[m_zombie_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
Scheduled		= on				
Human		      	= off		
Health			= 250	;400		
MinSpeed		= 4.0			
MaxSpeed 		= 36.0			
going_speed 	= 24	;4.5
search_speed 	= 2.5              
visual			= monsters\zombi\zombi_1
corpse_visual 	= monsters\zombi\zombi_1
icon 			= ui_npc_monster_zomb1
short_name		= zombie
MaxHealthValue = 100		; range [0..200]

Spawn_Inventory_Item_Section = part_zombie_hand
Spawn_Inventory_Item_Probability = 0.38

smart_terrain_choose_interval = 00:15:00

ef_creature_type 	= 3				; option for evaluation functions
ef_weapon_type 	= 1
ef_detector_type 	= 1
panic_threshold	 	= 0.1

class                	= SM_ZOMBI					; 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 		 		= 0.35, 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 		     			= 80
destroyed_vis_name = dynamics\dead_body\trupik_crash

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  	= 1.0
ph_after_death_velocity_factor	= 0.75
ph_skel_shot_up_factor        		= 0.25

SoundThreshold 	= 0.06             ; range [0..1]
eye_fov 			= 80
eye_range			= 50
max_hear_dist		= 30

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			     		= 0,		1.4,			1.4,		1,		1
Velocity_WalkFwdNormal	     	= 0.9,	0.6,			0.6,		0.02,	2.0	
Velocity_RunFwdNormal	     	= 1.8,	3.0,			3.0,		0.4,		1	
Velocity_WalkFwdDamaged	= 0.35,	3.0,			0.8,		0.2,		2.0	
Velocity_RunFwdDamaged	     	= 1.5,  	3.0,			3.0,		0.2,		1
Velocity_Drag			     		= 1.3,	3.0,			3.0,		1,		1
Velocity_Steal			     		= 1.5,	3.0,			3.0,		1,		1

; acceleration
Accel_Generic		= 0.8
Accel_Calm		= 1.5
Accel_Aggressive	= 4.0

;attack parameters
MinAttackDist		= 1.7	;0.5
MaxAttackDist		= 2.3	;3.8
as_min_dist			= 1.4
as_step			= 0.1
hit_type 			= strike

Min_Satiety			= 0.9
Max_Satiety		= 1.0

Melee_Rotation_Factor	= 1.2
distance_to_corpse		= 1.2		

min_view_distance   		= 0.7		; 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

terrain	= zombie_terrain

; entity condition
satiety_v 			= 0.00005	;0.01		;скорость уменьшения сытости со временем
radiation_v 			= 0.00001	;0.004		;скорость уменьшения радиации
satiety_power_v 	= 0.01		;0.01		;увеличение силы при уменьшении сытости 
satiety_health_v 	= 0.005		;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
health_restore_v = 0.002

;открытые раны
bleeding_v				= 0.02				;потеря крови при номинальной ране в секунду
wound_incarnation_v	= 0.01				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size		= 0.01

sleep_health			= 1.0		;1.5				
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				= 2.0
eat_slice				= 0.01
eat_slice_weight		= 10.0
satiety_threshold		= 0.8				; below this value monster fill hunger

; Morale
Morale_Hit_Quant					= 0.001
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 	= 0.1

; Sounds and sound parameters
sound_idle				= monsters\zombie\zombie_idle_ 
sound_eat				= monsters\zombie\zombie_eat_ 
sound_aggressive		= monsters\zombie\zombie_attack_
sound_attack_hit		= monsters\zombie\zombie_attack_hit_
sound_take_damage	= monsters\zombie\zombie_take_damage_
sound_die				= monsters\zombie\zombie_die_
sound_threaten			= monsters\biting\def_		
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\zombie\zombie_attack_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\zombie\zombie_die_
sound_distant_idle		= monsters\zombie\zombie_idle_

idle_sound_delay		= 20000
eat_sound_delay		= 3000
attack_sound_delay	= 24000

distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold			= 0.5
critical_wound_threshold		= 0.1
critical_wound_decrease_quant	= 0.
FakeDeathCount				= 4		; max count of fake death
StartFakeDeathHealthThreshold = 0.75

material				= creatures\medium
squad_attack_algorithm = 1
LegsCount				= 2

;species of monster
species				= zombi
attack_effector			= m_zombie_attack_effector
step_params			= m_zombie_step_params
attack_params			= m_zombie_attack_params
damage				= m_zombie_damage
immunities_sect			= zombie_immunities

[m_zombie_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья) 
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 0.05, -1, 0.01
;bip01_pelvis 		= 1.2, -1, 0.01
;bip01_spine 		= 0.5, -1, 0.01
;bip01_spine1 		= 0.5, -1, 0.01
bip01_neck 		= 0.2, -1, 0.01
bip01_head 		= 0.75, -1, 0.01

[zombie_terrain]
 255,000,255,255
 255,255,255,255

[m_zombie_attack_params]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;right hand strike
stand_attack_0 =	  	0.30,		0.30,		    60,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.35,		    80,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.25,		    100,        0.0, 1.0, 0.0,	 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		0.30,		    120,        0.0, 1.0, 0.0,	 -0.6, 0.6, -0.6, 0.6,							  2.0

;притягивающее удушение
stand_attack_4 =	  	0.40,		0.35,		360,        0.0, 0.0, -1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

;кусается
stand_attack_5 =	  	0.40,		0.30,		180,        0.0, 0.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

[m_zombie_attack_effector]
duality_h		= 0.01
duality_v		= 0.01
blur				= 0.01
gray			= 0.5
noise_intensity 	= 0.0
noise_grain		= 1
noise_fps		= 30
color_base		= 0.255,0.0,0.0
color_gray		= 0.333,0.333,0.333
color_add		= 0,0,0
time			= 0.4
time_attack		= 0.10		; fade in
time_release	= 0.35		; fade out

; camera effects
ce_time				= 0.5 ;time 
ce_amplitude		= -15.0 
ce_period_number	= 1.5 ;2.0 
ce_power			= 1.5 ;0.7 ; power 

[m_zombie_step_params]
;	anim			| Cycles | time1 | power1 | time2 | power2 |
stand_walk_fwd_0 	=	1,	   0.01,     1,     0.25,    0.7,   
stand_walk_dmg_0 	=	1,	   0.01,     1,     0.25,    0.7,     
stand_run_fwd_0	=	1,	   0.01,     1,	 0.25,    0.6,    
stand_run_dmg_0	=	1,	   0.01,     1,	 0.25,    0.6,    

;===========================================================================
; IMMUNITIES
;===========================================================================
[zombie_immunities]
burn_immunity			= 0.1
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.8
fire_wound_immunity	= 0.1

; WEAK PROFILE
[zombie_weak]:m_zombie_e
visual			= monsters\zombi\zombi_2
icon 			= ui_npc_monster_zombieg
short_name		= zombie_weak
spec_rank		= weak
panic_threshold	 = 0.5
rank 			= 0

FakeDeathCount = 1					; max count of fake death
StartFakeDeathHealthThreshold = 0.8
attack_params 	= zombie_attack_params_weak

[zombie_attack_params_weak]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;right hand strike
stand_attack_0 =	  	0.30,		0.30,		    60,        0.0, 1.0, 0.0,		-0.3, 1.0, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.35,		    80,        0.0, 1.0, 0.0,		-1.8, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.40,		    100,        0.0, 1.0, 0.0,	-0.6, 0.6, -1.0, 1.0,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		0.55,		    120,        0.0, 1.0, 0.0,	-1.0, 0.3, -0.6, 0.6,							  2.0
;притягивающее удушение
stand_attack_4 =	  	0.40,		0.35,		360,        0.0, 0.0, -1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

;кусается
stand_attack_5 =	  	0.40,		0.30,		180,        0.0, 0.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

stand_attack_6 =	  	0.30,		0.50,		180,        0.0, 0.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

; NORMAL PROFILE
[zombie_normal]:m_zombie_e
visual			= monsters\zombi\zombi_1
icon 			= ui_npc_monster_zomb1
short_name		= zombie_normal
spec_rank		= normal
panic_threshold	 = 0.3
rank 			= 255

FakeDeathCount = 2
StartFakeDeathHealthThreshold = 0.7

immunities_sect		= zombie_immunities_normal
attack_params		= zombie_attack_params_normal
damage			= m_zombie_damage_normal

[zombie_immunities_normal]
burn_immunity			= 0.1
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.4
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.5
fire_wound_immunity	= 0.1

[zombie_attack_params_normal]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;right hand strike
stand_attack_0 =	  	0.30,		0.50,		    60,        0.0, 1.0, 0.0,		-0.3, 1.0, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.60,		    80,        0.0, 1.0, 0.0,		-1.8, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.65,		    100,        0.0, 1.0, 0.0,	-0.6, 0.6, -1.0, 1.0,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		0.75,		    140,        0.0, 1.0, 0.0,	-1.0, 0.3, -0.6, 0.6,							  2.0

[m_zombie_damage_normal]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья) 
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 0.05, -1, 0.01
;bip01_pelvis 		= 0.6, -1, 0.01
;bip01_spine 		= 0.1, -1, 0.01
;bip01_spine1 		= 0.1, -1, 0.01
bip01_neck 		= 0.2, -1, 0.01
bip01_head 		= 0.65, -1, 0.03, 5.0

; STRONG PROFILE
[zombie_strong]:m_zombie_e
short_name		= zombie_strong
spec_rank		= strong
panic_threshold	 = 0.05	
rank 			= 255

FakeDeathCount = 3
StartFakeDeathHealthThreshold = 0.6

immunities_sect		= zombie_immunities_strong
attack_params		= zombie_attack_params_strong
damage			= m_zombie_damage_strong

[zombie_immunities_strong]
burn_immunity			= 0.1
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.2
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.3
fire_wound_immunity	= 0.1

[zombie_attack_params_strong]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;right hand strike
stand_attack_0 =	  	0.30,		0.60,		    80,        0.0, 1.0, 0.0,		-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.70,		    100,        0.0, 1.0, 0.0,	-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.75,		    120,        0.0, 1.0, 0.0,	-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		0.90,		    160,        0.0, 2.5, 0.0,	-0.6, 0.6, -0.6, 0.6,							  2.0

;притягивающее удушение
stand_attack_4 =	  	0.40,		0.65,		360,        0.0, 0.0, -0.5,		 -0.6, 0.6, -0.6, 0.6,			2.0

;кусается
stand_attack_5 =	  	0.40,		0.50,		180,        0.0, 0.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

[m_zombie_damage_strong]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья) 
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 0.025, -1, 0.005
;bip01_pelvis 		= 0.005, -1, 0.005
;bip01_spine 		= 0.005, -1, 0.005
;bip01_spine1 		= 0.005, -1, 0.005
bip01_neck 		= 0.15, -1, 0.005
bip01_head 		= 0.25, -1, 0.05

; OTHER  PROFILES
[zombie_trup]:zombie_weak
visual			= monsters\zombi\zombi_trup
icon 			= ui_npc_monster_zomb3
short_name		= zombie_trup
spec_rank		= weak
panic_threshold	 = 0.01

FakeDeathCount = 6
StartFakeDeathHealthThreshold = 0.7

[zombie_trup2]:zombie_weak
visual			= monsters\zombi\zombi_trup_2
icon 			= ui_npc_monster_zomb2
short_name		= zombie_trup2
spec_rank		= weak
panic_threshold	 = 0.01

FakeDeathCount = 6
StartFakeDeathHealthThreshold = 0.7

[zombie_trup_fc]:zombie_trup
custom_data 	= scripts\monsters\zombie_fc.ltx
FakeDeathDist = 2
FakeDeathCount = 2

[zombie_ghost]:zombie_strong
visual			= monsters\zombi\zombi_1_ghost
corpse_visual	= monsters\zombi\zombi_1_ghost
icon 			= ui_npc_monster_ghost
short_name		= zombie_ghost
panic_threshold	 = 0.05

sound_idle				= monsters\zombie_gh\idle_
sound_eat				= monsters\zombie\zombie_eat_
sound_aggressive		= monsters\zombie_gh\attack_
sound_attack_hit		= monsters\zombie_gh\attack_
sound_take_damage	= monsters\zombie_gh\take_
sound_die				= monsters\zombie_gh\die_
sound_threaten			= monsters\zombie_gh\idle_
sound_landing			= monsters\zombie_gh\idle_
sound_steal			= monsters\zombie_gh\idle_
sound_panic			= monsters\zombie_gh\attack_
sound_growling			= monsters\zombie_gh\idle_
sound_die_in_anomaly	= monsters\zombie_gh\die_

FakeDeathCount = 10
StartFakeDeathHealthThreshold = 0.8

; ВЗРЫВАЮЩИЕСЯ  ЗОМБИ
[zombie_blow]:zombie_strong
visual			= monsters\zombi\zombi_trup
icon 			= ui_npc_monster_zomb3
short_name		= zombie_blow

[zombie_beee]:zombie_strong
visual			= monsters\zombi\zombi_trup_2
icon 			= ui_npc_monster_zomb2
short_name		= zombie_beee
MaxHealthValue = 200

FakeDeathCount = 1
StartFakeDeathHealthThreshold = 0.1

[zombie_hell]:zombie_strong
visual			= monsters\zombi\zombi_1
corpse_visual	= monsters\zombi\zombi_1
icon 			= ui_npc_monster_zomb2
short_name		= zombie_hell

FakeDeathCount = 15
StartFakeDeathHealthThreshold = 0.8

; НОВЫЕ ЗОМБИ
[zombie_hell1]:zombie_hell
visual			= monsters\zombi\zombi_2
corpse_visual	= monsters\zombi\zombi_2
icon 			= ui_npc_monster_zomb4_2
short_name		= zombie_hell1

[zombie_hell2]:zombie_hell
visual			= monsters\zombi\zombi_5
corpse_visual	= monsters\zombi\zombi_5
short_name		= zombie_hell2

[zombie_hell3]:zombie_hell
visual			= monsters\zombi\zombi_6
corpse_visual	= monsters\zombi\zombi_6
icon 			= ui_npc_monster_zombie
short_name		= zombie_hell3

[zombie_hell4]:zombie_hell
visual			= monsters\zombi\zombi_7
corpse_visual	= monsters\zombi\zombi_7
icon 			= ui_npc_monster_zomb6
short_name		= zombie_hell4

[zombie_hell5]:zombie_hell
visual			= monsters\zombi\zombi_8
corpse_visual	= monsters\zombi\zombi_8
icon 			= ui_npc_monster_zomb4
short_name		= zombie_hell5

[zombie_hell6]:zombie_hell
visual			= monsters\zombi\zombi_9
corpse_visual	= monsters\zombi\zombi_9
icon 			= ui_npc_monster_zomb5
short_name		= zombie_hell6

[zombie_hell7]:zombie_hell
visual			= monsters\zombi\zombi_3
corpse_visual	= monsters\zombi\zombi_3
icon 			= ui_npc_monster_zomb4_2
short_name		= zombie_hell7

[zombie_hell8]:zombie_hell
visual			= monsters\zombi\zombi_10
corpse_visual	= monsters\zombi\zombi_10
icon 			= ui_npc_monster_zomb11
short_name		= zombie_hell8

[zombie_hell9]:zombie_hell
visual			= monsters\zombi\zombi_11
corpse_visual	= monsters\zombi\zombi_11
icon 			= ui_npc_monster_zomb12
short_name		= zombie_hell9

[zombie_hell10]:zombie_hell
visual			= monsters\zombi\zombi_12
corpse_visual	= monsters\zombi\zombi_12
icon 			= ui_npc_monster_zomb7
short_name		= zombie_hell10

[zombie_hell11]:zombie_hell
visual			= monsters\zombi\zombi_13
corpse_visual	= monsters\zombi\zombi_13
icon 			= ui_npc_monster_zomb9
short_name		= zombie_hell11

[zombie_hell12]:zombie_hell
visual			= monsters\zombi\zombi_14
corpse_visual	= monsters\zombi\zombi_14
icon 			= ui_npc_monster_zomb8
short_name		= zombie_hell12

[zombie_hell13]:zombie_hell
visual			= monsters\zombi\zombi_15
corpse_visual	= monsters\zombi\zombi_15
icon 			= ui_npc_monster_zomb10
immunities_sect	 = zombie_immunities_vodjanoj
short_name		= zombie_hell13

sound_idle				= monsters\zombie_a\zombie_idle_
sound_eat				= monsters\zombie_a\zombie_eat_
sound_aggressive		= monsters\zombie_a\zombie_attack_
sound_attack_hit		= monsters\zombie_a\zombie_attack_hit_
sound_take_damage	= monsters\zombie_a\zombie_take_damage_
sound_die				= monsters\zombie_a\zombie_die_
sound_die_in_anomaly	= monsters\zombie_a\zombie_die_
sound_distant_idle		= monsters\zombie_a\zombie_idle_

[zombie_hell14]:zombie_hell
visual			= monsters\zombi\zombi_17
corpse_visual	= monsters\zombi\zombi_17
icon 			= ui_npc_monster_zomb17
short_name		= zombie_hell14

[zombie_hell16]:zombie_hell
visual			= monsters\zombi\zombi_18
corpse_visual	= monsters\zombi\zombi_18
icon 			= ui_npc_monster_zomb16
short_name		= zombie_hell16

[zombie_hell17]:zombie_hell13
visual			= monsters\zombi\zombi_sky1
icon 			= ui_npc_monster_zomb_17
short_name		= zombie_hell17
species		= zombie
Spawn_Inventory_Item_Probability = 0

[zombie_hell18]:zombie_hell13
visual			= monsters\zombi\zombi_sky2
icon 			= ui_npc_monster_zomb18
short_name		= zombie_hell18
species		= zombie
Spawn_Inventory_Item_Probability = 0

;;;;;;;;;
; есть еще зомби-кровосос на скелете кровосоcа, секция zombie_hell15
;;;;;;;;

; ЧУМНОЙ  ЗОМБИ
[zombie_plague]:zombie_hell
visual			= monsters\zombi\zombi_16
corpse_visual	= monsters\zombi\zombi_16
icon 			= ui_npc_monster_zomb13
short_name		= zombie_plague
Spawn_Inventory_Item_Section = part_plague_hand
Spawn_Inventory_Item_Probability = 0.47

FakeDeathCount = 1
StartFakeDeathHealthThreshold = 0.001

bones_particles	= zombie_plague_particles
immunities_sect		= zombie_plague_immunities

[zombie_plague_immunities]
burn_immunity			= 0.2	
strike_immunity			= 0.02
shock_immunity			= 0.01
wound_immunity		= 0.25
radiation_immunity		= 0.01
telepatic_immunity		= 0.01
chemical_burn_immunity = 0.01
explosion_immunity		= 0.05
fire_wound_immunity	= 0.075
[zombie_plague_particles]
zombie_plague_particles_spine = zombie_plague_particles_spine
[zombie_plague_particles_spine]
particle = ogsm\ogsm_flies  ;ogsm\muhi 
sound = anomaly\flies
bone = bip01_head
stop_on_death = true

; КОМАРИНЫЙ  ЗОМБИ
[zombie_plague_komar]:zombie_plague
visual			= monsters\zombi\zombi_komar
corpse_visual	= monsters\zombi\zombi_komar
icon 			= ui_npc_monster_zomb14
short_name		= zombie_plague_komar
bones_particles = zombie_plague_komar_particles
Spawn_Inventory_Item_Section = part_plague_hand
Spawn_Inventory_Item_Probability = 0.5

[zombie_plague_komar_particles]
zombie_plague_particles_spine = zombie_plague_komar_particles_spine

[zombie_plague_komar_particles_spine]:zombie_plague_particles_spine
particle = ogsm\ogsm_flies  ;ogsm\muhi 
sound = anomaly\komar
bone = bip01_head
stop_on_death = true

; ПАРАЗИТ
[zombie_parazit]:zombie_hell
visual			= monsters\zombi\parazit
corpse_visual	= monsters\zombi\parazit
icon 			= ui_npc_monster_zombie_parazit
short_name		= zombie_parazit

Spawn_Inventory_Item_Section = part_parazit
Spawn_Inventory_Item_Probability = 0.82

;sound_idle				= monsters\zombie_parazit\zombie_idle_
;sound_eat				= monsters\zombie_parazit\zombie_eat_
;sound_aggressive		= monsters\zombie_parazit\zombie_attack_
;sound_attack_hit		= monsters\zombie_parazit\zombie_attack_hit_
;sound_take_damage	= monsters\zombie_parazit\zombie_take_damage_
;sound_die				= monsters\zombie_parazit\zombie_die_
;sound_distant_idle		= monsters\zombie_parazit\zombie_idle_
sound_threaten			= monsters\zombie_s\zombie_threaten_
sound_landing			= monsters\zombie_s\zombie_landing
sound_steal			= monsters\zombie_s\zombie_def
sound_panic			= monsters\zombie_s\zombie_panic
sound_growling			= monsters\zombie_s\zombie_growling
sound_die_in_anomaly	= monsters\zombie_s\zombie_die_

sound_idle				= monsters\zombie_blind\zombie_blind_idle_
sound_eat				= monsters\zombie_blind\zombie_blind_eat_
sound_aggressive		= monsters\zombie_blind\zombie_blind_attack_
sound_attack_hit		= monsters\zombie_blind\zombie_blind_attack_hit_
sound_take_damage	= monsters\zombie_blind\zombie_blind_take_damage_
sound_die				= monsters\zombie_blind\zombie_blind_die_
sound_distant_idle		= monsters\zombie_blind\zombie_blind_idle_

; Psy Aura
PsyAura_HeadSound		= monsters\zombie_blind\zombie_blind_aura_1
PsyAura_SoundLeftPath	= monsters\zombie_blind\controller_presence_l
PsyAura_SoundRightPath	= monsters\zombie_blind\controller_presence_r
PsyAura_Radius			= 20
PsyAura_Damage			= 0.2

aura_effector				= controller_aura_pp_effector_section
aura_effector_hit			= controller_aura_pp_hit_effector_section

PsyAura_Fake_Duration	= 3000
PsyAura_Fake_Delay		= 8000
PsyAura_Fake_MaxAddDist = 90
PsyAura_Fake_MinAddDist	 = 20
PsyAura_HitDelay			= 1500
PsyAura_PPHitDelay		= 300

; СКЕЛЕТ	( Работа мастеров из ОГСЕ и не только)
[scelet_strong]:zombie_strong
visual			= monsters\kosti\scelet
icon                    	= ui_npc_monster_skelet
short_name		= scelet_strong
spec_rank		= strong
panic_threshold	 = 0.0
rank 			= 255

Spawn_Inventory_Item_Probability = 0.0

FakeDeathCount = 1
StartFakeDeathHealthThreshold = 0.0

sound_idle				= monsters\zombie_s\zombie_idle_
sound_eat				= monsters\zombie_s\zombie_eat_
sound_aggressive		= monsters\zombie_s\zombie_attack_
sound_attack_hit		= monsters\zombie_s\zombie_attack_hit_
sound_take_damage	= monsters\zombie_s\zombie_take_damage_
sound_die				= monsters\zombie_s\zombie_die_
sound_threaten			= monsters\zombie_s\zombie_threaten_
sound_landing			= monsters\zombie_s\zombie_landing
sound_steal			= monsters\zombie_s\zombie_def
sound_panic			= monsters\zombie_s\zombie_panic
sound_growling			= monsters\zombie_s\zombie_growling
sound_die_in_anomaly	= monsters\zombie_s\zombie_die_

immunities_sect			= zombie_immunities_skeleton
attack_params			= zombie_attack_params_skeleton

[zombie_immunities_skeleton]
burn_immunity			= 0.15
strike_immunity			= 0.9
shock_immunity			= 0.0
wound_immunity		= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 0.2
explosion_immunity		= 0.9
fire_wound_immunity	= 0.17

[zombie_attack_params_skeleton]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;right hand strike
stand_attack_0 =	  	0.30,		0.65,		    80,        0.0, 1.0, 0.0,		-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.75,		    90,        0.0, 1.0, 0.0,		-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.80,		    140,        0.0, 1.0, 0.0,	-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		0.95,		    180,        0.0, 2.5, 0.0,	 -0.6, 0.6, -0.6, 0.6,							  2.0

; БАБКИ - ЗОМБИ
[zombie_babka_weak]:zombie_strong
visual			= monsters\zombie_babka\zombie_babka_2
icon                    	= ui_npc_monster_zombie_babka_2
short_name		= zombie_babka_weak
spec_rank		= weak
panic_threshold	 = 0.5
rank                    	= 255

Spawn_Inventory_Item_Section = part_zombie_teeth 
Spawn_Inventory_Item_Probability = 0.27

FakeDeathCount = 1
StartFakeDeathHealthThreshold = 0.8

sound_idle				= monsters\zombie_w\zombie_idle_
sound_eat				= monsters\zombie\zombie_eat_
sound_aggressive		= monsters\zombie_w\zombie_attack_
sound_attack_hit		= monsters\zombie\zombie_attack_hit_
sound_take_damage	= monsters\zombie_w\zombie_take_damage_
sound_die				= monsters\zombie_w\zombie_die_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\zombie_w\zombie_attack_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\zombie_w\zombie_die_

attack_params			= zombie_babka_attack_params
immunities_sect			= zombie_babka_immunities

[zombie_babka_attack_params]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;right hand strike
stand_attack_0 =	  	0.30,		0.60,		    70,        0.0, 1.0, 0.0,		-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.75,		    80,        0.0, 1.0, 0.0,		-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.85,		    90,        0.0, 1.0, 0.0,		-0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		0.99,		    160,      0.0, 2.5, 0.0,	-0.6, 0.6, -0.6, 0.6,							  2.0

;притягивающее удушение
stand_attack_4 =	  	0.40,		0.75,		360,        0.0, 0.0, -1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

;кусается
stand_attack_5 =	  	0.40,		0.80,		180,        0.0, 0.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

[zombie_babka_immunities]
burn_immunity			= 0.1
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.3
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.4
fire_wound_immunity	= 0.14

[zombie_babka_normal]:zombie_babka_weak
visual			= monsters\zombie_babka\zombie_babka_3
icon                    	= ui_npc_monster_zombie_babka_3
short_name		= zombie_babka_normal
spec_rank		= normal
panic_threshold	 = 0.3
rank                    	= 255

FakeDeathCount = 4
StartFakeDeathHealthThreshold = 0.7

[zombie_babka_strong]:zombie_babka_weak
visual			= monsters\zombie_babka\zombie_babka_1
icon                    	= ui_npc_monster_zombie_babka
short_name		= zombie_babka_strong
spec_rank		= strong
panic_threshold	 = 0.05	
rank                    	= 255

FakeDeathCount = 8
StartFakeDeathHealthThreshold = 0.6

; ВЕДЬМА
[zombie_immortal]:zombie_babka_strong
visual 			= monsters\zombi\vedma
corpse_visual 	= monsters\zombi\vedma
icon 			= ui_npc_monster_vedma
short_name		= zombie_immortal

sound_idle				= monsters\zombie_v\zombie_idle_
sound_eat				= monsters\zombie\zombie_eat_
sound_aggressive		= monsters\zombie_v\zombie_attack_
sound_attack_hit		= monsters\zombie\zombie_attack_hit_
sound_take_damage	= monsters\zombie_v\zombie_take_damage_
sound_die				= monsters\zombie_v\zombie_die_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\zombie_v\zombie_attack_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\zombie_v\zombie_die_

; ГУЛЬ  из  F3
[ghoul_strong]:zombie_strong
visual			= monsters\ghoul\ghoul
icon                    	= ui_npc_monster_zombie_ghoul
short_name		= ghoul_strong
spec_rank		= strong
panic_threshold	 = 0.0
rank                    	= 255

Spawn_Inventory_Item_Section = part_zombie_hand
Spawn_Inventory_Item_Probability = 0.19

FakeDeathCount = 8
StartFakeDeathHealthThreshold = 0.8

sound_idle				= monsters\zombie_s\zombie_idle_
sound_eat				= monsters\zombie_s\zombie_eat_
sound_aggressive		= monsters\zombie_s\zombie_attack_
sound_attack_hit		= monsters\zombie_s\zombie_attack_hit_
sound_take_damage	= monsters\zombie_s\zombie_take_damage_
sound_die				= monsters\zombie_s\zombie_die_
sound_threaten			= monsters\zombie_s\zombie_threaten_
sound_landing			= monsters\zombie_s\zombie_landing
sound_steal			= monsters\zombie_s\zombie_def
sound_panic			= monsters\zombie_s\zombie_panic
sound_growling			= monsters\zombie_s\zombie_growling
sound_die_in_anomaly	= monsters\zombie_s\zombie_die_

immunities_sect			= ghoul_immunities
attack_params			= ghoul_attack_params

[ghoul_immunities]
burn_immunity			= 0.4
strike_immunity			= 0.4
shock_immunity			= 0.4
wound_immunity		= 0.2
radiation_immunity		= 0.5
telepatic_immunity		= 0.8
chemical_burn_immunity = 0.4
explosion_immunity		= 0.2
fire_wound_immunity	= 0.06

[ghoul_attack_params]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;right hand strike
stand_attack_0 =	  	0.30,		0.80,		    120,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.80,		    120,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.85,		    170,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		0.95,		    200,        0.0, 2.5, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0

; ВОДЯНОЙ
[vodjanoj]:zombie_strong
visual 			= monsters\vodjanoj\vodjanoj
corpse_visual 	= monsters\vodjanoj\vodjanoj
icon  			= ui_npc_monster_vodyannoy
short_name		= vodjanoj
spec_rank		= strong
panic_threshold = 0.02
rank 			= 801

FakeDeathCount = 1
StartFakeDeathHealthThreshold = 0.1
destroyed_vis_name = monsters\zombi\zombi_1_ghost

sound_idle				= monsters\zombie\water_zombie\zombie_idle
sound_eat				= monsters\zombie\water_zombie\zombie_eat
sound_aggressive		= monsters\zombie\water_zombie\zombie_attack
sound_attack_hit		= monsters\zombie\water_zombie\zombie_attack_hit
sound_take_damage	= monsters\zombie\water_zombie\zombie_take_damage
sound_die				= monsters\zombie\water_zombie\zombie_die
sound_threaten			= monsters\zombie\water_zombie\zombie_attack
sound_landing			= monsters\zombie\water_zombie\zombie_attack
sound_steal			= monsters\zombie\water_zombie\zombie_attack
sound_panic			= monsters\zombie\water_zombie\zombie_panic
sound_growling			= monsters\zombie\water_zombie\zombie_attack
sound_die_in_anomaly	= monsters\zombie\water_zombie\zombie_in_anomaly
sound_distant_idle		= monsters\zombie\water_zombie\zombie_attack

immunities_sect			= zombie_immunities_vodjanoj
attack_params			= zombie_attack_params_vodjanoj

[zombie_immunities_vodjanoj]
burn_immunity			= 0.2
strike_immunity			= 0.02
shock_immunity			= 0.01
wound_immunity		= 0.01
radiation_immunity		= 0.01
telepatic_immunity		= 0.01
chemical_burn_immunity = 0.01
explosion_immunity		= 0.2
fire_wound_immunity	= 0.04

[zombie_attack_params_vodjanoj]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;right hand strike
stand_attack_0 =	  	0.30,		0.80,		    100,        0.0, 1.0, 0.0,		 -0.3, 1.0, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.90,		    100,        0.0, 1.0, 0.0,		 -1.8, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.95,		    120,        0.0, 1.0, 0.0,		 -0.6, 0.6, -1.0, 1.0,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		1.00,		    180,        0.0, 1.0, 0.0,		 -1.0, 0.3, -0.6, 0.6,							  2.0
;притягивающее удушение
stand_attack_4 =	  	0.40,		0.95,		360,        0.0, 0.0, -1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

;кусается
stand_attack_5 =	  	0.40,		0.80,		180,        0.0, 0.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,			2.0

; speed factors				linear | angular_real | angular_path | min |  max
Velocity_Stand					= 0,			1.4,			1.4,		1,		1
Velocity_WalkFwdNormal		= 0.9,		0.6,			0.6,		0.02,	2.0	
Velocity_RunFwdNormal		= 1.7,		3.0,			3.0,		0.4,		1	
Velocity_WalkFwdDamaged 	= 0.7,		3.0,			0.8,		0.2,		2.0	
Velocity_RunFwdDamaged		= 1.5,  		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		= 2.5
Accel_Aggressive	= 7.5


; Сюжетные зомби в волне
[zombie_hospital1]:zombie_blow
eye_fov = 120
eye_range = 120
max_hear_dist = 120
custom_data 	= scripts\monsters\zombie_hospital.ltx

[zombie_hospital2]:zombie_beee
eye_fov = 120
eye_range = 120
max_hear_dist = 120
custom_data 	= scripts\monsters\zombie_hospital.ltx

[zombie_hospital3]:zombie_hell
eye_fov = 120
eye_range = 120
max_hear_dist = 120
custom_data 	= scripts\monsters\zombie_hospital.ltx
