[actor_terrain] ; [v_igru]
        255,255,000,255

[actor]:common_ph_friction_params_on_npc_death
GroupControlSection                = spawn_group
$spawn                                         = "actor"
$ed_icon                                = ed\ed_actor
$player                                 = on
$prefetch                                 = 16
cform                   = skeleton
class                   = S_ACTOR
money                                        = 200;
rank                                        = 3;
script_binding                        = bind_stalker.actor_init
visual                            = actors\stalker_hero\stalker_hero_1.ogf
destroyed_vis_name                = dynamics\Dead_Body\skelet_crash

player_hud_section      = actor_hud

terrain                                        = actor_terrain

max_item_mass           = 335 
jump_speed              = 10.0
crouch_coef             = 0.30
climb_coef              = 0.7
run_coef                = 2.0 
sprint_koef             = 2.9
run_back_coef           = 1.8
walk_back_coef          = 0.8
air_control_param       = 0.1
walk_accel              = 20

;радиус в котром над предметами выводятся их названия
pickup_info_radius                = 7 
feel_grenade_radius               = 10.0 
feel_grenade_time                 = 0.5

ef_creature_type                = 17 

; attach params
attachable_items                = device_torch,attachable_item,hand_radio

ph_box0_center                                                 = 0.0,  0.9,  0.0
ph_box0_size                                                 = 0.35, 0.9,  0.35
ph_box1_center                                                 = 0.0,  0.75,  0.0
ph_box1_size                                                 = 0.35, 0.75,  0.35
ph_box2_center                                                 = 0.0,  0.6,  0.0
ph_box2_size                                                 = 0.35, 0.6,  0.35
stalker_restrictor_radius                        = .55;
stalker_small_restrictor_radius                = .55;
medium_monster_restrictor_radius        = 0.1
ph_crash_speed_min                              = 14
ph_crash_speed_max                              = 30
ph_collision_damage_factor                        = 1.0
ph_mass                                                         = 80

weapon_bone0                                = bip01_r_finger1
weapon_bone1                                = bip01_l_finger1
weapon_bone2                                = bip01_r_finger11

damage                                                = actor_damage

hit_probability_gd_novice	= 0.20
hit_probability_gd_stalker	= 0.30
hit_probability_gd_veteran	= 0.40
hit_probability_gd_master	= 0.50

hit_sounds                                        = actor_hit_snds
;actor condition

immunities_sect                                = actor_immunities_gd_novice
condition_sect                                = actor_condition

heavy_breath_snd        = actor\breath_1 
heavy_blood_snd         = affects\heartbeat; heart\8
heavy_danger_snd        = affects\heartbeat

material                                                = creatures\actor
camera_height_factor                        = 0.92 ;0.85


;дисперсия стрельбы с учетом ходьбы и бега
disp_base                    = 0.5 
disp_aim                     = 0.04
disp_vel_factor              = 2.0 
disp_accel_factor            = 1.0 
disp_crouch_factor           = -0.2 
disp_crouch_no_acc_factor    = -0.3
disp_jump_factor             = 2.0

missile_throw_offset = 0.3, 0.5, 0.5

body_remove_time = 60000 

sleep_time_factor                        = 1000 
max_sleep_hours                                = 12
;species of monster
species                                = actor


;---STEP MANAGER
LegsCount                                                = 2
step_params                                                = stalker_step_manager
foot_bones                                                = stalker_foot_bones

memory_update_time                        = 100

; visibility parameters
DynamicObjectsCount       = 32
min_view_distance         = 1.0 
max_view_distance         = 1.0 
visibility_threshold      = 1.0 
always_visible_distance   = 1.0
time_quant                = 0.005
decrease_value            = 0.1 
velocity_factor           = 0.5
luminocity_factor         = 0.5
transparency_threshold    = 0.4 
still_visible_time        = 5000

[actor_immunities_gd_novice]
burn_immunity           = 0.2 
strike_immunity         = 0.1 
shock_immunity          = 0.1 
wound_immunity          = 0.2 
radiation_immunity      = 0.2 
telepatic_immunity      = 0.2 
chemical_burn_immunity  = 0.2 
explosion_immunity      = 0.2 
fire_wound_immunity 	= 0.3 


[actor_immunities_gd_stalker]
burn_immunity           = 0.2 
strike_immunity         = 0.1 
shock_immunity          = 0.1 
wound_immunity          = 0.2 
radiation_immunity      = 0.2 
telepatic_immunity      = 0.2 
chemical_burn_immunity  = 0.2 
explosion_immunity      = 0.2 
fire_wound_immunity 	= 0.3 


[actor_immunities_gd_veteran]
burn_immunity           = 0.8
strike_immunity         = 0.8
shock_immunity          = 0.8
wound_immunity          = 0.8
radiation_immunity      = 0.8
telepatic_immunity      = 0.8
chemical_burn_immunity  = 0.8
explosion_immunity      = 0.8
fire_wound_immunity     = 0.4

[actor_immunities_gd_master]
burn_immunity           = 1.0
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 	= 0.6

[actor_condition]
satiety_v				= 0.00001
radiation_v				= 0.0009
satiety_power_v			= 0.0001
satiety_health_v		= 0.002
satiety_critical		= 0.0 
radiation_health_v		= 0.01 
morale_v				= 0.01	
psy_health_v			= 0.009	
alcohol_v				= -0.0003
health_hit_part			= 0.4
power_hit_part			= 0.008	
max_power_leak_speed	= 0.0
max_walk_weight			= 360

bleeding_v 				= 0.005

wound_incarnation_v		= 0.000001 
min_wound_size 			= 0.00512


;--when actor in sleep
satiety_v_sleep          = 0.00001
radiation_v_sleep        = 0.0003
satiety_power_v_sleep    = 0.0001
satiety_health_v_sleep   = 0.00001
radiation_health_v_sleep = 0.001
morale_v_sleep           = 0.0
psy_health_v_sleep       = 0.0

alcohol_v_sleep               = -0.0005

bleeding_v_sleep              = 0.0
wound_incarnation_v_sleep     = 0.0
max_power_leak_speed_sleep    = -0.00001;
health_restore_v              = 0.0003


;actor_condition only

jump_power 				= 0.001
jump_weight_power       = 0.005
overweight_jump_k       = 5

stand_power             = -0.5
walk_power              = 0.00000001
walk_weight_power       = 0.00000005
overweight_walk_k       = 1
accel_k                 = 1
sprint_k                = 200

; хромота
limping_health_begin =        0.02 
limping_health_end   =        0.025 
limping_power_begin  =        0.01 
limping_power_end         =        0.02 
use_limping_state         = on

cant_walk_power_begin =        0.01 
cant_walk_power_end   =        0.10 

cant_sprint_power_begin =        0.12 
cant_sprint_power_end   =        0.13 

can_sleep_callback                        = dream.can_sleep_callback
sleep_video_name_callback        = dream.sleep_video_name_callback

radio_zone_max_power	= 0.166	
fire_zone_max_power		= 0.166
acid_zone_max_power		= 0.166
psi_zone_max_power		= 0.166
electra_zone_max_power	= 0.166

[actor_damage]
default                                  = 1.0, -1, 1.0

bip01_pelvis                             = 1.0, 10, 3.0
bip01_spine                              = 1.0, 10, 3.0
bip01_spine1                             = 1.0, 0, 3.0
bip01_spine2                             = 1.0, 0, 3.0
bip01_neck                               = 1.0, 0, 3.0
bip01_head                               = 1.0, 0, 3.0
eyelid_1                                 = 1.0, 0, 3.0
eye_left                                 = 1.0, 0, 3.0
eye_right                                = 1.0, 0, 3.0
jaw_1                                    = 1.0, 0, 3.0

bip01_l_clavicle                         = 1.0, 4, 3.0
bip01_l_upperarm                         = 1.0, 4, 3.0
bip01_l_forearm                          = 1.0, 4, 3.0
bip01_l_hand                             = 1.0, 4, 3.0
bip01_l_finger0                          = 0.0, 4, 0.0
bip01_l_finger01                         = 0.0, 4, 0.0
bip01_l_finger02                         = 0.0, 4, 0.0
bip01_l_finger1                          = 0.0, 4, 0.0
bip01_l_finger11                         = 0.0, 4, 0.0
bip01_l_finger12                         = 0.0, 4, 0.0
bip01_l_finger2                          = 0.0, 4, 0.0
bip01_l_finger21                         = 0.0, 4, 0.0
bip01_l_finger22                         = 0.0, 4, 0.0

bip01_r_clavicle                         = 1.0, 2, 3.0
bip01_r_upperarm                         = 1.0, 2, 3.0
bip01_r_forearm                          = 1.0, 2, 3.0
bip01_r_hand                             = 1.0, 2, 3.0
bip01_r_finger0                          = 0.0, 2, 0.0
bip01_r_finger01                         = 0.0, 2, 0.0
bip01_r_finger02                         = 0.0, 2, 0.0
bip01_r_finger1                          = 0.0, 2, 0.0
bip01_r_finger11                         = 0.0, 2, 0.0
bip01_r_finger12                         = 0.0, 2, 0.0
bip01_r_finger2                          = 0.0, 2, 0.0
bip01_r_finger21                         = 0.0, 2, 0.0
bip01_r_finger22                         = 0.0, 2, 0.0

bip01_l_thigh                            = 1.0, 8, 3.0
bip01_l_calf                             = 1.0, 8, 3.0
bip01_l_foot                             = 1.0, 8, 3.0
bip01_l_toe0                             = 1.0, 8, 3.0
bip01_r_thigh                            = 1.0, 6, 3.0
bip01_r_calf                             = 1.0, 6, 3.0
bip01_r_foot                             = 1.0, 6, 3.0
bip01_r_toe0                             = 1.0, 6, 3.0

[actor_animation]
fwd_l_strafe_yaw    = 45
back_l_strafe_yaw   = 45
fwd_r_strafe_yaw    = 45
back_r_strafe_yaw   = 45
l_strafe_yaw                = 0
r_strafe_yaw                = 0

[actor_hit_snds]
burn                 =actor\hit_6,actor\pain2,actor\pain3;
shock                =actor\hit_5,actor\hit_2,actor\hurt4;
strike               =actor\pain_6,actor\pain_5,actor\hit_4; 
wound                =actor\hit_1,actor\hit_4,actor\hurt1,actor\hit_7;
radiation            =monsters\biting\def_0, actor\hit_6,actor\hit_2;
telepatic            =actor\pain_7,actor\pain_8,actor\pain3;
fire_wound           =actor\bullet_hit_pain_2,actor\hit_fist,actor\bullet_hit_pain_1,actor\bullet_hit_pain_3
; actor\pain_1,actor\pain_3,actor\hit_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8
chemical_burn        =actor\hit6,actor\pain2,actor\pain_6;
explosion            =affects\tinnitus3a, affects\hit_fist
wound_2              =actor\hit_5,actor\hit_6,actor\hit_7,actor\hurt1
physic_strike        =actor\pain1,actor\hit_2,actor\pain2,actor\hurt4;

[actor_hud]
visual         			= dynamics\weapons\wpn_hand\wpn_hand_01

position                = -0.044000,-0.156000,0.100000
orientation             = -0.500000,1.000000,-2.000000


ancor_0        = lead_gun 
ancor_1        = l_hand

[actor_hud_01]:actor_hud
visual         			= dynamics\weapons\wpn_hand\wpn_hand_01
[actor_hud_02]:actor_hud
visual         			= dynamics\weapons\wpn_hand\wpn_hand_02
[actor_hud_03]:actor_hud
visual         			= dynamics\weapons\wpn_hand\wpn_hand_03
[actor_hud_04]:actor_hud
visual         			= dynamics\weapons\wpn_hand\wpn_hand_04
[actor_hud_05]:actor_hud
visual         			= dynamics\weapons\wpn_hand\wpn_hand_05
[actor_hud_06]:actor_hud
visual         			= dynamics\weapons\wpn_hand\wpn_hand_06
[actor_hud_07]:actor_hud
visual         			= dynamics\weapons\wpn_hand\wpn_hand_07
[actor_hud_exo]:actor_hud
visual         			= dynamics\weapons\wpn_hand\wpn_hand_exo

[tttmp]
zone_class_1		= zone_mosquito_bald
zone_sound_1_		= detectors\contakt_6

zone_freq_1		= 0.1, 40 ; min,max

zone_class_2		= zone_mincer
zone_sound_2_		= detectors\contakt_3
zone_freq_2		= 0.1, 20

zone_class_3		= zone_radioactive
zone_sound_3_		= detectors\contakt_4
zone_sound_3_1		= detectors\geiger_2
zone_sound_3_2		= detectors\geiger_3
zone_sound_3_3		= detectors\geiger_4
zone_sound_3_4		= detectors\geiger_5
zone_sound_3_5		= detectors\geiger_6
zone_sound_3_6		= detectors\geiger_7
zone_sound_3_7		= detectors\geiger_7
zone_sound_3_8		= detectors\geiger_7
zone_freq_3		= 0.1,20

zone_class_4		= zone_gravi_zone
zone_sound_4_		= detectors\contakt_7
zone_freq_4		= 0.5, 30

zone_class_5		= zone_field_radioactive
zone_sound_5_		= detectors\contakt_5
zone_sound_5_1		= detectors\geiger_2
zone_sound_5_2		= detectors\geiger_3
zone_sound_5_3		= detectors\geiger_4
zone_sound_5_4		= detectors\geiger_5
zone_sound_5_5		= detectors\geiger_6
zone_sound_5_6		= detectors\geiger_7
zone_sound_5_7		= detectors\geiger_9
zone_sound_5_8		= detectors\geiger_9
zone_freq_5		= 0.1,20

zone_class_6		= zone_mine_electric
zone_sound_6_		= detectors\geiger_9
zone_freq_6		= 0.1, 40 
