[m_zombie_e]:monster_base
GroupControlSection        = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
;$spawn               = "monsters\zombies\zombie_base"                ; option for Level Editor
$npc                             = on                                                ; option for Level Editor
$prefetch                          = 16
Scheduled                     = on                                                ; option for ALife Simulator
Human                              = off                                                ; option for ALife Simulator
Health                             = 400                                                ; option for ALife Simulator
MinSpeed                     = 1.0                                                ; option for ALife Simulator
MaxSpeed                     = 5.0                                                ; option for ALife Simulator
going_speed          = 2;4.5                      ; option for ALife Simulator
search_speed         = 1.5                       ; option for ALife Simulator
visual                                 = monsters\zombi\zombi_1
corpse_visual                 = monsters\zombi\zombi_1

MaxHealthValue                 = 100                        ; range [0..200]
DynamicObjectsCount         = 32
smart_terrain_choose_interval        = 00:15:00

ef_creature_type         = 3                                ; option for evaluation functions
ef_weapon_type                 = 1
ef_detector_type         = 1
panic_threshold                = 0.1

Spawn_Inventory_Item_Section = mutant_zombie_hand
Spawn_Inventory_Item_Probability = 0.0

cform                = skeleton                                        ; collision class
class                = SM_ZOMBI                                        ; AI class

script_binding          = bind_monster.bind

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

ph_box0_center                  = 0.0,  0.9,  0.0
ph_box0_size                  = 0.35, 0.9,  0.35
ph_box1_center                  = 0.0,  0.6,  0.0
ph_box1_size                  = 0.40, 0.6,  0.40
ph_crash_speed_min                        = 10
ph_crash_speed_max                        = 30
ph_collision_damage_factor        = 0.1
ph_mass                      = 80
destroyed_vis_name         = dynamics\Dead_Body\skelet_crash

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 1.1 ;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   = 0.0 ;0.0 (изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 5.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay                       = 5.0 ;Tремя изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor  = 8.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold                 = 0.06             ; range [0..1]

eye_fov                                 = 80
eye_range                         = 50
max_hear_dist                 = 30


; speed factors                        linear | angular_real | angular_path | min |  max
Velocity_Stand                        = 0,                1.4,                        1.4,                1,                1
Velocity_WalkFwdNormal        = 0.9,                0.6,                        0.6,                0.02,        2.0
Velocity_RunFwdNormal        = 1.7,                3.0,                        3.0,                0.4,        1
Velocity_WalkFwdDamaged        = 0.7,                3.0,                        0.8,                0.2,        2.0
Velocity_RunFwdDamaged        = 1.5,          3.0,                        3.0,                0.2,        1
Velocity_Drag                        = 1.0,                3.0,                        3.0,                1,                1
Velocity_Steal                        = 1.5,                3.0,                        3.0,                1,                1

; acceleration
Accel_Generic                        = 1.5
Accel_Calm                        = 2.5
Accel_Aggressive                = 7.5

;attack parameters
MinAttackDist                = 1.7        ;0.5
MaxAttackDist                = 2.3        ;3.8

Melee_Rotation_Factor        = 1.6

as_min_dist                                = 1.4
as_step                                        = 0.1

feel_enemy_who_just_hit_max_distance = 20  ;дистанция на которой монстр почувствует стрельнувшего игрока даже спиной

DayTime_Begin                = 0                        ; эрўрvр фэ  фv  ьіэїЄЁр
DayTime_End                        = 21                ; ъіэхЎ фэ  фv  ьіэїЄЁр
Min_Satiety                        = 0.4                ; ьшэ. эіЁьр їvЄіїЄш (ьхэі-х - іцх уіvіфэv	)
Max_Satiety                        = 1.0                ; ьръї. эіЁьр їvЄіїЄш (сіvі-х - іўхэі їvЄv	)

distance_to_corpse        = 1.2                ; фшїЄ. фі ЄЁіяр, яЁш ъіЄіЁі	 іэ яхЁхїіфшЄ т їіїЄі эшх хфv

min_view_distance                   = 0.7                                ; коэффициент, которvй множится на eye_range, в зависимости от угла
max_view_distance                         = 1.0                                ; коэффициент, которvй множится на eye_range, в зависимости от угла
visibility_threshold                 = 100.0                                ; значение, при достижении суммой которого объект считается видимvм
always_visible_distance         = 0.3
time_quant                                        = 0.001
decrease_value                                = 0.01                                ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсїкся по каким-то причинам
velocity_factor                             = 0.5
luminocity_factor                        = 0.5                                 ; фактор осве	ения (только для Lктїра)
transparency_threshold                = 0.25


terrain                                 = zombie_terrain

hit_type = wound

;entity condition

; entity condition
satiety_v                                 = 0.00001        ;0.01                        ;скорость уменьшения сvтости со временем
radiation_v                         = 0.00001        ;0.004                        ;скорость уменьшения радиации
satiety_power_v                 = 0.01                ;0.01                        ;увеличение силv при уменьшении сvтости
satiety_health_v                 = 0.005                ;0.03                        ;увеличение здоровья при уменьшении сvтости
satiety_critical                 = -1.0                        ;0.25                        ;критическое значения сvтости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v                 = 0.01                ;0.006                        ;уменьшение здоровья при воздействии радиации
morale_v                                = 0.01                                                ;скорость восстановления морали
health_hit_part                 = 1.0                ;0.8                        ;процент хита, уходя	ий на отнимание здоровья
power_hit_part                         = 1.0                ;0.9                        ;процент хита, уходя	ий на отнимание силv
psy_health_v                        = 0.1                                                ;скорость восстановления psy-здоровья

immunities_sect                        = zombie_immunities


;открvтvе ранv
bleeding_v                                = 0                                                ;потеря крови при номинальной ране в секунду
wound_incarnation_v                = 0.01                                ;крутизна кривой заживления (какой процент ранv останется после заживления в игровуі секунду)
min_wound_size                        = 0.01

sleep_health                        = 1.0                ;1.5                                ;ъі¤ЇЇшЎшхэЄv їъіЁіїЄх	 шчьхэхэш  ярЁрьхЄЁіт ті тЁхь  їэр
sleep_power                                = 1.0                ;1.5
sleep_satiety                        = 1.0                ;0.8
sleep_radiation                        = 1.0                ;1.1
sleep_psy_health                = 1.0

eat_freq                        =        5.0                ; ўрїЄіЄр іъіїіт т їхъ
eat_slice                        =        0.01        ; ітхvшўхэшх їvЄіїЄш яЁш 1 іъіїх
eat_slice_weight        =        10.0        ; іьхэі-хэшх хфv і ЄЁіяр

satiety_threshold        = 0.5                                                        ; below this value monster fill hunger


; Morale
Morale_Hit_Quant                                = 0.001
Morale_Attack_Success_Quant                = 0.1
Morale_Take_Heart_Speed                        = 0.1
Morale_Despondent_Speed                        = 0.1
Morale_Stable_Speed                                = 0.01
Morale_Despondent_Threashold        = 0.1


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

killer_clsids                        = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE

idle_sound_delay                = 20000
eat_sound_delay                        = 3000
attack_sound_delay                = 24000

sound_distant_idle                        = monsters\zombie\zombie_idle_
distant_idle_sound_delay        = 80000
distant_idle_sound_range        = 100.0

DamagedThreshold                = 0.5
critical_wound_threshold                = -1
critical_wound_decrease_quant        = 0.

FakeDeathCount                                        = 4                ; max count of fake death
StartFakeDeathHealthThreshold        = 0.6



material                                = creatures\medium
DynamicObjectsCount                = 32

squad_attack_algorithm        = 1
LegsCount                                = 2

attack_effector                        = m_zombie_attack_effector
step_params                                = m_zombie_step_params
attack_params                        = m_zombie_attack_params
damage                                        = m_zombie_damage

;species of monster
species                                        = zombie

[m_zombie_damage]
;bone_name                 = <hit_scale>,-1,<wound_scale>
;<hit_scale>        - коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>        - коэфф. изменения величинv открvтой ранv

default                                = 1.0, -1, 0.01

bip01_pelvis                 = 1.0, -1, 0.01
bip01_spine                 = 1.0, -1, 0.01
bip01_spine1                 = 1.0, -1, 0.01
bip01_neck                         = 1.0, -1, 0.01
bip01_head                         = 2.0, -1, 0.01

[zombie_terrain]
        255,000,255,255


[m_zombie_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;        anim                        | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |        Field of hit_test  (left,right, bottom, top ) |        Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;right hand strike
stand_attack_0 =                  0.30,                0.25,                    100,        0.0, 1.0, 0.0,                 -0.6, 0.6, -0.6, 0.6,                                                          2.0
;left hand strike
stand_attack_1 =                  0.35,                0.20,                    100,        0.0, 1.0, 0.0,                 -0.6, 0.6, -0.6, 0.6,                                                          2.0
;left hand strike2
stand_attack_2 =                  0.30,                0.15,                    120,        0.0, 1.0, 0.0,                 -0.6, 0.6, -0.6, 0.6,                                                          2.0
;left hand strike3
stand_attack_3 =                  0.30,                0.20,                    180,        0.0, 1.0, 0.0,                 -0.6, 0.6, -0.6, 0.6,                                                          2.0

[m_zombie_attack_effector]

duality_h                = 0.01
duality_v                = 0.01
blur                        = 0.01
gray                        = 0.5
noise_intensity = 0.0
noise_grain                = 1
noise_fps                = 30
color_base                = 0.255,0.0,0.0
color_gray                = 0.333,0.333,0.333
color_add                = 0,0,0
time                        = 0.4
time_attack                = 0.10                ; fade in
time_release        = 0.35                ; fade out

; camera effects
ce_time                                = 0.5 ;time
ce_amplitude                = -15.0
ce_period_number        = 1.5 ;2.0
ce_power                        = 1.5 ;0.7 ; power

[m_zombie_step_params]
;---------------------------------------------------------------------------
;        anim                        | Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0         =            1,           0.01,     1,     0.25,    0.7,
stand_walk_dmg_0         =            1,           0.01,     1,     0.25,    0.7,
stand_run_fwd_0                 =            1,           0.01,     1,            0.25,    0.6,
stand_run_dmg_0                 =            1,           0.01,     1,            0.25,    0.6,

;===========================================================================
; IMMUNITIES
;===========================================================================
[zombie_immunities]
burn_immunity                        = 0.3                                                ;коэффициентv иммунитета
strike_immunity                        = 0.8
shock_immunity                        = 0.8
wound_immunity                        = 0.8;1
radiation_immunity                = 0.0        ;0.5
telepatic_immunity                = 1.0
chemical_burn_immunity        = 0.3
explosion_immunity                = 0.5
fire_wound_immunity                = 0.3

[zombie_weak]:m_zombie_e
$spawn                                = "monsters\zombies\zombie_01_weak"
visual                                = monsters\zombi\zombi_2
panic_threshold                = 0.5
rank = 100
spec_rank                        = weak
community                        = zombie

FakeDeathCount                                        = 2                ; max count of fake death
StartFakeDeathHealthThreshold        = 0.4

immunities_sect                = zombie_immunities_weak
attack_params                = zombie_attack_params_weak

[zombie_immunities_weak]
burn_immunity                        = 1.0
strike_immunity                        = 1.0
shock_immunity                        = 1.0
wound_immunity                        = 0.20
radiation_immunity                = 0.0
telepatic_immunity                = 1.0
chemical_burn_immunity        = 1.0
explosion_immunity                = 0.55
fire_wound_immunity                = 0.20

[zombie_attack_params_weak]
;---------------------------------------------------------------------------------------------------------------------------------------------
;        anim                        | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |        Field of hit_test  (left,right, bottom, top ) |        Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;right hand strike
stand_attack_0 =                  0.30,                0.15,                    100,        0.0, 1.0, 0.0,                 -0.3, 1.0, -0.6, 0.6,                                                          2.0
;left hand strike
stand_attack_1 =                  0.35,                0.15,                    100,        0.0, 1.0, 0.0,                 -1.8, 0.6, -0.6, 0.6,                                                          2.0
;left hand strike2
stand_attack_2 =                  0.30,                0.15,                    120,        0.0, 1.0, 0.0,                 -0.6, 0.6, -1.0, 1.0,                                                          2.0
;left hand strike3
stand_attack_3 =                  0.30,                0.15,                    180,        0.0, 1.0, 0.0,                 -1.0, 0.3, -0.6, 0.6,                                                          2.0



[zombie_normal]:m_zombie_e
$spawn                                = "monsters\zombies\zombie_02_normal"
visual                                = monsters\zombi\zombi_1
panic_threshold                = 0.2
rank = 255
spec_rank                        = normal
community                        = zombie

FakeDeathCount                                        = 4                ; max count of fake death
StartFakeDeathHealthThreshold        = 0.6

immunities_sect                = zombie_immunities_normal
attack_params                = zombie_attack_params_normal

[zombie_immunities_normal]
burn_immunity                        = 1.0
strike_immunity                        = 1.0
shock_immunity                        = 1.0
wound_immunity                        = 0.10
radiation_immunity                = 0.0
telepatic_immunity                = 1.0
chemical_burn_immunity        = 1.0
explosion_immunity                = 0.55
fire_wound_immunity                = 0.10

[zombie_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
;        anim                        | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |        Field of hit_test  (left,right, bottom, top ) |        Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;right hand strike
stand_attack_0 =                  0.30,                0.35,                    100,        0.0, 1.0, 0.0,                 -0.3, 1.0, -0.6, 0.6,                                                          2.0
;left hand strike
stand_attack_1 =                  0.35,                0.35,                    100,        0.0, 1.0, 0.0,                 -1.8, 0.6, -0.6, 0.6,                                                          2.0
;left hand strike2
stand_attack_2 =                  0.30,                0.35,                    120,        0.0, 1.0, 0.0,                 -0.6, 0.6, -1.0, 1.0,                                                          2.0
;left hand strike3
stand_attack_3 =                  0.30,                0.35,                    180,        0.0, 1.0, 0.0,                 -1.0, 0.3, -0.6, 0.6,                                                          2.0



[zombie_strong]:m_zombie_e
$spawn                                = "monsters\zombies\zombie_03_strong"
visual                                = monsters\zombi\zombi_trup
panic_threshold                = 0.05
rank = 255
spec_rank                        = strong
community                        = zombie

FakeDeathCount                                        = 6                ; max count of fake death
StartFakeDeathHealthThreshold        = 0.8

immunities_sect                = zombie_immunities_strong
attack_params                = zombie_attack_params_strong

[zombie_immunities_strong]
burn_immunity                        = 1.0
strike_immunity                        = 1.0
shock_immunity                        = 1.0
wound_immunity                        = 0.05
radiation_immunity                = 0.0
telepatic_immunity                = 1.0
chemical_burn_immunity        = 1.0
explosion_immunity                = 0.55
fire_wound_immunity                = 0.05

[zombie_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
;        anim                        | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |        Field of hit_test  (left,right, bottom, top ) |        Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;right hand strike
stand_attack_0 =                  0.30,                0.50,                    100,        0.0, 1.0, 0.0,                 -0.3, 1.0, -0.6, 0.6,                                                          2.0
;left hand strike
stand_attack_1 =                  0.35,                0.50,                    100,        0.0, 1.0, 0.0,                 -1.8, 0.6, -0.6, 0.6,                                                          2.0
;left hand strike2
stand_attack_2 =                  0.30,                0.50,                    120,        0.0, 1.0, 0.0,                 -0.6, 0.6, -1.0, 1.0,                                                          2.0
;left hand strike3
stand_attack_3 =                  0.30,                0.50,                    180,        0.0, 1.0, 0.0,                 -1.0, 0.3, -0.6, 0.6,                                                          2.0


[zombie_immortal]:zombie_strong
$spawn                                = "monsters\zombies\zombie_immortal"
visual                                = monsters\zombi\zombi_trup
panic_threshold                = 0.05



