[m_tushkano_e]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
$spawn               = "monsters\old\tushkano"				; 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			     = 50						; option for ALife Simulator
MinSpeed		     = 1.0						; option for ALife Simulator
MaxSpeed		     = 5.0						; option for ALife Simulator
going_speed          = 3;4.5                      ; option for ALife Simulator
current_level_going_speed		= 3;2					; option for ALife Simulator
search_speed         = 1.5                       ; option for ALife Simulator
visual				 = monsters\tushkano\tushkano
corpse_visual		 = monsters\tushkano\tushkano_dead
icon				 = ui_npc_monster_tushkano
MaxHealthValue		 = 50			; range [0..200]
DynamicObjectsCount	 = 32
smart_terrain_choose_interval	= 00:15:00

spawn_phantom 		= m_phantom_tushkano
can_spawn_phantom 	= false

;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------

fire_max_distance			=	0
fire_max_power				=	5
fire_linear_factor			=	0
fire_quadratic_factor		=	0.025

psy_max_distance			=	0
psy_max_power				=	5
psy_linear_factor			=	0.05
psy_quadratic_factor		=	0

radiation_max_distance		=	0
radiation_max_power			=	0.01
radiation_linear_factor		=	1
radiation_quadratic_factor	=	1
radiation_pp_effector_name	= 	postprocess_rad
radiation_pp_highest_at		= 	0.02

;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type	 = 2							; option for evaluation functions
ef_weapon_type		 = 2
ef_detector_type	 = 1
panic_threshold		= 0.1

cform                = skeleton					; collision class
class                = SM_TUSHK ;AI_TUSH					; 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,  0.9,  0.0
ph_box0_size 		 = 0.30, 0.9,  0.30
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 		     = 20

destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash

script_binding  	 = bind_monster.bind

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 2.0 ;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    = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay	     	  = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor  = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		 = 0.1 ;0.06             ; range [0..1]

eye_fov				 = 140;
eye_range			 = 30 ;50	;30
max_hear_dist		 = 30 ;50

hit_power			 = 20.0;

ImpulseMin			 = 20.0
ImpulseMax			 = 35.0 

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		3.5,			3.5,		1,		1
Velocity_WalkFwdNormal	= 1.0,		7.5,			7.5,		0.02,	1.8	
Velocity_RunFwdNormal	= 5.0,		6.5,			6.5,		0.3,	1	
Velocity_WalkFwdDamaged	= 1.0,		4.5,			4.5,		0.2,	1.8	
Velocity_RunFwdDamaged	= 3.0,  	3.0,			3.0,		0.5,	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		= 1.2	;0.5
MaxAttackDist		= 1.8	;3.8

as_min_dist				= 0.9
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   		= 0.8				; 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


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 	= 0.005		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v 	= 0.0001	;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

;открытые раны
bleeding_v					= 0.04					;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.05				;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				= 0.1
Morale_Attack_Success_Quant		= 0.1
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.05
Morale_Despondent_Threashold	= 0.5


sound_idle				= monsters\tushkano\tushkano_idle_
sound_eat				= monsters\tushkano\tushkano_eat_
sound_aggressive		= monsters\tushkano\tushkano_aggressive_
sound_attack_hit		= monsters\tushkano\tushkano_attack_
sound_take_damage		= monsters\tushkano\tushkano_pain_
sound_die				= monsters\tushkano\tushkano_death_
sound_threaten			= monsters\tushkano\tushkano_threaten_
sound_landing			= monsters\tushkano\tushkano_pain_ ;monsters\tushkano\tush_idle_
sound_steal				= monsters\beeps_ ;monsters\tushkano\tush_idle_
sound_panic				= monsters\biting\def_ ;monsters\tushkano\tushkano_panic_
sound_growling			= monsters\beeps_ ;monsters\tushkano\tush_idle_
sound_die_in_anomaly	= monsters\tushkano\tushkano_anomaly_

killer_clsids			= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE


idle_sound_delay		= 80000
eat_sound_delay			= 4000
attack_sound_delay		= 8000

sound_distant_idle			= monsters\tushkano\tushkano_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold		= 0.4
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.


material				= creatures\medium
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1
attack_effector			= small_monster_attack_effector

LegsCount				= 2

;species of monster
species					= tushkano
spec_rank				= normal
community				= tushkano

terrain				 	= tushkan_terrain
damage					= m_tushkano_damage
protections_sect 		= tushkano_protections
immunities_sect			= tushkano_immunities
attack_params			= m_tushkano_attack_params
step_params				= m_tushkano_step_params

vision_free_section			= tushkano_vision_free
vision_danger_section		= tushkano_vision_danger

[tushkano_vision_free]
min_view_distance   		= 0.4				; min range of cone based on eye_range
max_view_distance	 		= 0.7				; max range of cone based on eye_range
visibility_threshold	 	= 30				;Threshold in which object becomes visible based on factors
always_visible_distance 	= 0					;Distance object is always considered visible (float)
time_quant					= 0.005				;step increment to for sight calculations
decrease_value				= 0.1 				;Decrease over time to overall threshold
velocity_factor		     	= 0.6				;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor			= 0.8				;Low value = easier to see at night
transparency_threshold	 	= 0.3 			    ;Low value = easier to see through objects
still_visible_time          = 0 				;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)

[tushkano_vision_danger]
min_view_distance   		= 0.4				; min range of cone based on eye_range
max_view_distance	 		= 1.0				; max range of cone based on eye_range
visibility_threshold	 	= 30				;Threshold in which object becomes visible based on factors
always_visible_distance 	= 0					;Distance object is always considered visible (float)
time_quant					= 0.0055			;step increment to for sight calculations
decrease_value				= 0.1				;Decrease over time to overall threshold
velocity_factor		     	= 1.0				;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor			= 0.8				;Low value = easier to see at night
transparency_threshold	 	= 0.3				;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time          = 0					;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)

[tushkan_terrain]
	255,000,255,255

[tushkano_protections]
skin_armor = 0
hit_fraction_monster = 1.0

[m_tushkano_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, 0.3
bip01_pelvis 		= 1.0, -1, 0.5
bip01_spine 		= 1.0, -1, 0.5
bip01_spine1 		= 1.0, -1, 0.5
bip01_neck 			= 1.0, -1, 1.5
bip01_head 			= 2.0, -1, 0.5, 10

[tushkano_immunities]
burn_immunity			= 1			;коэффициенты иммунитета 
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1
explosion_immunity		= 1
fire_wound_immunity		= 6

[m_tushkano_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 =	  	0.25,		0.55,		    20,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.25,		0.55,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.25,		0.55,		    35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0

[m_tushkano_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	1,	   0.2,     0.5,     0.7,    1,   
stand_run_0	 		=	1,	   0.25,     1,	    0.25,    1,    





[tushkano_normal]:m_tushkano_e
$spawn				= "monsters\tushkanos\tushkano_normal"
rank = 1
spec_rank			= normal
community			= tushkano
panic_threshold		= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;Tushkano population - Borovos 2013;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;include new meshes, new parameters for each population

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Normal ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[tushkano_normal_a]:tushkano_normal
$spawn				= "monsters\tushkanos\tushkano_normal_a"
visual				 = monsters\tushkano\tushkano2
corpse_visual		 = monsters\tushkano\tushkano2_dead

[tushkano_normal_b]:tushkano_normal
$spawn				= "monsters\tushkanos\tushkano_normal_b"
visual				 = monsters\tushkano\tushkano3
corpse_visual		 = monsters\tushkano\tushkano3_dead

[tushkano_normal_c]:tushkano_normal
$spawn				= "monsters\tushkanos\tushkano_normal_c"
visual				 = monsters\tushkano\tushkano4
corpse_visual		 = monsters\tushkano\tushkano4_dead


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Weak ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[tushkano_weak]:m_tushkano_e
$spawn				= "monsters\tushkanos\tushkano_weak"
visual				 = monsters\tushkano\tushkano_small
corpse_visual		 = monsters\tushkano\tushkano_small_dead
panic_threshold		= 0.1

immunities_sect			= tushkano_weak_immunities
attack_params			= m_tushkano_weak_attack_params

[tushkano_weak_immunities]
burn_immunity			= 1.2			;коэффициенты иммунитета 
strike_immunity			= 1.2
shock_immunity			= 1.2
wound_immunity			= 0.6
radiation_immunity		= 0.0
telepatic_immunity		= 1.2
chemical_burn_immunity	= 1.2
explosion_immunity		= 1.2
fire_wound_immunity		= 6


[m_tushkano_weak_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 =	  	0.25,		0.45,		    15,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.25,		0.45,		    20,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.25,		0.45,		    25,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0

[tushkano_weak_a]:tushkano_weak
$spawn				= "monsters\tushkanos\tushkano_weak_a"
visual				 = monsters\tushkano\tushkano_small2
corpse_visual		 = monsters\tushkano\tushkano_small2_dead

[tushkano_weak_b]:tushkano_weak
$spawn				= "monsters\tushkanos\tushkano_weak_b"
visual				 = monsters\tushkano\tushkano_small3
corpse_visual		 = monsters\tushkano\tushkano_small3_dead

[tushkano_weak_c]:tushkano_weak
$spawn				= "monsters\tushkanos\tushkano_weak_c"
visual				 = monsters\tushkano\tushkano_small4
corpse_visual		 = monsters\tushkano\tushkano_small4_dead



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Strong -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[tushkano_strong]:m_tushkano_e
$spawn				= "monsters\tushkanos\tushkano_strong"
visual				 = monsters\tushkano\tushkano_big
corpse_visual		 = monsters\tushkano\tushkano_big_dead
panic_threshold		= 0.01

immunities_sect			= tushkano_strong_immunities
attack_params			= m_tushkano_strong_attack_params

[tushkano_strong_immunities]
burn_immunity			= 0.8			;коэффициенты иммунитета 
strike_immunity			= 0.8
shock_immunity			= 0.8
wound_immunity			= 0.4
radiation_immunity		= 0.0
telepatic_immunity		= 0.8
chemical_burn_immunity	= 0.8
explosion_immunity		= 0.8
fire_wound_immunity		= 6

[m_tushkano_strong_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 =	  	0.25,		0.65,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.25,		0.65,		    40,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.25,		0.65,		    45,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0

[tushkano_strong_a]:tushkano_strong
$spawn				= "monsters\tushkanos\tushkano_strong_a"
visual				 = monsters\tushkano\tushkano_big2
corpse_visual		 = monsters\tushkano\tushkano_big2_dead

[tushkano_strong_b]:tushkano_strong
$spawn				= "monsters\tushkanos\tushkano_strong_b"
visual				 = monsters\tushkano\tushkano_big3
corpse_visual		 = monsters\tushkano\tushkano_big3_dead

[tushkano_strong_c]:tushkano_strong
$spawn				= "monsters\tushkanos\tushkano_strong_"
visual				 = monsters\tushkano\tushkano_big4
corpse_visual		 = monsters\tushkano\tushkano_big4_dead


;--------------------------
;  KOMAR
;---------------------------

[komar]:m_tushkano_e
$spawn               = "monsters\komar"				; option for Level Editor
visual				 = monsters\tushkano\komar
corpse_visual		 = monsters\tushkano\komar
ph_mass 		     = 20

ImpulseMin			 = 2.0
ImpulseMax			 = 5.0 

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		3.5,			3.5,		1,		1
Velocity_WalkFwdNormal	= 2.0,		7.5,			7.5,		0.02,	1.8	
Velocity_RunFwdNormal	= 5.0,		6.5,			6.5,		0.3,	1	
Velocity_WalkFwdDamaged	= 1.0,		4.5,			4.5,		0.2,	1.8	
Velocity_RunFwdDamaged	= 3.0,  	3.0,			3.0,		0.5,	1
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1

panic_threshold		= 0.0

ph_skeleton_airr_lin_factor   = 2.0 ;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    = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay	     	  = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor  = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25



ph_skeleton_skin_friction_start	= 0.0   ;Стартовое значение трения для оболочки
ph_skeleton_skin_friction_end	= 2.0   ;Финальное значение трения для оболочки
ph_skeleton_skin_ddelay			= 6.0		;Время изменения значения трения с момента создания шелла, сек.
ph_skeleton_skin_ddelay_after_wound = 2.0 ;Время изменения значения трения с момента создания шелла, сек.(для персонажа после ранения)
ph_pelvis_factor_low_pose_detect =0.3	;длинна луча на коллизию с землёй из центра пелвиса
										;если коллизиться, то персонаж находиться в нижней позе(или ранен)(в этом случае для него задаються другие параметры 
										;трения и отсутствует домножение импульса для первого хита)
ph_character_have_wounded_state = false; имеет ли персонаж состояние раненый



;----------------------------------------------------------------------------------------
; Sounds
;----------------------------------------------------------------------------------------
sound_idle				= monsters\komar\komar   
sound_eat				= monsters\komar\komar
sound_aggressive		= monsters\komar\komar 
sound_attack_hit		= monsters\komar\komar
sound_take_damage		= monsters\komar\komar
sound_die				= monsters\komar\komar
sound_bkgnd				= monsters\komar\komar
sound_threaten			= monsters\komar\komar   
sound_landing			= monsters\komar\komar
sound_steal				= monsters\komar\komar
sound_panic				= monsters\komar\komar
sound_growling			= monsters\komar\komar
sound_die_in_anomaly	= monsters\biting\def_
sound_threaten_hit		= monsters\komar\komar
sound_threaten_start	= monsters\komar\komar
---------------------------------------------------------------------------
killer_clsids			= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE


idle_sound_delay		= 80000
eat_sound_delay			= 4000
attack_sound_delay		= 8000

sound_distant_idle			= monsters\komar\komar
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

SoundThreshold		 = 0.9             ; range [0..1]
max_hear_dist		 = 50

damage					= komar_damage
;protections_sect 		= komar_protections
;immunities_sect			= komar_immunities
attack_params			= komar_attack_params
;step_params				= komar_step_params

[komar_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья) 
;<wound_scale>	- коэфф. изменения величины открытой раны
default				= 0.1, -1, 0.1
bip01_head 			= 7.0, -1, 5.5 
bip01_spine         = 7.0, -1, 5.5 

[komar_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,		0.15,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.35,		0.25,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.55,		0.35,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,	






;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                       fly   -   "Greshnik13rs"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[fly]:m_tushkano_e
$spawn				= "monsters\tushkanos\tushkano_normal"
visual				 = monsters\tushkano\fly
rank = 401
spec_rank			= normal
community			= tushkano
panic_threshold		= 0.05

immunities_sect				= fly_immunities

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		3.5,			3.5,		1,		1
Velocity_WalkFwdNormal	= 5.0,		7.5,			7.5,		0.02,	1.8	
Velocity_RunFwdNormal	= 9.0,		3.5,			3.5,		0.3,	1	
Velocity_WalkFwdDamaged	= 5.0,		4.5,			4.5,		0.2,	1.8	
Velocity_RunFwdDamaged	= 9.0,  	3.0,			3.0,		0.5,	1
Velocity_Drag			= 5.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 5.5,		3.0,			3.0,		1,		1

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle    = monsters\stinger\idle_
sound_eat    = monsters\stinger\idle_
sound_aggressive  = monsters\stinger\idle_
sound_attack_hit  = monsters\stinger\attack_
sound_take_damage = monsters\stinger\pain_
sound_die    = monsters\stinger\death_
sound_threaten   = monsters\stinger\idle_
sound_panic   = monsters\stinger\idle_
sound_die_in_anomaly = monsters\stinger\death_
sound_distant_idle  = monsters\stinger\idle_


[fly_immunities]
burn_immunity			= 0.45
strike_immunity			= 0.15
shock_immunity			= 0.65
wound_immunity 		= 0.1
radiation_immunity 		= 0.4
telepatic_immunity 		= 0.0
chemical_burn_immunity = 0.9
explosion_immunity 	= 0.9
fire_wound_immunity  	= 0.9

[fly_2]:m_tushkano_e
$spawn				= "monsters\tushkanos\tushkano_normal"
visual				 = monsters\tushkano\fly_2
rank = 401
spec_rank			= normal
community			= tushkano
panic_threshold		= 0.05

immunities_sect				= fly_2_immunities

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		3.5,			3.5,		1,		1
Velocity_WalkFwdNormal	= 5.0,		7.5,			7.5,		0.02,	1.8	
Velocity_RunFwdNormal	= 9.0,		3.5,			3.5,		0.3,	1	
Velocity_WalkFwdDamaged	= 5.0,		4.5,			4.5,		0.2,	1.8	
Velocity_RunFwdDamaged	= 9.0,  	3.0,			3.0,		0.5,	1
Velocity_Drag			= 5.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 5.5,		3.0,			3.0,		1,		1

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle    = monsters\stinger\idle_
sound_eat    = monsters\stinger\idle_
sound_aggressive  = monsters\stinger\idle_
sound_attack_hit  = monsters\stinger\attack_
sound_take_damage = monsters\stinger\pain_
sound_die    = monsters\stinger\death_
sound_threaten   = monsters\stinger\idle_
sound_panic   = monsters\stinger\idle_
sound_die_in_anomaly = monsters\stinger\death_
sound_distant_idle  = monsters\stinger\idle_


[fly_2_immunities]
burn_immunity			= 0.45
strike_immunity			= 0.15
shock_immunity			= 0.65
wound_immunity 		= 0.1
radiation_immunity 		= 0.4
telepatic_immunity 		= 0.0
chemical_burn_immunity = 0.55
explosion_immunity 	= 0.9
fire_wound_immunity  	= 0.9

