[m_bandit_bandit]
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor
$spawn               = "stalkers\bandits\bandit"		; option for Level Editor
$npc			     = on			; option for Level Editor
$prefetch 		     = 32
texture_prefetch	 = ;actors\different_stalkers\stalker_black_mask, actors\different_stalkers\stalker_ecolog, actors\different_stalkers\stalker_hood_multiplayer, actors\different_stalkers\stalker_no_hood_singleplayer, actors\different_stalkers\stalker_scientist, actors\different_stalkers\stalker_svoboda, actors\different_stalkers\stalker_svoboda2, actors\different_stalkers\stalker_svoboda3, actors\different_stalkers\stalker_svoboda4, actors\different_stalkers\stalker_ik_test, actors\different_stalkers\stalker_ik_test_koan
Scheduled		     = on			; option for ALife Simulator
Human		     	 = on			; optionww for ALife Simulator
Health			     = 100			; option for ALife Simulator
MinSpeed		     = 1.0			; option for ALife Simulator
MaxSpeed		     = 5.0			; option for ALife Simulator
script_binding		 = stalker.init
money				 = 5000;
rank				 = 1;
going_speed          = 1.5                      ; option for ALife Simulator
search_speed		 = 0.5
going_item_detect_probability = 0.1
search_item_detect_probability = 0.9
max_item_mass		 = 40.0
MaxHealthValue		 = 100			; range [0..200]

panic_threshold		 = 0.08


; attach params
attachable_items		= device_torch,attachable_item,hand_radio

; State                = 7
; 0 - бежать прямо на врага
; 1 - бежать на врага петляя
; 2 - бежать на врага по укрытиям
; 3 - бежать от врага по укрытиям
; 4 - паника
; 5 - прятаться от врага
; 6 - обходить врага

cform                        = skeleton			; collision class
class                        = AI_STL			; AI class

visual			 = actors\hero\stalker_hood.ogf

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       = 16
ph_crash_speed_max       = 30
ph_mass 				 = 80

weapon_bone0			 = bip01_r_finger1
weapon_bone1			 = bip01_l_finger1
weapon_bone2			 = bip01_r_finger11

weapon_usage		     = 1			; boolean
bone_torso_weapon	     = bip01_r_hand
bone_head_weapon	     = bip01_l_finger1

bone_head				 = bip01_head
bone_shoulder		     = bip01_spine2
bone_spin				 = bip01_spine1
bone_model				 = bip01
DynamicObjectsCount	     = 32
DynamicSoundsCount	     = 32 

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 550.0
ph_skeleton_airr_ang_factor   = 0.0
ph_skeleton_hinger_factor1    = 1.0
ph_skeleton_ddelay	     	  = 1500
ph_skel_fatal_impulse_factor  = 8.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

; selectors
;                           fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromMemberWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinMemberDistance,fMinMemberDistanceWeight,fMaxMemberDistance,fMaxMemberDistanceWeight,fMemberViewDeviationWeight,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_attack          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,                40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               10.0,                1000.0,                10.0,                 500.0,           120.0,               100.0,                   2000.0
;                           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
selector_reload          =      20.0,              -2000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_retreat         =      20.0,             -100.0,            1000.0,                 1000.0,                0.0,                   0.0,        100000.0,                 0.0,                   000.0

;-------VISIBILITY----------------------------------------------------
eye_fov						= 170	
eye_range					= 60	
min_view_distance_danger 	= 0.2				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_danger 	= 0.8				; коэффициент, который множится на eye_range, в зависимости от угла
min_view_distance_free   	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_free	 	= 0.8				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 20.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance_danger 	= 0.3
always_visible_distance_free 	= 0.2
time_quant					= 0.1
decrease_value				= 0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5
transparency_threshold	 	= 0.25
;---------------------------------------------------------------------
ignore_monster_threshold = 0.0	;0.6	;0.8
max_ignore_distance		 = 15.0

CrouchFactor             =     0.33
WalkFactor               =     1.3	;2.15
WalkBackFactor           =     1.2	;2.15
RunFactor                =     5.0
RunBackFactor            =     1.5
WalkFreeFactor           =     1.25 ;1.00
RunFreeFactor            =     2.5
PanicFactor              =     6.5
DamagedWalkFactor        =     0.75
DamagedRunFactor         =     1.4
DamagedWalkFreeFactor    =     0.6
DamagedRunFreeFactor     =     0
DamagedPanicFactor       =     1.9

; fire params
disp_walk_stand			 = 20	;12.0	;6.0	;4.0	;2.0
disp_walk_crouch		 = 20	;8.0	;4.0	;3.0	;1.5	
disp_run_stand			 = 20	;20.0	;10.0	;8.0	;4.0
disp_run_crouch			 = 20	;12.0	;6.0	;4.0	;2.0
disp_stand_stand		 = 20	;6.0	;3.0	;2.0	;1.0
disp_stand_crouch		 = 20	;4.0	;2.0	;1.0	;0.5
; end of fire params

FireRandomMin 		 =     1
FireRandomMax 		 =     5
NoFireTimeMin 		 =   200
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.0
MaxMissDistance		 =    50.0
MaxMissFactor		 =     0.0

sound_threshold		 = 0.05
self_sound_factor	 = 1.0	;1.0

terrain		         = 255,255,255,255,0,1          ;1,255,255,255,0,1, 2,255,255,255,0,1, 3,255,255,255,0,1, 4,255,255,255,0,1
damage				 = stalker_damage
sound_death			 = monsters\stalker\death\em1_killed
sound_hit			 = monsters\human\combat\ukr\ukr1_damage,monsters\stalker\wound\wound
sound_humming		 = monsters\stalker\humming\em1_humming,monsters\stalker\humming\em1_whistle
sound_alarm			 = monsters\human\combat\ukr\alarm\ukr1_
sound_attack		 = monsters\human\combat\ukr\attack\ukr1_attack
sound_backup		 = monsters\human\combat\ukr\backup\ukr1_otstup
sound_detour		 = monsters\human\combat\ukr\detour\ukr1_detour
sound_search		 = monsters\human\combat\ukr\search\ukr1_finding
; this sound type is obsolete
sound_surrender		 = monsters\human\combat\ukr\search\ukr1_finding
sound_friendly_fire	 = script_sound\reactions\friendly_fire\soldier\soldier_friendlyfire_
sound_panic_human	 = monsters\human\combat\ukr\ukr1_surrender,monsters\stalker\surrender\em1_surrender,monsters\stalker\copy\default\surrender\em1_surrender
sound_panic_monster	 = script_sound\help\soldier\soldier_help_

;entity condition
immunities_sect				= stalker_immunities
condition_sect				= stalker_condition


satiety_v = 0.000001			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.000		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.000	;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 = 0.0005			;0.02			;потеря крови при максимальной ране
morale_v			= 0.01					;скорость восстановления морали
wound_incarnation_v = 0.00001	;0.001		    ;скорость заживания раны 
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

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1		;1.0		
radiation_immunity = 0.01	;1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

sleep_health = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

hit_power				= 10
hit_type				= strike

material				= creatures\human

;дисперсия во время ходьбы и бега
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
destroyed_vis_name	 = physics\Dead_Body\trupik_crash

[m_bandit_commander]
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor
$spawn               = "stalkers\bandits\commander"	; option for Level Editor
$npc			     = on			; option for Level Editor
$prefetch 		     = 32
texture_prefetch	 = ;actors\different_stalkers\stalker_black_mask, actors\different_stalkers\stalker_ecolog, actors\different_stalkers\stalker_hood_multiplayer, actors\different_stalkers\stalker_no_hood_singleplayer, actors\different_stalkers\stalker_scientist, actors\different_stalkers\stalker_svoboda, actors\different_stalkers\stalker_svoboda2, actors\different_stalkers\stalker_svoboda3, actors\different_stalkers\stalker_svoboda4, actors\different_stalkers\stalker_ik_test, actors\different_stalkers\stalker_ik_test_koan
Scheduled		     = on			; option for ALife Simulator
Human		     	 = on			; optionww for ALife Simulator
Health			     = 100			; option for ALife Simulator
MinSpeed		     = 1.0			; option for ALife Simulator
MaxSpeed		     = 5.0			; option for ALife Simulator
script_binding		 = stalker.init
money				 = 5000;
rank				 = 1;
going_speed          = 1.5                      ; option for ALife Simulator
search_speed		 = 0.5
going_item_detect_probability = 0.1
search_item_detect_probability = 0.9
max_item_mass		 = 40.0
MaxHealthValue		 = 100			; range [0..200]

; attach params
attachable_items		= device_torch,attachable_item,hand_radio

; State                = 7
; 0 - бежать прямо на врага
; 1 - бежать на врага петляя
; 2 - бежать на врага по укрытиям
; 3 - бежать от врага по укрытиям
; 4 - паника
; 5 - прятаться от врага
; 6 - обходить врага

cform                        = skeleton			; collision class
class                        = AI_STL			; AI class

visual			 = actors\hero\stalker_hood.ogf

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       = 16
ph_crash_speed_max       = 30
ph_mass 				 = 80

weapon_bone0			 = bip01_r_hand
weapon_bone1			 = bip01_l_finger1
weapon_bone2			 = bip01_r_finger2

weapon_usage		     = 1			; boolean
bone_torso_weapon	     = bip01_r_hand
bone_head_weapon	     = bip01_l_finger1

bone_head				 = bip01_head
bone_shoulder		     = bip01_spine2
bone_spin				 = bip01_spine1
bone_model				 = bip01
DynamicObjectsCount	     = 32
DynamicSoundsCount	     = 32 
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 350.0
ph_skeleton_airr_ang_factor   = 0.3
ph_skeleton_hinger_factor1    = 1.0
ph_skeleton_ddelay	     	  = 1500
ph_skel_fatal_impulse_factor  = 5.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.15
;---------------------------------------------------------------------
; selectors
;                           fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromMemberWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinMemberDistance,fMinMemberDistanceWeight,fMaxMemberDistance,fMaxMemberDistanceWeight,fMemberViewDeviationWeight,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_attack          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,                40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               10.0,                1000.0,                10.0,                 500.0,           120.0,               100.0,                   2000.0
;                           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
selector_reload          =      20.0,              -2000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptMemberDistance,fOptMemberDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight,fEnemyViewDeviationWeight
selector_retreat         =      20.0,             -100.0,            1000.0,                 1000.0,                0.0,                   0.0,        100000.0,                 0.0,                   000.0

;-------VISIBILITY----------------------------------------------------
eye_fov						= 170	
eye_range					= 90	
min_view_distance_danger 	= 0.2				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_danger 	= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
min_view_distance_free   	= 0.1				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance_free	 	= 0.8				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 15.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance_danger 	= 0.3
always_visible_distance_free 	= 0.2
time_quant					= 0.1
decrease_value				= 0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5
transparency_threshold	 	= 0.25
;---------------------------------------------------------------------
ignore_monster_threshold = 0.0	;0.6	;0.8
max_ignore_distance		 = 15.0

CrouchFactor             =     0.33
WalkFactor               =     1.3	;2.15
WalkBackFactor           =     1.2	;2.15
RunFactor                =     5.0
RunBackFactor            =     1.5
WalkFreeFactor           =     1.25 ;1.00
RunFreeFactor            =     2.5
PanicFactor              =     6.5
DamagedWalkFactor        =     0.75
DamagedRunFactor         =     1.4
DamagedWalkFreeFactor    =     0.6
DamagedRunFreeFactor     =     0
DamagedPanicFactor       =     1.9

; fire params
disp_walk_stand			 = 20	;12.0	;6.0	;4.0	;2.0
disp_walk_crouch		 = 20	;8.0	;4.0	;3.0	;1.5	
disp_run_stand			 = 20	;20.0	;10.0	;8.0	;4.0
disp_run_crouch			 = 20	;12.0	;6.0	;4.0	;2.0
disp_stand_stand		 = 20	;6.0	;3.0	;2.0	;1.0
disp_stand_crouch		 = 20	;4.0	;2.0	;1.0	;0.5
; end of fire params

FireRandomMin 		 =     1
FireRandomMax 		 =     5
NoFireTimeMin 		 =   200
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.0
MaxMissDistance		 =    50.0
MaxMissFactor		 =     0.0

sound_threshold		 = 0.05
self_sound_factor	 = 1.0	;1.0

terrain		         = 255,255,255,255,0,1          ;1,255,255,255,0,1, 2,255,255,255,0,1, 3,255,255,255,0,1, 4,255,255,255,0,1
damage				 = stalker_damage
sound_death			 = monsters\stalker\death\em1_killed
sound_hit			 = monsters\human\combat\ukr\ukr1_damage,monsters\stalker\wound\wound
sound_humming		 = monsters\stalker\humming\em1_humming,monsters\stalker\humming\em1_whistle
sound_alarm			 = monsters\human\combat\ukr\alarm\ukr1_
sound_attack		 = monsters\human\combat\ukr\attack\ukr1_attack
sound_backup		 = monsters\human\combat\ukr\backup\ukr1_otstup
sound_detour		 = monsters\human\combat\ukr\detour\ukr1_detour
sound_search		 = monsters\human\combat\ukr\search\ukr1_finding
; this sound type is obsolete
sound_surrender		 = monsters\human\combat\ukr\search\ukr1_finding
sound_friendly_fire	 = script_sound\reactions\friendly_fire\soldier\soldier_friendlyfire_
sound_panic_human	 = monsters\human\combat\ukr\ukr1_surrender,monsters\stalker\surrender\em1_surrender,monsters\stalker\copy\default\surrender\em1_surrender
sound_panic_monster	 = script_sound\help\soldier\soldier_help_

;entity condition
immunities_sect				= stalker_immunities
condition_sect				= stalker_condition

satiety_v = 0.000001			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.000		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.000	;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 = 0.0005			;0.02			;потеря крови при максимальной ране
morale_v			= 0.01					;скорость восстановления морали
wound_incarnation_v = 0.00001	;0.001		    ;скорость заживания раны 
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

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.8		;1.0		
radiation_immunity = 0.01	;1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

sleep_health = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

hit_power				= 10
hit_type				= strike

material				= creatures\human

;дисперсия во время ходьбы и бега
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
destroyed_vis_name	 = physics\Dead_Body\trupik_crash
