[m_zombie_e]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
;$spawn                 = "monsters\zombies\zombie_base";-- option for Level Editor
$npc			= on				;-- option for Level Editor
$prefetch 		= 16
Scheduled		= on				;-- option for ALife Simulator
Human		     	= off				;-- option for ALife Simulator
Health			= 500				;-- option for ALife Simulator
MinSpeed		= 1.0				;-- option for ALife Simulator
MaxSpeed		= 5.0				;-- option for ALife Simulator
going_speed             = 2 ;--/4.5                     ;-- option for ALife Simulator
search_speed            = 1.5                           ;-- option for ALife Simulator
visual			= monsters\zombi\zombi_1
corpse_visual		= monsters\zombi\zombi_1
icon                    = ui_npc_monster_kontroler	

spawn_phantom 		= m_phantom_zombi
can_spawn_phantom 	= false
MaxHealthValue		     = 100			;-- range [0..200]
DynamicObjectsCount	     = 32
smart_terrain_choose_interval= 00:35:00 ;00:15:00

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

;--/Spawn_Inventory_Item_Section = mutant_zombie_head
;--/Spawn_Inventory_Item_Probability = 1.0

cform                = skeleton				;-- collision class
class                = SM_ZOMBI				;-- AI class

script_binding  	= bind_monster.bind

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

ph_box0_center 		 = 0.0,  0.9,  0.0
ph_box0_size 		 = 0.35, 0.9,  0.35
ph_box1_center 		 = 0.0,  0.6,  0.0
ph_box1_size 		 = 0.40, 0.6,  0.40
ph_crash_speed_min	= 10
ph_crash_speed_max	= 30
ph_collision_damage_factor= 0.1
ph_mass 		  = 80
destroyed_vis_name         = dynamics\Dead_Body\skelet_crash

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 1.1 ;--550.0 (������� ��-�� ����, ��� ������ ���������� ����������� 0.002 �� ����)
ph_skeleton_airr_ang_factor   = 0.0 ;--0.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 0.3 �� ���� (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 5.0 ;--1.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 5.0 �� ����)
ph_skeleton_ddelay	      = 5.0 ;--����� ��������� �������� ������ � ������� � ������� �������� �����, ���

ph_skel_fatal_impulse_factor  = 8.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		= 0.06             ;-- range [0..1]

eye_fov			= 80
eye_range		= 50
max_hear_dist		= 30

vision_free_section		= zombie_vision_free
vision_danger_section		= zombie_vision_danger
terrain = zombie_terrain
;--/ �������� visibility_threshold ������ ���� ����� ��� ������� � ���,
;--/ ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���.

[zombie_vision_free]
min_view_distance   		= 0.4				; min range of cone based on eye_range
max_view_distance	 		= 0.8				; max range of cone based on eye_range
visibility_threshold	 	= 30				;Threshold in which object becomes visible based on factors
always_visible_distance 	= 0					;Distance object is always considered visible (float)
time_quant					= 0.005				;step increment to for sight calculations
decrease_value				= 0.1 				;Decrease over time to overall threshold
velocity_factor		     	= 0.4				;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor			= 0.70				;Low value = easier to see at night
transparency_threshold	 	= 0.65	 		    ;Low value = easier to see through objects
still_visible_time          = 0 				;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)

[zombie_vision_danger]
min_view_distance   		= 0.4				; min range of cone based on eye_range
max_view_distance	 		= 0.8				; max range of cone based on eye_range
visibility_threshold	 	= 30				;Threshold in which object becomes visible based on factors
always_visible_distance 	= 0					;Distance object is always considered visible (float)
time_quant					= 0.005				;step increment to for sight calculations
decrease_value				= 0.1 				;Decrease over time to overall threshold
velocity_factor		     	= 0.4				;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor			= 0.70				;Low value = easier to see at night
transparency_threshold	 	= 0.65 			    ;Low value = easier to see through objects
still_visible_time          = 0 				;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)

[zombie_terrain]
	255,000,255,255

[zombie_protections]
skin_armor           = 0.1
hit_fraction_monster = 0.5

; speed factors		linear | angular_real | angular_path | min  |  max
Velocity_Stand		= 0,		1.4,		1.4,	   1,	  1
Velocity_WalkFwdNormal	= 0.9,		0.6,		0.6,    0.02,	2.0	
Velocity_RunFwdNormal	= 1.7,		3.0,		3.0,	 0.4,	  1	
Velocity_WalkFwdDamaged	= 0.7,		3.0,		0.8,	 0.2,	2.0	
Velocity_RunFwdDamaged	= 1.5,  	3.0,		3.0,	 0.2,	  1
Velocity_Drag		= 1.0,		3.0,		3.0,	   1,	  1
Velocity_Steal		= 1.5,		3.0,		3.0,	   1,	  1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 7.5

;attack parameters
MinAttackDist		= 1.7	;--0.5
MaxAttackDist		= 2.3	;--3.8

Melee_Rotation_Factor	= 1.6

as_min_dist		= 1.4
as_step			= 0.1

feel_enemy_who_just_hit_max_distance = 20  ;-- ��������� �� ������� ������ ����������� ������������� ������ ���� ������
DayTime_Begin		= 0		   ;-- ����� ��� ��� �������
DayTime_End		= 21		   ;-- ����� ��� ��� �������
Min_Satiety		= 0.4		   ;-- ���. ����� �v����� (������ - ��� ������v�)
Max_Satiety		= 1.0		   ;-- ����. ����� �v����� (������ - ����� �v�v�)

distance_to_corpse	= 1.2		   ;-- ����. �� �����, ��� ������� �� ��������� � ��������� ��v

min_view_distance   	= 0.7		;-- �����������, ������� �������� �� eye_range, � ����������� �� ����
max_view_distance	= 1.0		;-- �����������, ������� �������� �� eye_range, � ����������� �� ����
visibility_threshold	= 100.0		;-- ��������, ��� ���������� ������ �������� ������ ��������� �������
always_visible_distance = 0.3
time_quant		= 0.001
decrease_value		= 0.01		;-- ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� ��������
velocity_factor		= 0.5
luminocity_factor	= 0.5 		;-- ������ ��������� (������ ��� �����)
transparency_threshold	= 0.25

hit_type = wound

;--/ entity condition
satiety_v 		= 0.00001 ;--0.01  ;--�������� ���������� ������� �� ��������
radiation_v 		= 0.00001 ;--0.004 ;--�������� ���������� ��������
satiety_power_v 	= 0.01	  ;--0.01  ;--���������� ���� ��� ���������� ������� 
satiety_health_v 	= 0.005	  ;--0.03  ;--���������� �������� ��� ���������� ������� 
satiety_critical 	= -1.0	  ;--0.25  ;--����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� �����������
radiation_health_v 	= 0.01	  ;--0.006 ;--���������� �������� ��� ����������� ��������
morale_v		= 0.01		   ;--�������� �������������� ������
health_hit_part 	= 1.0	  ;--0.8   ;--������� ����, �������� �� ��������� ��������
power_hit_part 		= 1.0	  ;--0.9   ;--������� ����, �������� �� ��������� ����
psy_health_v		= 0.1		   ;--�������� �������������� psy-��������

immunities_sect		= zombie_immunities


;--/�������� ����
bleeding_v		= 0		;--������ ����� ��� ����������� ���� � �������
wound_incarnation_v	= 0.01		;--�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������)
min_wound_size		= 0.01

sleep_health		= 1.0	;--1.5	;--�����������v ��������� ��������� ��������� �� ���� ���
sleep_power		= 1.0	;--1.5
sleep_satiety		= 1.0	;--0.8
sleep_radiation		= 1.0	;--1.1
sleep_psy_health	= 1.0

eat_freq		= 5.0		;-- ����� ������ � ���
eat_slice		= 0.01	        ;-- ���������� �v����� ��� 1 �����
eat_slice_weight	= 10.0	        ;-- ���������� ��v � �����

satiety_threshold	= 0.5							; below this value monster fill hunger


; Morale
Morale_Hit_Quant	     = 0.001
Morale_Attack_Success_Quant  = 0.1
Morale_Take_Heart_Speed	     = 0.1
Morale_Despondent_Speed	     = 0.1
Morale_Stable_Speed	     = 0.01
Morale_Despondent_Threashold = 0.1


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

killer_clsids		= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE

idle_sound_delay	= 20000
eat_sound_delay		= 3000
attack_sound_delay	= 24000

sound_distant_idle		= monsters\zombie\zombie_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold		= 0.5
critical_wound_threshold	= -1
critical_wound_decrease_quant	= 0.

FakeDeathCount					= 2		; max count of fake death
StartFakeDeathHealthThreshold	= 0.6



material		= creatures\medium
DynamicObjectsCount	= 32

squad_attack_algorithm	= 1
LegsCount		= 2

attack_effector		= m_zombie_attack_effector
step_params		= m_zombie_step_params
attack_params		= m_zombie_attack_params
damage			= m_zombie_damage

;species of monster
species			= zombie


[m_zombie_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- �����. ��������� ���� (���������� ��������) 
;<wound_scale>	- �����. ��������� �������� �������� ����

default		= 1.0, -1, 0.01

bip01_pelvis 	= 0.5, -1, 0.01
bip01_spine 	= 0.5, -1, 0.01
bip01_spine1 	= 0.5, -1, 0.01
bip01_neck 	= 1.5, -1, 0.01
bip01_head 	= 2.0, -1, 0.01



[m_zombie_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;right hand strike
stand_attack_0 =	  	0.30,		0.45,		    100,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike
stand_attack_1 =	  	0.35,		0.40,		    100,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike2
stand_attack_2 =	  	0.30,		0.35,		    120,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0
;left hand strike3
stand_attack_3 =	  	0.30,		0.40,		    180,        0.0, 1.0, 0.0,		 -0.6, 0.6, -0.6, 0.6,							  2.0

[m_zombie_attack_effector]

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

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

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

;===========================================================================
; IMMUNITIES
;===========================================================================
[zombie_immunities]
burn_immunity		= 0.3	;--������������ ���������� 
strike_immunity		= 0.8
shock_immunity		= 0.8
wound_immunity		= 0.4   ;--1
radiation_immunity	= 0.0	;--0.5
telepatic_immunity	= 1.0
chemical_burn_immunity	= 0.3
explosion_immunity	= 0.5
fire_wound_immunity	= 0.25
	
[zombie_weak]:m_zombie_e
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
$spawn			= "monsters\zombies\zombie_01_weak"
visual			= monsters\zombi\zombi_2
;$spawn                 = "monsters\zombies\zombie_base";-- option for Level Editor
$npc			= on				;-- option for Level Editor
$prefetch 		= 16
Scheduled		= on				;-- option for ALife Simulator
Human		     	= off				;-- option for ALife Simulator
Health			= 500				;-- option for ALife Simulator
MinSpeed		= 1.0				;-- option for ALife Simulator
MaxSpeed		= 5.0				;-- option for ALife Simulator
going_speed             = 2;4.5                         ;-- option for ALife Simulator
search_speed            = 1.5                           ;-- option for ALife Simulator
;--/visual		= monsters\zombi\zombi_1
corpse_visual		= monsters\zombi\zombi_1
icon = ui_npc_monster_kontroler	
community                       = zombie
MaxHealthValue		     = 100			;-- range [0..200]
DynamicObjectsCount	     = 32
smart_terrain_choose_interval= 00:35:00 ;00:15:00

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

;--/Spawn_Inventory_Item_Section = mutant_zombie_head
Spawn_Inventory_Item_Probability = 1.0

cform               = skeleton				;-- collision class
class                = SM_ZOMBI				;-- AI class
rank = 3
spec_rank = weak
script_binding       = bind_monster.bind

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

ph_box0_center 		   = 0.0,  0.9,  0.0
ph_box0_size 		   = 0.35, 0.9,  0.35
ph_box1_center 		   = 0.0,  0.6,  0.0
ph_box1_size 		   = 0.40, 0.6,  0.40
ph_crash_speed_min	   = 10
ph_crash_speed_max	   = 30
ph_collision_damage_factor = 0.1
ph_mass 		   = 80
destroyed_vis_name         = dynamics\Dead_Body\skelet_crash

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 1.1 ;--550.0 (������� ��-�� ����, ��� ������ ���������� ����������� 0.002 �� ����)
ph_skeleton_airr_ang_factor   = 0.0 ;--0.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 0.3 �� ���� (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 5.0 ;--1.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 5.0 �� ����)
ph_skeleton_ddelay	      = 5.0 ;--����� ��������� �������� ������ � ������� � ������� �������� �����, ���

ph_skel_fatal_impulse_factor  = 8.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		= 0.06             ;-- range [0..1]

eye_fov			= 70
eye_range		= 50
max_hear_dist	= 30

vision_free_section	= zombie_vision_free
vision_danger_section	= zombie_vision_danger
terrain = zombie_terrain

;--/ �������� visibility_threshold ������ ���� ����� ��� ������� � ���,
;--/ ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���.

; speed factors		linear | angular_real | angular_path | min  |  max
Velocity_Stand		= 0,		1.4,	        1.4,	   1,	  1
Velocity_WalkFwdNormal	= 0.9,		0.6,		0.6,	0.02,	2.0	
Velocity_RunFwdNormal	= 1.7,		3.0,		3.0,	 0.4,	  1	
Velocity_WalkFwdDamaged	= 0.7,		3.0,		0.8,	 0.2,	2.0	
Velocity_RunFwdDamaged	= 1.5,  	3.0,		3.0,	 0.2,	  1
Velocity_Drag		= 1.0,		3.0,		3.0,	   1,	  1
Velocity_Steal		= 1.5,		3.0,		3.0,	   1,	  1

;--/ acceleration
Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 7.5

;attack parameters
MinAttackDist		= 1.7	;--0.5
MaxAttackDist		= 2.3	;--3.8

Melee_Rotation_Factor	= 1.6

as_min_dist		= 1.4
as_step			= 0.1

feel_enemy_who_just_hit_max_distance = 20  ;--��������� �� ������� ������ ����������� ������������� ������ ���� ������
DayTime_Begin		= 0		   ;-- ����� ��� ��� �������
DayTime_End		= 21	           ;-- ����� ��� ��� �������
Min_Satiety		= 0.4	           ;-- ���. ����� �v����� (������ - ��� ������v�)
Max_Satiety		= 1.0		   ;-- ����. ����� �v����� (������ - ����� �v�v�)

distance_to_corpse	= 1.2		   ;-- ����. �� �����, ��� ������� �� ��������� � ��������� ��v

min_view_distance   	= 0.7		   ;-- �����������, ������� �������� �� eye_range, � ����������� �� ����
max_view_distance	= 1.0		   ;-- �����������, ������� �������� �� eye_range, � ����������� �� ����
visibility_threshold	= 100.0		   ;-- ��������, ��� ���������� ������ �������� ������ ��������� �������
always_visible_distance = 0.3
time_quant		= 0.001
decrease_value		= 0.01		   ;-- ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� ��������
velocity_factor		= 0.5
luminocity_factor	= 0.5 		   ;-- ������ ��������� (������ ��� �����)
transparency_threshold	= 0.25

hit_type = wound

;--/ entity condition
satiety_v 		= 0.00001 ;--0.01  ;--�������� ���������� ������� �� ��������
radiation_v 		= 0.00001 ;--0.004 ;--�������� ���������� ��������
satiety_power_v 	= 0.01	  ;--0.01  ;--���������� ���� ��� ���������� ������� 
satiety_health_v 	= 0.005	  ;--0.03  ;--���������� �������� ��� ���������� ������� 
satiety_critical 	= -1.0	  ;--0.25  ;--����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� �����������
radiation_health_v 	= 0.01	  ;--0.006 ;--���������� �������� ��� ����������� ��������
morale_v		= 0.01		   ;--�������� �������������� ������
health_hit_part 	= 1.0	  ;--0.8   ;--������� ����, �������� �� ��������� ��������
power_hit_part 		= 1.0	  ;--0.9   ;--������� ����, �������� �� ��������� ����
psy_health_v		= 0.1		   ;--�������� �������������� psy-��������

immunities_sect		= zombie_immunities


;--/�������� ����
bleeding_v		= 0		;--������ ����� ��� ����������� ���� � �������
wound_incarnation_v	= 0.01		;--�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������)
min_wound_size		= 0.01

sleep_health		= 1.0	;--1.5	;--�����������v ��������� ��������� ��������� �� ���� ���
sleep_power		= 1.0	;--1.5
sleep_satiety		= 1.0	;--0.8
sleep_radiation		= 1.0	;--1.1
sleep_psy_health	= 1.0

eat_freq		= 5.0	        ;-- ����� ������ � ���
eat_slice		= 0.01	        ;-- ���������� �v����� ��� 1 �����
eat_slice_weight	= 10.0	        ;-- ���������� ��v � �����

satiety_threshold	= 0.5							; below this value monster fill hunger


;--/ Morale
Morale_Hit_Quant		= 0.001
Morale_Attack_Success_Quant	= 0.1
Morale_Take_Heart_Speed		= 0.1
Morale_Despondent_Speed		= 0.1
Morale_Stable_Speed		= 0.01
Morale_Despondent_Threashold	= 0.1


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

killer_clsids		= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE

idle_sound_delay	= 20000
eat_sound_delay		= 3000
attack_sound_delay	= 24000

sound_distant_idle		= monsters\zombie\zombie_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold		= 0.5
critical_wound_threshold	= -1
critical_wound_decrease_quant	= 0.

FakeDeathCount			= 4	;-- max count of fake death
StartFakeDeathHealthThreshold	= 0.6



material		= creatures\medium
DynamicObjectsCount	= 32

squad_attack_algorithm	= 1
LegsCount		= 2

attack_effector		= m_zombie_attack_effector
step_params		= m_zombie_step_params
attack_params		= m_zombie_attack_params
damage			= m_zombie_damage

;--/species of monster
species			= zombie


;--/ Entity Conditions
;-------------------------------------------------------------------------
satiety_v 		= 0.0001  ;--0.01  ;--�������� ���������� ������� �� ��������
radiation_v 		= 0.00001 ;--0.004 ;--�������� ���������� ��������
satiety_power_v 	= 0.005	  ;--0.01  ;--���������� ���� ��� ���������� �������
satiety_health_v 	= 0.005	  ;--0.03  ;--���������� �������� ��� ���������� �������
satiety_critical 	= -1.0	  ;--0.25  ;--����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� �����������
radiation_health_v 	= 0.01	  ;--0.006 ;--���������� �������� ��� ����������� ��������
morale_v		= 0.01		   ;--�������� �������������� ������
health_hit_part 	= 1.0	  ;--0.8   ;--������� ����, �������� �� ��������� ��������
power_hit_part 		= 1.0	  ;--0.9   ;--������� ����, �������� �� ��������� ����
psy_health_v		= 0.1		   ;--�������� �������������� psy-��������

Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 7.5

;--/attack parameters
MinAttackDist		= 1.7	;--0.5
MaxAttackDist		= 2.3	;--3.8

Melee_Rotation_Factor	= 1.6

as_min_dist		= 1.4
as_step			= 0.1
immunities_sect		= zombie_immunities_weak
attack_params		= zombie_attack_params_weak

material		= creatures\medium
DynamicObjectsCount	= 32

; Morale
Morale_Hit_Quant		= 0.001
Morale_Attack_Success_Quant	= 0.1
Morale_Take_Heart_Speed		= 0.1
Morale_Despondent_Speed		= 0.1
Morale_Stable_Speed		= 0.01
Morale_Despondent_Threashold	= 0.1

[zombie_immunities_weak]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.20
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.55
fire_wound_immunity		= 1.0

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


[zombie_normal]:zombie_weak
visual				= monsters\zombi\zombi_trup_2
FakeDeathCount			= 5		              ;-- max count of fake death
StartFakeDeathHealthThreshold	= 0.6
rank = 6
spec_rank = normal

[zombie_strong]:zombie_weak
visual				= monsters\zombi\zombi_3
rank = 9
spec_rank = strong

[zombie_ghost]:zombie_weak
visual                          = monsters\zombi\zombi_1

[zombie_fake]:zombie_weak
visual				= monsters\zombi\zombi_4
