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  1. #1141
    Moi je jongle avec avec celle que j'ai sur le creenshot qui coute une blinde mais que j'ai trouver et l'abakan , ca depend des maps ou je trouve des munitions !
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  2. #1142
    Petits joueurs.
    Je joue en Maître et en phase finale mon arsenal est :
    - Chaser amélioré pour la courte distance,
    - Raging Bull avec lunette pour la moyenne distance,
    - Vintar BC (Vintorez) amélioré pour la longue distance,
    - SVD Dragounov amélioré pour la très longue distance.
    Que du très lourd niveau dégâts infligés.
    Et ça ce n'est que ce que j'utilise fréquemment, le coffre d'une de mes UAZ-469 et de ma Moskvitch sont blindés de matos létal.

  3. #1143
    Je ne suis pas assé maso pour jouer en Maitre , je me contente du mode Stalker et c'est deja suffisamment difficile pour moi :/
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  4. #1144
    Bon je me sui spromener autour de la central, mais j'ai gaspiller tout mes munitions a la chasse au mutants je vais repartir faire le plein et finir quelques mission annexe avant de revenir et rentrer dessous car j'ai peur de ce qui m'attends
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  5. #1145
    Moi aussi entre les mutants et les monolithes, j'ai dû revenir en arrière pour faire le plein.
    Par contre, dessous, je suis resté sur ma faim...
    Je viens d'entrer dans le X2, au Générateurs, mais j'ai eu un méchant plantage en entrant dans une piece (le vestiaire du vanilla ou on trouve tout plein de loot) qui m'a fait redémarrer le PC.

  6. #1146
    C'est pas trop grave un petit plantage de temps en temps , avant les patchs une fois arrivé autour de la centrale ,générateur , x7 c'était un plantage toutes les 2 minutes sans exagerer .
    Je trouve que la centrale est vraiment sous exploitée , on peut s'y promener tout autour mais il n'y a rien a faire , c'est dommage .
    ​Burne yourself !!!

  7. #1147
    Oui comparer a SOC , avec les teleporteur et tout c'etait un grand moment, mais c'est sympa de faire le tour mais bof !
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  8. #1148
    Oui, ils auraient largement pu nous en mettre plus dans le sarcophage, parce que là, à part une poignée de zombis et 2-3 rats, c'est vide de chez vide... J'en reviens toujours au DMX, mon mod de référence, ou là c'était blindé de mutants et de monolithes.

  9. #1149
    Ben moi paradoxalement j'ai apprécié que Pripyat et le Sarcophage soient moins bourrin, mais c'est vrai que pour ce dernier au final ça fait un peu vide (en comparaison avec SoC) et surtout le propos final est, à mon avis, ridicule.

  10. #1150
    Crote je me suis coincer dans X16 , il m'a prevenue que j'etait pas equiper pour y aller et ca a charger quand meme, mais c'est plein de zombie super long a tuer du coup plus de munitions , bon j'ai recharger bien avant car je pouvais plus en sortir
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  11. #1151
    Décidément, le X2 est très instable chez moi, je viens encore de me chopper un méchant plantage... C'était comment pour vous les canards qui l'ont fait?

    Edit: 3eme fois que je vais au X2, 3eme plantage... jamais au même endroit, et pas de fatal error dans les logs.
    Edit bis: 4eme plantage... je le sent mal ce labo...
    Dernière modification par madinina21 ; 25/11/2014 à 00h57.

  12. #1152
    Bon, suis quand même arriver à faire le X2 (après 5 plantages), mais il est sensible ce niveau, faut pas faire n'importe quoi et bien respecter l'ordre des missions.

    Par contre, après, je suis resté sur ma faim... c'est une drôle de fin.
    Et bien que l'on puisse continuer en free play, je me tâte, mon matos est dans la bagnole qui était sur la map générateur, mais qui a disparue à ma sortie du X2. J'ai reçu une autre mission en sortant de chez Sid, en fouillant un macab à coté du bunker, mais ça ne m'a pas l'air très passionnant.

    Mon impression sur le mod, c'est qu'il y avait moyen de faire bien plus de choses, il y a plein de maps et de trucs vides, inutilisés... il ne me semble pas du tout fini ce mod, j'ai le sentiment qu'ils en avaient marre et qu'ils l'on balancés tel quel pour en finir avec et passer à autre chose... c'est du travail bâclé pour moi, je ne sais pas encore si je vais refaire une autre partie ou si je retourne sur le DMX, bien plus instable mais beaucoup plus rempli et fini.
    Outre l’impression de vide, ce qui m'a le plus gêné c'est la limite de poids (surtout qu'on se retrouve avec des éléments de quêtes inutiles que l'on ne peux pas retirer, mais qui pèsent), et le peu de visibilité la nuit, même avec la night vision améliorée. J’aurai apprécié un peu plus de fight aussi.

  13. #1153
    Je partage ton point de vue, mais c'est gratos donc on va pas non plus jeter la pierre c'ets claire que par endroits c'est bien vide, je tremble de descendre dans un sous terrain et au final y a rien a par de la radioactivité bien chiante qui tue !
    Bon la moi je me prommene a la campagne et je suis un peut coincé j'ai plus de munition c'est chiant et mes armes sont abimer en plus Je galére quoi !
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  14. #1154
    Citation Envoyé par LeGlod Voir le message
    Bon la moi je me prommene a la campagne et je suis un peut coincé j'ai plus de munition c'est chiant et mes armes sont abimer en plus Je galére quoi !
    A pieds?

  15. #1155
    Oui a pieds mais j'ai trouver un caisse qui roule bien pass bien les obstacles et ne consomme pas trop la je suis retourner au bar en passants par les entrepots, j'avais laisser des munitions je me refait un stock et le coffre de la voiture c'est pratique , j'ai aussi trouver un marchant dans la zone entrepot il a pas mal de matos le gars

    La caisse :D

    Le contenue du coffre des trucs a vendre lol et d'autre je garderai



    Tien je viens de voir que ma voiture est un ennemi
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  16. #1156
    Ah ben voilà, t'as trouvé la Moskvitch. A Dark Scape?
    Parfaite pour parcourir les maps Dark Scape, Forest et Countryside, de long en large.

  17. #1157
    Ouep je fais du Crawler avec elle passe plutot bien :d la je suis dans le marais elle roule meme dans l'eau , bon par contre faut pas rouler dans les anomalies lol


    D'ailleurs j'ai pas fait l'essai mais que deviennent les affaires du coffre quand ca explose ? on perd tout ?
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  18. #1158
    Oui.

    Tout.

    ---------- Post added at 20h39 ---------- Previous post was at 20h38 ----------

    La UAZ-469 est plus tout terrain mais elle consomme plus.

  19. #1159
    Il ya des sous terrain a dark space j'ai l'impression qu'il ya un nain qui me soulève mais je ne vois jamais ?

    ---------- Post added at 21h17 ---------- Previous post was at 21h01 ----------

    Tien pour les probleme de poids, j'ai pas tester mais je suis tombe rla dessus !
    http://www.kitguru.net/forum/pc-gami...kes-etc-3.html
    Code:
    For a carry weight of 90 and max weight of 100 I made the changes in the files below with notepad.
    
    \S.T.A.L.K.E.R. - Lost Alpha\gamedata\config\system
    
    max_weight = 90
    
    
    \S.T.A.L.K.E.R. - Lost Alpha\gamedata\config\creatures\actor
    
    max_item_mass = 90.0
    max_walk_weight = 100
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  20. #1160
    Le pb, c'est que je n'ai pas le dossier "system" dans "config"
    J'ai juste ça:

    Sans titre 1.jpg

  21. #1161
    A oui moi aussi , mais maintenant ca me revient a l'epoque , il y avait un unpacker STALKER_Data_Unpacker_EN.exe , je l'ai encore et on peut decompresser les gamedata, le fait de décompresser pérmétait de diminuer les temps de chargement et dedans ya bien sur tout les fichier , il falait aussi modifier un fichier pour que le jeu aille checher les fichier dans les dossiers decompresser plutot que dans les gamedata !

    ---------- Post added at 23h21 ---------- Previous post was at 23h16 ----------

    Eventuellement peut etre juste en créant le fichier je ne sais pas si le jeu cherche pas par default les fichier dans les repertoire et va les chercher dans les gamedata s'il ne les trouve pas ??
    Je testerai cela demain tien

    system.ltx
    Code:
    ;====================================================================
    ;--/ config-file: "system.ltx"
    ;--/ Last edit: 04.08.2012
    ;====================================================================
    
    #include "defines.ltx"
    #include "prefetch\prefetch.ltx"
    #include "weathers\environment.ltx"
    #include "creatures\monsters.ltx"
    #include "creatures\stalkers.ltx"
    #include "weapons\weapons.ltx"
    #include "creatures\actor.ltx"
    #include "misc\zones.ltx"
    #include "misc\postprocess.ltx"
    #include "misc\effectors.ltx"
    #include "creatures\helicopter.ltx"
    #include "external.ltx"
    #include "creatures\game_relations.ltx"
    
    #include "misc\items.ltx" ;--/#+#
    
    #include "mp\mp_actor.ltx"
    #include "mp\team_logo.ltx"
    #include "mp\weapons_mp\ammo_mp.ltx"
    #include "mp\weapons_mp\weapons_mp.ltx"
    #include "mp\weapons_mp\outfit_mp.ltx"
    #include "mp\weapons_mp\items_mp.ltx"
    
    ;--/ Game types
    #include "mp\SoundMessages\mp_snd_messages.ltx"
    #include "mp\SoundMessages\ahunt_snd_messages.ltx"
    #include "mp\SoundMessages\dm_snd_messages.ltx"
    #include "mp\SoundMessages\tdm_snd_messages.ltx"
    #include "mp\deathmatch_game.ltx"
    #include "mp\teamdeathmatch_game.ltx"
    #include "mp\artefacthunt_game.ltx"
    
    #include "evaluation.ltx"
    #include "fonts.ltx"
    
    #include "alife.ltx"
    
    ;--/ Smart Terrain
    #include "misc\smart_terrain.ltx"
    
    ;--/ Respawns
    #include "misc\respawn.ltx"
    #include "creatures\spawn_sections.ltx"
    
    ;--/ Extra Content
    #include "extracontent.ltx"
    
    #include "localization.ltx"
    ;------------------------------------------------
    #include "files_sect.ltx" ;--/#+#
    ;------------------------------------------------
    
    ;------------------------------------------------
    ;--/Lost Alpha engine config
    #include "lost_alpha\lost_alpha_cfg.ltx" ;--/#+# SkyLoader
    ;------------------------------------------------
    
    ;------------------------------------------------
    [inventory]
    ;------------------------------------------------
    take_dist       =  2
    max_weight      = 50
    max_ruck        = 56
    max_belt        = 18 ;5 ;16
    slots           = 11
    
    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
    slot_name_8  = PDA
    slot_name_9  = Detector
    slot_name_10 = Torch
    
    slot_persistent_1  = false ;--/ knife
    slot_persistent_2  = false ;--/ pistol
    slot_persistent_3  = false ;--/ automatic
    slot_persistent_4  = true  ;--/ grenades
    slot_persistent_5  = false ;--/ binocular
    slot_persistent_6  = true  ;--/ bolt
    slot_persistent_7  = false ;--/ outfit
    slot_persistent_8  = true  ;--/ pda
    slot_persistent_9  = true  ;--/ detector
    slot_persistent_10 = false  ;--/ torch
    
    ;--------------------------------------------------------------------
    ;--/ Objects
    ;--------------------------------------------------------------------
    [physic_object]
    GroupControlSection = spawn_group
    $spawn              = "physics\object"
    $prefetch           = 8
    class               = O_PHYS_S
    remove_time         = 60 ;-- after this time  unbreaked removable bone will be removed
    script_binding      = bind_physic_object.init
    
    [physic_destroyable_object]
    GroupControlSection = spawn_group
    $spawn              = "physics\destroyable_object"
    ;$prefetch          = 8
    class               = P_DSTRBL
    remove_time         = 60 ;-- after this time  unbreaked removable bone will be removed
    script_binding      = bind_physic_object.init
    
    [lights_hanging_lamp]
    GroupControlSection = spawn_group
    $spawn              = "physics\hanging lamp"
    class               = O_HLAMP
    script_binding      = bind_physic_object.init
    
    [search_light]
    GroupControlSection = spawn_group
    $spawn              = "physics\search light"
    class               = O_SEARCH
    cform               = skeleton
    visual              = equipments\projector.ogf
    script_binding      = bind_physic_object.init
    ;--------------------------------------------------------------------
    
    [script_object]
    GroupControlSection  = spawn_group
    $spawn               = "script\script object" ;-- option for Level Editor
    $npc                 = on                     ;-- option for Level Editor
    ;$prefetch            = 32
    Scheduled            = on                     ;-- option for ALife Simulator
    Human                = off                    ;-- option for ALife Simulator
    cform                = skeleton               ;-- collision class
    class                = SCRPTOBJ               ;-- AI class
    
    [custom_script_object]
    GroupControlSection  = spawn_group
    discovery_dependency = 
    $spawn               = "scripts\custom_object"
    cform                = skeleton
    class                = NW_ATTCH
    visual               = equipments\item_fmradio.ogf
    cost                 = 0
    inv_name             = "custom_script_object"
    inv_name_short       = "custom_script_object"
    inv_weight           = .5
    inv_grid_width       = 2
    inv_grid_height      = 1
    inv_grid_x           = 16
    inv_grid_y           = 12
    attach_angle_offset    = 0, 0, 0
    attach_position_offset = 0.08, 0.04, 0.03
    attach_bone_name       = bip01_r_hand
    
    [breakable_object]
    class                = O_BRKBL
    remove_time          = 10           ;--after remove_time seconds object will be removed after it is breaked
    immunity_factor      = 1.3          ;--hit power multiplier
    hit_break_threthhold       = 0.     ;--weapon impact can stand breakable_object
    collision_break_threthhold = 2000.f ;--collision impact can stand breakable_object
    
    [climable_object]
    class                = O_CLMBL
    
    [ph_skeleton_object]
    class                = P_SKELET
    remove_time          = 120
    
    [graph_point]
    class                = AI_GRAPH
    $spawn               = "ai\graph point"
    
    [spawn_group]
    GroupControlSection  = spawn_group
    $spawn               = "ai\spawn group" ;--option for Level Editor
    class                = AI_SPGRP
    
    [spawn_group_zone]
    GroupControlSection  = spawn_group_zone
    $spawn               = "ai\group zone" ;--option for Level Editor
    class                = AI_SPGRP
    
    [script_zone]
    GroupControlSection  = 
    $spawn               = "ai\script zone"
    ;$prefetch           = 4
    class                = SCRIPTZN
    script_binding       = xr_zones.bind
    
    [space_restrictor]
    GroupControlSection  = spawn_group_restrictor
    $spawn               = "ai\space_restrictor"
    ;$prefetch           = 64
    class                = SPC_RS_S
    script_binding       = bind_restrictor.bind
    
    [level_changer]
    GroupControlSection  = 
    $spawn               = "ai\level changer"
    ;$prefetch           = 4
    class                = LVL_CHNG
    
    [zone_team_base]
    $spawn               = "network\team base"
    class                = Z_TEAMBS
    GroupControlSection  = spawn_group_zone
    
    [spectator]
    $player              = on
    class                = SPECT
    
    [??tg_event]
    class                = EVENT
    
    ;--------------------------------------------------------------------
    #include "lost_alpha\la_objects.ltx" ;--/#+#
    ;--------------------------------------------------------------------
    
    [sound]
    occlusion_scale        = 0.4
    snd_collide_min_volume = 0.1
    snd_collide_max_volume = 100.
    
    [demo_record]
    speed0      = 0.3  ;60
    speed1      = 3.0  ;60
    speed2      = 15.0 ;60
    speed3      = 60.0
    ang_speed0  = 0.1
    ang_speed1  = 0.5
    ang_speed2  = 7.0
    ang_speed3  = 2.0
    
    ;------------------------------------------------
    [explosion_marks]
    wallmarks           = wm\wm_grenade
    dist                = 0.5 ;2.4
    size                = 0.6 ;0.4
    max_count           = 5
    
    [bloody_marks]
    wallmarks           = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
    dist                = 3.5  ;2.4 ;--(м) max рассто¤ние отлета крови
    max_size            = 0.8  ;0.3 ;--(м)радиус п¤тна при хите силой nominal hit по большому объекту (по маленькому *0.5)
    min_size            = 0.06      ;--(м)минимальный радиус п¤тна
    nominal_hit         = 0.8       ;--величина номинального хита, при котором разлетаетс¤ максимум крови (max_size)
    
    ;--/ капли крови
    blood_drops         = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
    start_blood_size    = 0.4       ;--размер раны чтоб начала капать кровь
    stop_blood_size     = 0.025     ;--размер раны чтоб кровь остановилась (должно быть меньше start_blood_size)
    
    blood_drop_time     = 0.5       ;--OBSOLETE
    blood_drop_time_min = 0.8
    blood_drop_time_max = 3.0
    blood_drop_size     = 0.1       ;--размер капли (м) крови, котора¤ упала
    
    [pda_spot_highlight]
    color = 255, 36, 0, 255
    
    [inventory_color_ammo]
    color = 128, 128, 255, 255
    
    [entity_fire_particles]
    fire_particles = damage_fx\burn_creatures
    start_burn_size = 0.0003    ;--размер ожега после которого начать играть партиклы огн¤
    stop_burn_size  = 0.0001    ;--размер ожега после которого остановить партиклы
    min_burn_time   = 10000     ;--минимальное врем¤ отыгрыша партиклов (даже если рана уже зажила)
    
    [hud_cursor]
    ;--all sizes in percentes from screen length
    cross_length        = 0.0               ;--length "stick" of crosshair
    min_radius          = 0.1               ;--minimal radius
    max_radius          = 0.1               ;--max radius
    radius_lerp_speed   = 1                 ;--speed of interpolation placements of crosshair
    cross_color         = 1.0,1.0,1.0,1.0   ;--color of crosshair
    disp_scale          = 0.1               ;--scale of crosshair (relatively radians)
    
    [hud_hitmark]
    hit_mark_texture = ui\ui_hud_hit_mark
    ;ui\ui_hud_hit_mark
    ;ui\ui_hud_hit_mark_01
    ;ui\ui_hud_hit_mark_02
    ;ui\ui_hud_hit_mark_03
    ;ui\ui_hud_hit_mark_04
    ;ui\ui_hud_hit_mark_05
    ;ui\ui_hud_hit_mark_06
    ;ui\ui_hud_hit_mark_07
    ;ui\ui_hud_hit_mark_08
    ;ui\ui_hud_hit_mark_09
    ;ui\ui_hud_hit_mark_10
    ;ui\ui_hud_hit_mark_11
    ;ui\ui_hud_hit_mark_12
    ;ui\ui_hud_hit_mark_13
    ;ui\ui_hud_hit_mark_14
    ;ui\ui_hud_hit_mark_15
    ;ui\ui_hud_hit_mark_16
    ;ui\ui_hud_hit_mark_17
    ;ui\ui_hud_hit_mark_18
    ;--------------------------------------------------------------------
    
    [actor_firsteye_cam]
    apply_inert              = on
    lim_pitch                = -1.57, 1.57
    lim_yaw                  = 0, 0
    rot_speed                = 3.14, 3.14, 0
    
    [actor_ladder_cam]
    lim_pitch                = -1.5, 1.5
    lim_yaw                  = -1.0, 1.0
    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]
    lim_pitch                = -0.7, 1
    lim_yaw                  = 0, 0
    lim_zoom                 = 1.1, 5
    rot_speed                = 2, 2, 2
    offset                   = 0.4,0.2,-0.2
    
    [mounted_weapon_cam]
    lim_pitch                = -0.5, 0.5
    lim_yaw                  = -2.0, 2.0
    rot_speed                = 3.14, 1.0, 0
    
    [car_firsteye_cam]
    apply_inert              = on
    lim_pitch                = -0.5, 0.3
    lim_yaw                  = -2.0, 2.0
    rot_speed                = 3.14, 1.0, 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
    
    [actor_look_cam_psp]
    lim_pitch                = -0.7, 1
    lim_yaw                  = 0, 0
    lim_zoom                 = 1.1, 5
    rot_speed                = 2, 2, 2
    offset                   = 0.4,0.2,0
    autoaim_speed_y          = 0, 0
    autoaim_speed_x          = 0, 0
    
    [heli_free_cam]
    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
    lim_pitch                = -1.2, 1.2
    lim_yaw                  = -1.5, 1.5
    rot_speed                = 3.14, 1.5, 0
     
    [heli_look_cam]
    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
    
    [zone_pick_dof]
    far						 = 10.0
    near 					 = -1500.0
    
    ;--параметры показывани¤ вход¤щих сообщений PDA в главном меню
    [maingame_ui]
    pda_msgs_max_show_time  = 20000
    info_msgs_max_show_time = 10000
    snd_new_contact         = detectors\contact_1
    snd_new_contact1        = detectors\contact_8
    
    [multiplayer_skins]
    stalker_killer_head_1   = 0,380
    stalker_killer_antigas  = 128,380
    stalker_killer_head_3   = 256,380
    stalker_killer_mask     = 384,380
    stalker_killer_exoskeleton  = 512,380
    stalker_sci_killer      = 640,380
    stalker_killer_military = 768,380
    
    stalker_sv_balon_10     = 0,705
    stalker_sv_hood_9       = 128,705
    stalker_sv_rukzak_3     = 256,705
    stalker_sv_rukzak_2     = 384,705
    stalker_sv_exoskeleton  = 512,705
    stalker_sci_svoboda     = 640,705
    stalker_sv_military     = 768,705
    
    [main_ingame_indicators_thresholds] ;skyloader: not used, new section is [la_main_ingame_indicators_thresholds]
    radiation               = 0.1,0.25,0.4,0.55,0.7
    wounds                  = 0.01,0.2,0.4,0.6,0.8
    jammed                  = 0.5,0.6,0.7,0.8,0.9
    starvation              = 0.5,0.6,0.7,0.8,0.9
    fatigue                 = 0.3,0.6,0.7,0.8,0.9
    
    [tutorial_conditions_thresholds]
    max_power               = 0.75
    power                   = 0.1
    bleeding                = 0.4
    satiety                 = 0.5
    radiation               = 0.1
    weapon_jammed           = 0.9
    psy_health              = 0.5
    
    [squad_manager]
    schedule_min            =   1
    schedule_max            = 999
    
    [agent_manager]
    schedule_min            = 100
    schedule_max            = 1000
    
    [collision_damage]
    bonce_damage_factor_for_objects = 1.
    
    [physics]
    object_damage_factor    = 1.2f
    
    [details]
    swing_normal_amp1   = .1
    swing_normal_amp2   = .05
    swing_normal_rot1   = 30.0
    swing_normal_rot2   = 1.0
    swing_normal_speed  = 2.0
    ;--fast
    swing_fast_amp1     = 0.35;0.25
    swing_fast_amp2     = .20;0.15
    swing_fast_rot1     = 5
    swing_fast_rot2     = .5;0.75
    swing_fast_speed    = 0.5;1
    
    [script]
    current_server_entity_version = 7
    
    ;-----------------------------------------------------------------
    ;--/ Trade
    ;-----------------------------------------------------------------
    [trade]
    ;--коэффициенты изменени¤ цены при торговле в зависимости от отношени¤ к персонажу
    ;--линейно апроксимируютс¤ между значени¤
    buy_price_factor_hostile   = 1 ;--коэффициент покупки при goodwill = -100
    buy_price_factor_friendly  = 1 ;--коэффициент покупки при goodwill = 100
    sell_price_factor_hostile  = 1 ;--коэффициент покупки при goodwill = -100
    sell_price_factor_friendly = 1 ;--коэффициент покупки при goodwill = 100
    
    ;------------------------------------------------
    ;--/ √≈Ќ≈–ј“ќ–џ »ћ≈Ќ
    ;------------------------------------------------
    [stalker_names_stalker]
    name_cnt        = 102
    last_name_cnt   = 599
    
    [stalker_names_bandit]
    name_cnt        = 36
    last_name_cnt   = 180
    
    [stalker_names_science]
    name_cnt        = 14
    last_name_cnt   = 27
    
    [stalker_names_private]
    name_cnt        = 1
    last_name_cnt   = 200
    
    [stalker_names_sergeant]
    name_cnt        = 1
    last_name_cnt   = 200
    
    [stalker_names_lieutenant]
    name_cnt        = 1
    last_name_cnt   = 200
    
    [stalker_names_captain]
    name_cnt        = 1
    last_name_cnt   = 200
    
    ;--------------------------------------------------------------------
    [ph_capture_visuals] ;--/ список объектов которые можно таскать.
    ;--------------------------------------------------------------------
    ;--/ bandit
    actors\bandit\stalker_bandit_1
    actors\bandit\stalker_bandit_2
    actors\bandit\stalker_bandit_3
    actors\bandit\stalker_bandit_4
    actors\bandit\stalker_bandit_5
    actors\bandit\stalker_bandit_6
    actors\bandit\stalker_bandit_7
    actors\bandit\stalker_bandit_8
    actors\bandit\stalker_bandit_9
    actors\bandit\stalker_bandit_borov
    actors\bandit\stalker_bandit_drunk
    actors\bandit\stalker_bandit_master
    actors\bandit\stalker_bandit_veteran
    ;--/ dolg
    actors\dolg\stalker_do_antigas
    actors\dolg\stalker_do_balon_1
    actors\dolg\stalker_do_balon_2
    actors\dolg\stalker_do_balon_3
    actors\dolg\stalker_do_balon_4
    actors\dolg\stalker_do_balon_5
    actors\dolg\stalker_do_balon_6
    actors\dolg\stalker_do_balon_7
    actors\dolg\stalker_do_balon_8
    actors\dolg\stalker_do_balon_80
    actors\dolg\stalker_do_exoskeleton
    actors\dolg\stalker_do_komandir
    actors\dolg\stalker_do_mask
    actors\dolg\stalker_do_mask_1
    actors\dolg\stalker_do_nauchniy
    ;--/ ecolog
    actors\ecolog\stalker_ecolog
    actors\ecolog\stalker_ecolog_military
    ;--/ killer
    actors\killer\stalker_ki_antigas
    actors\killer\stalker_ki_exoskeleton
    actors\killer\stalker_ki_head_1
    actors\killer\stalker_ki_head_2
    actors\killer\stalker_ki_head_3
    actors\killer\stalker_ki_head_4
    actors\killer\stalker_ki_head_5
    actors\killer\stalker_ki_head_6
    actors\killer\stalker_ki_hero
    actors\killer\stalker_ki_informator
    actors\killer\stalker_ki_mask
    actors\killer\stalker_ki_nauchniy
    actors\killer\stalker_ki_temp
    actors\killer\stalker_ki_temp2
    ;--/ militari
    actors\militari\stalker_militari_1
    actors\militari\stalker_militari_2
    actors\militari\stalker_militari_antigas_1
    actors\militari\stalker_militari_antigas_2
    ;--/ nauchniy
    actors\nauchniy\nauchniy_0
    actors\nauchniy\nauchniy_1
    ;--/ neytral
    actors\neytral\stalker_bar_security
    actors\neytral\stalker_neytral_balon_1
    actors\neytral\stalker_neytral_balon_2
    actors\neytral\stalker_neytral_balon_3
    actors\neytral\stalker_neytral_balon_4
    actors\neytral\stalker_neytral_balon_5
    actors\neytral\stalker_neytral_balon_6
    actors\neytral\stalker_neytral_balon_7
    actors\neytral\stalker_neytral_balon_8
    actors\neytral\stalker_neytral_exoskeleton
    actors\neytral\stalker_neytral_hood_1
    actors\neytral\stalker_neytral_hood_2
    actors\neytral\stalker_neytral_hood_3
    actors\neytral\stalker_neytral_hood_4
    actors\neytral\stalker_neytral_hood_5
    actors\neytral\stalker_neytral_hood_6
    actors\neytral\stalker_neytral_hood_7
    actors\neytral\stalker_neytral_hood_8
    actors\neytral\stalker_neytral_hood_9
    actors\neytral\stalker_neytral_hood_uzor
    actors\neytral\stalker_neytral_nauchniy
    actors\neytral\stalker_neytral_rukzak_1
    actors\neytral\stalker_neytral_rukzak_2
    actors\neytral\stalker_neytral_rukzak_3
    actors\neytral\stalker_neytral_rukzak_4
    actors\neytral\stalker_neytral_rukzak_5
    actors\neytral\stalker_neytral_rukzak_6
    actors\neytral\stalker_neytral_rukzak_7
    actors\neytral\stalker_prizrak
    ;--/ novice
    actors\novice\green_stalker_1
    actors\novice\green_stalker_10
    actors\novice\green_stalker_11
    actors\novice\green_stalker_2
    actors\novice\green_stalker_3
    actors\novice\green_stalker_4
    actors\novice\green_stalker_5
    actors\novice\green_stalker_6
    actors\novice\green_stalker_7
    actors\novice\green_stalker_8
    actors\novice\green_stalker_9
    actors\novice\green_stalker_antigas
    ;--/ soldier
    actors\soldier\soldier_antigas
    actors\soldier\soldier_bandana
    actors\soldier\soldier_bandana_1
    actors\soldier\soldier_bandana_2
    actors\soldier\soldier_bandana_3
    actors\soldier\soldier_bandana_4
    actors\soldier\soldier_bandana_5
    actors\soldier\soldier_bandana_6
    actors\soldier\soldier_beret
    actors\soldier\soldier_beret_1
    actors\soldier\soldier_beret_2
    actors\soldier\soldier_beret_3
    actors\soldier\soldier_beret_4
    actors\soldier\soldier_beret_5
    actors\soldier\soldier_mask
    actors\soldier\soldier_obichniy
    actors\soldier\soldier_spetsnaz
    actors\soldier\stalker_military_black
    actors\soldier\stalker_military_green
    ;--/ stalker_zombi
    actors\stalker_zombi\stalker_zombie_specnaz
    actors\stalker_zombi\stalker_zombie1
    actors\stalker_zombi\stalker_zombie2
    actors\stalker_zombi\stalker_zombie3
    actors\stalker_zombi\stalker_zombie4
    actors\stalker_zombi\stalker_zombie5
    actors\stalker_zombi\stalker_zombie6
    actors\stalker_zombi\stalker_zombie7
    actors\stalker_zombi\stalker_zombie8
    actors\stalker_zombi\zombie_exoskeleton
    actors\stalker_zombi\zombie_fresh_0
    actors\stalker_zombi\zombie_fresh_1
    actors\stalker_zombi\zombie_fresh_2
    ;--/ svoboda
    actors\svoboda\stalker_sv_balon_1
    actors\svoboda\stalker_sv_balon_10
    actors\svoboda\stalker_sv_cook
    actors\svoboda\stalker_sv_exoskeleton
    actors\svoboda\stalker_sv_hood_9
    actors\svoboda\stalker_sv_hood_91
    actors\svoboda\stalker_sv_leader
    actors\svoboda\stalker_sv_max
    actors\svoboda\stalker_sv_nauchniy
    actors\svoboda\stalker_sv_rukzak_1
    actors\svoboda\stalker_sv_rukzak_1_1
    actors\svoboda\stalker_sv_rukzak_2
    actors\svoboda\stalker_sv_rukzak_3
    actors\svoboda\stalker_sv_rukzak_3_1
    ;--/ ucheniy
    actors\ucheniy\ucheniy_1
    actors\ucheniy\ucheniy_2
    actors\ucheniy\ucheniy_3
    actors\ucheniy\ucheniy_4
    ;--/ monolith
    actors\monolit\stalker_mo_exo
    actors\monolit\stalker_mo_head_1
    actors\monolit\stalker_mo_head1
    actors\monolit\stalker_mo_hood_9
    actors\monolit\stalker_mo_mask
    actors\monolit\stalker_mo_nauchniy
    
    ;--/Original monsters
    monsters\dog\dog
    monsters\dog\dog_cmn_1
    monsters\dog\dog_bulterier
    monsters\dog\dog_bulterier_dead
    monsters\dog\dog_dead
    monsters\dog\dog_red
    monsters\dog\dog_red_dead
    monsters\dog\dog_white
    monsters\dog\dog_white_dead
    monsters\kontroler\kontroler
    monsters\kontroler\kontroler_2
    monsters\kontroler\kontroler_3
    monsters\kontroler\kontroler_4
    monsters\kontroler\kontroler_5
    monsters\kontroler\kontroler_dead
    monsters\krovosos\krovosos
    monsters\krovosos\krovosos_dead
    monsters\krovosos\krovosos_strong
    monsters\krovosos\krovosos_strong_xray
    monsters\krovosos\krovosos_xray
    monsters\poltergeist\poltergeist
    monsters\poltergeist\poltergeist_strong
    monsters\poltergeist\poltergeyst_dead
    monsters\pseudodog\pseudodog
    monsters\pseudodog\pseudodog_dead
    monsters\pseudodog\pseudodog_grey
    monsters\pseudodog\pseudodog_grey_dead
    monsters\snork\snork
    monsters\snork\snork_dead
    monsters\tushkano\tushkano
    monsters\tushkano\tushkano_dead
    monsters\cat\cat
    
    ;--/Cut monsters
    monsters\crow\crow
    monsters\rat\rat_1
    monsters\rat\rat_2
    monsters\rat\rat_3
    monsters\rat\rat_4
    monsters\zombi\zombi_1
    monsters\zombi\zombi_1_ghost
    monsters\zombi\zombi_2
    monsters\zombi\zombi_3
    monsters\zombi\zombi_4
    monsters\zombi\zombi_8
    monsters\zombi\zombi_trup
    monsters\zombi\zombi_trup_2
    monsters\karlik\karlik
    monsters\karlik\karlik_1
    monsters\karlik\karlik_4
    
    monsters\dark_stalker\dark_stalker
    monsters\dark_stalker\dark_stalker_boss
    monsters\dark_stalker\dark_stalker_novice
    monsters\dark_stalker\dark_stalker_veteran
    monsters\dark_stalker\dark_stalker_master
    monsters\dark_stalker\dark_stalker_general
    monsters\dark_stalker\dark_stalker_general_1
    monsters\dark_stalker\dark_stalker_general_8
    
    ;====================================================================
    -----------------------------------------------
    Actor.ltx
    Code:
    [actor_terrain]
    	255,255,000,255
    
    [actor]:human_base
    GroupControlSection = spawn_group
    $spawn              = "actor"
    $ed_icon            = ed\ed_actor
    $player             = on
    $prefetch           = 16
    cform               = skeleton
    class               = O_ACTOR
    money               = 40 ; option for level editor
    rank                = 3;
    script_binding      = bind_actor.bind ;--/#~# (old: bind_stalker.actor_init)
    visual              = actors\hero\stalker_novice.ogf
    default_outfit_legs = actors\hero\legs\stalker_novice.ogf
    destroyed_vis_name  = physics\Dead_Body\skelet_crash
    
    terrain             = actor_terrain
    
    max_item_mass       = 50.0
    jump_speed          = 6.5 ;7.0
    ;crouch_coef         = 0.76 //by CzechDeath was 0.45 
    ;climb_coef          = 0.8
    ;run_coef            = 2.2 //CzechDeath2.0 ;2.4
    ;sprint_koef         = 2.4 ;3.0
    ;run_back_coef       = 1.8 //CzechDeath
    ;walk_back_coef      = 0.8
    ;air_control_param   = 0.1
    ;walk_accel          = 16 //Czechdeath
    
    ;--SkyLoader: ^ these params dont look adjucted, i mean crouch_coef and run_back_coef
    crouch_coef 			= 0.45
    climb_coef				= 0.8
    run_coef                = 2.0
    sprint_koef				= 2.4
    run_back_coef			= 1.5
    walk_back_coef			= 0.8
    air_control_param		= 0.1
    walk_accel              = 15
    
     
    ;--радиус в котром над предметами выводятся их названия
    pickup_info_radius  = 5 ;3
    grenade_radius      = 10.0 ;--расстояние (в метрах) на котором актер чувствует гранату (любую)
    grenade_time        = 0.5  ;--время гранаты (сек) после которого актер чувствует гранату
    
    ef_creature_type    = 17 ;-- option for evaluation functions
    
    ;-- attach params
    attachable_items = device_torch, hand_radio, hand_megafon
    
    ;ph_box0_center                   = 0.0,  0.9,  0.0
    ;ph_box0_size                     = 0.3, 0.9,  0.3
    ;ph_box1_center                   = 0.0,  0.75,  0.0
    ;ph_box1_size                     = 0.3, 0.75,  0.3
    ;ph_box2_center                   = 0.0,  0.45,  0.0	//0.0,  0.6,  0.0 by CzechDeath
    ;ph_box2_size                     = 0.3, 0.45,  0.3 //0.35, 0.6,  0.35 by CzechDeath
    ;stalker_small_restrictor_radius  = .45;
    
    ;--SkyLoader:  ^ these params are bad, they work incorrect with actor legs
    ph_box0_center 						= 0.0,  0.9,  0.0
    ph_box0_size 						= 0.35, 0.9,  0.35
    ph_box1_center 						= 0.0,  0.75,  0.0
    ph_box1_size 						= 0.35, 0.75,  0.35
    ph_box2_center 						= 0.0,  0.6,  0.0
    ph_box2_size 						= 0.35, 0.6,  0.35
    stalker_small_restrictor_radius				= .55;
    
    stalker_restrictor_radius        = .55;0.55;0.75;0.9
    medium_monster_restrictor_radius = 0.1
    ph_crash_speed_min               = 14
    ph_crash_speed_max               = 30
    ph_collision_damage_factor       = 1.0
    ph_mass = 90
    
    weapon_bone0 = bip01_r_finger1
    weapon_bone1 = bip01_l_finger1
    weapon_bone2 = bip01_r_finger11
    
    damage = actor_damage
    
    hit_probability_gd_novice  = 0.20
    hit_probability_gd_stalker = 0.40
    hit_probability_gd_veteran = 0.60
    hit_probability_gd_master  = 0.80 
    hit_sounds = actor_hit_snds
    
    ;--actor condition
    immunities_sect = actor_immunities_gd_master
    condition_sect  = actor_condition
    
    heavy_breath_snd = actor\breath_1 ;--звук тяжелого дыхания при усталости
    heavy_blood_snd  = affects\heartbeat ;-- heart\8
    
    material = creatures\actor
    camera_height_factor = 0.87
    
    
    ;--дисперсия стрельбы с учетом ходьбы и бега
    disp_base = 0.8 ;--угол (в градусах) разлета пуль, когда актер стоит на месте
    disp_aim  = 0.04
    disp_vel_factor           = 2.0 ;--на сколько увеличится дисперсия при скрости в 10 м/с (не обязательно при беге)
    disp_accel_factor         = 2.0 ;--еще на сколько увеличится, если актер бежит (+ скорость)
    disp_crouch_factor        = -0.2 ;--уменьшение если актер сидит
    disp_crouch_no_acc_factor = -0.4 ;--уменьшение если актер сидит + no acceleration
    ;disp_jump_factor = 2.0
    
    missile_throw_offset = 0.3, 0.5, 0.5
    
    body_remove_time = 60000 ;--время уничтожения трупа (с учетом TimeFactor)
    
    sleep_time_factor = 1000 ;400 ;--во сколько раз время идет быстрее, когда актер спит
    max_sleep_hours   = 12
    ;--species of monster
    species = actor
    
    
    ;---STEP MANAGER------------------------------------------------------
    LegsCount						= 2
    step_params						= stalker_step_manager
    foot_bones						= stalker_foot_bones
    
    memory_update_time			= 100
    
    ; visibility parameters
    DynamicObjectsCount			= 32
    min_view_distance   		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
    max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
    visibility_threshold	 	= 1.0				; значение, при достижении суммой которого объект считается видимым
    always_visible_distance 	= 1.0
    time_quant					= 0.005
    decrease_value				= 0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
    velocity_factor		     	= 0.5
    luminocity_factor			= 0.5;0 			; фактор освещения (только для Актёра)
    transparency_threshold	 	= 0.4				; 0.25
    still_visible_time			= 5000				; время, которое объект всё ещё считается видимым, даже если он уже не во фрустуме
    
    [actor_immunities_gd_novice]
    burn_immunity 				= 0.5				;коэффициенты иммунитета 
    strike_immunity 			= 0.5
    shock_immunity 				= 0.5
    wound_immunity				= 0.5
    radiation_immunity 			= 0.5
    telepatic_immunity 			= 0.5
    chemical_burn_immunity 		= 0.5
    explosion_immunity 			= 0.1
    fire_wound_immunity  		= 0.5
    
    
    [actor_immunities_gd_stalker]
    burn_immunity 				= 0.65				;коэффициенты иммунитета 
    strike_immunity 			= 0.65
    shock_immunity 				= 0.65
    wound_immunity				= 0.65
    radiation_immunity 			= 0.65
    telepatic_immunity 			= 0.65
    chemical_burn_immunity 		= 0.65
    explosion_immunity 			= 0.3
    fire_wound_immunity  		= 0.65
    
    [actor_immunities_gd_veteran]
    burn_immunity 				= 0.8				;коэффициенты иммунитета 
    strike_immunity 			= 0.8
    shock_immunity 				= 0.8
    wound_immunity				= 0.8
    radiation_immunity 			= 0.8
    telepatic_immunity 			= 0.8
    chemical_burn_immunity 		= 0.8
    explosion_immunity 			= 0.6
    fire_wound_immunity  		= 0.8
    
    [actor_immunities_gd_master]
    burn_immunity 				= 1.0				;коэффициенты иммунитета 
    strike_immunity 			= 1.0
    shock_immunity 				= 1.0
    wound_immunity				= 1.0
    radiation_immunity 			= 1.0
    telepatic_immunity 			= 1.0
    chemical_burn_immunity 		= 1.0
    explosion_immunity 			= 1.0
    fire_wound_immunity  		= 1.0
    
    [actor_condition]
    satiety_v					= 0.0 ;--0.000015				;скорость уменьшения сытости со временем
    radiation_v					= 0.0001				;скорость уменьшения радиации
    satiety_power_v				= 0.000055				;увеличение силы при уменьшении сытости 
    satiety_health_v			= 0.0001				;увеличение здоровья при уменьшении сытости 
    satiety_critical			= 0.0					;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
    radiation_health_v			= 0.004					;уменьшение здоровья при воздействии радиации
    morale_v					= 0.0001				;скорость восстановления морали 						
    psy_health_v				= 0.001					;скорость восстановления psy-здоровья
    alcohol_v					= -0.0003
    health_hit_part				= 1.0					;процент хита, уходящий на отнимание здоровья
    power_hit_part				= 0.1					;процент хита, уходящий на отнимание силы
    max_power_leak_speed		= 0.0					;накопление усталости (макс граница, до которой восстанавливается сила) в секунду игрового времени
    max_walk_weight				= 60
    
    bleeding_v					= 0.0005				;потеря крови при номинальной ране в секунду
    wound_incarnation_v			= 0.003		 			;скорость заживления раны
    min_wound_size				= 0.0256				;минимальный размер раны, после которого она считается зажившей
    
    ;--when actor in sleep
    satiety_v_sleep				= 0.0
    radiation_v_sleep			= 0.0003
    satiety_power_v_sleep		= 0.0001
    satiety_health_v_sleep		= 0.00001
    radiation_health_v_sleep	= 0.001
    morale_v_sleep				= 0.0
    psy_health_v_sleep			= 0.0
    
    alcohol_v_sleep				= -0.0005
    
    bleeding_v_sleep			= 0.0
    wound_incarnation_v_sleep	= 0.0
    max_power_leak_speed_sleep	= -0.00001;
    health_restore_v			= 0.0001
    
    ;;;;;;;;
    ;--actor_condition only
    
    jump_power				=	0.01			;0.005					;умешьшение силы с прыжком без учета веса ноши
    jump_weight_power			=	0.05		;0.045					;умешьшение силы с прыжком с учетом веса ноши, для максимального допустимого веса
    overweight_jump_k			=	5;10		;10					;коэффициент влияние перегрузки прыжок с весом (умножается на jump_weight_power)
    
    stand_power				=  -0.005								
    walk_power				=	0.00001				;умешьшение силы за секнду во время ходьбы без учета веса ноши
    walk_weight_power		=	0.00005;			;умешьшение силы за секнду во время ходьбы с учетом веса ноши, для максимального допустимого веса
    overweight_walk_k		=	5;9	;10				;коэффициент влияние перегрузки ноши (умножается на walk_weight_power)
    accel_k					=	3;5					;коэффициент на бег (умножается walk_power, walk_weight_power)
    sprint_k				=	75;150;185;180;200;	;коэффициент на "sprint" бег (умножается walk_power, walk_weight_power)
    
    ;-- хромота
    limping_health_begin = 0.1 ;--порог здоровья меньше которого актер начинает хромать
    limping_health_end   = 0.2 ;--порог здоровья больше которого актер перестает хромать
    limping_power_begin  = 0.1 ;--порог силы меньше которого актер начинает хромать
    limping_power_end	   = 0.2 ;--порог силы больше которого актер перестает хромать
    use_limping_state    = on
    
    cant_walk_power_begin = 0.01 ;--порог силы меньше которого актер не может двигаться
    cant_walk_power_end   = 0.10 ;--порог силы больше которого актер сможет двигаться
    
    cant_sprint_power_begin = 0.20 ;--порог силы меньше которого актер не может бежать в спринте
    cant_sprint_power_end   = 0.30 ;--порог силы больше которого актер сможет бежать в спринте
    
    can_sleep_callback        = dream.can_sleep_callback
    sleep_video_name_callback = dream.sleep_video_name_callback
    
    [actor_damage]
    ;bone_name		 = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>
    ;<hit_scale> - коэфф. изменения хита (уменьшения здоровья) 
    ;<wound_scale> - коэфф. изменения величины открытой раны
    ;-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ!!! ЗАДНИЙ НА АВТОМАТЕ
    default						= 1.0, -1, 1.0
    
    bip01_pelvis 				= 1.0, 10, 1.5
    bip01_spine 		 		= 1.0, 10, 1.5
    bip01_spine1 		 		= 1.0, 0, 1.5
    bip01_spine2 		 		= 1.0, 0, 1.5
    bip01_neck 			 		= 1.0, 0, 1.5
    bip01_head 			 		= 0.2, 0, 1.5
    eyelid_1 			 		= 0.0, 0, 0.0
    eye_left 			 		= 0.0, 0, 0.0
    eye_right 			 		= 0.0, 0, 0.0
    jaw_1 		 		 		= 0.0, 0, 0.0
    
    bip01_l_clavicle	 		= 1.0, 4, 1.5
    bip01_l_upperarm	 		= 1.0, 4, 1.5
    bip01_l_forearm	 	 		= 1.0, 4, 1.5
    bip01_l_hand	 	 		= 1.0, 4, 0.5
    bip01_l_finger0	 	 		= 0.0, 4, 0.0
    bip01_l_finger01	 		= 0.0, 4, 0.0
    bip01_l_finger02	 		= 0.0, 4, 0.0
    bip01_l_finger1	 	 		= 0.0, 4, 0.0
    bip01_l_finger11	 		= 0.0, 4, 0.0
    bip01_l_finger12	 		= 0.0, 4, 0.0
    bip01_l_finger2	 	 		= 0.0, 4, 0.0
    bip01_l_finger21	 		= 0.0, 4, 0.0
    bip01_l_finger22	 		= 0.0, 4, 0.0
    
    bip01_r_clavicle	 		= 1.0, 2, 1.5
    bip01_r_upperarm	 		= 1.0, 2, 1.5
    bip01_r_forearm	 	 		= 1.0, 2, 1.5
    bip01_r_hand	 	 		= 1.0, 2, 0.0
    bip01_r_finger0	 	 		= 0.0, 2, 0.0
    bip01_r_finger01	 		= 0.0, 2, 0.0
    bip01_r_finger02	 		= 0.0, 2, 0.0
    bip01_r_finger1	 	 		= 0.0, 2, 0.0
    bip01_r_finger11	 		= 0.0, 2, 0.0
    bip01_r_finger12	 		= 0.0, 2, 0.0
    bip01_r_finger2	 	 		= 0.0, 2, 0.0
    bip01_r_finger21	 		= 0.0, 2, 0.0
    bip01_r_finger22	 		= 0.0, 2, 0.0
    
    bip01_l_thigh	 	 		= 1.0, 8, 1.5
    bip01_l_calf	 	 		= 1.0, 8, 1.5
    bip01_l_foot	 	 		= 1.0, 8, 1.5
    bip01_l_toe0	 	 		= 1.0, 8, 1.5
    bip01_r_thigh	 	 		= 1.0, 6, 1.5
    bip01_r_calf	 	 		= 1.0, 6, 1.5
    bip01_r_foot	 	 		= 1.0, 6, 1.5
    bip01_r_toe0	 	 		= 1.0, 6, 1.5
    
    [actor_animation]
    ;--углы  дворота ног актера во время стрейфов (в градусах)
    fwd_l_strafe_yaw  = 45
    back_l_strafe_yaw = 45
    fwd_r_strafe_yaw  = 45
    back_r_strafe_yaw = 45
    l_strafe_yaw      = 10
    r_strafe_yaw      = 10
    
    
    [actor_hit_snds]
    death         = actor\die0,actor\die1,actor\die2,actor\die3
    burn          = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    shock         = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    strike        = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    wound         = actor\pain1,actor\pain2,actor\pain3 ;--,actor\die0 ;-- ,actor\hurt4
    radiation     = monsters\biting\def_0 ;-- actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
    telepatic     = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    fire_wound    = actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4 ;--,actor\die0
    ;-- actor\pain_1,actor\pain_3,actor\pain_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8
    chemical_burn = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    explosion     = affects\tinnitus3a
    wound_2       = actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4 ;--,actor\die0
    physic_strike = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  22. #1162
    Eventuellement peut etre juste en créant le fichier je ne sais pas si le jeu cherche pas par default les fichier dans les repertoire et va les chercher dans les gamedata s'il ne les trouve pas ??
    Je testerai cela demain tien

    system.ltx
    Code:
    ;====================================================================
    ;--/ config-file: "system.ltx"
    ;--/ Last edit: 04.08.2012
    ;====================================================================
    
    #include "defines.ltx"
    #include "prefetch\prefetch.ltx"
    #include "weathers\environment.ltx"
    #include "creatures\monsters.ltx"
    #include "creatures\stalkers.ltx"
    #include "weapons\weapons.ltx"
    #include "creatures\actor.ltx"
    #include "misc\zones.ltx"
    #include "misc\postprocess.ltx"
    #include "misc\effectors.ltx"
    #include "creatures\helicopter.ltx"
    #include "external.ltx"
    #include "creatures\game_relations.ltx"
    
    #include "misc\items.ltx" ;--/#+#
    
    #include "mp\mp_actor.ltx"
    #include "mp\team_logo.ltx"
    #include "mp\weapons_mp\ammo_mp.ltx"
    #include "mp\weapons_mp\weapons_mp.ltx"
    #include "mp\weapons_mp\outfit_mp.ltx"
    #include "mp\weapons_mp\items_mp.ltx"
    
    ;--/ Game types
    #include "mp\SoundMessages\mp_snd_messages.ltx"
    #include "mp\SoundMessages\ahunt_snd_messages.ltx"
    #include "mp\SoundMessages\dm_snd_messages.ltx"
    #include "mp\SoundMessages\tdm_snd_messages.ltx"
    #include "mp\deathmatch_game.ltx"
    #include "mp\teamdeathmatch_game.ltx"
    #include "mp\artefacthunt_game.ltx"
    
    #include "evaluation.ltx"
    #include "fonts.ltx"
    
    #include "alife.ltx"
    
    ;--/ Smart Terrain
    #include "misc\smart_terrain.ltx"
    
    ;--/ Respawns
    #include "misc\respawn.ltx"
    #include "creatures\spawn_sections.ltx"
    
    ;--/ Extra Content
    #include "extracontent.ltx"
    
    #include "localization.ltx"
    ;------------------------------------------------
    #include "files_sect.ltx" ;--/#+#
    ;------------------------------------------------
    
    ;------------------------------------------------
    ;--/Lost Alpha engine config
    #include "lost_alpha\lost_alpha_cfg.ltx" ;--/#+# SkyLoader
    ;------------------------------------------------
    
    ;------------------------------------------------
    [inventory]
    ;------------------------------------------------
    take_dist       =  2
    max_weight      = 50
    max_ruck        = 56
    max_belt        = 18 ;5 ;16
    slots           = 11
    
    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
    slot_name_8  = PDA
    slot_name_9  = Detector
    slot_name_10 = Torch
    
    slot_persistent_1  = false ;--/ knife
    slot_persistent_2  = false ;--/ pistol
    slot_persistent_3  = false ;--/ automatic
    slot_persistent_4  = true  ;--/ grenades
    slot_persistent_5  = false ;--/ binocular
    slot_persistent_6  = true  ;--/ bolt
    slot_persistent_7  = false ;--/ outfit
    slot_persistent_8  = true  ;--/ pda
    slot_persistent_9  = true  ;--/ detector
    slot_persistent_10 = false  ;--/ torch
    
    ;--------------------------------------------------------------------
    ;--/ Objects
    ;--------------------------------------------------------------------
    [physic_object]
    GroupControlSection = spawn_group
    $spawn              = "physics\object"
    $prefetch           = 8
    class               = O_PHYS_S
    remove_time         = 60 ;-- after this time  unbreaked removable bone will be removed
    script_binding      = bind_physic_object.init
    
    [physic_destroyable_object]
    GroupControlSection = spawn_group
    $spawn              = "physics\destroyable_object"
    ;$prefetch          = 8
    class               = P_DSTRBL
    remove_time         = 60 ;-- after this time  unbreaked removable bone will be removed
    script_binding      = bind_physic_object.init
    
    [lights_hanging_lamp]
    GroupControlSection = spawn_group
    $spawn              = "physics\hanging lamp"
    class               = O_HLAMP
    script_binding      = bind_physic_object.init
    
    [search_light]
    GroupControlSection = spawn_group
    $spawn              = "physics\search light"
    class               = O_SEARCH
    cform               = skeleton
    visual              = equipments\projector.ogf
    script_binding      = bind_physic_object.init
    ;--------------------------------------------------------------------
    
    [script_object]
    GroupControlSection  = spawn_group
    $spawn               = "script\script object" ;-- option for Level Editor
    $npc                 = on                     ;-- option for Level Editor
    ;$prefetch            = 32
    Scheduled            = on                     ;-- option for ALife Simulator
    Human                = off                    ;-- option for ALife Simulator
    cform                = skeleton               ;-- collision class
    class                = SCRPTOBJ               ;-- AI class
    
    [custom_script_object]
    GroupControlSection  = spawn_group
    discovery_dependency = 
    $spawn               = "scripts\custom_object"
    cform                = skeleton
    class                = NW_ATTCH
    visual               = equipments\item_fmradio.ogf
    cost                 = 0
    inv_name             = "custom_script_object"
    inv_name_short       = "custom_script_object"
    inv_weight           = .5
    inv_grid_width       = 2
    inv_grid_height      = 1
    inv_grid_x           = 16
    inv_grid_y           = 12
    attach_angle_offset    = 0, 0, 0
    attach_position_offset = 0.08, 0.04, 0.03
    attach_bone_name       = bip01_r_hand
    
    [breakable_object]
    class                = O_BRKBL
    remove_time          = 10           ;--after remove_time seconds object will be removed after it is breaked
    immunity_factor      = 1.3          ;--hit power multiplier
    hit_break_threthhold       = 0.     ;--weapon impact can stand breakable_object
    collision_break_threthhold = 2000.f ;--collision impact can stand breakable_object
    
    [climable_object]
    class                = O_CLMBL
    
    [ph_skeleton_object]
    class                = P_SKELET
    remove_time          = 120
    
    [graph_point]
    class                = AI_GRAPH
    $spawn               = "ai\graph point"
    
    [spawn_group]
    GroupControlSection  = spawn_group
    $spawn               = "ai\spawn group" ;--option for Level Editor
    class                = AI_SPGRP
    
    [spawn_group_zone]
    GroupControlSection  = spawn_group_zone
    $spawn               = "ai\group zone" ;--option for Level Editor
    class                = AI_SPGRP
    
    [script_zone]
    GroupControlSection  = 
    $spawn               = "ai\script zone"
    ;$prefetch           = 4
    class                = SCRIPTZN
    script_binding       = xr_zones.bind
    
    [space_restrictor]
    GroupControlSection  = spawn_group_restrictor
    $spawn               = "ai\space_restrictor"
    ;$prefetch           = 64
    class                = SPC_RS_S
    script_binding       = bind_restrictor.bind
    
    [level_changer]
    GroupControlSection  = 
    $spawn               = "ai\level changer"
    ;$prefetch           = 4
    class                = LVL_CHNG
    
    [zone_team_base]
    $spawn               = "network\team base"
    class                = Z_TEAMBS
    GroupControlSection  = spawn_group_zone
    
    [spectator]
    $player              = on
    class                = SPECT
    
    [??tg_event]
    class                = EVENT
    
    ;--------------------------------------------------------------------
    #include "lost_alpha\la_objects.ltx" ;--/#+#
    ;--------------------------------------------------------------------
    
    [sound]
    occlusion_scale        = 0.4
    snd_collide_min_volume = 0.1
    snd_collide_max_volume = 100.
    
    [demo_record]
    speed0      = 0.3  ;60
    speed1      = 3.0  ;60
    speed2      = 15.0 ;60
    speed3      = 60.0
    ang_speed0  = 0.1
    ang_speed1  = 0.5
    ang_speed2  = 7.0
    ang_speed3  = 2.0
    
    ;------------------------------------------------
    [explosion_marks]
    wallmarks           = wm\wm_grenade
    dist                = 0.5 ;2.4
    size                = 0.6 ;0.4
    max_count           = 5
    
    [bloody_marks]
    wallmarks           = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
    dist                = 3.5  ;2.4 ;--(м) max рассто¤ние отлета крови
    max_size            = 0.8  ;0.3 ;--(м)радиус п¤тна при хите силой nominal hit по большому объекту (по маленькому *0.5)
    min_size            = 0.06      ;--(м)минимальный радиус п¤тна
    nominal_hit         = 0.8       ;--величина номинального хита, при котором разлетаетс¤ максимум крови (max_size)
    
    ;--/ капли крови
    blood_drops         = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
    start_blood_size    = 0.4       ;--размер раны чтоб начала капать кровь
    stop_blood_size     = 0.025     ;--размер раны чтоб кровь остановилась (должно быть меньше start_blood_size)
    
    blood_drop_time     = 0.5       ;--OBSOLETE
    blood_drop_time_min = 0.8
    blood_drop_time_max = 3.0
    blood_drop_size     = 0.1       ;--размер капли (м) крови, котора¤ упала
    
    [pda_spot_highlight]
    color = 255, 36, 0, 255
    
    [inventory_color_ammo]
    color = 128, 128, 255, 255
    
    [entity_fire_particles]
    fire_particles = damage_fx\burn_creatures
    start_burn_size = 0.0003    ;--размер ожега после которого начать играть партиклы огн¤
    stop_burn_size  = 0.0001    ;--размер ожега после которого остановить партиклы
    min_burn_time   = 10000     ;--минимальное врем¤ отыгрыша партиклов (даже если рана уже зажила)
    
    [hud_cursor]
    ;--all sizes in percentes from screen length
    cross_length        = 0.0               ;--length "stick" of crosshair
    min_radius          = 0.1               ;--minimal radius
    max_radius          = 0.1               ;--max radius
    radius_lerp_speed   = 1                 ;--speed of interpolation placements of crosshair
    cross_color         = 1.0,1.0,1.0,1.0   ;--color of crosshair
    disp_scale          = 0.1               ;--scale of crosshair (relatively radians)
    
    [hud_hitmark]
    hit_mark_texture = ui\ui_hud_hit_mark
    ;ui\ui_hud_hit_mark
    ;ui\ui_hud_hit_mark_01
    ;ui\ui_hud_hit_mark_02
    ;ui\ui_hud_hit_mark_03
    ;ui\ui_hud_hit_mark_04
    ;ui\ui_hud_hit_mark_05
    ;ui\ui_hud_hit_mark_06
    ;ui\ui_hud_hit_mark_07
    ;ui\ui_hud_hit_mark_08
    ;ui\ui_hud_hit_mark_09
    ;ui\ui_hud_hit_mark_10
    ;ui\ui_hud_hit_mark_11
    ;ui\ui_hud_hit_mark_12
    ;ui\ui_hud_hit_mark_13
    ;ui\ui_hud_hit_mark_14
    ;ui\ui_hud_hit_mark_15
    ;ui\ui_hud_hit_mark_16
    ;ui\ui_hud_hit_mark_17
    ;ui\ui_hud_hit_mark_18
    ;--------------------------------------------------------------------
    
    [actor_firsteye_cam]
    apply_inert              = on
    lim_pitch                = -1.57, 1.57
    lim_yaw                  = 0, 0
    rot_speed                = 3.14, 3.14, 0
    
    [actor_ladder_cam]
    lim_pitch                = -1.5, 1.5
    lim_yaw                  = -1.0, 1.0
    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]
    lim_pitch                = -0.7, 1
    lim_yaw                  = 0, 0
    lim_zoom                 = 1.1, 5
    rot_speed                = 2, 2, 2
    offset                   = 0.4,0.2,-0.2
    
    [mounted_weapon_cam]
    lim_pitch                = -0.5, 0.5
    lim_yaw                  = -2.0, 2.0
    rot_speed                = 3.14, 1.0, 0
    
    [car_firsteye_cam]
    apply_inert              = on
    lim_pitch                = -0.5, 0.3
    lim_yaw                  = -2.0, 2.0
    rot_speed                = 3.14, 1.0, 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
    
    [actor_look_cam_psp]
    lim_pitch                = -0.7, 1
    lim_yaw                  = 0, 0
    lim_zoom                 = 1.1, 5
    rot_speed                = 2, 2, 2
    offset                   = 0.4,0.2,0
    autoaim_speed_y          = 0, 0
    autoaim_speed_x          = 0, 0
    
    [heli_free_cam]
    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
    lim_pitch                = -1.2, 1.2
    lim_yaw                  = -1.5, 1.5
    rot_speed                = 3.14, 1.5, 0
     
    [heli_look_cam]
    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
    
    [zone_pick_dof]
    far						 = 10.0
    near 					 = -1500.0
    
    ;--параметры показывани¤ вход¤щих сообщений PDA в главном меню
    [maingame_ui]
    pda_msgs_max_show_time  = 20000
    info_msgs_max_show_time = 10000
    snd_new_contact         = detectors\contact_1
    snd_new_contact1        = detectors\contact_8
    
    [multiplayer_skins]
    stalker_killer_head_1   = 0,380
    stalker_killer_antigas  = 128,380
    stalker_killer_head_3   = 256,380
    stalker_killer_mask     = 384,380
    stalker_killer_exoskeleton  = 512,380
    stalker_sci_killer      = 640,380
    stalker_killer_military = 768,380
    
    stalker_sv_balon_10     = 0,705
    stalker_sv_hood_9       = 128,705
    stalker_sv_rukzak_3     = 256,705
    stalker_sv_rukzak_2     = 384,705
    stalker_sv_exoskeleton  = 512,705
    stalker_sci_svoboda     = 640,705
    stalker_sv_military     = 768,705
    
    [main_ingame_indicators_thresholds] ;skyloader: not used, new section is [la_main_ingame_indicators_thresholds]
    radiation               = 0.1,0.25,0.4,0.55,0.7
    wounds                  = 0.01,0.2,0.4,0.6,0.8
    jammed                  = 0.5,0.6,0.7,0.8,0.9
    starvation              = 0.5,0.6,0.7,0.8,0.9
    fatigue                 = 0.3,0.6,0.7,0.8,0.9
    
    [tutorial_conditions_thresholds]
    max_power               = 0.75
    power                   = 0.1
    bleeding                = 0.4
    satiety                 = 0.5
    radiation               = 0.1
    weapon_jammed           = 0.9
    psy_health              = 0.5
    
    [squad_manager]
    schedule_min            =   1
    schedule_max            = 999
    
    [agent_manager]
    schedule_min            = 100
    schedule_max            = 1000
    
    [collision_damage]
    bonce_damage_factor_for_objects = 1.
    
    [physics]
    object_damage_factor    = 1.2f
    
    [details]
    swing_normal_amp1   = .1
    swing_normal_amp2   = .05
    swing_normal_rot1   = 30.0
    swing_normal_rot2   = 1.0
    swing_normal_speed  = 2.0
    ;--fast
    swing_fast_amp1     = 0.35;0.25
    swing_fast_amp2     = .20;0.15
    swing_fast_rot1     = 5
    swing_fast_rot2     = .5;0.75
    swing_fast_speed    = 0.5;1
    
    [script]
    current_server_entity_version = 7
    
    ;-----------------------------------------------------------------
    ;--/ Trade
    ;-----------------------------------------------------------------
    [trade]
    ;--коэффициенты изменени¤ цены при торговле в зависимости от отношени¤ к персонажу
    ;--линейно апроксимируютс¤ между значени¤
    buy_price_factor_hostile   = 1 ;--коэффициент покупки при goodwill = -100
    buy_price_factor_friendly  = 1 ;--коэффициент покупки при goodwill = 100
    sell_price_factor_hostile  = 1 ;--коэффициент покупки при goodwill = -100
    sell_price_factor_friendly = 1 ;--коэффициент покупки при goodwill = 100
    
    ;------------------------------------------------
    ;--/ √≈Ќ≈–ј“ќ–џ »ћ≈Ќ
    ;------------------------------------------------
    [stalker_names_stalker]
    name_cnt        = 102
    last_name_cnt   = 599
    
    [stalker_names_bandit]
    name_cnt        = 36
    last_name_cnt   = 180
    
    [stalker_names_science]
    name_cnt        = 14
    last_name_cnt   = 27
    
    [stalker_names_private]
    name_cnt        = 1
    last_name_cnt   = 200
    
    [stalker_names_sergeant]
    name_cnt        = 1
    last_name_cnt   = 200
    
    [stalker_names_lieutenant]
    name_cnt        = 1
    last_name_cnt   = 200
    
    [stalker_names_captain]
    name_cnt        = 1
    last_name_cnt   = 200
    
    ;--------------------------------------------------------------------
    [ph_capture_visuals] ;--/ список объектов которые можно таскать.
    ;--------------------------------------------------------------------
    ;--/ bandit
    actors\bandit\stalker_bandit_1
    actors\bandit\stalker_bandit_2
    actors\bandit\stalker_bandit_3
    actors\bandit\stalker_bandit_4
    actors\bandit\stalker_bandit_5
    actors\bandit\stalker_bandit_6
    actors\bandit\stalker_bandit_7
    actors\bandit\stalker_bandit_8
    actors\bandit\stalker_bandit_9
    actors\bandit\stalker_bandit_borov
    actors\bandit\stalker_bandit_drunk
    actors\bandit\stalker_bandit_master
    actors\bandit\stalker_bandit_veteran
    ;--/ dolg
    actors\dolg\stalker_do_antigas
    actors\dolg\stalker_do_balon_1
    actors\dolg\stalker_do_balon_2
    actors\dolg\stalker_do_balon_3
    actors\dolg\stalker_do_balon_4
    actors\dolg\stalker_do_balon_5
    actors\dolg\stalker_do_balon_6
    actors\dolg\stalker_do_balon_7
    actors\dolg\stalker_do_balon_8
    actors\dolg\stalker_do_balon_80
    actors\dolg\stalker_do_exoskeleton
    actors\dolg\stalker_do_komandir
    actors\dolg\stalker_do_mask
    actors\dolg\stalker_do_mask_1
    actors\dolg\stalker_do_nauchniy
    ;--/ ecolog
    actors\ecolog\stalker_ecolog
    actors\ecolog\stalker_ecolog_military
    ;--/ killer
    actors\killer\stalker_ki_antigas
    actors\killer\stalker_ki_exoskeleton
    actors\killer\stalker_ki_head_1
    actors\killer\stalker_ki_head_2
    actors\killer\stalker_ki_head_3
    actors\killer\stalker_ki_head_4
    actors\killer\stalker_ki_head_5
    actors\killer\stalker_ki_head_6
    actors\killer\stalker_ki_hero
    actors\killer\stalker_ki_informator
    actors\killer\stalker_ki_mask
    actors\killer\stalker_ki_nauchniy
    actors\killer\stalker_ki_temp
    actors\killer\stalker_ki_temp2
    ;--/ militari
    actors\militari\stalker_militari_1
    actors\militari\stalker_militari_2
    actors\militari\stalker_militari_antigas_1
    actors\militari\stalker_militari_antigas_2
    ;--/ nauchniy
    actors\nauchniy\nauchniy_0
    actors\nauchniy\nauchniy_1
    ;--/ neytral
    actors\neytral\stalker_bar_security
    actors\neytral\stalker_neytral_balon_1
    actors\neytral\stalker_neytral_balon_2
    actors\neytral\stalker_neytral_balon_3
    actors\neytral\stalker_neytral_balon_4
    actors\neytral\stalker_neytral_balon_5
    actors\neytral\stalker_neytral_balon_6
    actors\neytral\stalker_neytral_balon_7
    actors\neytral\stalker_neytral_balon_8
    actors\neytral\stalker_neytral_exoskeleton
    actors\neytral\stalker_neytral_hood_1
    actors\neytral\stalker_neytral_hood_2
    actors\neytral\stalker_neytral_hood_3
    actors\neytral\stalker_neytral_hood_4
    actors\neytral\stalker_neytral_hood_5
    actors\neytral\stalker_neytral_hood_6
    actors\neytral\stalker_neytral_hood_7
    actors\neytral\stalker_neytral_hood_8
    actors\neytral\stalker_neytral_hood_9
    actors\neytral\stalker_neytral_hood_uzor
    actors\neytral\stalker_neytral_nauchniy
    actors\neytral\stalker_neytral_rukzak_1
    actors\neytral\stalker_neytral_rukzak_2
    actors\neytral\stalker_neytral_rukzak_3
    actors\neytral\stalker_neytral_rukzak_4
    actors\neytral\stalker_neytral_rukzak_5
    actors\neytral\stalker_neytral_rukzak_6
    actors\neytral\stalker_neytral_rukzak_7
    actors\neytral\stalker_prizrak
    ;--/ novice
    actors\novice\green_stalker_1
    actors\novice\green_stalker_10
    actors\novice\green_stalker_11
    actors\novice\green_stalker_2
    actors\novice\green_stalker_3
    actors\novice\green_stalker_4
    actors\novice\green_stalker_5
    actors\novice\green_stalker_6
    actors\novice\green_stalker_7
    actors\novice\green_stalker_8
    actors\novice\green_stalker_9
    actors\novice\green_stalker_antigas
    ;--/ soldier
    actors\soldier\soldier_antigas
    actors\soldier\soldier_bandana
    actors\soldier\soldier_bandana_1
    actors\soldier\soldier_bandana_2
    actors\soldier\soldier_bandana_3
    actors\soldier\soldier_bandana_4
    actors\soldier\soldier_bandana_5
    actors\soldier\soldier_bandana_6
    actors\soldier\soldier_beret
    actors\soldier\soldier_beret_1
    actors\soldier\soldier_beret_2
    actors\soldier\soldier_beret_3
    actors\soldier\soldier_beret_4
    actors\soldier\soldier_beret_5
    actors\soldier\soldier_mask
    actors\soldier\soldier_obichniy
    actors\soldier\soldier_spetsnaz
    actors\soldier\stalker_military_black
    actors\soldier\stalker_military_green
    ;--/ stalker_zombi
    actors\stalker_zombi\stalker_zombie_specnaz
    actors\stalker_zombi\stalker_zombie1
    actors\stalker_zombi\stalker_zombie2
    actors\stalker_zombi\stalker_zombie3
    actors\stalker_zombi\stalker_zombie4
    actors\stalker_zombi\stalker_zombie5
    actors\stalker_zombi\stalker_zombie6
    actors\stalker_zombi\stalker_zombie7
    actors\stalker_zombi\stalker_zombie8
    actors\stalker_zombi\zombie_exoskeleton
    actors\stalker_zombi\zombie_fresh_0
    actors\stalker_zombi\zombie_fresh_1
    actors\stalker_zombi\zombie_fresh_2
    ;--/ svoboda
    actors\svoboda\stalker_sv_balon_1
    actors\svoboda\stalker_sv_balon_10
    actors\svoboda\stalker_sv_cook
    actors\svoboda\stalker_sv_exoskeleton
    actors\svoboda\stalker_sv_hood_9
    actors\svoboda\stalker_sv_hood_91
    actors\svoboda\stalker_sv_leader
    actors\svoboda\stalker_sv_max
    actors\svoboda\stalker_sv_nauchniy
    actors\svoboda\stalker_sv_rukzak_1
    actors\svoboda\stalker_sv_rukzak_1_1
    actors\svoboda\stalker_sv_rukzak_2
    actors\svoboda\stalker_sv_rukzak_3
    actors\svoboda\stalker_sv_rukzak_3_1
    ;--/ ucheniy
    actors\ucheniy\ucheniy_1
    actors\ucheniy\ucheniy_2
    actors\ucheniy\ucheniy_3
    actors\ucheniy\ucheniy_4
    ;--/ monolith
    actors\monolit\stalker_mo_exo
    actors\monolit\stalker_mo_head_1
    actors\monolit\stalker_mo_head1
    actors\monolit\stalker_mo_hood_9
    actors\monolit\stalker_mo_mask
    actors\monolit\stalker_mo_nauchniy
    
    ;--/Original monsters
    monsters\dog\dog
    monsters\dog\dog_cmn_1
    monsters\dog\dog_bulterier
    monsters\dog\dog_bulterier_dead
    monsters\dog\dog_dead
    monsters\dog\dog_red
    monsters\dog\dog_red_dead
    monsters\dog\dog_white
    monsters\dog\dog_white_dead
    monsters\kontroler\kontroler
    monsters\kontroler\kontroler_2
    monsters\kontroler\kontroler_3
    monsters\kontroler\kontroler_4
    monsters\kontroler\kontroler_5
    monsters\kontroler\kontroler_dead
    monsters\krovosos\krovosos
    monsters\krovosos\krovosos_dead
    monsters\krovosos\krovosos_strong
    monsters\krovosos\krovosos_strong_xray
    monsters\krovosos\krovosos_xray
    monsters\poltergeist\poltergeist
    monsters\poltergeist\poltergeist_strong
    monsters\poltergeist\poltergeyst_dead
    monsters\pseudodog\pseudodog
    monsters\pseudodog\pseudodog_dead
    monsters\pseudodog\pseudodog_grey
    monsters\pseudodog\pseudodog_grey_dead
    monsters\snork\snork
    monsters\snork\snork_dead
    monsters\tushkano\tushkano
    monsters\tushkano\tushkano_dead
    monsters\cat\cat
    
    ;--/Cut monsters
    monsters\crow\crow
    monsters\rat\rat_1
    monsters\rat\rat_2
    monsters\rat\rat_3
    monsters\rat\rat_4
    monsters\zombi\zombi_1
    monsters\zombi\zombi_1_ghost
    monsters\zombi\zombi_2
    monsters\zombi\zombi_3
    monsters\zombi\zombi_4
    monsters\zombi\zombi_8
    monsters\zombi\zombi_trup
    monsters\zombi\zombi_trup_2
    monsters\karlik\karlik
    monsters\karlik\karlik_1
    monsters\karlik\karlik_4
    
    monsters\dark_stalker\dark_stalker
    monsters\dark_stalker\dark_stalker_boss
    monsters\dark_stalker\dark_stalker_novice
    monsters\dark_stalker\dark_stalker_veteran
    monsters\dark_stalker\dark_stalker_master
    monsters\dark_stalker\dark_stalker_general
    monsters\dark_stalker\dark_stalker_general_1
    monsters\dark_stalker\dark_stalker_general_8
    
    ;====================================================================
    -----------------------------------------------
    Actor.ltx
    Code:
    [actor_terrain]
    	255,255,000,255
    
    [actor]:human_base
    GroupControlSection = spawn_group
    $spawn              = "actor"
    $ed_icon            = ed\ed_actor
    $player             = on
    $prefetch           = 16
    cform               = skeleton
    class               = O_ACTOR
    money               = 40 ; option for level editor
    rank                = 3;
    script_binding      = bind_actor.bind ;--/#~# (old: bind_stalker.actor_init)
    visual              = actors\hero\stalker_novice.ogf
    default_outfit_legs = actors\hero\legs\stalker_novice.ogf
    destroyed_vis_name  = physics\Dead_Body\skelet_crash
    
    terrain             = actor_terrain
    
    max_item_mass       = 50.0
    jump_speed          = 6.5 ;7.0
    ;crouch_coef         = 0.76 //by CzechDeath was 0.45 
    ;climb_coef          = 0.8
    ;run_coef            = 2.2 //CzechDeath2.0 ;2.4
    ;sprint_koef         = 2.4 ;3.0
    ;run_back_coef       = 1.8 //CzechDeath
    ;walk_back_coef      = 0.8
    ;air_control_param   = 0.1
    ;walk_accel          = 16 //Czechdeath
    
    ;--SkyLoader: ^ these params dont look adjucted, i mean crouch_coef and run_back_coef
    crouch_coef 			= 0.45
    climb_coef				= 0.8
    run_coef                = 2.0
    sprint_koef				= 2.4
    run_back_coef			= 1.5
    walk_back_coef			= 0.8
    air_control_param		= 0.1
    walk_accel              = 15
    
     
    ;--радиус в котром над предметами выводятся их названия
    pickup_info_radius  = 5 ;3
    grenade_radius      = 10.0 ;--расстояние (в метрах) на котором актер чувствует гранату (любую)
    grenade_time        = 0.5  ;--время гранаты (сек) после которого актер чувствует гранату
    
    ef_creature_type    = 17 ;-- option for evaluation functions
    
    ;-- attach params
    attachable_items = device_torch, hand_radio, hand_megafon
    
    ;ph_box0_center                   = 0.0,  0.9,  0.0
    ;ph_box0_size                     = 0.3, 0.9,  0.3
    ;ph_box1_center                   = 0.0,  0.75,  0.0
    ;ph_box1_size                     = 0.3, 0.75,  0.3
    ;ph_box2_center                   = 0.0,  0.45,  0.0	//0.0,  0.6,  0.0 by CzechDeath
    ;ph_box2_size                     = 0.3, 0.45,  0.3 //0.35, 0.6,  0.35 by CzechDeath
    ;stalker_small_restrictor_radius  = .45;
    
    ;--SkyLoader:  ^ these params are bad, they work incorrect with actor legs
    ph_box0_center 						= 0.0,  0.9,  0.0
    ph_box0_size 						= 0.35, 0.9,  0.35
    ph_box1_center 						= 0.0,  0.75,  0.0
    ph_box1_size 						= 0.35, 0.75,  0.35
    ph_box2_center 						= 0.0,  0.6,  0.0
    ph_box2_size 						= 0.35, 0.6,  0.35
    stalker_small_restrictor_radius				= .55;
    
    stalker_restrictor_radius        = .55;0.55;0.75;0.9
    medium_monster_restrictor_radius = 0.1
    ph_crash_speed_min               = 14
    ph_crash_speed_max               = 30
    ph_collision_damage_factor       = 1.0
    ph_mass = 90
    
    weapon_bone0 = bip01_r_finger1
    weapon_bone1 = bip01_l_finger1
    weapon_bone2 = bip01_r_finger11
    
    damage = actor_damage
    
    hit_probability_gd_novice  = 0.20
    hit_probability_gd_stalker = 0.40
    hit_probability_gd_veteran = 0.60
    hit_probability_gd_master  = 0.80 
    hit_sounds = actor_hit_snds
    
    ;--actor condition
    immunities_sect = actor_immunities_gd_master
    condition_sect  = actor_condition
    
    heavy_breath_snd = actor\breath_1 ;--звук тяжелого дыхания при усталости
    heavy_blood_snd  = affects\heartbeat ;-- heart\8
    
    material = creatures\actor
    camera_height_factor = 0.87
    
    
    ;--дисперсия стрельбы с учетом ходьбы и бега
    disp_base = 0.8 ;--угол (в градусах) разлета пуль, когда актер стоит на месте
    disp_aim  = 0.04
    disp_vel_factor           = 2.0 ;--на сколько увеличится дисперсия при скрости в 10 м/с (не обязательно при беге)
    disp_accel_factor         = 2.0 ;--еще на сколько увеличится, если актер бежит (+ скорость)
    disp_crouch_factor        = -0.2 ;--уменьшение если актер сидит
    disp_crouch_no_acc_factor = -0.4 ;--уменьшение если актер сидит + no acceleration
    ;disp_jump_factor = 2.0
    
    missile_throw_offset = 0.3, 0.5, 0.5
    
    body_remove_time = 60000 ;--время уничтожения трупа (с учетом TimeFactor)
    
    sleep_time_factor = 1000 ;400 ;--во сколько раз время идет быстрее, когда актер спит
    max_sleep_hours   = 12
    ;--species of monster
    species = actor
    
    
    ;---STEP MANAGER------------------------------------------------------
    LegsCount						= 2
    step_params						= stalker_step_manager
    foot_bones						= stalker_foot_bones
    
    memory_update_time			= 100
    
    ; visibility parameters
    DynamicObjectsCount			= 32
    min_view_distance   		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
    max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
    visibility_threshold	 	= 1.0				; значение, при достижении суммой которого объект считается видимым
    always_visible_distance 	= 1.0
    time_quant					= 0.005
    decrease_value				= 0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
    velocity_factor		     	= 0.5
    luminocity_factor			= 0.5;0 			; фактор освещения (только для Актёра)
    transparency_threshold	 	= 0.4				; 0.25
    still_visible_time			= 5000				; время, которое объект всё ещё считается видимым, даже если он уже не во фрустуме
    
    [actor_immunities_gd_novice]
    burn_immunity 				= 0.5				;коэффициенты иммунитета 
    strike_immunity 			= 0.5
    shock_immunity 				= 0.5
    wound_immunity				= 0.5
    radiation_immunity 			= 0.5
    telepatic_immunity 			= 0.5
    chemical_burn_immunity 		= 0.5
    explosion_immunity 			= 0.1
    fire_wound_immunity  		= 0.5
    
    
    [actor_immunities_gd_stalker]
    burn_immunity 				= 0.65				;коэффициенты иммунитета 
    strike_immunity 			= 0.65
    shock_immunity 				= 0.65
    wound_immunity				= 0.65
    radiation_immunity 			= 0.65
    telepatic_immunity 			= 0.65
    chemical_burn_immunity 		= 0.65
    explosion_immunity 			= 0.3
    fire_wound_immunity  		= 0.65
    
    [actor_immunities_gd_veteran]
    burn_immunity 				= 0.8				;коэффициенты иммунитета 
    strike_immunity 			= 0.8
    shock_immunity 				= 0.8
    wound_immunity				= 0.8
    radiation_immunity 			= 0.8
    telepatic_immunity 			= 0.8
    chemical_burn_immunity 		= 0.8
    explosion_immunity 			= 0.6
    fire_wound_immunity  		= 0.8
    
    [actor_immunities_gd_master]
    burn_immunity 				= 1.0				;коэффициенты иммунитета 
    strike_immunity 			= 1.0
    shock_immunity 				= 1.0
    wound_immunity				= 1.0
    radiation_immunity 			= 1.0
    telepatic_immunity 			= 1.0
    chemical_burn_immunity 		= 1.0
    explosion_immunity 			= 1.0
    fire_wound_immunity  		= 1.0
    
    [actor_condition]
    satiety_v					= 0.0 ;--0.000015				;скорость уменьшения сытости со временем
    radiation_v					= 0.0001				;скорость уменьшения радиации
    satiety_power_v				= 0.000055				;увеличение силы при уменьшении сытости 
    satiety_health_v			= 0.0001				;увеличение здоровья при уменьшении сытости 
    satiety_critical			= 0.0					;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
    radiation_health_v			= 0.004					;уменьшение здоровья при воздействии радиации
    morale_v					= 0.0001				;скорость восстановления морали 						
    psy_health_v				= 0.001					;скорость восстановления psy-здоровья
    alcohol_v					= -0.0003
    health_hit_part				= 1.0					;процент хита, уходящий на отнимание здоровья
    power_hit_part				= 0.1					;процент хита, уходящий на отнимание силы
    max_power_leak_speed		= 0.0					;накопление усталости (макс граница, до которой восстанавливается сила) в секунду игрового времени
    max_walk_weight				= 60
    
    bleeding_v					= 0.0005				;потеря крови при номинальной ране в секунду
    wound_incarnation_v			= 0.003		 			;скорость заживления раны
    min_wound_size				= 0.0256				;минимальный размер раны, после которого она считается зажившей
    
    ;--when actor in sleep
    satiety_v_sleep				= 0.0
    radiation_v_sleep			= 0.0003
    satiety_power_v_sleep		= 0.0001
    satiety_health_v_sleep		= 0.00001
    radiation_health_v_sleep	= 0.001
    morale_v_sleep				= 0.0
    psy_health_v_sleep			= 0.0
    
    alcohol_v_sleep				= -0.0005
    
    bleeding_v_sleep			= 0.0
    wound_incarnation_v_sleep	= 0.0
    max_power_leak_speed_sleep	= -0.00001;
    health_restore_v			= 0.0001
    
    ;;;;;;;;
    ;--actor_condition only
    
    jump_power				=	0.01			;0.005					;умешьшение силы с прыжком без учета веса ноши
    jump_weight_power			=	0.05		;0.045					;умешьшение силы с прыжком с учетом веса ноши, для максимального допустимого веса
    overweight_jump_k			=	5;10		;10					;коэффициент влияние перегрузки прыжок с весом (умножается на jump_weight_power)
    
    stand_power				=  -0.005								
    walk_power				=	0.00001				;умешьшение силы за секнду во время ходьбы без учета веса ноши
    walk_weight_power		=	0.00005;			;умешьшение силы за секнду во время ходьбы с учетом веса ноши, для максимального допустимого веса
    overweight_walk_k		=	5;9	;10				;коэффициент влияние перегрузки ноши (умножается на walk_weight_power)
    accel_k					=	3;5					;коэффициент на бег (умножается walk_power, walk_weight_power)
    sprint_k				=	75;150;185;180;200;	;коэффициент на "sprint" бег (умножается walk_power, walk_weight_power)
    
    ;-- хромота
    limping_health_begin = 0.1 ;--порог здоровья меньше которого актер начинает хромать
    limping_health_end   = 0.2 ;--порог здоровья больше которого актер перестает хромать
    limping_power_begin  = 0.1 ;--порог силы меньше которого актер начинает хромать
    limping_power_end	   = 0.2 ;--порог силы больше которого актер перестает хромать
    use_limping_state    = on
    
    cant_walk_power_begin = 0.01 ;--порог силы меньше которого актер не может двигаться
    cant_walk_power_end   = 0.10 ;--порог силы больше которого актер сможет двигаться
    
    cant_sprint_power_begin = 0.20 ;--порог силы меньше которого актер не может бежать в спринте
    cant_sprint_power_end   = 0.30 ;--порог силы больше которого актер сможет бежать в спринте
    
    can_sleep_callback        = dream.can_sleep_callback
    sleep_video_name_callback = dream.sleep_video_name_callback
    
    [actor_damage]
    ;bone_name		 = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>
    ;<hit_scale> - коэфф. изменения хита (уменьшения здоровья) 
    ;<wound_scale> - коэфф. изменения величины открытой раны
    ;-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ!!! ЗАДНИЙ НА АВТОМАТЕ
    default						= 1.0, -1, 1.0
    
    bip01_pelvis 				= 1.0, 10, 1.5
    bip01_spine 		 		= 1.0, 10, 1.5
    bip01_spine1 		 		= 1.0, 0, 1.5
    bip01_spine2 		 		= 1.0, 0, 1.5
    bip01_neck 			 		= 1.0, 0, 1.5
    bip01_head 			 		= 0.2, 0, 1.5
    eyelid_1 			 		= 0.0, 0, 0.0
    eye_left 			 		= 0.0, 0, 0.0
    eye_right 			 		= 0.0, 0, 0.0
    jaw_1 		 		 		= 0.0, 0, 0.0
    
    bip01_l_clavicle	 		= 1.0, 4, 1.5
    bip01_l_upperarm	 		= 1.0, 4, 1.5
    bip01_l_forearm	 	 		= 1.0, 4, 1.5
    bip01_l_hand	 	 		= 1.0, 4, 0.5
    bip01_l_finger0	 	 		= 0.0, 4, 0.0
    bip01_l_finger01	 		= 0.0, 4, 0.0
    bip01_l_finger02	 		= 0.0, 4, 0.0
    bip01_l_finger1	 	 		= 0.0, 4, 0.0
    bip01_l_finger11	 		= 0.0, 4, 0.0
    bip01_l_finger12	 		= 0.0, 4, 0.0
    bip01_l_finger2	 	 		= 0.0, 4, 0.0
    bip01_l_finger21	 		= 0.0, 4, 0.0
    bip01_l_finger22	 		= 0.0, 4, 0.0
    
    bip01_r_clavicle	 		= 1.0, 2, 1.5
    bip01_r_upperarm	 		= 1.0, 2, 1.5
    bip01_r_forearm	 	 		= 1.0, 2, 1.5
    bip01_r_hand	 	 		= 1.0, 2, 0.0
    bip01_r_finger0	 	 		= 0.0, 2, 0.0
    bip01_r_finger01	 		= 0.0, 2, 0.0
    bip01_r_finger02	 		= 0.0, 2, 0.0
    bip01_r_finger1	 	 		= 0.0, 2, 0.0
    bip01_r_finger11	 		= 0.0, 2, 0.0
    bip01_r_finger12	 		= 0.0, 2, 0.0
    bip01_r_finger2	 	 		= 0.0, 2, 0.0
    bip01_r_finger21	 		= 0.0, 2, 0.0
    bip01_r_finger22	 		= 0.0, 2, 0.0
    
    bip01_l_thigh	 	 		= 1.0, 8, 1.5
    bip01_l_calf	 	 		= 1.0, 8, 1.5
    bip01_l_foot	 	 		= 1.0, 8, 1.5
    bip01_l_toe0	 	 		= 1.0, 8, 1.5
    bip01_r_thigh	 	 		= 1.0, 6, 1.5
    bip01_r_calf	 	 		= 1.0, 6, 1.5
    bip01_r_foot	 	 		= 1.0, 6, 1.5
    bip01_r_toe0	 	 		= 1.0, 6, 1.5
    
    [actor_animation]
    ;--углы  дворота ног актера во время стрейфов (в градусах)
    fwd_l_strafe_yaw  = 45
    back_l_strafe_yaw = 45
    fwd_r_strafe_yaw  = 45
    back_r_strafe_yaw = 45
    l_strafe_yaw      = 10
    r_strafe_yaw      = 10
    
    
    [actor_hit_snds]
    death         = actor\die0,actor\die1,actor\die2,actor\die3
    burn          = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    shock         = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    strike        = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    wound         = actor\pain1,actor\pain2,actor\pain3 ;--,actor\die0 ;-- ,actor\hurt4
    radiation     = monsters\biting\def_0 ;-- actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
    telepatic     = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    fire_wound    = actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4 ;--,actor\die0
    ;-- actor\pain_1,actor\pain_3,actor\pain_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8
    chemical_burn = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    explosion     = affects\tinnitus3a
    wound_2       = actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4 ;--,actor\die0
    physic_strike = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  23. #1163
    Alors...
    J'ai copié tes fichiers, je les ai mis dans 2 fichiers ltx (comme je ne savais pas comment faire des ltx, j'ai pris 2 fichiers actor et system d'un autre gamedata) que j'ai placé dans config.
    J'ai lancé une nouvelle partie...

    CA MARCHE!

    Cool, merci Leglod!

  24. #1164
    Cool donc ca confirme, que le jeu va dabords chercher dans les dossier et s'il trouve pas décompresse les gamedata et prend ce qu'il a besoin , ca explique les freeze parfois si les data sont dans des fichier separer ca fait beaucoup de travail ! moins je cherche le fichier beep du detecteur car il me casse les oreilles :

    Si non les fichier LTX c'est juste des fichier texte simple avec notepad !
    D'ailleurs je fait faire pareil j'ai plein de docs et d'outillage dans mon inventaire et je ne peux pas les poser et ca pese !
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  25. #1165
    N'empêche que c'est de la triche.

    Tricher avec STALKER c'est mal, m'voyez.

  26. #1166
    On ne triche pas ave cun jeu qui bugue on le rend plus agreable
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  27. #1167
    Citation Envoyé par LeGlod Voir le message
    On ne triche pas ave cun jeu qui bugue on le rend plus agreable
    Non.
    Vous n'êtes qu'une bande d'hérétiques.

  28. #1168
    Citation Envoyé par LeGlod Voir le message
    On ne triche pas ave cun jeu qui bugue on le rend plus agreable
    La limite de poids n'est pas un bug. C'est de la mettre à 100kg qui est un bug.
    La Bibliothèque idéale de l'imaginaire, c'est bon pour les noeils et l'esprit.

  29. #1169
    Bein quand tu t'ai trainer 3 fois ou plus le long d'une map et que ca a planter au bout, bein ca saoul ! si non ya des trainer pour avoir vie infinie argent infinie ect ....
    La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ

  30. #1170
    Citation Envoyé par LeGlod Voir le message
    Bein quand tu t'ai trainer 3 fois ou plus le long d'une map et que ca a planter au bout, bein ca saoul ! si non ya des trainer pour avoir vie infinie argent infinie ect ....
    Du bon usage optimal des véhicules. :smile:

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