Added, Updated and Removed Mods

Added:
- HUD Offsets Editor
- NPC Wounded Redone

Updated:
- Stealth Overhaul
- Redone Pripyat + Jupiter
- Redone Limansk and Hospital
- Outfit Animations
- Modded Executables

Removed:
- Arrival
This commit is contained in:
2024-04-06 19:17:40 -04:00
parent 6f19f2c70f
commit 3098b9f051
1720 changed files with 4928 additions and 113776 deletions
@@ -1,263 +0,0 @@
;R.P.A.mod
[m_bibliotekar_e]:fracture_weak
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone,zone_smallrain
$spawn = "monsters\fracture" ; 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 = 250 ; option for ALife Simulator
MinSpeed = 2.0 ; option for ALife Simulator
MaxSpeed = 9.0 ; option for ALife Simulator
going_speed = 8.5 ; option for ALife Simulator
search_speed = 2.0 ; option for ALife Simulator
visual = monsters\bibliotekar\izlom
corpse_visual = monsters\bibliotekar\izlom
icon = ui_npc_monster_fracture
MaxHealthValue = 250 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00
satiety_threshold = 0.5
jump_max_height = 1.0
script_binding = bind_monster.bind
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type = 21 ; option for evaluation functions
ef_weapon_type = 4
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_IZLOM ; AI class
monster_section = m_bibliotekar_e
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 = 170.
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
Spawn_Inventory_Item_Section = ;mutant_fracture_hand
Spawn_Inventory_Item_Probability = 0.0
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = -0.40
ph_skeleton_airr_ang_factor = -0.20
ph_skeleton_hinger_factor1 = 5.0 ;1.0
ph_skeleton_ddelay = 5.0
ph_skel_fatal_impulse_factor = 3.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
SoundThreshold = 0.06 ; range [0..1]
eye_fov = 100;
eye_range = 100 ;30
max_hear_dist = 40
hit_power = 50.0;
ImpulseMin = 500.0
ImpulseMax = 550.0
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 1.4, 1.4, 1, 1
Velocity_WalkFwdNormal = 0.9, 2.5, 2.5, 0.02, 2.0
Velocity_RunFwdNormal = 3.0, 3.5, 3.5, 0.4, 1
Velocity_WalkFwdDamaged = 1.0, 3.0, 3.0, 0.2, 2.0
Velocity_RunFwdDamaged = 5.0, 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 = 3.0
Accel_Aggressive = 9.5
;attack parameters
MinAttackDist = 1.8 ;0.5
MaxAttackDist = 2.4 ;3.8
as_min_dist = 0.5
as_step = 0.5
DayTime_Begin = 4 ; ýð¢ðûð ôý  ôû  üþý¸ª¨ð
DayTime_End = 23 ; úþýõ¡ ôý  ôû  üþý¸ª¨ð
Min_Satiety = 0.4 ; üøý. ýþ¨üð ¸vªþ¸ªø (üõý¹°õ - ºöõ óþûþôývù)
Max_Satiety = 1.0 ; üðú¸. ýþ¨üð ¸vªþ¸ªø (ñþû¹°õ - þ¢õý¹ ¸vªvù)
distance_to_corpse = 1.2 ; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
hit_type = wound
; entity condition
satiety_v = 0.00001 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì
radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
satiety_power_v = 0.005 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
satiety_health_v = 0.0001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
radiation_health_v = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
health_hit_part = 0.4 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
immunities_sect = fractur_immunities
;îòêðûòûå ðàíû
bleeding_v = 0 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
wound_incarnation_v = 0.01 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
min_wound_size = 0.01
sleep_health = 1.0 ;1.5 ;úþ¤¯¯ø¡øõýªv ¸úþ¨þ¸ªõù ø÷üõýõýø  ÿð¨ðüõª¨þò òþ ò¨õü  ¸ýð
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 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
eat_slice = 0.01 ; ºòõûø¢õýøõ ¸vªþ¸ªø ÿ¨ø 1 ºúº¸õ
eat_slice_weight = 10.0 ; ºüõý¹°õýøõ õôv º ª¨ºÿð
; Morale
Morale_Hit_Quant = 0.1
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 = 0.5
sound_idle = monsters\biblio\izlome_idle_
sound_eat = monsters\biblio\izlome_eat_
sound_aggressive = monsters\biblio\izlome_attack_
sound_attack_hit = monsters\biblio\izlome_attack_hit_
sound_take_damage = monsters\biblio\izlome_take_damage_
sound_die = monsters\biblio\izlome_die_
sound_death = monsters\biblio\izlome_death_
sound_hit = monsters\biblio\izlome_hit_
sound_threaten = monsters\biting\def_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\biblio\izlome_hit_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\biblio\izlome_die_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 125000
eat_sound_delay = 3000
attack_sound_delay = 4000
sound_distant_idle = monsters\zombie\zombie_idle_
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0
DamagedThreshold = 0.5
material = creatures\medium
DynamicObjectsCount = 32
squad_attack_algorithm = 1
attack_effector = monster_attack_effector
control_fx_texture = act\act_izlom
LegsCount = 2
attack_params = m_fractur_attack_params
step_params = m_fractur_step_params
damage = m_Fractur_damage
;species of monster
species = zombie
[m_fractur_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 = 0.15, 9.90, 450, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5
stand_attack_1 = 0.20, 9.15, 200, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5
stand_attack_2 = 0.55, 9.90, 700, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5
[m_fractur_step_params]
;---------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.01, 1, 0.25, 0.7,
stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
;===========================================================================
; IMMUNITIES
;===========================================================================
[fractur_immunities]
burn_immunity = 0.4 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.4
shock_immunity = 0.4
wound_immunity = 0.2 ;0.3 ;0.4
radiation_immunity = 0.5
telepatic_immunity = 0.8
chemical_burn_immunity = 0.4
explosion_immunity = 0.3
fire_wound_immunity = 0.1
[m_Fractur_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
default = 0.3, -1, 0.10
bip01_pelvis = 0.1, -1, 0.1
;bip01_spine = 0.1, -1, 0.1
bip01_spine1 = 0.2, -1, 0.1
bip01_neck = 0.5, -1, 0.1
bip01_head = 0.8, -1, 0.50
[bibliotekar_weak]:m_bibliotekar_e
$spawn = "monsters\fracture" ; option for Level Editor
monster_type = indoor
rank = 0
spec_rank = weak
community = fracture
Tele_Time_To_Hold = 200
[bibliotekar_normal]:m_bibliotekar_e
$spawn = "monsters\fracture" ; option for Level Editor
monster_type = indoor
rank = 0
spec_rank = normal
community = fracture
Tele_Time_To_Hold = 200
visual = monsters\bibliotekar\izlom
corpse_visual = monsters\bibliotekar\izlom
[bibliotekar_strong]:m_bibliotekar_e
$spawn = "monsters\fracture" ; option for Level Editor
monster_type = indoor
rank = 0
spec_rank = strong
community = fracture
Tele_Time_To_Hold = 200
;R.P.A.mod