[m_controller_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
Scheduled		     	= on			; option for ALife Simulator
Human		     	 	= off			; option for ALife Simulator
Health			     	= 200			; option for ALife Simulator
MinSpeed		     	= 1.0			; option for ALife Simulator
MaxSpeed		     	= 5.0			; option for ALife Simulator
going_speed          	= 5;4.5                    ; option for ALife Simulator
current_level_going_speed = 1;2	; option for ALife Simulator
search_speed         	= 1.5                       ; option for ALife Simulator
visual				= monsters\kontroler\kontroler
corpse_visual		= monsters\kontroler\kontroler_dead
icon				= ui_npc_monster_kontroler
short_name			= controller
MaxHealthValue	= 250		; range [0..200]
smart_terrain_choose_interval	= 00:15:00

ef_creature_type	= 12			; option for evaluation functions
ef_weapon_type	= 11
ef_detector_type	= 1
panic_threshold		= 0.1

class                = SM_CONTR			; AI class

bone_torso		 = bip01_spine1 	; bone name
bone_head		 = bip01_head		; bone name
bone_fire		 = bip01_head		; bone name
weapon_usage	 = 0					; boolean

Spawn_Inventory_Item_Section = part_hand_kontroler
Spawn_Inventory_Item_Probability = 0.48

; Physics
ph_box0_center 		 	= 0.0,  0.9,  0.0
ph_box0_size 		 		= 0.45, 0.9,  0.45
ph_box1_center 		 	= 0.0,  0.6,  0.0
ph_box1_size 		 		= 0.45, 0.6,  0.45
ph_crash_speed_min		= 100
ph_crash_speed_max		= 300
ph_collision_damage_factor = 0.1
ph_mass 		     			= 90

destroyed_vis_name = dynamics\dead_body\trupik_crash

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

; Movement::Velocities & Acceleration
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,			2.4,			2.4,		1,		1
Velocity_WalkFwdNormal	= 0.9,		6.0,			6.0,		0.02,	2.0
Velocity_RunFwdNormal	= 6.0,		4.6,			4.6,		0.25,	1	
Velocity_WalkFwdDamaged = 0.7,		6.0,			6.0,		0.5,		2.0	
Velocity_RunFwdDamaged	= 4.0,  		4.0,			4.0,		0.2,		1
Velocity_Drag				= -5.0,		0.01,		0.01,	1,		1
Velocity_Steal				= 0.7,		1.3,			1.3,		1,		1
Velocity_MoveFwd			= 5.0,		0.01,		0.01,	1,		1
Velocity_MoveBkwd		= -5.0,		0.01,		0.01,	1,		1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 12.5

; Attack parameters
MinAttackDist		= 1.5	;0.5
MaxAttackDist		= 2.9	;3.8
as_min_dist			= 0.3
as_step			= 0.5
hit_type 			= telepatic

Min_Satiety			= 0.6		; мин. норма сытости (меньше - уже голодный)
Max_Satiety		= 0.9		; макс. норма сытости (больше - очень сытый)
distance_to_corpse	= 1.2		; дист. до трупа, при которой он переходит в состояние еды

;                           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,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           	=      20.0,            -1000.0,                30.0,                 0.0,            0.0,          	100000.0,             		100000.0,               1000.0,
selector_hear_sound	=      20.0,            1.0,			1000.0,              0.0,               0.0,              	1000.0,               		10000.0,      
selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               	0.0,              	1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      

terrain	 = controller_terrain

; Entity Conditions
satiety_v 			= 0.0005	;0.01		;скорость уменьшения сытости со временем
radiation_v 			= 0.00001	;0.004		;скорость уменьшения радиации
satiety_power_v 	= 0.001		;0.01		;увеличение силы при уменьшении сытости 
satiety_health_v 	= 0.001		;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			= 0.1					;скорость восстановления морали
health_hit_part 		= 0.25		;0.1			;процент хита, уходящий на отнимание здоровья
power_hit_part 		= 0.1		;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			;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
sleep_psy_health	= 1.0
eat_freq			= 5.0		; частота укусов в сек
eat_slice			= 0.04		; увеличение сытости при 1 укусе
eat_slice_weight	= 10.0		; уменьшение еды у трупа
satiety_threshold	= 0.5		; below this value monster fill hunger

; Morale
Morale_Hit_Quant					= 0.05
Morale_Attack_Success_Quant		= 0.1
Morale_Take_Heart_Speed		= 0.1
Morale_Despondent_Speed		= 0.1
Morale_Stable_Speed				= 0.02
Morale_Despondent_Threashold	= 0.5

; Sounds and sound parameters
sound_idle				= monsters\controller\controller_idle_
sound_eat				= monsters\controller\controller_eat_
sound_aggressive		= monsters\controller\controller_attack_
sound_attack_hit		= monsters\controller\controller_attack_hit_
sound_take_damage	= monsters\controller\controller_hit_
sound_die				= monsters\controller\controller_die_
sound_threaten			= monsters\boar\boar_threaten_
sound_landing			= monsters\boar\landing_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\controller\controller_panic_
sound_growling			= monsters\biting\def_
sound_bkgnd			= monsters\biting\def_
sound_die_in_anomaly	= monsters\controller\controller_die_

idle_sound_delay		= 12000
eat_sound_delay		= 10000
attack_sound_delay	= 5000

sound_distant_idle			= monsters\controller\controller_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

sound_control_start		= monsters\controller\controller_control1
sound_control_hit		= monsters\controller\controller_control2

SoundThreshold		= 0.06             ; range [0..1]
max_hear_dist		 	= 60;

; Vision
eye_fov				 	= 110	;150
eye_range			 		= 60	;100
min_view_distance   		= 0.5			; 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

critical_wound_threshold		= 0.4
critical_wound_decrease_quant	= 0.

critical_wound_anim_head	= critical_hit_torso_0
critical_wound_bones_head	 = controller_critical_wound_bones_head

critical_wound_anim_torso	= critical_hit_torso_0
critical_wound_bones_torso	= controller_critical_wound_bones_torso

critical_wound_anim_legs	= critical_hit_torso_0
critical_wound_bones_legs	= controller_critical_wound_bones_legs

DamagedThreshold	= 0.1
material				= creatures\medium
LegsCount				= 2

attack_effector			= m_controller_attack_effector
attack_params			= m_controller_attack_params
step_params			= m_controller_step_params
damage				= m_controller_damage
immunities_sect			= controller_immunities

psy_hit_damage		= 0.25
tube_damage			= 1.00
tube_at_once			= true
tube_min_dist			= 3

control_fx_texture		= act\act_controller_hit
control_fx_texture2		= act\act_controller_hit1

; Controlling ability properties
Max_Controlled_Count	= 10
control_effector			= controller_control_effector
Friend_Community_Overrides	= monolith, zombied
Control_Hit	= weapons\generic_weapon_controler

; Psy Aura
PsyAura_HeadSound			= monsters\controller\controller_control1
PsyAura_SoundLeftPath		= monsters\controller\controller_presence_l
PsyAura_SoundRightPath		= monsters\controller\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

;species of monster
species		= controller
rank			= 401
spec_rank		= normal

;===========================================================================
; Step Events
;===========================================================================
[m_controller_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
;===========================================================================
[controller_immunities]
burn_immunity 			= 1.0
strike_immunity 			= 0.9
shock_immunity 		= 1.0
wound_immunity 		= 0.2
radiation_immunity 		= 0.0
telepatic_immunity 		= 0.0
chemical_burn_immunity = 0.9
explosion_immunity 	= 1.0
fire_wound_immunity  	= 0.1

;============================================================================
; CONTROL Effector
;============================================================================
[controller_control_effector]
duality_h		= 0.1	;0.31
duality_v		= 0.2	;0.31
blur				= 0.01
gray			= 0.5	;0.5
noise_intensity 	= 1.0
noise_grain		= 0.9
noise_fps		= 30
color_base		= 1.1,1.1,1	;0.1,0.15,0.4
color_gray		= 1,1,1		;0.333,0.333,0.333
color_add		= 0.2,0.2,0.1
time			= 1.0		;1.5
time_attack		= 0.3		;0.5		; fade in
time_release	= 0.5		; fade out

; camera effects
ce_time				= 1.0	;1.5
ce_amplitude		= 20.0
ce_period_number	= 1.0
ce_power			= 0.7

;=================================================================================
; Psy Attack Effector
;=================================================================================
[m_controller_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		= 0.65,0.15,0.1
color_gray		= 0.333,0.333,0.333
color_add		= 0,0,0
time			= 0.3
time_attack		= 0.05		; fade in
time_release	= 0.25		; fade out

; camera effects
ce_time				= 0.45 ;time 
ce_amplitude		= -15.0 
ce_period_number	= 1.5 ;2.0 
ce_power			= 1.5 ;0.7 ; power 

;==================================================================================
; Aura PP Effector
;==================================================================================
[controller_aura_pp_effector_section]
duality_h		= 0.00
duality_v		= 0.00
blur				= 10
gray			= 0.0
noise_intensity 	= 10.0
noise_grain		= 1
noise_fps		= 25
;color_base		= 0.5,0.5,0.5;0.2,0.2,0.2
;color_gray		= 0.33,0.33,0.33
;color_add		= 0.30,0.30,0.30
color_base		= 0.9,0.9,1.0
color_gray		= 0.33,0.330,0.33
color_add		= 0.00,0.00,0.015

;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_controller_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 =	  	0.45,		2.25,		    60,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				  3.5
;RightLeft combo strike
stand_attack_1 =	  	0.25,		2.30,		    60,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				  3.5
;stand_attack_1 =	  	0.45,		2.40,		    100,      0.0, 1.0, 0.0,	 -1.6, 1.6, -1.6, 1.6,				  3.5

;=================================================================================
; Terrain
;=================================================================================
[controller_terrain]
	255,000,255,255
	010,001,255,255	;Разрешено ходить по опасным местам на янтаре
	014,001,255,255	;Разрешено ходить по опасным местам на радаре
	016,001,255,255	;Разрешено ходить по опасным местам в припяти
	059,000,000,000
	
;=================================================================================
; CONTROLLER Damage
;=================================================================================
[m_Controller_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, 0.1
bip01_pelvis 		= 1.0, -1, 0.5
bip01_spine 		= 1.0, -1, 0.5
bip01_spine1 		= 1.0, -1, 0.5
bip01_neck 		= 1.2, -1, 1.0
bip01_head 		= 2.2, -1, 0.5, 10

; PROFILES
[m_controller_normal]:m_controller_e
visual				= monsters\kontroler\kontroler
icon				= ui_npc_monster_kontroler
short_name			= m_controller_normal

[m_controller_normal_fat]:m_controller_e
visual				= monsters\kontroler\kontroler_5
icon				= ui_npc_monster_kontroler_5
short_name			= m_controller_normal_fat

[m_controller_old]:m_controller_e
visual				= monsters\kontroler\kontroler_3
icon				= ui_npc_monster_kontroler_3
short_name			= m_controller_old
spec_rank			= strong
rank				= 801
Spawn_Inventory_Item_Section = bezoar
Spawn_Inventory_Item_Probability = 0.5

[m_controller_old_fat]:m_controller_e
visual				= monsters\kontroler\kontroler_4
icon				= ui_npc_monster_kontroler_4
short_name			= m_controller_old_fat
spec_rank			= strong
rank				= 801

[controller_tubeman]:m_controller_normal
short_name			= controller_tubeman
tube_at_once		= true
tube_damage		= 1.50
satiety_threshold	= 0.6

; КОНТРОЛЁР-ОХОТНИК
[controller_senator]:m_controller_e
visual				= monsters\kontroler\kontroler_senator
icon				= ui_npc_monster_senator
short_name			= controller_senator
spec_rank			= strong
rank				= 801
immunities_sect		= controller_senator_immunities

[controller_senator_immunities]
burn_immunity 			= 0.3
strike_immunity 			= 0.25
shock_immunity 		= 0.3
wound_immunity 		= 0.05
radiation_immunity 		= 0.0
telepatic_immunity 		= 0.0
chemical_burn_immunity = 0.25
explosion_immunity 	= 0.4
fire_wound_immunity  	= 0.05

; КОНТРОЛЁР-ЯЗВА С ОТРОСТКАМИ
[kontroller_yazva]:m_controller_old
visual				= monsters\kontroler\kontroler_yazva
icon				= ui_npc_monster_kontroler_3
short_name			= yazva
spec_rank			= strong
rank				= 801
tube_damage		= 0.9

[snp_controller_x16]:kontroller_yazva

; КОНТРОЛЁР С МОЗГОМ НА ЧАЭС-2
[controller_swamp]:m_controller_e
visual				= monsters\kontroler\kontroler_swamp
immunities_sect		= controller_senator_immunities
tube_damage		= 1.75
psy_hit_damage 	= 0.28
PsyAura_Damage	= 0.22

Spawn_Inventory_Item_Section = mozg
Spawn_Inventory_Item_Probability = 1.0

; КОНТРОЛЁР ДЛЯ ЧУЧЕЛА ФИЛИНУ
[controller_filin]:m_controller_e
immunities_sect		= controller_senator_immunities
custom_data 		= scripts\monsters\controller_filin.ltx
tube_damage		= 3.5
psy_hit_damage 	= 0.4
PsyAura_Damage	= 0.3
PsyAura_Radius	= 70

aura_effector	= controller_filin_aura_section
[controller_filin_aura_section]:controller_aura_pp_effector_section
duality_h		= 0.1
duality_v		= 0.1

; ПСИОНИК - Чёрный из Метро (автор - Greshnik13rs)
[psyonik]:m_controller_e
visual				= monsters\kontroler\psyonik
icon				= ui_npc_monster_psyonik
short_name			= psyonik
immunities_sect		= controller_senator_immunities

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_WalkFwdNormal	  = 2.0,		6.0,		6.0,		0.02,	2.0
Velocity_WalkFwdDamaged = 3.5,		6.0,		6.0,		0.5,		2.0	

sound_attack_hit		= monsters\psyonik\psyonik_attack_hit_
sound_take_damage	= monsters\psyonik\psyonik_hit_
sound_die				= monsters\psyonik\psyonik_die_
sound_die_in_anomaly	= monsters\psyonik\psyonik_die_

tube_damage		= 2.00
psy_hit_damage 	= 0.04
PsyAura_Damage	= 0.05
PsyAura_Radius	= 30
PsyAura_SoundLeftPath    = monsters\psyonik\controller_presence_l
PsyAura_SoundRightPath = monsters\psyonik\controller_presence_r

aura_effector	= psyonik_aura_section
[psyonik_aura_section]:controller_aura_pp_effector_section
duality_h		= 0.03
duality_v		= 0.03

; БИОМАССА из Метро (авторы - Greshnik13rs & Romann)
; Спавн ТОЛЬКО скриптовый, в респавн НЕ добавлять
[biomassa]:m_controller_e
visual				= monsters\kontroler\biomassa
icon				= ui_npc_monster_biomassa
short_name			= biomassa
MinSpeed		     	= 0.0
MaxSpeed		     	= 0.0
going_speed          	= 0
current_level_going_speed = 0
search_speed         	= 0.0
immunities_sect		= fracture_immunities

Spawn_Inventory_Item_Section = part_biomassa_growth
Spawn_Inventory_Item_Probability = 1.0

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,			0.01,		0.01,	1,		1
Velocity_WalkFwdNormal	= 0.01,		0.01,		0.01,	0.01,	2.0
Velocity_RunFwdNormal	= 0.01,		0.01,		0.01,	0.01,	1	
Velocity_WalkFwdDamaged = 0.01,		0.01,		0.01,	0.01,	2.0	
Velocity_RunFwdDamaged	= 0.01,  		0.01,		0.01,	0.01,	1
Velocity_Drag				= -0.01,		0.01,		0.01,	1,		1
Velocity_Steal				= 0.01,		0.01,		0.01,	1,		1
Velocity_MoveFwd			= 0.01,		0.01,		0.01,	1,		1
Velocity_MoveBkwd		= -0.01,		0.01,		0.01,	1,		1

sound_idle				= monsters\biting\def_
sound_eat				= monsters\biting\def_
sound_aggressive		= monsters\biting\def_
sound_attack_hit		= monsters\biting\def_
sound_take_damage	= monsters\biting\def_
sound_die				= monsters\biting\def_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\biting\def_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\biting\def_

psy_hit_damage		= 0.00
tube_damage			= 0.00
tube_at_once			= false
tube_min_dist			= 0
PsyAura_Radius		= 40
PsyAura_Damage		= 0.4
PsyAura_SoundLeftPath    = monsters\controller_act\controller_psy_aura_l
PsyAura_SoundRightPath = monsters\controller_act\controller_psy_aura_r

aura_effector	= biomassa_aura_section
[biomassa_aura_section]:controller_aura_pp_effector_section
duality_h		= 0.04
duality_v		= 0.04
blur				= 20
gray			= 0.5
noise_intensity 	= 20.0
noise_grain		= 2
noise_fps		= 30
color_base		= 0.65,0.15,0.1
color_gray		= 0.333,0.333,0.333
color_add		= 0,0,0

; Большая биомасса
[biomassa_big]:biomassa
visual	= monsters\kontroler\biomassa_big
PsyAura_Radius	= 50

; Квестовые биомассы
[biomassa_big_kuzmat1]:biomassa_big
custom_data = scripts\monsters\biomassa_kuzmat1.ltx
[biomassa_big_kuzmat2]:biomassa_big
custom_data = scripts\monsters\biomassa_kuzmat2.ltx
[biomassa_big_kuzmat3]:biomassa_big
custom_data = scripts\monsters\biomassa_kuzmat3.ltx

[quest_biomassa]:biomassa
custom_data = scripts\monsters\quest_biomassa.ltx
PsyAura_Radius 	= 10
PsyAura_Damage	= 0.25

; БАБКА-КОНТРОЛЁР
[controller_babka]:controller_senator
visual				= monsters\kontroler\babka_controler
icon				= ui_npc_monster_zombie_babka
short_name			= controller_babka

sound_idle				= monsters\zombie_w\zombie_idle_
sound_aggressive		= monsters\zombie_w\zombie_attack_
sound_attack_hit		= monsters\zombie_w\zombie_attack_
sound_take_damage	= monsters\zombie_w\zombie_take_damage_
sound_die				= monsters\zombie_w\zombie_die_
sound_panic			= monsters\zombie_w\zombie_attack_
sound_die_in_anomaly	= monsters\zombie_w\zombie_die_

;=======================================================
; CONTROLLER Damage
;=======================================================
[controller_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
bone01
bone03
bone05
bone07
bone09

[controller_critical_wound_bones_torso]
bip01_spine
bip01_spine1
bip01_spine2
bip01_spine3
bip01_pelvis
bip01_l_clavicle
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_l_finger1
bip01_l_finger11
bip01_l_finger2
bip01_l_finger21
bip01_l_finger3
bip01_l_finger31
bip01_l_finger4
bip01_l_finger41
bip01_r_clavicle
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_r_finger1
bip01_r_finger11
bip01_r_finger2
bip01_r_finger21
bip01_r_finger3
bip01_r_finger31
bip01_r_finger4
bip01_r_finger41

[controller_critical_wound_bones_legs]
bip01_l_thigh
bip01_l_calf
bip01_l_foot
bip01_l_toe1
bip01_r_thigh
bip01_r_calf
bip01_r_foot
bip01_r_toe1
