#include "weathers\environment.ltx"
#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"
#include "weapons\weapons.ltx"
#include "misc\items.ltx"

#include "creatures\actor.ltx"
#include "mp\mp_actor.ltx"

#include "misc\zones.ltx"
#include "misc\postprocess.ltx"

#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\outfit.ltx"
#include "misc\effectors.ltx"
#include "creatures\helicopter.ltx"
#include "external.ltx"

#include "creatures\game_relations.ltx"

;Game types
#include "mp\deathmatch_game.ltx"
#include "mp\teamdeathmatch_game.ltx"
#include "mp\artefacthunt_game.ltx"

#include "evaluation.ltx"

; Smart Terrain
#include "misc\smart_terrain.ltx"

[sound]
rolloff			= 0.9
occlusion_scale	= 0.4

[music]
music\amb01
music\amb02
music\amb03
music\amb04
music\amb05
music\amb06
music\amb07
music\amb08
music\amb09
music\amb10

[sounds_random]
ambient\random\new_drone1
ambient\random\new_drone2
ambient\random\rnd_3dmbridge
ambient\random\rnd_ak47_1
ambient\random\rnd_ak47_2
ambient\random\rnd_crow
ambient\random\rnd_disgusting
ambient\random\rnd_distantmortar3
ambient\random\rnd_dog6
ambient\random\rnd_drone1
ambient\random\rnd_drone2
ambient\random\rnd_fallscream
ambient\random\rnd_horror3
ambient\random\rnd_horror4
ambient\random\rnd_m-16_3
ambient\random\rnd_m-16_4
ambient\random\rnd_m-249
ambient\random\rnd_moan
ambient\random\rnd_moan1
ambient\random\rnd_moan2
ambient\random\rnd_moan3
ambient\random\rnd_moan4
ambient\random\rnd_moan5
ambient\random\rnd_scr1
ambient\random\rnd_scr2
ambient\random\rnd_scr3
ambient\random\rnd_scr4
ambient\random\rnd_scr5
ambient\random\rnd_scr7
ambient\random\rnd_scr8
ambient\random\rnd_scr9
ambient\random\rnd_scr10
ambient\random\rnd_the_horror1
ambient\random\rnd_the_horror2
ambient\random\rnd_the_horror3
ambient\random\rnd_the_horror4
ambient\random\rnd_thunder
ambient\random\rnd_wolfhowl01
ambient\random\rnd_wolfhowl02
ambient\random\rt_coo1-m
ambient\random\rt_sickened1
ambient\random\rt_sickened2
ambient\random\rt_swamp_thing1


[demo_record]
speed0		= 0.1
speed1		= 5.0
speed2		= 15.0
speed3		= 60.0
ang_speed0	= 0.1
ang_speed1	= 0.5
ang_speed2	= 7.0
ang_speed3	= 2.0

[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_letter_25]
shader		= font
texture		= ui\ui_font_letter_25

[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

[ui_font_graff_32]
shader		= font
texture		= ui\ui_font_graff_32

[ui_font_graff_50]
shader		= font
texture		= ui\ui_font_graff_50


[string_table]
;названия текущего языка (аттрибут 'ln 'в <text>)
;если не задан, то берется первый <text>
language = rus
;список xml файлов, содержащих таблицы символов
files = string_table_general, string_table_news, string_table_items, string_table_ui, string_table_tips, string_table_enc_mutants, string_table_enc_zone, string_table_enc_vehicles, string_table_enc_social, string_table_enc_equipment, string_table_tasks_escape, string_table_artefacts, string_table_outfit, stable_dialogs_escape, stable_dialogs_garbage, stable_dialogs_agroprom, test_string, dialogs_escape_1_string

[info_portions]
;список xml файлов, содержащих info_portions
files = info_portions, info_portions_test, info_lchanger_ico, info_news, info_escape

[encyclopedia]
files = encyclopedia_infos, encyclopedia_mutants, encyclopedia_zone, encyclopedia_vehicles, encyclopedia_social, encyclopedia_equipment

[dialogs]
files = dialogs, dialogs_escape, dialogs_garbage, dialogs_agroprom, dialogs_bar, dialogs_yantar, test, dialogs_escape_1

[profiles]
;список xml файлов, содержащих профили сталкеров и торговцев
files =  npc_profile
;список xml файлов, содержащих описания конкретных сталкеров и торговцев
specific_characters_files = character_desc_general, character_desc_soldier, character_desc_stalker, character_desc_dolg, character_desc_svoboda, character_desc_monolit, character_desc_killer, character_desc_ecolog, character_desc_bandit, character_desc_zombied

[artefacts_tasks]
;имя скриптовой функции, которая вызывается для создания
;списка артефактов
script_func = trader_job.artefacts_task_list_text


[game_tasks]
files = game_tasks, tasks_escape

[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
script_binding      = physic_object.init

[physic_object]
GroupControlSection	= spawn_group
$spawn 				= "physics\object"
$prefetch 			= 8
class				= O_PHYSIC
remove_time			= 120; after this time  unbreaked removable bone will be removed
script_binding      = physic_object.init

[search_light]
GroupControlSection	= spawn_group
$spawn 				= "physics\search light"
class				= O_SEARCH
cform				= skeleton
visual				= equipments\projector.ogf

[bloody_marks]
wallmarks			= wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
dist				= 2.0	;2.4	;(м) max расстояние отлета крови
max_size			= 0.4	;0.3	;(м)радиус пятна при хите силой nominal hit по большому объекту (по маленькому *0.5)
min_size			= 0.06			;(м)минимальный радиус пятна
nominal_hit			= 0.5			;величина номинального хита, при котором разлетается максимум крови (max_size)

;капли крови

blood_drops			= wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size	= 0.4			;размер раны чтоб начала капать кровь
stop_blood_size		= 0.025			;размер раны чтоб кровь остановилась (должно быть меньше start_blood_size)

blood_drop_time     = 0.1			;OBSOLETE
blood_drop_time_min = 0.3			;
blood_drop_time_max = 2.0			;
blood_drop_size		= 0.1			;размер капли (м) крови, которая упала


[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size	= 0.0003		;размер ожега после которого начать играть партиклы огня
stop_burn_size	= 0.0001		;размер ожега после которого остановить партиклы
min_burn_time	= 10000		;минимальное время отыгрыша партиклов (даже если рана уже зажила)

[hud_cursor]
;все размеры в процентах от длины экрана
cross_length		= 0.015					;длина "палочки" прицела
min_radius			= 0.002					;минимальный радиус прицела (при нулевой дисперсии)
max_radius			= 0.06					;максимальный радиус
radius_lerp_speed	= 0.0001					;скорость интерполяции положений прицела
cross_color			= 0.7,0.7,0.7,1.0		;цвет прицела
disp_scale			= 0.08					;масштаб прицела (относительно радиан)


[bullet_manager]
tracer_width					= 0.04
tracer_length_max				= 5.0 ;24.0 ;14.0	
tracer_length_min				= 1  ;0.2
tracer_length_to_width_ratio	= 10.0

;границы в которых изменяется размер трассера (как его видит актер)
min_view_dist					= 10.0
max_view_dist					= 70.0	

gravity_const					= 9.81
;сопротивление воздуха, процент, который отнимается от скорости полета пули
air_resistance_k				= 0.3

;размер шага времени (в милисекундах), по которому проигрываются 
time_step = 33
;минимальная скорость (м/с), на которой пуля еще считается и показывается
min_bullet_speed = 3.0
;cколько процентов энергии потеряет пуля при столкновении с материалом (при падении под прямым углом)
collision_energy_min = 0.90
;сколько процентов энергии останется у пули при любом столкновении
collision_energy_max = 0.50

	

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


[document]
GroupControlSection	= spawn_group
;discovery_dependency = 
$spawn 				= "documents\document 01"
;$prefetch 			= 32
class				= II_DOC
cform				= skeleton
visual				= equipments\item_document_01.ogf

inv_name			= Document
inv_name_short		= Document
inv_weight			= 1	;0.2

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




[spectator]
 $player 				= on
class                   = SPECT

      
[??tg_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				= weapons\bolt\wpn_bolt.ogf

[m_target_cs]
$prefetch 		= 2
class                    = T_CS
cform                    = skeleton
visual				= weapons\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

[actor_firsteye_cam]
lim_pitch                = -1.57, 1.57
lim_yaw                  = 0, 0
rot_speed                = 3.14, 3.14, 0

[actor_ladder_cam]
lim_pitch                = -1.57, 1.57
lim_yaw                  = -1.0, 1.0
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

[mounted_weapon_cam]
lim_pitch                = -0.5, 0.5
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0

[car_firsteye_cam]
lim_pitch                = -0.5, 0.3
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0
 
[car_free_cam]
lim_pitch                = -1, 1.56 ;0, 1.56
lim_yaw                  = 0, 0 ;0, 0
lim_zoom                 = 1, 10 ;1, 7
rot_speed                = 3.14, 1.0, 10 ;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

; 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\hero\stalker_novice.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]
transparency_threshold = 0.25

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_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 			 = 120


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
min_wound_size				= 0.01

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

material					= creatures\human
DynamicObjectsCount			= 32

;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
;коэффициенты изменения цены при торговле в зависимости от отношения к персонажу
;линейно апроксимируются между значения
buy_price_factor_hostile	= 0.3		;коэффициент покупки при goodwill = -100
buy_price_factor_friendly	= 0.9		;коэффициент покупки при goodwill = 100
sell_price_factor_hostile	= 2.0		;коэффициент покупки при goodwill = -100
sell_price_factor_friendly	= 1.1		;коэффициент покупки при goodwill = 100



;-----------------------------------------------------------------

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

[spawn_group]
GroupControlSection			= 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
script_binding	= stalker.script_zone_init

[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_medusa,3,15,50,350							; artefacts per week (section, count, price)
	artefacts				= af_medusa,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_medusa,3,20,70,450							; artefacts per week (section, count, price)
	artefacts				= af_medusa,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_medusa,4,8,50,150							; artefacts per week (section, count_min, count_max, price_min, price_max)
	artefacts				= af_medusa,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_medusa,4,8,50,150							; artefacts per week (section, count_min, count_max, price_min, price_max)
	artefacts				= af_medusa,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_medusa,4,8,50,150							; artefacts per week (section, count_min, count_max, price_min, price_max)
	artefacts				= af_medusa,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			= 33											; milliseconds
    process_time			= 900											; microseconds
    update_monster_factor	= 0.1
    time_factor				= 10;	1;	;396.0;скорость для демонстрации смены дня и ночи		
    normal_time_factor		= 50	;10;	животные в оффлайне перемещаются со скоростью, делённой на этот фактор (чтобы не бегали очень быстро)
    preknown_artefacts		= af_medusa										; artefact sections
    max_combat_iteration_count = 5	;10											; maximum combat iteration count
    switch_distance			= 150	;150	;75.0											; metres
    switch_factor			= 0.1											; 
    start_time				= 16:30:00
    start_date				= 01.08.2015
    surge_interval			= 96											; in hours (96 hours == 4 days)
    autosave_interval		= 00:15:00
    delay_autosave_interval	= 00:01:00

[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

;параметры игровой карты и тумана войны
[game_map]
fog_cell_size				= 20;							;размеры в метрах квадратика тумана
actor_fog_remove_radius		= 25							;радиус убирания тумана
local_map_width_meters		= 1000	;300					;сколько метров в ширину в локальной карте

actor_arrow_small			= ui\ui_map_arrow_02_small	 	;иконка актера на мини карте
actor_arrow_small_size		= 16							;размер иконки

actor_arrow					= ui\ui_map_arrow_02		 	;иконка актера на локальной карте
max_view_minimap			= 60	;50						;максимальное расстояние видимости на миникарте

;название анимации для появляющихся персонажей в зоне контактов ПДА на миникарте
map_spots_enemy				= ui_minimap_enemy
map_spots_neutral			= ui_minimap_neutral
map_spots_friend			= ui_minimap_friend




[global_map]
texture		= ui\ui_global_map							; Текстура глобальной карты
width		= 1000										;размера карты (в условных единицах)
height		= 2000

;параметры показывания входящих сообщений PDA в главном меню
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000

[attachable_item]
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "equipment\attachable_item"
cform                   = skeleton
class					= II_ATTCH
cost					= 100
inv_name				= "Attachable item"
inv_name_short			= "Attachable item"
inv_weight				= .5
inv_grid_width			= 2
inv_grid_height			= 1
inv_grid_x				= 16
inv_grid_y				= 12
attach_angle_offset		= 0, -3.14, 1.6
attach_position_offset	= 0.105, 0.00, 0.085
attach_bone_name		= bip01_head

[new_attachable_item]
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "equipment\new_attachable_item"
cform                   = skeleton
class					= II_BTTCH
cost					= 100
inv_name				= "Attachable item"
inv_name_short			= "Attachable item"
inv_weight				= .5
inv_grid_width			= 2
inv_grid_height			= 1
inv_grid_x				= 16
inv_grid_y				= 12
attach_angle_offset		= 0, -3.14, 1.6
attach_position_offset	= 0.105, 0.00, 0.085
attach_bone_name		= bip01_head

[hand_radio]
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "equipment\hand_radio"
cform                   = skeleton
class					= II_ATTCH
visual                  = equipments\item_fmradio.ogf
cost					= 0
inv_name				= "hand_radio"
inv_name_short			= "hand_radio"
inv_weight				= .5
inv_grid_width			= 2
inv_grid_height			= 1
inv_grid_x				= 16
inv_grid_y				= 12
attach_angle_offset		= 0, 0, 0
attach_position_offset	= 0.08, 0.04, 0.03
attach_bone_name		= bip01_r_hand

[breakable_object]
class						= O_BRKBL
remove_time					= 30	;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold		= 0.	;weapon impact can stand breakable_object
collision_break_threthhold	=1000.f	;collision impact can stand breakable_object

[climable_object]
class						= O_CLMBL

[zone_team_base]
$spawn 			= "network\team base"
class			= Z_TEAMBS

[multiplayer_skins]
stalker_killer_head_1	= 0,380
stalker_killer_antigas	= 128,380
stalker_killer_head_3	= 256,380
stalker_killer_mask		= 384,380
stalker_killer_exoskeleton	= 512,380
stalker_sci_killer		= 640,380

stalker_sv_balon_10		= 0,705
stalker_sv_hood_9		= 128,705
stalker_sv_rukzak_3		= 256,705
stalker_sv_rukzak_2		= 384,705
stalker_sv_exoskeleton	= 512,705
stalker_sci_svoboda		= 640,705

[main_ingame_indicators_thresholds]
radiation				= 0.1,0.3,0.5,0.7,0.9
wounds					= 0.025,0.1,0.2,0.3,0.4
jammed					= 0.6,0.65,0.70,0.75,0.8
starvation				= 0.5,0.6,0.7,0.8,0.9
fatigue					= 0.5,0.6,0.7,0.8,0.9

[squad_manager]
schedule_min			=   1
schedule_max			= 999

[agent_manager]
schedule_min			=   1
schedule_max			= 999

[custom_script_object]
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "scripts\custom_object"
cform                   = skeleton
class					= NW_ATTCH
visual                  = equipments\item_fmradio.ogf
cost					= 0
inv_name				= "custom_script_object"
inv_name_short			= "custom_script_object"
inv_weight				= .5
inv_grid_width			= 2
inv_grid_height			= 1
inv_grid_x				= 16
inv_grid_y				= 12
attach_angle_offset		= 0, 0, 0
attach_position_offset	= 0.08, 0.04, 0.03
attach_bone_name		= bip01_r_hand

[ph_skeleton_object]
class					= P_SKELET
remove_time				= 120

[script]
current_server_entity_version = 0

[space_restrictor]
GroupControlSection		= spawn_group_restrictor
$spawn					= "ai\space_restrictor"
;$prefetch 				= 64
class					= SPACE_RS

