How to make NPCs immortal? (STALKER: Clear Sky)
I just can't figure out exactly where to register, I found the files but got confused where to write, who can help)))Valyukh000
Open gamedata config creatures, look for the actor file, open it with WordPad and change:
[actor_condition]
satiety_v = 0.00000; the rate of decrease in satiety over time
radiation_v = 0.0001; the rate of decrease in radiation
satiety_power_v = 1110.000055; increase in strength with decreasing
satiety_health = 0.0001; increase in health with a decrease in
satiety_critical = 0.0; critical value of satiety (as a percentage of 0..1) when health starts to decrease
radiation_health_v = 0.000; decrease in health when exposed to radiation
morale_v = 0.0001; speed of morale recovery
psy_health_v = 0.001; recovery rate psy-health
alcohol_v = -0.0003
health_hit_part = 0.0; percentage of hit
taken to take away health power_hit_part = 0.0; percentage of hit
taken to take away strength max_power_leak_speed = 0.0; accumulation of fatigue (the maximum limit to which strength is restored) per second of playing time
max_walk_weight = 60
bleeding_v = 0.0003; blood loss at nominal wound in a second
wound_incarnation_v = 10.003; the rate of wound healing
min_wound_size = 0.0256; minimum size of the wound, after which it is considered healed
; - when actor in sleep
satiety_v_sleep = 0.00001
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; reduction of strength with a jump without taking into account the weight of the load
jump_weight_power = 0.05; 0.045; reduction of the strength with a jump taking into account the weight of the load, for the maximum allowable weight
overweight_jump_k = 5; 10; 10; coefficient of the influence of overload jump with a weight (multiplied by jump_weight_power)
stand_power = -0.005
walk_power = 0.00001; decrease in strength per second while walking, excluding the weight of the load
walk_weight_power = 0.00005; ; decrease in force per second while walking, taking into account the weight of the load, for the maximum allowable weight
overweight_walk_k = 5; 9; 10; coefficient of the effect of overloading the load (multiplied by walk_weight_power)
accel_k = 3; 5; coefficient of running (multiplied by walk_power, walk_weight_power)
sprint_k = 75; 150; 185; 180; 200; ; coefficient for "sprint" running (multiplied by walk_power, walk_weight_power)
; claudication
limping_health_begin = 0.0; health threshold below which the actor starts limp
limping_health_end = 0.0; health threshold above which the actor stops limp
limping_power_begin = 0.0; strength threshold below which the actor starts limp
limping_power_end = 0.2; threshold force above which the actor stops limp
use_limping_state = on
cant_walk_power_begin = -1; power threshold less than which the actor cannot move
cant_walk_power_end = -1; power threshold more than which the actor can move
cant_sprint_power_begin = -1; power threshold less than which the actor cannot run in the sprint
cant_sprint_power_end threshold = 1; which the actor can sprint.
Look like that's it.