[console_font]
shader 	= font
texture	= ui\ui_font_console_02
size	= 0.02
interval= 1,1

[startup_font]
shader 	= font
texture	= ui\ui_font_menu
size	= 0.023
interval= 1,1

[stat_font]
shader 	= font
texture	= ui\ui_font_hud_01
interval= 0.75,1

[hud_font_small]
shader 	= font
texture	= ui\ui_font_hud_01
interval= 0.75,1

[hud_font_medium]
shader 	= font
texture	= ui\ui_font_hud_02

[hud_font_di]
shader 	= font
texture	= ui\ui_font_console_02

[hud_font_big_digit]
shader 	= font
texture	= ui\ui_font_big_digit

[inventory]
max_weight		= 40
max_ruck		= 50
max_belt		= 15
slots			= 7
slot_name_1		= Knife
slot_name_2		= "Light gun"
slot_name_3		= "Heavy gun"
slot_name_4		= Grenades
slot_name_5		= Apparatus
slot_name_6		= Throw
slot_name_7		= Outfit

[bolt]
class			= II_BOLT
cform                    = skeleton
visual                   = weapon\bolt\wpn_bolt.ogf
inv_name		= Bolt
inv_name_short		= 
inv_weight		= .1
slot			= 5
hud			= bolt_hud
force_min		= 25
force_max		= 100
force_grow_speed	= 25

[bolt_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.0, 0.1
fire_bone                = bolt_0
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\bolt\wpn_bolt_hud.ogf

[zone_mosquito_bald]
$spawn 			 = on
class			= Z_MBALD
hit_impulse_scale	= 6
sound			= zone_mosquito_bald.wav
postprocess		= postprocess_anomaly

[zone_mincer]
$spawn 			 = on
class			= Z_MINCER
sound			= zone_mosquito_bald.wav
postprocess		= postprocess_anomaly1

[zone_x]
$spawn 			 = on
class			= Z_MBALD
hit_impulse_scale	= 5
sound			= zone_mosquito_bald.wav
postprocess		= postprocess_anomaly2

[detector_simple]
class			= D_SIMDET
radius			= 10
buzzer_radius		= 1.5
noise			= detectors\geiger_noise_loop.wav 
buzzer			= detectors\DA-2_alarm_loop.wav
zone_class_1		= zone_mosquito_bald
zone_sound_1		= detectors\DA-2_beep1.wav
zone_class_2		= zone_mincer
zone_sound_2		= detectors\DA-2_beep1.wav 

[spectator]
$player 		 = on
class                    = SPECT

[actor]
$spawn 			 = on
$ed_icon		 = ed\ed_actor
$player 		 = on
cform                    = skeleton
class                    = O_ACTOR
;jump_speed               = 35
;jump_speed               = 5.6
jump_speed               = 6.
crouch_coef 		 = 0.2
run_coef                 = 2.4
visual			 = actors\Different_stalkers\stalker_no_hood_multiplayer_1.ogf
;visual			 = actors\alpha\pidarka_urban.ogf
walk_accel               = 17 ;40 ;17  ;54 ;40
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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.05 ;0.05
ph_friction_ground       = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall         = 4.0                              ; ???
ph_skeleton_mass_factor	 = 3.0
ph_skeleton_airr_lin_factor = 0.7
ph_skeleton_airr_ang_factor = 5.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =1.
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =0
ph_skeleton_ddelay	     =20
ph_skel_fatal_impulse_factor =4.
damage			 = actor_damage

[actor_damage]
;bone_name		 = <hit_scale>,<fwd_damage_anim_index> 
;-1 - íåò àíèìàöèé, ÷åòíûé íîìåð - ñïåðåäè, íå÷åòíûé íîìåð - ñçàäè, ÓÊÀÇÛÂÀÅÒÑß ÒÎËÜÊÎ ÏÅÐÅÄÍÈÉ!!! ÇÀÄÍÈÉ ÍÀ ÀÂÒÎÌÀÒÅ
default			 = 1.0, -1

bip01_pelvis 		 = 1.0, 0
bip01_spine 		 = 1.0, 0
bip01_spine1 		 = 1.0, 0
bip01_neck 		 = 3.0, 0
bip01_head 		 = 4.0, 0
eyelid_1 		 = 8.0, 0
eye_left 		 = 8.0, 0
eye_right 		 = 8.0, 0
jaw_1 		 	 = 2.0, 0

bip01_l_clavicle	 = 0.5, 4
bip01_l_upperarm	 = 0.5, 4
bip01_l_forearm	 	 = 0.5, 4
bip01_l_hand	 	 = 0.5, 4
bip01_l_finger0	 	 = 0.5, 4
bip01_l_finger01	 = 0.5, 4
bip01_l_finger02	 = 0.5, 4
bip01_l_finger1	 	 = 0.5, 4
bip01_l_finger11	 = 0.5, 4
bip01_l_finger12	 = 0.5, 4
bip01_l_finger2	 	 = 0.5, 4
bip01_l_finger21	 = 0.5, 4
bip01_l_finger22	 = 0.5, 4

bip01_r_clavicle	 = 0.5, 2
bip01_r_upperarm	 = 0.5, 2
bip01_r_forearm	 	 = 0.5, 2
bip01_r_hand	 	 = 0.5, 2
bip01_r_finger0	 	 = 0.5, 2
bip01_r_finger01	 = 0.5, 2
bip01_r_finger02	 = 0.5, 2
bip01_r_finger1	 	 = 0.5, 2
bip01_r_finger11	 = 0.5, 2
bip01_r_finger12	 = 0.5, 2
bip01_r_finger2	 	 = 0.5, 2
bip01_r_finger21	 = 0.5, 2
bip01_r_finger22	 = 0.5, 2

bip01_l_thigh	 	 = 0.6, 8
bip01_l_calf	 	 = 0.6, 8
bip01_l_foot	 	 = 0.6, 8
bip01_l_toe0	 	 = 0.6, 8
bip01_r_thigh	 	 = 0.6, 6
bip01_r_calf	 	 = 0.6, 6
bip01_r_foot	 	 = 0.6, 6
bip01_r_toe0	 	 = 0.6, 6
      
[g_event]
class 			 = EVENT

[m_dummy]
$spawn 			 = on
class                    = O_DUMMY

[m_mball]
$spawn 			 = on
$npc			 = on				; option for Level Editor
cform                    = skeleton
class                    = AF_MBALL

[m_target_assault]
$spawn 			 = on
cform                    = skeleton
class                    = T_ASS
visual                   = monsters\crow\crow.ogf

[m_target_cs_base]
$spawn 			 = on
class                    = T_CSBASE

[m_target_cs_cask]
$spawn 			 = on
class                    = T_CSCASK
cform                    = skeleton
visual                   = cs\cs_container.ogf

[m_target_cs]
class                    = T_CS
cform                    = skeleton
visual                   = cs\artefact_ochko1.ogf 

[m_car]
$spawn 			 = on
$player 		 = on
cform                    = skeleton
class                    = C_NIVA
visual                   = vehicles\niva\veh_niva2_phy.ogf

[m_health]
$spawn                   = on
cform                    = skeleton
class                    = O_HEALTH
visual                   = monsters\crow\crow.ogf

[m_crow]
$spawn 	                 = on
cform                    = skeleton
class                    = AI_CROW
visual                   = monsters\crow\crow.ogf
speed                    = 6.0	
angular_speed            = 0.1	
goal_change_delta        = 5.0
min_height	             = 25
goal_variability	 = 10.0, 15.0, 200.0
idle_sound_delta	 = 60.f
; movement params
ph_box0_center 	         = 0.0,  0.025, 0.0
ph_box0_size             = 0.1,  0.05,  0.1
ph_box1_center 	         = 0.0,  0.025, 0.0
ph_box1_size 	         = 0.1,  0.05,  0.1
ph_foot_center           = 0.0,  0.0,   0.0
ph_foot_size             = 0.1,  0.025, 0.1
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		         = 1
ph_friction_air          = 0.01
ph_friction_ground       = 7.0
ph_friction_wall         = 4.0                              ; ???

[m_stalker_e]
$spawn 			     = on			; option for Level Editor
$npc			     = on			; option for Level Editor
Scheduled		     = on			; option for ALife Simulator
Human		     	     = on			; option for ALife Simulator
Health			     = 100			; option for ALife Simulator
MinSpeed		     = 1.0			; option for ALife Simulator
MaxSpeed		     = 5.0			; option for ALife Simulator
going_speed                  = 1.5                      ; option for ALife Simulator

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

visual			 = actors\Different_stalkers\stalker_no_hood_singleplayer.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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.05 ;0.05
ph_friction_ground       = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall         = 4.0                              ; ???

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_legs		     = bip01_spine

ph_skeleton_mass_factor	 = 3.0
ph_skeleton_airr_lin_factor = 0.7
ph_skeleton_airr_ang_factor = 5.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =1.
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =0
ph_skeleton_ddelay	     =20
ph_skel_fatal_impulse_factor =4.

selector_free_hunting        =      20.0,          0.0,          0.0,       0.0,          0.0,        0.0,               0.0,                 0.0,                   0.0,                     0.0,                 0.0,                   0.0,          0.0,                 0.0,                     0.0,                      2.0,                       1000.0,                            0.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   0.0,                0.1,                1000.0,                 0.0,                0.0,               1000.0,               0.0,                   0.0

MovementIdleTime 	 =  1500
MaxInvisibleSpeed 	 =     1.0
MaxViewableSpeed 	 =    10.0
MovementSpeedWeight 	 =    40.0
DistanceWeight 		 =    20.0
SpeedWeight 		 =    -0.0
CrouchVisibilityMultiplier =    .85
LieVisibilityMultiplier  =      .66
VisibilityThreshold 	 =     0.0
LateralMultiplier	 =     1.5
ShadowWeight	 	 =     1.5

CrouchFactor             =     0.2
WalkFactor               =     2.15
RunFactor                =     4.5

terrain		             = 1,255,255,255,0,1, 2,255,255,255,0,1, 3,255,255,255,0,1, 4,255,255,255,0,1


[rat_group]
$spawn 			     = on			; option for Level Editor
$npc			     = on			; option for Level Editor
Human		     	     = off			; option for ALife Simulator
class                        = AI_RAT_G			; AI class
monster_section              = m_rat_e


[m_rat_e]
$spawn 			     = on			; option for Level Editor
$npc			     = on			; option for Level Editor
Scheduled		     = on			; option for ALife Simulator
Human		     	     = off			; option for ALife Simulator
Health			     = 15			; option for ALife Simulator
MinSpeed		     = 1.0			; option for ALife Simulator
MaxSpeed		     = 1.5			; option for ALife Simulator
going_speed                  = 1.0                      ; option for ALife Simulator

cform                        = skeleton			; collision class
class                        = AI_RAT			; AI class

ph_box0_center 		     =   0.0,   0.11, -0.22
ph_box0_size 		     =   0.085, 0.11, 0.525
ph_box1_center 		     =   0.0,   0.11, -0.22
ph_box1_size 		     =   0.085, 0.11, 0.525
ph_foot_center		     =   0.0,   0.0,  -0.22
ph_foot_size 		     =   0.085, 0.11,  0.525
ph_crash_speed_min           = 16
ph_crash_speed_max           = 30
ph_mass 		     = 2
cost			     = 1
ph_friction_air              = 0.01
ph_friction_ground           = 7.0
ph_friction_wall             = 4.0			; ???

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

EyeYShift		     = .15			; meters

MinVoiceInterval	     =  30000			; milliseconds
MaxVoiceInterval	     = 120000			; milliseconds
VoiceRefreshRate	     =   2500			; milliseconds

ChangeActiveStateProbability = 1.0 			; range [0..1]
ActiveCountPercent	     =   16			; percents
StandingCountPercent	     =   16			; percents
PassiveScheduleMin	     =  100			; microseconds
PassiveScheduleMax           = 1000			; microseconds

LostMemoryTime		     = 20000			; milliseconds
LostRecoilTime		     =  2000			; milliseconds
UnderFireDistance	     =   100			; meters
RetreatTime		     = 10000			; milliseconds
RetreatDistance		     =   100			; meters
AttackStraightDistance	     =    10			; meters
StableDistance		     =     5			; meters
WallMinTurnValue	     =    90 			; degrees
WallMaxTurnValue	     =   270			; degrees

AngleSpeed		     = 0.2	                ; degrees per second
GoalChangeDelta	 	     = 10.0			; seconds
GoalVariation	  	     = 10.0, 0.0, 20.0		; each coordinate in meters

MoraleDeathDistance	     = 50			; meters
SoundThreshold		     = 0.06                     ; range [0..1]

ActionRefreshRate	     = 500			; milliseconds
MaxHealthValue		     = 15			; range [0..200]

EatMemberCorpses	     = 1			; range {0,1}
Cannibalism		     = 1			; range {0,1}
EatCorpseInterval	     = 600000			; milliseconds

corp_mass		     = 500			;

;terrain		             = 3,255,255,255,30,60, 4,255,255,255,30,60, 11,255,255,255,30,60, 12,255,255,255,30,60, 13,255,255,255,30,60, 14,255,255,255,30,60, 15,255,255,255,30,60
terrain		             = 1,255,255,255,30,60, 2,255,255,255,30,60, 3,255,255,255,30,60, 4,255,255,255,30,60

[m_zombie_e]
$spawn 			     = on			; option for Level Editor
$npc			     = on			; option for Level Editor
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		     = 1.5			; option for ALife Simulator

cform                        = skeleton			; collision class
class                        = AI_ZOM			; AI class

ph_box0_center 		     =   0.0,   0.11, -0.22
ph_box0_size 		     =   0.085, 0.11, 0.525
ph_box1_center 		     =   0.0,   0.11, -0.22
ph_box1_size 		     =   0.085, 0.11, 0.525
ph_foot_center		     =   0.0,   0.0,  -0.22
ph_foot_size 		     =   0.085, 0.11,  0.525
ph_crash_speed_min           = 16
ph_crash_speed_max           = 30
ph_mass 		     = 45
ph_friction_air              = 0.01
ph_friction_ground           = 7.0
ph_friction_wall             = 4.0			; ???

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

EyeYShift		     = 0.0			; meters

MinVoiceInterval	     =  30000			; milliseconds
MaxVoiceInterval	     = 120000			; milliseconds
VoiceRefreshRate	     =   2500			; milliseconds

MinPursuitInterval	     =   3000			; milliseconds
MaxPursuitInterval	     =  10000			; milliseconds
PursuitRefreshRate	     =   1000			; milliseconds

ChangeActiveStateProbability = 1.0 			; range [0..1]
ActiveCountPercent	     =    0  			; percents
PassiveScheduleMin	     =  100			; microseconds
PassiveScheduleMax           = 1000			; microseconds

LostMemoryTime		     = 20000			; milliseconds
AttackStraightDistance	     =    20			; meters
StableDistance		     =    50			; meters
WallMinTurnValue	     =    90 			; degrees
WallMaxTurnValue	     =   270			; degrees

AngleSpeed		     = 0.2	                ; radians per second
GoalChangeDelta	 	     = 10.0			; seconds
GoalVariation	  	     = 50.0, 0.0, 50.0		; each coordinate in meters
MaxHealthValue		     = 200			; range [0..200]
SoundThreshold		     = 0.06                     ; range [0..1]

[m_soldier_e]
$spawn 			 = on
$npc			 = on				; option for Level Editor
cform                    = skeleton
class                    = AI_SOLD
direction                = 0, 0, 1
eye_fov                  = 140
eye_range                = 70
jump_speed               = 6
normal                   = 0, 1, 0
position                 = 0, 0, 0
health			 = 100
visual                   = monsters\soldier\jeffry.ogf
;visual                   = monsters\soldier\soldier_bandana.ogf
;visual                   = monsters\soldier\soldier_beret.ogf
;visual                   = monsters\soldier\soldier_pidarka.ogf

; dummy
min_speed		 = 0.0
max_speed		 = 0.0

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_foot_center		 = 0.0,  0.51, 0.0
ph_foot_size 		 = 0.26, 0.21, 0.26
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.01
ph_friction_ground       = 7.0
ph_friction_wall         = 4.0                              ; ???

; selectors
;			    fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromLeaderWeight,fOptLeaderDistance,fOptLeaderDistanceWeight,fMinLeaderDistance,fMinLeaderDistanceWeight,fMaxLeaderDistance,fMaxLeaderDistanceWeight,fLeaderViewDeviationWeight,fMaxLeaderHeightDistance,fMaxLeaderHeightDistanceWeight,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,               100.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  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
selector_defend          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,               100.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               1.0,                1000.0,                 0.1,                 100.0,           120.0,               100.0,                   2000.0
selector_find_enemy      =      20.0,          0.0,        100.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,               1.0,               1000.0,                 0.1,                 100.0,           120.0,               100.0,                   2000.0
selector_free_hunting    =      20.0,          0.0,        100.0,         0.0,         10.0,       15.0,             100.0,               500.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   100.0,               30.0,                100.0,                 0.0,                 100.0,           120.0,               100.0,                   2000.0
selector_follow_leader   =      20.0,          0.0,        100.0,         0.0,         10.0,       15.0,             100.0,               300.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                 100.0,                 10.0,                  450.0,             150.0,                100.0,                     1000.0,                   100.0,               30.0,                100.0,                 0.0,                 100.0,           120.0,               100.0,                   2000.0
selector_mdta		 =      20.0,          0.0,       1000.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  1000.0,               30.0,                100.0,                10.0,                 100.0,           120.0,                50.0,                   2000.0
selector_no_weapon   	 =      20.0,          0.0,        100.0,         0.0,         10.0,        0.0,               0.0,                 0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                  0.0,                        0.0,                     0.0,              200.0,                300.0,                 15.0,                 200.0,         1200.0,               100.0,                   100.0
;selector_patrol          =      20.0,          0.0,          0.0,       100.0,          0.0,        0.0,               0.0,                 0.0,                   0.5,                  100.0,                 0.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,                0.1,                100.0,                 0.0,                1000.0,           150.0,               300.0,                   2000.0
selector_patrol          =      20.0,          0.0,          0.0,       0.0,          0.0,        0.0,               0.0,                 0.0,                   0.0,                     0.0,                 0.0,                   0.0,          0.0,                 0.0,                     0.0,                      2.0,                       1000.0,                            0.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   0.0,                0.1,                1000.0,                 0.0,                0.0,               1000.0,               0.0,                   0.0
selector_pursuit         =      20.0,        200.0,        100.0,         0.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,                0.1,                100.0,                 0.0,                1000.0,           150.0,               300.0,                   2000.0
selector_reload   	 =      20.0,          0.0,        300.0,        10.0,         10.0,        0.0,               0.0,                 0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                  0.0,                        0.0,                 -2000.0,               20.0,                 25.0,                15.0,                 200.0,           120.0,                50.0,                   100.0
selector_sense_something =      20.0,          0.0,       1000.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  -1000.0,               30.0,                100.0,                10.0,                 100.0,           120.0,                50.0,                  2000.0
;selector_under_fire      =      20.0,          0.0,        100.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  2000.0,                30.0,                300.0,                 0.0,                 100.0,           120.0,               100.0,                 2000.0
selector_under_fire_cover =       20.0,          0.0,        100.0,      1.0,             .1,        0.0,             0.0,               0.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                    2000.0,                0.0,                0.0,                 0.0,                 100.0,           120.0,                 1000.0,                    100.0
selector_under_fire_line  =       20.0,          0.0,        100.0,      1.0,             .1,        0.0,             0.0,               0.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                     100.0,                0.0,                1000.0,                 0.0,                 100.0,           120.0,               1000.0,                   2000.0

selector_retreat         =        20.0,          0.0,          0.0,      0.0,          10.0,        0.0,             0.0,                  0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                 0.0,                        0.0,                     0.0,            1000.0,                 1000.0,              0.0,                   0.0,         100000.0,                   0.0,                     0.0
selector_useless         =         0.0,          0.0,          0.0,      0.0,            0.0,        0.0,             0.0,                  0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                 0.0,                        0.0,                     0.0,                0.0,                  0.0,                 0.0,                   0.0,             0.0,                 0.0,                     0.0


bone_head		 = bip01_head
bone_torso		 = bip01_spine1
bone_legs		 = bip01_spine2
bone_torso_weapon	 = bip01_r_hand
bone_head_weapon	 = bip01_l_finger1

MovementIdleTime 	 =  1500
MaxInvisibleSpeed 	 =     1.0
MaxViewableSpeed 	 =    10.0
MovementSpeedWeight 	 =    40.0
DistanceWeight 		 =    20.0
SpeedWeight 		 =    -0.0
CrouchVisibilityMultiplier =    .85
LieVisibilityMultiplier  =      .66
VisibilityThreshold 	 =     0.0
LateralMultiplier	 =     1.5
ShadowWeight	 	 =     1.5

weapon_usage		 =     1
FireRandomMin 		 =     1
FireRandomMax 		 =     5
NoFireTimeMin 		 =   200
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.5
MaxMissDistance		 =    50.0
MaxMissFactor		 =     4.0

DynamicObjectsCount	 =    32
DynamicSoundsCount	 =    32 

MinRadioIinterval	 =  20000
MaxRadioIinterval	 = 120000
RadioRefreshRate	 =   5000

[m_soldier_bandana]
$spawn 			 = on
$npc			 = on				; option for Level Editor
cform                    = skeleton
class                    = AI_SOLD
direction                = 0, 0, 1
eye_fov                  = 140
eye_range                = 70
jump_speed               = 6
normal                   = 0, 1, 0
position                 = 0, 0, 0
health			 = 100
;visual                   = monsters\soldier\jeffry.ogf
visual                   = monsters\soldier\soldier_bandana.ogf
;visual                   = monsters\soldier\soldier_beret.ogf
;visual                   = monsters\soldier\soldier_pidarka.ogf

; dummy
min_speed		 = 0.0
max_speed		 = 0.0

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_foot_center		 = 0.0,  0.41, 0.0
ph_foot_size 		 = 0.26, 0.21, 0.26
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.01
ph_friction_ground       = 7.0
ph_friction_wall         = 4.0                              ; ???

; selectors
;			    fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromLeaderWeight,fOptLeaderDistance,fOptLeaderDistanceWeight,fMinLeaderDistance,fMinLeaderDistanceWeight,fMaxLeaderDistance,fMaxLeaderDistanceWeight,fLeaderViewDeviationWeight,fMaxLeaderHeightDistance,fMaxLeaderHeightDistanceWeight,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,               100.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  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
selector_defend          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,               100.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               1.0,                1000.0,                 0.1,                 100.0,           120.0,               100.0,                   2000.0
selector_find_enemy      =      20.0,          0.0,        100.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,               1.0,               1000.0,                 0.1,                 100.0,           120.0,               100.0,                   2000.0
selector_free_hunting    =      20.0,          0.0,        100.0,         0.0,         10.0,       15.0,             100.0,               500.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   100.0,               30.0,                100.0,                 0.0,                 100.0,           120.0,               100.0,                   2000.0
selector_follow_leader   =      20.0,          0.0,        100.0,         0.0,         10.0,       15.0,             100.0,               300.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                 100.0,                 10.0,                  450.0,             150.0,                100.0,                     1000.0,                   100.0,               30.0,                100.0,                 0.0,                 100.0,           120.0,               100.0,                   2000.0
selector_mdta		 =      20.0,          0.0,       1000.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  1000.0,               30.0,                100.0,                10.0,                 100.0,           120.0,                50.0,                   2000.0
selector_no_weapon   	 =      20.0,          0.0,        100.0,         0.0,         10.0,        0.0,               0.0,                 0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                  0.0,                        0.0,                     0.0,              200.0,                300.0,                 15.0,                 200.0,         1200.0,               100.0,                   100.0
;selector_patrol          =      20.0,          0.0,          0.0,       100.0,          0.0,        0.0,               0.0,                 0.0,                   0.5,                  100.0,                 0.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,                0.1,                100.0,                 0.0,                1000.0,           150.0,               300.0,                   2000.0
selector_patrol          =      20.0,          0.0,          0.0,       0.0,          0.0,        0.0,               0.0,                 0.0,                   0.0,                     0.0,                 0.0,                   0.0,          0.0,                 0.0,                     0.0,                      2.0,                       1000.0,                            0.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   0.0,                0.1,                1000.0,                 0.0,                0.0,               1000.0,               0.0,                   0.0
selector_pursuit         =      20.0,        200.0,        100.0,         0.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,                0.1,                100.0,                 0.0,                1000.0,           150.0,               300.0,                   2000.0
selector_reload   	 =      20.0,          0.0,        300.0,        10.0,         10.0,        0.0,               0.0,                 0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                  0.0,                        0.0,                 -2000.0,               20.0,                 25.0,                15.0,                 200.0,           120.0,                50.0,                   100.0
selector_sense_something =      20.0,          0.0,       1000.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  -1000.0,               30.0,                100.0,                10.0,                 100.0,           120.0,                50.0,                  2000.0
;selector_under_fire      =      20.0,          0.0,        100.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  2000.0,                30.0,                300.0,                 0.0,                 100.0,           120.0,               100.0,                 2000.0
selector_under_fire_cover =       20.0,          0.0,        100.0,      1.0,             .1,        0.0,             0.0,               0.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                    2000.0,                0.0,                0.0,                 0.0,                 100.0,           120.0,                 1000.0,                    100.0
selector_under_fire_line  =       20.0,          0.0,        100.0,      1.0,             .1,        0.0,             0.0,               0.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                     100.0,                0.0,                1000.0,                 0.0,                 100.0,           120.0,               1000.0,                   2000.0

selector_retreat         =        20.0,          0.0,          0.0,      0.0,          10.0,        0.0,             0.0,                  0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                 0.0,                        0.0,                     0.0,            1000.0,                 1000.0,              0.0,                   0.0,         100000.0,                   0.0,                     0.0
selector_useless         =         0.0,          0.0,          0.0,      0.0,            0.0,        0.0,             0.0,                  0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                 0.0,                        0.0,                     0.0,                0.0,                  0.0,                 0.0,                   0.0,             0.0,                 0.0,                     0.0

bone_head		 = bip01_head
bone_torso		 = bip01_spine1
bone_torso_weapon	 = bip01_r_hand
bone_head_weapon	 = bip01_l_finger1

MovementIdleTime 	 =  1500
MaxInvisibleSpeed 	 =     1.0
MaxViewableSpeed 	 =    10.0
MovementSpeedWeight 	 =    40.0
DistanceWeight 		 =    20.0
SpeedWeight 		 =    -0.0
CrouchVisibilityMultiplier =    .85
LieVisibilityMultiplier  =      .66
VisibilityThreshold 	 =     6.0
LateralMultiplier	 =     1.5
ShadowWeight	 	 =     1.5

weapon_usage		 =     1
FireRandomMin 		 =     5
FireRandomMax 		 =     8
NoFireTimeMin 		 =   250
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.4
MaxMissDistance		 =    50.0
MaxMissFactor		 =     4.0

DynamicObjectsCount	 =    32
DynamicSoundsCount	 =    32

MinRadioIinterval	 =  20000
MaxRadioIinterval	 = 120000
RadioRefreshRate	 =   5000

[m_soldier_beret]
$spawn 			 = on
$npc			 = on				; option for Level Editor
cform                    = skeleton
class                    = AI_SOLD
direction                = 0, 0, 1
eye_fov                  = 140
eye_range                = 70
jump_speed               = 6
normal                   = 0, 1, 0
position                 = 0, 0, 0
health			 = 100
;visual                   = monsters\soldier\jeffry.ogf
;visual                   = monsters\soldier\soldier_bandana.ogf
visual                   = monsters\soldier\soldier_beret.ogf
;visual                   = monsters\soldier\soldier_pidarka.ogf

; dummy
min_speed		 = 0.0
max_speed		 = 0.0

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_foot_center		 = 0.0,  0.41, 0.0
ph_foot_size 		 = 0.26, 0.21, 0.26
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.01
ph_friction_ground       = 7.0
ph_friction_wall         = 4.0                              ; ???

; selectors
;			    fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromLeaderWeight,fOptLeaderDistance,fOptLeaderDistanceWeight,fMinLeaderDistance,fMinLeaderDistanceWeight,fMaxLeaderDistance,fMaxLeaderDistanceWeight,fLeaderViewDeviationWeight,fMaxLeaderHeightDistance,fMaxLeaderHeightDistanceWeight,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,               100.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  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
selector_defend          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,               100.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               1.0,                1000.0,                 0.1,                 100.0,           120.0,               100.0,                   2000.0
selector_find_enemy      =      20.0,          0.0,        100.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,               1.0,               1000.0,                 0.1,                 100.0,           120.0,               100.0,                   2000.0
selector_free_hunting    =      20.0,          0.0,        100.0,         0.0,         10.0,       15.0,             100.0,               500.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   100.0,               30.0,                100.0,                 0.0,                 100.0,           120.0,               100.0,                   2000.0
selector_follow_leader   =      20.0,          0.0,        100.0,         0.0,         10.0,       15.0,             100.0,               300.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                 100.0,                 10.0,                  450.0,             150.0,                100.0,                     1000.0,                   100.0,               30.0,                100.0,                 0.0,                 100.0,           120.0,               100.0,                   2000.0
selector_mdta		 =      20.0,          0.0,       1000.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  1000.0,               30.0,                100.0,                10.0,                 100.0,           120.0,                50.0,                   2000.0
selector_no_weapon   	 =      20.0,          0.0,        100.0,         0.0,         10.0,        0.0,               0.0,                 0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                  0.0,                        0.0,                     0.0,              200.0,                300.0,                 15.0,                 200.0,         1200.0,               100.0,                   100.0
;selector_patrol          =      20.0,          0.0,          0.0,       100.0,          0.0,        0.0,               0.0,                 0.0,                   0.5,                  100.0,                 0.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,                0.1,                100.0,                 0.0,                1000.0,           150.0,               300.0,                   2000.0
selector_patrol          =      20.0,          0.0,          0.0,       0.0,          0.0,        0.0,               0.0,                 0.0,                   0.0,                     0.0,                 0.0,                   0.0,          0.0,                 0.0,                     0.0,                      2.0,                       1000.0,                            0.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   0.0,                0.1,                1000.0,                 0.0,                0.0,               1000.0,               0.0,                   0.0
selector_pursuit         =      20.0,        200.0,        100.0,         0.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,                0.1,                100.0,                 0.0,                1000.0,           150.0,               300.0,                   2000.0
selector_reload   	 =      20.0,          0.0,        300.0,        10.0,         10.0,        0.0,               0.0,                 0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                  0.0,                        0.0,                 -2000.0,               20.0,                 25.0,                15.0,                 200.0,           120.0,                50.0,                   100.0
selector_sense_something =      20.0,          0.0,       1000.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  -1000.0,               30.0,                100.0,                10.0,                 100.0,           120.0,                50.0,                  2000.0
;selector_under_fire      =      20.0,          0.0,        100.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  2000.0,                30.0,                300.0,                 0.0,                 100.0,           120.0,               100.0,                 2000.0
selector_under_fire_cover =       20.0,          0.0,        100.0,      1.0,             .1,        0.0,             0.0,               0.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                    2000.0,                0.0,                0.0,                 0.0,                 100.0,           120.0,                 1000.0,                    100.0
selector_under_fire_line  =       20.0,          0.0,        100.0,      1.0,             .1,        0.0,             0.0,               0.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                     100.0,                0.0,                1000.0,                 0.0,                 100.0,           120.0,               1000.0,                   2000.0

selector_retreat         =        20.0,          0.0,          0.0,      0.0,          10.0,        0.0,             0.0,                  0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                 0.0,                        0.0,                     0.0,            1000.0,                 1000.0,              0.0,                   0.0,         100000.0,                   0.0,                     0.0
selector_useless         =         0.0,          0.0,          0.0,      0.0,            0.0,        0.0,             0.0,                  0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                 0.0,                        0.0,                     0.0,                0.0,                  0.0,                 0.0,                   0.0,             0.0,                 0.0,                     0.0

bone_head		 = bip01_head
bone_torso		 = bip01_spine1
bone_torso_weapon	 = bip01_r_hand
bone_head_weapon	 = bip01_l_finger1

MovementIdleTime 	 =  1500
MaxInvisibleSpeed 	 =     1.0
MaxViewableSpeed 	 =    10.0
MovementSpeedWeight 	 =    40.0
DistanceWeight 		 =    20.0
SpeedWeight 		 =    -0.0
CrouchVisibilityMultiplier =    .85
LieVisibilityMultiplier  =      .66
VisibilityThreshold 	 =     6.0
LateralMultiplier	 =     1.6
ShadowWeight	 	 =     1.5

weapon_usage		 =     1
FireRandomMin 		 =     5
FireRandomMax 		 =     8
NoFireTimeMin 		 =   250
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.3
MaxMissDistance		 =    50.0
MaxMissFactor		 =     3.0

DynamicObjectsCount	 =    32
DynamicSoundsCount	 =     2

MinRadioIinterval	 =  20000
MaxRadioIinterval	 = 120000
RadioRefreshRate	 =   5000

[m_soldier_pidarka]
$spawn 			 = on
$npc			 = on				; option for Level Editor
cform                    = skeleton
class                    = AI_SOLD
direction                = 0, 0, 1
eye_fov                  = 140
eye_range                = 70
jump_speed               = 6
normal                   = 0, 1, 0
position                 = 0, 0, 0
health			 = 100
;visual                   = monsters\soldier\jeffry.ogf
;visual                   = monsters\soldier\soldier_bandana.ogf
;visual                   = monsters\soldier\soldier_beret.ogf
visual                   = monsters\soldier\soldier_pidarka.ogf

; dummy
min_speed		 = 0.0
max_speed		 = 0.0

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_foot_center		 = 0.0,  0.41, 0.0
ph_foot_size 		 = 0.26, 0.21, 0.26
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.01
ph_friction_ground       = 7.0
ph_friction_wall         = 4.0                              ; ???

; selectors
;			    fSearchRange,fEnemySurround,fTotalCover,fTravelWeight,fLightWeight,fLaziness,fTotalViewVectorWeight,fCoverFromLeaderWeight,fOptLeaderDistance,fOptLeaderDistanceWeight,fMinLeaderDistance,fMinLeaderDistanceWeight,fMaxLeaderDistance,fMaxLeaderDistanceWeight,fLeaderViewDeviationWeight,fMaxLeaderHeightDistance,fMaxLeaderHeightDistanceWeight,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,               100.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  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
selector_defend          =      20.0,        300.0,         50.0,         0.0,         10.0,       200.0,            100.0,               100.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   300.0,               1.0,                1000.0,                 0.1,                 100.0,           120.0,               100.0,                   2000.0
selector_find_enemy      =      20.0,          0.0,        100.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,               1.0,               1000.0,                 0.1,                 100.0,           120.0,               100.0,                   2000.0
selector_free_hunting    =      20.0,          0.0,        100.0,         0.0,         10.0,       15.0,             100.0,               500.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                  10.0,                 10.0,                  450.0,              80.0,                150.0,                     1000.0,                   100.0,               30.0,                100.0,                 0.0,                 100.0,           120.0,               100.0,                   2000.0
selector_follow_leader   =      20.0,          0.0,        100.0,         0.0,         10.0,       15.0,             100.0,               300.0,                  15.0,                  100.0,                 3.0,                   300.0,          100.0,                 300.0,                     100.0,                      2.0,                       1000.0,                  40.0,                 40.0,                 100.0,                 10.0,                  450.0,             150.0,                100.0,                     1000.0,                   100.0,               30.0,                100.0,                 0.0,                 100.0,           120.0,               100.0,                   2000.0
selector_mdta		 =      20.0,          0.0,       1000.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  1000.0,               30.0,                100.0,                10.0,                 100.0,           120.0,                50.0,                   2000.0
selector_no_weapon   	 =      20.0,          0.0,        100.0,         0.0,         10.0,        0.0,               0.0,                 0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                  0.0,                        0.0,                     0.0,              200.0,                300.0,                 15.0,                 200.0,         1200.0,               100.0,                   100.0
;selector_patrol          =      20.0,          0.0,          0.0,       100.0,          0.0,        0.0,               0.0,                 0.0,                   0.5,                  100.0,                 0.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,                0.1,                100.0,                 0.0,                1000.0,           150.0,               300.0,                   2000.0
selector_patrol          =      20.0,          0.0,          0.0,       0.0,          0.0,        0.0,               0.0,                 0.0,                   0.0,                     0.0,                 0.0,                   0.0,          0.0,                 0.0,                     0.0,                      2.0,                       1000.0,                            0.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   0.0,                0.1,                1000.0,                 0.0,                0.0,               1000.0,               0.0,                   0.0
selector_pursuit         =      20.0,        200.0,        100.0,         0.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                   100.0,                0.1,                100.0,                 0.0,                1000.0,           150.0,               300.0,                   2000.0
selector_reload   	 =      20.0,          0.0,        300.0,        10.0,         10.0,        0.0,               0.0,                 0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                  0.0,                        0.0,                 -2000.0,               20.0,                 25.0,                15.0,                 200.0,           120.0,                50.0,                   100.0
selector_sense_something =      20.0,          0.0,       1000.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  -1000.0,               30.0,                100.0,                10.0,                 100.0,           120.0,                50.0,                  2000.0
;selector_under_fire      =      20.0,          0.0,        100.0,      -100.0,         10.0,        1.0,             100.0,               200.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                  2000.0,                30.0,                300.0,                 0.0,                 100.0,           120.0,               100.0,                 2000.0
selector_under_fire_cover =       20.0,          0.0,        100.0,      1.0,             .1,        0.0,             0.0,               0.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                    2000.0,                0.0,                0.0,                 0.0,                 100.0,           120.0,                 1000.0,                    100.0
selector_under_fire_line  =       20.0,          0.0,        100.0,      1.0,             .1,        0.0,             0.0,               0.0,                  30.0,                  100.0,                 3.0,                   300.0,          100.0,                 100.0,                     100.0,                      2.0,                       1000.0,                 100.0,                 80.0,                 100.0,                 10.0,                  100.0,             120.0,                100.0,                     1000.0,                     100.0,                0.0,                1000.0,                 0.0,                 100.0,           120.0,               1000.0,                   2000.0

selector_retreat         =        20.0,          0.0,          0.0,      0.0,          10.0,        0.0,             0.0,                  0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                 0.0,                        0.0,                     0.0,            1000.0,                 1000.0,              0.0,                   0.0,         100000.0,                   0.0,                     0.0
selector_useless         =         0.0,          0.0,          0.0,      0.0,            0.0,        0.0,             0.0,                  0.0,                   0.0,                    0.0,                 0.0,                     0.0,            0.0,                   0.0,                       0.0,                      0.0,                          0.0,                   0.0,                  0.0,                   0.0,                  0.0,                    0.0,               0.0,                 0.0,                        0.0,                     0.0,                0.0,                  0.0,                 0.0,                   0.0,             0.0,                 0.0,                     0.0

bone_head		 = bip01_head
bone_torso		 = bip01_spine1
bone_torso_weapon	 = bip01_r_hand
bone_head_weapon	 = bip01_l_finger1

MovementIdleTime 	 =  1500
MaxInvisibleSpeed 	 =     1.0
MaxViewableSpeed 	 =    10.0
MovementSpeedWeight 	 =    40.0
DistanceWeight 		 =    20.0
SpeedWeight 		 =    -0.0
CrouchVisibilityMultiplier =    .85
LieVisibilityMultiplier  =      .66
VisibilityThreshold 	 =     6.0
LateralMultiplier	 =     1.6
ShadowWeight	 	 =     1.5

weapon_usage		 =     1
FireRandomMin 		 =     5
FireRandomMax 		 =     8
NoFireTimeMin 		 =   250
NoFireTimeMax 		 =   750
MinMissDistance		 =     6.0
MinMissFactor		 =     0.3
MaxMissDistance		 =    50.0
MaxMissFactor		 =     3.0

DynamicObjectsCount	 =    32
DynamicSoundsCount	 =    32

MinRadioIinterval	 =  20000
MaxRadioIinterval	 = 120000
RadioRefreshRate	 =   5000

[actor_firsteye_cam]
apply_inert              = on
lim_pitch                = -1.57, 1.57
lim_yaw                  = 0, 0
rot_speed                = 3.14, 3.14, 0
 
[actor_free_cam]
;----------------
apply_inert              = off
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 0.4, 10
rot_speed                = 3.14, 1.0, 10
 
[actor_look_cam]
apply_inert              = on
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 3.14, 6.28, 10

[car_firsteye_cam]
apply_inert              = on
lim_pitch                = 0, 0
lim_yaw                  = -1.57, 1.57
rot_speed                = 100, 100, 0
 
[car_free_cam]
apply_inert              = on
lim_pitch                = 0, 1.56
lim_yaw                  = 0, 0
lim_zoom                 = 1, 7
rot_speed                = 3.14, 1.0, 10

[car_look_cam]
apply_inert              = on
lim_pitch                = 0, 1.56
lim_yaw                  = 0	, 0
lim_zoom                 = 1, 7
rot_speed                = 25, 1.0, 10

[heli_free_cam]
apply_inert              = on
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 5, 25
rot_speed                = 3.14, 1.0, 10
 
[heli_front_cam]
;lim_yaw		= -0.01,0.01
apply_inert              = off
lim_pitch                = -1.2, 1.2
lim_yaw                  = -1.5, 1.5
rot_speed                = 3.14, 1.5, 0
 
[heli_look_cam]
apply_inert              = on
lim_pitch                = 0, 1.56
lim_yaw                  = 0, 0
lim_zoom                 = 5, 15
rot_speed                = 3.14, 1.0, 10
 
[interface]
font_game                = font_game
font_small               = font_small
 
[textures]
glow1                    = 32
glow1_blue               = 32                               ; means 32 bits
glow1_red                = 32
hud_hitmarker            = 32
red_sky_0                = 32
red_sky_180              = 32
red_sky_270              = 32
red_sky_90               = 32
red_sky_top              = 32
skydome                  = 32
sun                      = 32
ui\logo                  = 32
 
[wpn_fn2000]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_FN2000
ammo_limit		 = 180
ammo_current		 = 90
ammo_elapsed		 = 30
ammo_mag_size		 = 30
hand_dependence		 = 2
slot 			 = 2		; // secondary
ammo_class		 = wpn_fn_ammo
inv_name		= FN2000
inv_name_short		= FN2000
inv_weight		= 2

cam_relax_speed          = 5.0
cam_dispersion           = 0.9
cam_max_angle		 = 7
fire_dispersion          = 0.5
fire_dispersion_add      = 5.3
fire_dispersion_relax    = 0.6
fire_dispersion_base	 = 0.5
disp_vel_factor		 = 0.9
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 7

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.1, 0.4
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 60 		;//WAS "60"!!!
hit_impulse_scale        = 2
fire_distance            = 600
rpm                      = 500
; end ttc
hud                      = wpn_fn2000_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5
startup_ammo             = 1000
visual                   = weapon\fn2000\wpn_fn2000.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\hud_wpn_fn2000
tracer_head_speed	 = 300
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.1
light_time 		 = 0.2
max_zoom_factor		 = 20.f

ph_mass			 = 4
cost			 = 5000

[wpn_fn_ammo]
$spawn			= on
class			= A_PM
box_size		= 30
mag_size		= 30
inv_name		= "FN2000 Ammo"
inv_name_short		= 
inv_weight		= .3


[wpn_fn2000_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = -0.04, -0.05, 0.14
fire_bone                = rifle
orientation              = 4.5, 0, 0
position                 = 0.12, -0.16, 0.55
visual                   = weapon\fn2000\wpn_fn2000_hud.ogf

[wpn_lr300]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_LR300
ammo_limit		 = 210
ammo_current		 = 30
ammo_elapsed		 = 30
ammo_mag_size		 = 30
hand_dependence		 = 2
slot 			 = 2		; // secondary

cam_relax_speed          = 10.0
cam_dispersion           = 2.1
cam_max_angle		 = 9
fire_dispersion          = 2.0
fire_dispersion_add      = 0.8
fire_dispersion_relax    = 0.7
fire_dispersion_base	 = 0.8
disp_vel_factor		 = 0.2
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3.7

;cam_relax                = 0.15
;cam_dispersion           = 0.8
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.065, 0.65
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 40
hit_impulse_scale        = 2
fire_distance            = 400
rpm                      = 400
; end ttc
hud                      = wpn_lr300_hud
normal                   = 0, 1, 0
position                 = -0.04, 0.03, 0.03
orientation              = -4, -7, 1
startup_ammo             = 1000
visual                   = weapon\lr300\wpn_lr300.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\hud_wpn_lr300
tracer_head_speed	 = 300
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.1
light_time 		 = 0.2

ph_mass			 = 3
cost			 = 2500

[wpn_lr300_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.07, -0.05, 0.11
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\lr300\wpn_lr300_hud_banan.ogf

[wpn_ak74]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_AK74
ammo_limit		 = 210
ammo_current		 = 180
ammo_elapsed		 = 30
ammo_mag_size		 = 30
hand_dependence		 = 2
ammo_class		 = wpn_ak_ammo
slot 			 = 2		; // secondary
inv_name		= AK74
inv_name_short		= AK74
inv_weight		= 2.5

cam_relax_speed          = 10.0
cam_dispersion           = 2.1
cam_max_angle		 = 9
fire_dispersion          = 3
fire_dispersion_add      = 1.0
fire_dispersion_relax    = 0.5
fire_dispersion_base	 = 1.0
disp_vel_factor		 = 0.2
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3.7

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.1, 0.75
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 50
hit_impulse_scale        = 1
fire_distance            = 400
rpm                      = 600
; end ttc
hud                      = wpn_ak74_hud
normal                   = 0, 1, 0

;----------------------------------------------------------
position                 = -0.05, 0.0, 0.06
orientation              = -4.5, -8, 0

startup_ammo             = 90
visual                   = weapon\ak74\wpn_ak74.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\hud_wpn_ak74
tracer_head_speed	 = 300
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 5
cost			 = 2100
 
[wpn_ak74_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.03, 0.27
fire_bone                = rifle
orientation              = 5.7, 0, -1
position                 = 0.063, -0.015, 0.02
visual                   = weapon\ak74\wpn_ak74_hud.ogf

[wpn_ak_ammo]
$spawn			= on
class			= A_PM
box_size		= 30
mag_size		= 30
inv_name		= "AK74 Ammo"
inv_name_short		= 
inv_weight		= .3

[wpn_hpsa]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_HPSA
ammo_limit		 = 120
ammo_current		 = 0
ammo_elapsed		 = 0
ammo_mag_size		 = 12
hand_dependence		 = 1
slot 			 = 1		; // primary

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 2.0
fire_dispersion_add      = 5
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3

;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 40
fire_distance            = 100
rpm                      = 350
; end ttc
hud                      = wpn_HPSA_hud
normal                   = 0, 1, 0
position                 = -0.04, 0.063,0.036
orientation              = -4, 23, 0
startup_ammo             = 90
visual                   = weapon\hpsa\wpn_hpsa.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 1
cost			 = 450
 
[wpn_hpsa_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.0, 0.1
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\hpsa\wpn_hpsa_hud_banan.ogf

[wpn_pm]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_PM
ammo_limit		 = 120
ammo_current		 = 96
ammo_elapsed		 = 12
ammo_mag_size		 = 12
ammo_class		 = wpn_pm_ammo
hand_dependence		 = 1
slot 			 = 1		; // primary
inv_name		= PM
inv_name_short		= PM
inv_weight		= .5

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 0.7
fire_dispersion_add      = 10
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3

;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size               = 0.09
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 25
hit_impulse_scale        = .25
fire_distance            = 100
rpm                      = 350
; end ttc
hud                      = wpn_PM_hud
normal                   = 0, 1, 0
position                 = -0.04, 0.063,0.036
orientation              = -4, 23, 0
startup_ammo             = 90
visual                   = weapon\pm\wpn_pm.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 1
cost			 = 350
 
[wpn_pm_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.07, 0.05
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\pm\wpn_pm_hud_banan.ogf

[wpn_pm_ammo]
$spawn			= on
class			= A_PM
box_size		= 12
mag_size		= 12
inv_name		= "PM Ammo"
inv_name_short		= 
inv_weight		= .2

[wpn_fort]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_FORT
ammo_limit		 = 120
ammo_current		 = 90
ammo_elapsed		 = 12
ammo_mag_size		 = 12
hand_dependence		 = 1
slot 			 = 1		; // primary

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 0.7
fire_dispersion_add      = 10
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3

;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.00, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size               = 0.09
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 35
hit_impulse_scale        = 2
fire_distance            = 100
rpm                      = 350
; end ttc
hud                      = wpn_FORT_hud
normal                   = 0, 1, 0
position                 = -0.04, 0.063,0.036
orientation              = -4, 23, 0
startup_ammo             = 90
visual                   = weapon\fort\wpn_fort.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 1
cost			 = 350

[wpn_fort_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.05, 0.05
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\fort\wpn_fort_hud_banan.ogf

[wpn_binoc]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_BINOC
hud                      = wpn_BINOC_hud
position                 = 0, 0, .2
normal                   = 0, 1, 0
direction                = 0, 0, 1
orientation              = -12, 7, 0
visual                   = weapon\binoculars\wpn_binoculars.ogf
hand_dependence		 = 1
slot 			 = 5		; // binocular

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
max_zoom_factor		 = 40.f

ph_mass			 = 1
cost			 = 120

[wpn_binoc_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.0, 0.1
fire_bone                = binoculars
orientation              = 10, 0, -2
position                 = 0.15, -0.14, 0.25
visual                   = weapon\binoculars\wpn_binoculars_hud.ogf

[wpn_m134]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
ammo_limit		 = 9999
ammo_current		 = 0
ammo_elapsed		 = 1000
class                    = W_M134
hand_dependence		 = 2
slot 			 = 2		; // secondary

cam_relax_speed          = 15.0
cam_dispersion           = 5.0
cam_max_angle		 = 1.2
fire_dispersion          = 3.5
fire_dispersion_add      = 0.75
fire_dispersion_relax    = 0.4
fire_dispersion_base	 = 0.5
disp_vel_factor		 = 0.3
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point	         = 0.0, 0.0, 0.7
fire_bone                = barrels
flame_div                = 10
flame_length             = .5
flame_size               = 0.14
flame			 = weapons\generic\ShotFlame1, weapons\generic\ShotFlame2, weapons\generic\ShotFlame3
; ttc
hit_power                = 10
fire_distance            = 400
ammo_mag_size		 = 1000
rpm                      = 2000
; end ttc
hud                      = wpn_m134_hud
normal                   = 0, 1, 0
position                 = .15, .02, 0.61
orientation              = -19, 12, 0
rot_axis_hud             = Z
rot_axis_wpn             = Z
rot_bone                 = barrels
rot_break_accel          = 17
rot_max_speed            = 73
rot_spinup_accel         = 49
rpm_empty_click 	 = 500
servo_max_freq           = 22050
servo_min_freq           = 1000
startup_ammo             = 9999
visual                   = weapon\m134\wpn_m134.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.03
ui_icon			 = ui\hud_wpn_m134
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.07,0.03,0.02
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

[wpn_m134_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0, .45
fire_bone                = barrels
orientation              = 4, 5, 0
position                 = .13, -.19, 0.75
visual                   = weapon\m134\wpn_m134_hud.ogf

[wpn_toz34]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_SHOTGN
ammo_limit		 = 60
ammo_current		 = 10
ammo_elapsed		 = 0
ammo_mag_size		 = 2
ammo_class		 = wpn_shotgun_ammo

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 5
fire_dispersion_add      = 5
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.1
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
hand_dependence 	 = 2
slot 			 = 2		; // secondary
inv_name		= TOZ34
inv_name_short		= TOZ34
inv_weight		= .5


;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.0, 0.0
fire_point2              = 0.0, 0.0, 0.0
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 50
hit_impulse_scale	 = 5
fire_distance            = 75
rpm                      = 350
; end ttc
hud                      = wpn_shotgun_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.0, 0.06
orientation              = -4.5, -8, 0
startup_ammo             = 10
visual                   = weapon\toz34\wpn_toz34_ext.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 0
tracer_width		 = 0.00
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 3
cost			 = 900

[wpn_shotgun_ammo]
$spawn			= on
class			= A_PM
box_size		= 10
mag_size		= 2
inv_name		= "TOZ34 Ammo"
inv_name_short		= 
inv_weight		= .4
 
[wpn_shotgun_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.0, 0.06
fire_point2              = 0.0, 0.0, 0.01
fire_bone                = wpn_barrel_0
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\toz34\wpn_toz34_hud_banan.ogf

[postprocess_base]
blur			= .5
gray			= .2
noise			= .1
noise_scale		= 1
noise_color		= 200,128,200,50
;noise_color		= 200,150,40,0
;noise_color		= 200,180,50,0

[wpn_svd]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_SVD
ammo_limit		 = 60
ammo_current		 = 10
ammo_elapsed		 = 0
ammo_mag_size		 = 10

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 5
fire_dispersion_add      = 5
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.1
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
hand_dependence 	 = 2
slot 			 = 2		; // secondary
max_zoom_factor		 = 20.f


;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.0, 0.0
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 50
fire_distance            = 75
rpm                      = 350
; end ttc
hud                      = wpn_svd_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.0, 0.06
orientation              = 0, 0, 0
startup_ammo             = 10
visual                   = weapon\svd\wpn_svd.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 0
tracer_width		 = 0.00
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 3
cost			 = 900
 
[wpn_svd_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.0, 0.06
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\svd\wpn_svd_hud.ogf

[wpn_svu]
$spawn 			 = on
$npc			 = on				; option for Level Editor
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_SVU
ammo_limit		 = 60
ammo_current		 = 10
ammo_elapsed		 = 0
ammo_mag_size		 = 10

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 5
fire_dispersion_add      = 5
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.1
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
hand_dependence 	 = 2
slot 			 = 2		; // secondary
max_zoom_factor		 = 20.f


;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.0, 0.0
fire_point2              = 0.0, 0.0, 0.0
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
rpm_empty_click 	 = 200
; ttc
hit_power                = 50
fire_distance            = 75
rpm                      = 350
; end ttc
hud                      = wpn_svu_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.0, 0.06
orientation              = -4.5, -8, 0
startup_ammo             = 10
visual                   = weapon\svu\wpn_svu.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 0
tracer_width		 = 0.00
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 3
cost			 = 900
 
[wpn_svu_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.0, 0.06
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\svu\wpn_svu_hud.ogf

[postprocess_base]
duality_h		= .015
duality_v		= .015
blur			= 1
gray			= .0
noise			= .0
noise_scale		= 1
noise_color		= 255,255,255,70
;noise_color		= 200,150,40,0
;noise_color		= 200,180,50,0

[postprocess_anomaly]
duality_h		= 0
duality_v		= 0
blur			= 1
gray			= .9
noise			= .5
noise_scale		= 1
;noise_color		= 255,255,255,70
noise_color		= 155,155,155,155
;noise_color		= 200,150,40,0
;noise_color		= 10,10,10,0


[postprocess_anomaly1]
duality_h		= .0
duality_v		= .1
blur			= 1
gray			= .6
noise			= .0
noise_scale		= 1
;noise_color		= 255,255,255,70
;noise_color		= 155,155,155,155
;noise_color		= 200,150,40,0
noise_color		= 10,10,10,0


[postprocess_anomaly2]
duality_h		= 0
duality_v		= 0
blur			= 1
gray			= .6
noise			= .5
noise_scale		= 1
;noise_color		= 255,255,255,70
;noise_color		= 155,155,155,155
noise_color		= 200,150,40,0
;noise_color		= 10,10,10,0

[actor_cs_1]
;$spawn 			 = on
;$ed_icon		 = ed\ed_actor
$player 		 = on
cform                    = skeleton
class                    = O_ACTOR
;jump_speed               = 15
jump_speed               = 5.6
crouch_coef 		 = 0.2
run_coef                 = 2.4
visual			 = actors\Different_stalkers\stalker_no_hood_multiplayer_black.ogf
walk_accel               = 17 ;40 ;17  ;54 ;40
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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30

ph_mass 		 = 120
ph_friction_air          = 0.05 ;0.05
ph_friction_ground       = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall         = 4.0                              ; ???

damage			 = actor_damage

ph_skeleton_mass_factor	 = 3.0
ph_skeleton_airr_lin_factor = 0.7
ph_skeleton_airr_ang_factor = 5.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =1.
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =0
ph_skeleton_ddelay	     =20
ph_skel_fatal_impulse_factor =4.

[actor_cs_2]
;$spawn 			 = on
;$ed_icon		 = ed\ed_actor
$player 		 = on
cform                    = skeleton
class                    = O_ACTOR
;jump_speed               = 15
jump_speed               = 5.6
crouch_coef 		 = 0.2
run_coef                 = 2.4
visual			 = actors\alpha\pidarka_urban.ogf
walk_accel               = 17 ;40 ;17  ;54 ;40
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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min       = 16
ph_crash_speed_max       = 30
ph_mass 		 = 120
ph_friction_air          = 0.05 ;0.05
ph_friction_ground       = 8 ;16 ;8.0 ;20.0   ;16
ph_friction_wall         = 4.0                              ; ???

damage			 = actor_damage

ph_skeleton_mass_factor	 = 3.0
ph_skeleton_airr_lin_factor = 0.7
ph_skeleton_airr_ang_factor = 5.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =1.
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =0
ph_skeleton_ddelay	     =20
ph_skel_fatal_impulse_factor =4.

; ALife Simulator objects - do not delete!!!
;monsters
[graph_point]
    class                = AI_GRAPH
    $spawn               = on

[ent_rat]
    scheduled            = on               ; option for ALife Simulator
    human                = off              ; option for ALife Simulator
    resurrect            = off              ; option for ALife Simulator
    single               = off              ; option for ALife Simulator

    class                = AI_RAT           ; option for ALife Simulator
    health               = 5                ; option for ALife Simulator
    going_speed          = 1.0              ; option for ALife Simulator

[ent_zombie]
    scheduled            = on               ; option for ALife Simulator
    human                = off              ; option for ALife Simulator
    resurrect            = on               ; option for ALife Simulator
    single               = off              ; option for ALife Simulator

    class                = AI_ZOM           ; option for ALife Simulator
    health               = 200              ; option for ALife Simulator
    going_speed          = 1.0              ; option for ALife Simulator

[ent_dog]
    scheduled            = on               ; option for ALife Simulator
    human                = off              ; option for ALife Simulator
    resurrect            = off              ; option for ALife Simulator
    single               = off              ; option for ALife Simulator

    class                = AI_DOG           ; option for ALife Simulator
    health               = 5                ; option for ALife Simulator
    going_speed          = 1.0              ; option for ALife Simulator

[ent_controller]
    scheduled            = on               ; option for ALife Simulator
    human                = off              ; option for ALife Simulator
    resurrect            = off              ; option for ALife Simulator
    single               = on               ; option for ALife Simulator

    class                = AI_CONTR         ; option for ALife Simulator
    health               = 100              ; option for ALife Simulator
    going_speed          = 1.0              ; option for ALife Simulator

;human beings
[ent_soldier]
    scheduled            = on               ; option for ALife Simulator
    human                = on               ; option for ALife Simulator
    resurrect            = off              ; option for ALife Simulator
    single               = on               ; option for ALife Simulator

    class                = AI_SOLDR         ; option for ALife Simulator
    health               = 100              ; option for ALife Simulator
    going_speed          = 5.0              ; option for ALife Simulator
    search_speed         = 1.0              ; option for ALife Simulator
    max_item_mass        = 40.0             ; option for ALife Simulator

[ent_stalker]
    scheduled            = on               ; option for ALife Simulator
    human                = on               ; option for ALife Simulator
    resurrect            = off              ; option for ALife Simulator
    single               = on               ; option for ALife Simulator

    class                = AI_STL           ; option for ALife Simulator
    health               = 100              ; option for ALife Simulator
    going_speed          = 5.0              ; option for ALife Simulator
    search_speed         = 1.0              ; option for ALife Simulator
    max_item_mass        = 40.0             ; option for ALife Simulator
    rank                 = 1                ; option for ALife Simulator

[ent_trader]
    scheduled            = on               ; option for ALife Simulator
    human                = on               ; option for ALife Simulator
    resurrect            = off              ; option for ALife Simulator
    single               = on               ; option for ALife Simulator
    trader               = on               ; option for ALife Simulator

    class                = AI_TRADE         ; option for ALife Simulator
    health               = 100              ; option for ALife Simulator
    going_speed          = 0.0              ; option for ALife Simulator
    search_speed         = 0.0              ; option for ALife Simulator
    max_item_mass        = 1000.0           ; option for ALife Simulator
    rank                 = 1                ; option for ALife Simulator
    money                = 1000000          ; option for ALife Simulator

;weapon
[wpn_fn2000_ch]
    scheduled            = off              ; option for ALife Simulator
    class                = W_FN_CHR         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 10               ; option for ALife Simulator

[wpn_lr300_ch]
    scheduled            = off              ; option for ALife Simulator
    class                = W_LR_CHR         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 10               ; option for ALife Simulator

[wpn_ak74_ch]
    scheduled            = off              ; option for ALife Simulator
    class                = W_AK_CHR         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 10               ; option for ALife Simulator

[wpn_hpsa_ch]
    scheduled            = off              ; option for ALife Simulator
    class                = W_HP_CHR         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 10               ; option for ALife Simulator

[wpn_pm_ch]
    scheduled            = off              ; option for ALife Simulator
    class                = W_PM_CHR         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 10               ; option for ALife Simulator

[wpn_fort_ch]
    scheduled            = off              ; option for ALife Simulator
    class                = W_FR_CHR         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 10               ; option for ALife Simulator

[wpn_toz34_ch]
    scheduled            = off              ; option for ALife Simulator
    class                = W_TZ_CHR         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 10               ; option for ALife Simulator

;equipment
[eq_radio]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_RADIO         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 200              ; option for ALife Simulator

[eq_life_saver]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_LIFES         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 100              ; option for ALife Simulator

[eq_capsule]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_CPS           ; option for ALife Simulator 
    ph_mass              = 3                ; option for ALife Simulator
    cost                 = 150              ; option for ALife Simulator

[eq_capsule_with_galantine]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_CPS_G         ; option for ALife Simulator 
    ph_mass              = 7                ; option for ALife Simulator
    cost                 = 1000             ; option for ALife Simulator

[eq_container]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_CNT           ; option for ALife Simulator 
    ph_mass              = 5                ; option for ALife Simulator
    cost                 = 500              ; option for ALife Simulator

[eq_container_with_artefact]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_CNT_A         ; option for ALife Simulator 
    ph_mass              = 10               ; option for ALife Simulator
    cost                 = 5000             ; option for ALife Simulator

[eq_container_with_burningfluff]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_CNT_B         ; option for ALife Simulator 
    ph_mass              = 7                ; option for ALife Simulator
    cost                 = 5000             ; option for ALife Simulator

[eq_detector]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_DTC           ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 150              ; option for ALife Simulator

[eq_u_detector]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_DTC_U         ; option for ALife Simulator 
    ph_mass              = 2                ; option for ALife Simulator
    cost                 = 800              ; option for ALife Simulator

[eq_s_detector ]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_DTC_S         ; option for ALife Simulator 
    ph_mass              = 5                ; option for ALife Simulator
    cost                 = 2500             ; option for ALife Simulator

[eq_lf_detector]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_DTC_L         ; option for ALife Simulator 
    ph_mass              = 3                ; option for ALife Simulator
    cost                 = 1650             ; option for ALife Simulator

[eq_psi_probe]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_PSI_P         ; option for ALife Simulator 
    ph_mass              = 12               ; option for ALife Simulator
    cost                 = 15000            ; option for ALife Simulator

[eq_medikit]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_MKT           ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 250              ; option for ALife Simulator
    health_value         = 25               ; option for ALife Simulator

[eq_u_medikit]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_MKT_U         ; option for ALife Simulator 
    ph_mass              = 4                ; option for ALife Simulator
    cost                 = 1400             ; option for ALife Simulator
    health_value         = 100              ; option for ALife Simulator

[eq_p_suit]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_PSUIT         ; option for ALife Simulator 
    ph_mass              = 4                ; option for ALife Simulator
    cost                 = 600              ; option for ALife Simulator

[eq_st_suit]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_TSUIT         ; option for ALife Simulator 
    ph_mass              = 7                ; option for ALife Simulator
    cost                 = 3200             ; option for ALife Simulator

[eq_sc_suit]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_CSUIT         ; option for ALife Simulator 
    ph_mass              = 15               ; option for ALife Simulator
    cost                 = 7200             ; option for ALife Simulator

[eq_ar_suit]
    scheduled            = off              ; option for ALife Simulator
    class                = EQ_ASUIT         ; option for ALife Simulator 
    ph_mass              = 25               ; option for ALife Simulator
    cost                 = 5000             ; option for ALife Simulator

[art_gravi]
    scheduled            = off              ; option for ALife Simulator
    class                = AR_GRAVI         ; option for ALife Simulator 
    ph_mass              = 3                ; option for ALife Simulator
    cost                 = 1000             ; option for ALife Simulator

[art_radio]
    scheduled            = off              ; option for ALife Simulator
    class                = AR_RADIO         ; option for ALife Simulator 
    ph_mass              = 2                ; option for ALife Simulator
    cost                 = 100              ; option for ALife Simulator

[art_magnet]
    scheduled            = off              ; option for ALife Simulator
    class                = AR_MAGNT         ; option for ALife Simulator 
    ph_mass              = 5                ; option for ALife Simulator
    cost                 = 800              ; option for ALife Simulator

[art_mball]
    scheduled            = off              ; option for ALife Simulator
    class                = AR_MBALL         ; option for ALife Simulator 
    ph_mass              = 10               ; option for ALife Simulator
    cost                 = 8000             ; option for ALife Simulator

[art_black_droplets]
    scheduled            = off              ; option for ALife Simulator
    class                = AR_BDROP         ; option for ALife Simulator 
    ph_mass              = 1                ; option for ALife Simulator
    cost                 = 300              ; option for ALife Simulator

[alife]
    schedule_min         = 1                ; milliseconds
    schedule_max         = 20               ; milliseconds
    procees_time         = 100              ; microseconds
    online_distance      = 15.0             ; metres
    switch_delay         = 3000             ; milliseconds
    time_factor          = 1.0              ; 
