MutantBase : struct.begin {refurl=../ObjPrototypes.cfg;refkey=[0]} SID = MutantBase Blueprint = Blueprint'/Game/GameLite/Blueprints/Characters/Monster/Final/BP_AI_Blinddog.BP_AI_Blinddog' Mass = 20.0 ShouldAvoidDangerPolygons = false ArmorDifferenceCoefProjectiles = 1.5 ArmorDifferenceCoefMeleeAttacks = 1.0 Anim = EObjAnim::Actor Type = EObjType::NPC NeedsPresetSID = MutantGenericNeedsPreset // Content/AAAStalker2/SkeletalMeshes/Mutants/ Faction = Mutant AgentType = EAgentType::MutantGeneric AnomalyRestrictionsIgnoreChance = 0.5 StaminaPerAction : struct.begin Crouch = 0.02 Walk = 0.01 Run = 0.015 Sprint = 0.1 Climb = 0.5 Jump = 20 struct.end VitalParams : struct.begin MaxHP = 300.0 MaxFP = 100.0 MaxBleeding = 100.0 MaxRadiation = 100.0 MaxSleepinessPoints = 100.0 MaxHungerPoints = 100.0 MaxThirstPoints = 100.0 MaxSuppressionPoints = 100.f RegenHungerPoints = 2.0 RegenThirstPoints = 0.0 DegenBleeding = 1.0 DegenRadiation = 1.0 RegenSleepinessPoints = 1.0 RegenHP = 0.05 RegenFP = 10.0 struct.end MovementParams : struct.begin WalkSpeed = 140.0 RunSpeed = 300.0 SprintSpeed = 470.0 ClimbSpeedCoef = 0.6 JumpSpeedCoef = 1.0 AimSpeedCoef = 0.8 AirControlCoef = 0.1 BaseTurnRate = 30.0 BaseLookUpRate = 40.0 AimTurnCoef = 0.8 AimLookUpCoef = 0.8 CrouchSpeed = 150.0 LowCrouchSpeed = 100.0 RunDiagonalBackCoef = 0.6f WalkDiagonalBackCoef = 0.6f WalkBackCoef = 0.6f RunBackCoef = 0.6f MoveBackCrouchCoef = 0.6f MoveBackLowCrouchCoef = 0.6f struct.end AttackParams : struct.begin MeleeDamage = 60.0 MeleeAttackAcceptanceDistance = 350.0 MeleeAttackHeight = 100.0 MeleeAttackRadius = 30.0 ForceDistance = 150.0 MutantAttackParams : struct.begin JumpAttack : struct.begin MutantAttackType = EMutantAttackType::JumpAttack DamageSource = EDamageSource::BiteSmall MinAttackDistance = 200.0 // angle between Attacker-Attacked actors line and AttackerForwardVector MaxAttackAngle = 25.0 AttackRootMotionTravelDistance = 100.0 Damage = 40.0 ArmorPiercing = 0.0 Bleeding = 0.f BleedingChanceIncrement = 0.f Cooldown = 1.0 Effects : struct.begin [0] : struct.begin EffectPrototypeSID = WeakBleeding Chance = 0.0 struct.end struct.end struct.end ExampleAttack : struct.begin MutantAttackType = EMutantAttackType::None DamageSource = EDamageSource::BiteSmall MinAttackDistance = 0.f // angle between Attacker-Attacked actors line and AttackerForwardVector MaxAttackAngle = 0.f AttackRootMotionTravelDistance = 0.f Damage = 0.f ArmorPiercing = 0.f Bleeding = 0.f BleedingChanceIncrement = 0.f Effects : struct.begin [0] : struct.begin EffectPrototypeSID = empty Chance = 0.f struct.end struct.end struct.end struct.end FireDispersionParams : struct.begin Default = 1.5 DefaultAim = 0.0 VelocityFactor = 2.0 CrouchMoveCoef = -0.75 LowCrouchCoef = -1.0 Jump = 2.0 struct.end struct.end Protection : struct.begin Burn = 0.0 Shock = 0.0 ChemicalBurn = 0.0 Radiation = 0.0 PSY = 0.0 Strike = 1.0 Fall = 0.0 struct.end SpawnPhantomParams : struct.begin PhantomBlueprint = Blueprint'/Game/GameLite/Blueprints/Characters/Monster/Final/Phantoms/BP_AI_PsyPhantom_BlindDog.BP_AI_PsyPhantom_BlindDog' PermanentEffects : struct.begin [0] = PsyPhantomPermanentMovementSpeedSlowdown [1] = PsyPhantomPermanentBulletResistanceDecrease struct.end EffectsOnOverlap : struct.begin [0] = DefaultPhantomPSYDamageOnOverlap struct.end struct.end ItemGeneratorPrototypeSID = empty MeshGeneratorPrototypeSID = CustomMeshGeneratorPrototypeSID = ThreatPrototypeSID = DefaultNPC VisionScannerPrototypeSID = NoVision Mesh = EObjMesh::Actor FlairSensorPrototypeSID = BlindDogFlairSensor MutantEscapeParameters : struct.begin FailureChance = 25% SquadLostFractionToEscape = 100% EscapeRadius = 1500.f AttackRadius = 300.f AttackEscapeDelay = 5.f InterruptEscapeAfterEnemyLostDelay = 5.f InterruptEscapeDelay = 20.f struct.end IgnoreDamageType = EIgnoreDamageType::IgnorePSY struct.end // RatSwarm Rat : struct.begin {refkey=MutantBase} SID = Rat Blueprint = /Script/Engine.Blueprint'/Game/GameLite/Blueprints/Characters/Monster/Final/BP_AI_RatSwarm.BP_AI_RatSwarm' // Content/AAAStalker2/SkeletalMeshes/Mutants/ Faction = Rat AgentType = EAgentType::RatSwarm Mass = 20 IgnoreEmission = true ShouldTriggerAnomalies = false VitalParams : struct.begin MaxHP = 60 MaxFP = 100 MaxBleeding = 100 MaxRadiation = 100 // 16*60*60 MaxSleepinessPoints = 57600 // 16*60*60 MaxHungerPoints = 100 MaxThirstPoints = 100 MaxSuppressionPoints = 100.f RegenHungerPoints = 2 RegenThirstPoints = 1 DegenBleeding = 1 DegenRadiation = 1 RegenSleepinessPoints = 1 RegenHP = 0.05 RegenFP = 10 struct.end MovementParams : struct.begin WalkSpeed = 500.f RunSpeed = 500.f SprintSpeed = 500.f struct.end Protection : struct.begin Burn = 0.0 Shock = 0.0 ChemicalBurn = 0.0 Radiation = 0.0 PSY = 0.0 Strike = 1.0 Fall = 0.0 struct.end // Damage is calculated as num attacking instances * InstanceDamageData * DeltaTime // Make sure to enter damage values in units / second InstanceDamageData : struct.begin Damage = 3 ArmorDamage = 1 ArmorPiercing = 3 Bleeding = 7.0f BleedingChanceIncrement = 0.7f DamageSource = EDamageSource::Bleeding DamageType = EDamageType::Strike NPCDamageMultiplier = 1. bShouldIgnoreArmor = false // List of effects to apply to target when new instance is engaging AttackEffects : struct.begin //[*] = MutantMediumAttackCameraShake struct.end struct.end DoorTransitionSettings : struct.begin Default : struct.begin StartDistance = 75.0 Animation = struct.end struct.end ID = 17 struct.end