[stalker_monolith]:stalker

;---LEVEL EDITOR------------------------------------------------------
$spawn							= "stalkers\stalker_monolith"    ; option for Level Editor
panic_threshold					= 0

;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold		= 1.0
critical_wound_decrease_quant	= 0.01
body_parts_section_id			= critical_wound_body_parts_section

species							= zombie

play_anomaly_detect				= false
;---SOUND PLAYER------------------------------------------------------
sound_death						= fight\death\death_
sound_anomaly_death				= fight\death\death_
sound_hit						= fight\hit\hit_
sound_humming					= states\idle\idle_
sound_alarm						= fight\enemy\enemy_
sound_backup					= fight\backup\backup_,fight\threat\threat_close_
sound_detour					= fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire				= 
sound_panic_human				= 
sound_panic_monster				= 
sound_tolls						= fight\tolls\tolls_
sound_wounded					= fight\friend_hitted\hit_friend_
sound_grenade_alarm				= fight\grenade\grenade_
sound_friendly_grenade_alarm	= 
sound_need_backup				= fight\cover_fire\cover_fire_
sound_running_in_danger			= 
sound_walking_in_danger			= 
sound_kill_wounded				= help\wounded\kill_wounded_
sound_enemy_critically_wounded	= fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded	= fight\enemy_down\enemy_down_

sound_attack_no_allies			= fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy	= fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies	= fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies			= fight\threat\threat_distant_
sound_search1_with_allies		= fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
sound_enemy_lost_no_allies		= 
sound_enemy_lost_with_allies	= fight\searching_enemy\enemy_lost_

[stalker_monolith_exo]:stalker_monolith
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold		= 0.7
critical_wound_decrease_quant	= 0.03
;---SIGHT-------------------------------------------------------------------------
max_left_torso_angle			= 35 ; максимальный угол поворота налево без доворота тела
max_right_torso_angle			= 20 ; максимальный угол поворота направо без доворота тела
;---------------------------------------------------------------------
ph_crash_speed_min				= 15
ph_crash_speed_max				= 50
ph_collision_damage_factor		= 0.1
;---------------------------------------------------------------------
ph_mass							= 110
;---------------------------------------------------------------------
ph_skeleton_hinger_start		= 3.0, 9.0	;Стартовое значение трения в суставе
ph_skeleton_hinger_end			= 5.0		;Финальное значение трения в суставе
ph_skeleton_ddelay				= 1.0		;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skeleton_skin_friction_start	= 0.2, 1.0	;Стартовое значение трения для оболочки
ph_skeleton_skin_friction_end	= 1.0		;Финальное значение трения для оболочки
ph_skeleton_skin_ddelay			= 2.5		;Время изменения значения трения с момента создания шелла, сек.
;---------------------------------------------------------------------

; ARENA

[stalker_arena]:stalker

panic_threshold					= 0
critical_wound_threshold		= 0.6

play_anomaly_detect				= false

vision_danger_section			= stalker_vision_danger_arena
vision_combat_section			= stalker_vision_danger_arena
sound_threshold					= 0.05
eye_fov							= 150

;---ENEMY------------------------------------------------------------
ignore_monster_threshold		= 0
max_ignore_distance				= 100	; for monsters
hit_insult_time					= 90.0	; sec; for monsters
panic_threshold					= 0.0

enemy_remember_time_actor		= 60000	; sec
enemy_remember_time_stalker		= 60000	; sec
enemy_remember_time_monster		= 60000	; sec

min_enemy_tolerance_distance	= 200
max_enemy_tolerance_distance	= 200


[stalker_vision_danger_arena]:stalker_vision_combat
visibility_threshold		= 15
velocity_factor				= 2.5
luminocity_factor			= 0.2
still_visible_time			= 75
