[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
icon				 = ui_npc_monster_zombie

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 = 0.2

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	 = physics\Dead_Body\trupik_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 ;Время 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

DayTime_Begin		= 0			; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End			= 21		; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety			= 0.4		; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety			= 1.0		; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)

distance_to_corpse	= 1.2		; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv

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


terrain				 = zombie_terrain

hit_type = wound

;entity condition

; entity condition
satiety_v 				= 0.00001	;0.01			;скорость уменьшения сытости со временем
radiation_v 			= 0.00001	;0.004			;скорость уменьшения радиации
satiety_power_v 		= 0.01		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v 		= 0.005		;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical 		= -1.0			;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
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
psy_health_v			= 0.1						;скорость восстановления psy-здоровья

immunities_sect			= zombie_immunities


;открытые раны
bleeding_v				= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v		= 0.01				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size			= 0.01

sleep_health			= 1.0		;1.5				;ъю¤ЇЇшЎшхэЄv ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр
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		; ўрёЄюЄр єъєёют т ёхъ
eat_slice			=	0.01	; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх
eat_slice_weight	=	10.0	; єьхэ№°хэшх хфv є ЄЁєяр

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 величины открытой раны

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						;коэффициенты 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 = 0
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	



