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addons\ai\config.cpp
банальный вопрос
как убрать у зомбей (отставание, снижение скорости бега) чтобы они бегали всегда на максимально стандартной скорости.
и если это здесь, убрать у них рывки (некоторые зомби ходят, а некоторые как паралитики бегают туда сюда)
class Infected { name="zombie"; HeadLookBoneName="lookat"; teamName="Zombies"; class BehaviourHLZombie { class MovementWalk { maxSpeed=1.5; minSpeed=0; acceleration=5; maxAngleSpeed=180; slowRadius=0; stopRadius=0.5; pathFilter="ZombieCalm"; }; class MovementRun { maxSpeed=3; minSpeed=0; acceleration=15; maxAngleSpeed=120; slowRadius=0; goalRadius=1.5; stopRadius=1.7; useStartAnimation="false"; pathFilter="ZombieAlerted"; }; class MovementSprint { maxSpeed=9; minSpeed=0; acceleration=27; maxAngleSpeed=180; maxSpeedRange=9; slowRadius=3.2; goalRadius=1.5; goalSpeed=7.1999998; stopRadius=1.7; waypointRadius=1.5; useStartAnimation="false"; startAnimationMaxSpeed=0; slowToTurn="false"; smoothAcceleration="true"; pathFilter="ZombieAlerted"; }; class SlotCalm { class BehaviourZombieCalm { StandingDurationMin=6; StandingDurationMax=8; WalkingDurationMin=4; WalkingDurationMax=8; MinLookTime=1; MaxLookTime=2; IsAttractMode="false"; class SoundsDuring { class Sound1 { moveWithEntity="true"; }; probability=0.80000001; RepeatTimeMin=9; RepeatTimeMax=15; RepeatEnabled="true"; }; }; }; class SlotAlerted { class BehaviourZombieAlerted { maxTimeInDisturbedState=5; alertToAttract=0.80000001; fightStateEnterDistance=2; fightStateExitDistance=3; fightStateEnterOrientAngleDiff=160; fightStateExitOrientAngleDiff=160; disturbedTargetHistoryLength=10; disturbedVisionUtilityWeight=1; disturbedNoiseUtilityWeight=1; disturbedDamageUtilityWeight=1; attractedTargetHistoryLength=10; attractedVisionUtilityWeight=1; attractedNoiseUtilityWeight=1; attractedDamageUtilityWeight=1; attractedSearchDistance=15; chaseTargetHistoryLength=10; chaseVisionUtilityWeight=1; chaseNoiseUtilityWeight=1; chaseDamageUtilityWeight=1; class SoundsEntering { class Sound1 { }; probability=1; }; class SoundsDuring { class Sound1 { }; probability=1; RepeatTimeMin=3.9000001; RepeatTimeMax=4.0999999; RepeatEnabled="true"; }; noiseMakeAlertPeriod=6; class NoiseMakeAlert { strength=40; type="sound"; }; }; }; class AlertSystem { visionToAlertMultiplier=20; noiseToAlertMultiplier=1; damageToAlertMultiplier=10000; noiseShotToAlertMultiplier=1.7; class Calm { DropSpeed=1; DropDelay=0; MaxAlertValue=20; }; class Alerted { DropSpeed=3; DropDelay=1; MaxAlertValue=100; }; }; staminaDepletionSpeed=5; staminaRechargeSpeed=10; }; class TargetSystemDZBase { visionProximityRange=2.5; visionProximityStrengthMult=2; visionCloseRange=10; visionCloseHeight=1.8; visionCloseStrengthMult=1.5; visionRangeMin=20; visionRangeMax=40; visionFov=1; visionPeripheralRangeMin=2.5; visionPeripheralRangeMax=20; visionPeripheralFov=2.3; visionAngularSpeedMin=0.1; visionAngularSpeedMax=0.5; visionAngularSpeedMaxMult=1; visionNightMinMult=1; visionNightMaxMult=0.30000001; visionRainMinMult=1; visionRainMaxMult=0.60000002; visionFogMinMult=1; visionFogMaxMult=0.5; }; class NoiseSystemParams { rangeMin=0; rangeMax=35; rangeShotMin=0; rangeShotMax=180; radiusMin=10; radiusMax=25; radiusShotMin=35; radiusShotMax=70; class NoiseStrengthTeamMultipliers { BigGame=1; Zombies=1; Player=1; }; }; };
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