = on
cform                    = skeleton
class                    = O_ACTOR
;jump_speed               = 15
jump_speed               = 5.6
crouch_coef 		 = 0.2
run_coef                 = 2.4
visual			 = actors\alpha\pidarka_urban.ogf
walk_accel               = 17 ;40 ;17  ;54 ;40
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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.05 ;0.05
ph_friction_ground       = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall         = 4.0                              ; ???
capture_bone			 = 0

damage			 = actor_damage

; ALife Simulator objects - do not delete!!!
;monsters
[graph_point]
    class                = AI_GRAPH
    $spawn               = "ai\graph point"


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[m_idol_e]
GroupControlSection	= spawn_group
$spawn 			     = "physics\idol"; option for Level Editor
$npc			     = on			; option for Level Editor
$prefetch 		     = 32
Scheduled		     = on			; option for ALife Simulator
Human		     	 = off			; optionww for ALife Simulator
Health			     = 100			; option for ALife Simulator
cform                = skeleton		; collision class
class                = AI_IDOL		; AI class
visual				 = actors\Different_stalkers\stalker_no_hood_singleplayer.ogf
weapon_usage		 = 0			; boolean
DynamicObjectsCount	 = 32
DynamicSoundsCount	 = 32 
terrain		         = 255,255,255,255,0,1,
going_speed          = 1.5                      ; option for ALife Simulator
search_speed         = .5                       ; option for ALife Simulator
going_item_detect_probability = 0.1
search_item_detect_probability = 0.9
rank				 = 0
max_item_mass		 = 40.0
MaxHealthValue		     = 100			; range [0..200]

eye_fov              = 145	;170
eye_range            = 80	;150

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

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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 			 = 120
ph_friction_air      = 0.05 ;0.05
ph_friction_ground   = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall     = 4.0                              ; ???
capture_bone		 = 0

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 = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;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 = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 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

;animations			 = udar_1,udar_2,rrrrrr_1,rrrrrr_2,rrrrrr_3

;-----------------------------------------------------------------------------------
; Trader
;-----------------------------------------------------------------------------------
[m_trader]
GroupControlSection	= spawn_group
$spawn						= "monsters\trader"		; option for Level Editor
$prefetch 					= 5
cform						= skeleton
class						= AI_TRADE
visual						= monsters\trader\trader
rank						= 1
; format : section{,section},count,min_factor,max_factor, ...
;supplies					= m_bread,50,0.5,1.5, CANNED,30,0.5,1.5, MEDI_KIT,7,0,0.7, DETECTOR_SIMPLE,3,0,0.6, WPN_BINOC,1,0,0.70, WPN_FORT,WPN_PM,3,0.3,0.8, WPN_LR300,WPN_AK47,2,0.3,0.65, WPN_SVD,1,0,0.53, WPN_RPG7,1,0,0.53, grenade_f1,15,0,1.0, ammo_5.45x39_ap,ammo_5.45x39_fmj,50,0,1.0, ammo_5.56x45_ap,ammo_5.56х45_ss190,50,0,1.0, ammo_9x19_fmj,50,0,1.0, ammo_7.62х54_fmj,10,0,1.0, ammo_og-7b,10,0,1.0 
supplies					= grenade_f1,15,0,1.0, ammo_5.45x39_ap,ammo_5.45x39_fmj,50,0,1.0, ammo_5.56x45_ap,ammo_5.56х45_ss190,50,0,1.0, ammo_9x19_fmj,50,0,1.0, ammo_7.62x54_ap,10,0,1.0, ammo_og-7b,10,0,1.0 
max_item_mass				= 10000.0

scheduled		     = on						; option for ALife Simulator
Human		     	 = off						; option for ALife Simulator
Health			     = 40						; 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

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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 170.
cost			     = 1
ph_friction_air      = 0.01
ph_friction_ground   = 7.0
ph_friction_wall     = 4.0						; ???
capture_bone		 = 0

Health				 = 100.0
money				 = 1000000

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 = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;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 = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 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

;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
trader_buy_price_factor					= 0.5 
trader_sell_price_factor				= 2.0
stalker_neutral_buy_price_factor		= 0.6
stalker_neutral_sell_price_factor		= 1.5
stalker_friend_buy_price_factor			= 0.9
stalker_friend_sell_price_factor		= 1.1
;-----------------------------------------------------------------

[spawn_group_zone]
$spawn						= "ai\group zone"									; option for Level Editor
class						= AI_SPGRP

[spawn_group]
$spawn						= "ai\spawn group"								; option for Level Editor
class						= AI_SPGRP

[level_changer]
GroupControlSection	= 
$spawn 			= "ai\level changer"
;$prefetch 		= 4
class			= LVL_CHNG

[script_zone]
GroupControlSection	= 
$spawn 			= "ai\script zone"
;$prefetch 		= 4
class			= SCRIPTZN

[level_point]
$spawn 			= "ai\level point"
;$prefetch 		= 16
class			= LVLPOINT

[organizations]																; a list of organization sections
	agroprom
	militaries
	scientists
		
[agroprom]
	name					= "Agroprom Research Institute"					; organization public name
	discoveries				= discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force	; discoveries can be discovered
	join_probability		= 1.0											; a probability to join zone investigations
	left_probability		= 0.1											; a probability to left zone investigations
	trader_rank				= 1												; rank of the trader to deal with

[militaries]
	name					= "KGB : Special Purpose Forces"				; organization public name
	discoveries				= discovery_magnetic_field,discovery_electro_magnetic_force,discovery_magnetic_battery	; discoveries can be discovered
	join_probability		= 1.0											; a probability to join zone investigations
	left_probability		= 0.1											; a probability to left zone investigations
	trader_rank				= 1												; rank of the trader to deal with

[scientists]
	name					= "NASA: Scientific Laboratory"					; organization public name
	discoveries				= discovery_magnet,discovery_electro_magnetic_force,discovery_magnetic_battery	; discoveries can be discovered
	join_probability		= 1.0											; a probability to join zone investigations
	left_probability		= 0.1											; a probability to left zone investigations
	trader_rank				= 1												; rank of the trader to deal with

[Japan_Lab]
	name					= "Japan Research Laboratories"					; organization public name
	discoveries				= discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force	; discoveries can be discovered
	join_probability		= 0.2											; a probability to join zone investigations
	left_probability		= 0.2											; a probability to left zone investigations
	trader_rank				= 1												; rank of the trader to deal with

[USA_Lab]
	name					= "USA Research Laboratories"					; organization public name
	discoveries				= discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force	; discoveries can be discovered
	join_probability		= 0.2											; a probability to join zone investigations
	left_probability		= 0.2											; a probability to left zone investigations
	trader_rank				= 1												; rank of the trader to deal with

[Uzbekistan_Lab]
	name					= "Uzbekistan Research Laboratories"					; organization public name
	discoveries				= discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force	; discoveries can be discovered
	join_probability		= 0.2											; a probability to join zone investigations
	left_probability		= 0.2											; a probability to left zone investigations
	trader_rank				= 1												; rank of the trader to deal with

[Soviet_Lab]
	name					= "USSR Research Laboratories"					; organization public name
	discoveries				= discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force	; discoveries can be discovered
	join_probability		= 0.4											; a probability to join zone investigations
	left_probability		= 0.1											; a probability to left zone investigations
	trader_rank				= 1												; rank of the trader to deal with

[discovery_magnet]
	name					= "Surrealistics effect of magnet"				; discovery public name
	success_probability		= 0.4											; a probability to make a discovery
	destroy_probability		= 0.1											; a probability to make an excident during investigations
	result_probability		= 0.5											; discovery getting result probability
	unfreeze_probability	= 0.1											; discovery freeze probability after destruction
	demand_on_success		= af_magnet,3,15,50,350							; artefacts per week (section, count, price)
	artefacts				= af_magnet,10,510 								; artefacts to make a discovery
	discovery_dependence	= 												; if this discoveries are invented, then this 
	sections				= m_detector									; sections of the objects being invented after this discovery
	already_invented		= 0												; bool, if discovery has been already invented

[discovery_magnetic_field]
	name					= "Magnetic force field"						; discovery public name
	success_probability		= 0.3											; a probability to make a discovery
	destroy_probability		= 0.3											; a probability to make an excident during investigations
	result_probability		= 0.4											; discovery getting result probability
	unfreeze_probability	= 0.2											; discovery freeze probability after destruction
	demand_on_success		= af_magnet,3,20,70,450							; artefacts per week (section, count, price)
	artefacts				= af_magnet,30,630								; artefacts to make a discovery
	discovery_dependence	= 						;discovery_magnet								; if this discoveries are invented, then this 
	sections				= wpn_fn2000									; sections of the objects being invented after this discovery
	already_invented		= 0												; bool, if discovery has been already invented

[discovery_electro_magnetic_force]
	name					= "Electro magnetic force"						; discovery public name
	success_probability		= 0.2											; a probability to make a discovery
	destroy_probability		= 0.3											; a probability to make an excident during investigations
	result_probability		= 0.7											; discovery getting result probability
	unfreeze_probability	= 0.2											; discovery freeze probability after destruction
	demand_on_success		= af_magnet,4,8,50,150							; artefacts per week (section, count_min, count_max, price_min, price_max)
	artefacts				= af_magnet,10,1000								; artefacts to make a discovery (section, count, price)
	discovery_dependence	= 						;discovery_magnetic_field						; if this discoveries are invented, then this 
	sections				= 												; sections of the objects being invented after this discovery
	already_invented		= 0												; bool, if discovery has been already invented

[discovery_magnetic_battery]
	name					= "Magnetic battery"							; discovery public name
	success_probability		= 0.3											; a probability to make a discovery
	destroy_probability		= 0.2											; a probability to make an excident during investigations
	result_probability		= 0.7											; discovery getting result probability
	unfreeze_probability	= 0.2											; discovery freeze probability after destruction
	demand_on_success		= af_magnet,4,8,50,150							; artefacts per week (section, count_min, count_max, price_min, price_max)
	artefacts				= af_magnet,5,1200								; artefacts to make a discovery (section, count, price)
	discovery_dependence	= discovery_magnetic_field						; if this discoveries are invented, then this 
	sections				= wpn_rpg_7										; sections of the objects being invented after this discovery
	already_invented		= 0												; bool, if discovery has been already invented

[discovery_vintorez]
	name					= "Weapon Vintorez with strong magnetic effects"; discovery public name
	success_probability		= 0.3											; a probability to make a discovery
	destroy_probability		= 0.3											; a probability to make an excident during investigations
	result_probability		= 0.6											; discovery getting result probability
	unfreeze_probability	= 0.2											; discovery freeze probability after destruction
	demand_on_success		= af_magnet,4,8,50,150							; artefacts per week (section, count_min, count_max, price_min, price_max)
	artefacts				= af_magnet,7,800								; artefacts to make a discovery (section, count, price)
	discovery_dependence	= discovery_magnet								; if this discoveries are invented, then this 
	sections				= m_detector									; sections of the objects being invented after this discovery
	already_invented		= 0												; bool, if discovery has been already invented

[alife]
    schedule_min			= 1												; milliseconds
    schedule_max			= 999											; milliseconds
    process_time			= 900											; microseconds
    time_factor				= 1	;396.0;скорость для демонстрации смены дня и ночи		
    preknown_artefacts		= af_magnet										; artefact sections
    max_combat_iteration_count = 5	;10											; maximum combat iteration count
    switch_distance			= 75.0											; metres
    switch_factor			= 0.9											; 

[script_object]
GroupControlSection			= spawn_group
$spawn						= "script\script object"						; option for Level Editor
$npc						= on											; option for Level Editor
; $prefetch 					= 32										;
Scheduled					= on											; option for ALife Simulator
Human		     			= off											; option for ALife Simulator
cform                       = skeleton										; collision class
class                       = SCRPTOBJ										; AI class
