[m_dog_e]
GroupControlSection	= spawn_group
$spawn               = "monsters\dog"				; 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			     = 300						; 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
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\dog\dog_cmn_1
MaxHealthValue		     = 100			; range [0..200]
DynamicObjectsCount	 = 32

cform                = skeleton					; collision class
class                = AI_DOG_R					; AI class

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,  0.2,  0.0	;0.0,  0.9,  0.0
ph_box0_size 		 = 0.35, 0.4,  0.35	;0.35, 0.9,  0.35
ph_box1_center 		 = 0.0,  0.2,  0.0
ph_box1_size 		 = 0.35, 0.4,  0.35
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 30.



ph_skeleton_airr_lin_factor = 1.0
ph_skeleton_airr_ang_factor = 1.0
ph_skeleton_hinger_factor1   =0
ph_skeleton_ddelay	     	 =20
ph_skel_fatal_impulse_factor =7.0
ph_after_death_velocity_factor=1.25
ph_skel_shot_up_factor              =.9f

SoundThreshold		 = 0.09             ; range [0..1]

EyeFov				 = 80;
eye_range			 = 40;

hit_power			 = 15.0;

ImpulseMin			 = 200.0
ImpulseMax			 = 250.0 

; speed factors			linear angular min	max
Velocity_Stand			= 0,	2.0,	1,	1
Velocity_WalkFwdNormal		= 2.0,	3.0,	0.02,	2.0
Velocity_WalkFwdDamaged		= 1.5,	3.0,	0.2,	2.0	
Velocity_RunFwdNormal		= 8.5,	4.0,	0.2,	1	
Velocity_RunFwdDamaged		= 6.0,  3.2,	0.2,	1
Velocity_Drag			= 0.6,	3.0,	1,	1
Velocity_Steal			= 1.5,	3.0,	1,	1

; acceleration
Accel_Generic			= 1.5
Accel_Calm			= 1.5
Accel_Aggressive		= 6.5

;attack parameters
MinAttackDist		= 1.0
MaxAttackDist		= 2.2

; "Rest" state specific 
ProbRestWalkFree	= 30    ; яЁш т√сюЁх фхщёЄтш , т 50% ёыєўр ї ьюэёЄЁ сєфхЄ їюфшЄ№
ProbRestStandIdle	= 15		
ProbRestLieIdle		= 50
ProbRestTurnLeft	= 5

DayTime_Begin		= 0	;6		; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End			= 21		; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety			= 0.85	;0.06 ; ьшэ. эюЁьр ё√ЄюёЄш (ьхэ№°х - єцх уюыюфэ√щ)
Max_Satiety			= 1.0	;0.9 ; ьръё. эюЁьр ё√ЄюёЄш (сюы№°х - юўхэ№ ё√Є√щ)

distance_to_corpse	= 1.3		; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хф√



;                           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,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound		=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      


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

hit_type = wound

;entity condition

; entity condition
satiety_v 		= 0.0001				;0.01			;скорость уменьшения сытости со временем
radiation_v 		= 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v 	= 0.005		;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 	= 0.9		;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 = 0.9	;0.75	;1.0		
radiation_immunity = 0.5
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.9

sleep_health = 1.0		;1.5				;ъю¤ЇЇшЎшхэЄ√ ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

eat_freq			=	5.0		; ўрёЄюЄр єъєёют т ёхъ
eat_slice			=	0.001	; єтхышўхэшх ё√ЄюёЄш яЁш 1 єъєёх
eat_slice_weight	=	10.0	; єьхэ№°хэшх хф√ є ЄЁєяр

; Morale
MoraleSuccessAttackQuant	= 0.3;
MoraleDeathQuant			= -1.0	;-0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0

sound_idle				= monsters\dog\idle_
sound_eat				= monsters\dog\eat_
sound_attack			= monsters\dog\attack_
sound_attack_hit		= monsters\dog\attack_hit_
sound_take_damage		= monsters\dog\hit_
sound_die				= monsters\dog\die_
sound_bkgnd				= monsters\biting\def_
sound_threaten			= monsters\dog\threaten_
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\dog\hit_


idle_sound_delay		= 250000;50000	;20000	;15000
eat_sound_delay			= 7000	;3000
attack_sound_delay		= 50000	;2000; 5000	;2000

jump_factor				= 1.7
jump_delay				= 4000	;6000	
jump_min_dist			= 4.5;9.;3.0	;1.5	;4.0 
jump_max_dist			= 3.0;8.;4.0	;3.0
jump_max_angle			= 0.5	;1.0	;1.2
jump_trace_dist			= 1.0

as_min_dist				= 0.8
as_step					= 0.1

DamagedThreshold		= 0.5

material				= creatures\medium
DynamicObjectsCount		= 32

step_snd_walk			= 0.3, 0.3
step_snd_walk_dmg		= 0.3, 0.3
step_snd_run			= 0.5, 0.2
step_snd_run_dmg		= 0.5, 0.2
step_snd_turn			= 0.3, 0.4
step_snd_steal			= 0.2, 0.4
step_snd_drag			= 0.3, 0.3

squad_attack_algorithm	= 1

attack_effector			= monster_attack_effector

;юЄъЁ√Є√х Ёрэ√
bleeding_v					= 0						;яюЄхЁ  ъЁютш яЁш эюьшэры№эющ Ёрэх т ёхъєэфє
wound_incarnation_v			= 0.0				;ъЁєЄшчэр ъЁштющ чрцштыхэш  (ъръющ яЁюЎхэЄ Ёрэ√ юёЄрэхЄё  яюёых чрцштыхэш  т шуЁютє■ ёхъєэфє)
min_wound_size				= 0.01
