npc_stalker { AIClass stalker TraverseAnimType stalker title #NPC_STALKER ui_targetinfo "ui/targetinfo_stalker_bounty" [$mp] ui_targetinfo "ui/targetinfo_npc_hackable" [$sp] ui_targetinfo_offset_z 12 useSequenceBounds 1 aiEnemy_usePriorityDist 1300 aiEnemy_immediateThreatDist 200 AimAngularSpeed 7 ArmorType normal BaseClass "npc_stalker" BodyType human footstep_type "stalker" footstepSprintSpeedThreshold 85 mechanical 1 BehaviorSelector "behavior_stalker" crawlingSettingsWrapper "npc_stalker_crawling" chaseStopDist 75 [$sp] chaseStopDistHeavyArmor 200 [$sp] chaseStopDist 500 [$mp] chaseStopDistHeavyArmor 800 [$mp] traverseCostFactor 5.0 // need to take into account slow move speed minGoalRadius 1600 DefaultModelName "models/robots/stalker/robot_stalker.mdl" [$sp] DefaultModelName_IMC "models/robots/stalker/robot_stalker.mdl" [$sp] DefaultModelName_MIL "models/robots/stalker/robot_stalker.mdl" [$sp] DefaultModelName "models/robots/stalker/robot_stalker_red.mdl" [$mp] DefaultModelName_IMC "models/robots/stalker/robot_stalker_red.mdl" [$mp] DefaultModelName_MIL "models/robots/stalker/robot_stalker_red.mdl" [$mp] DefaultWeapon "mp_weapon_lstar" WeaponCapacity "PilotMainWeapons" longJumpHeight 2000 GibModel0 "models/robots/stalker/robot_stalker_l_leg_gib.mdl" [$sp] GibModel1 "models/robots/stalker/robot_stalker_r_leg_gib.mdl" [$sp] GibModel2 "models/robots/stalker/robot_stalker_l_arm_gib.mdl" [$sp] GibModel3 "models/robots/stalker/robot_stalker_r_arm_gib.mdl" [$sp] GibModelSoftened0 "models/robots/stalker/robot_stalker_l_leg_gib.mdl" [$sp] GibModelSoftened1 "models/robots/stalker/robot_stalker_r_leg_gib.mdl" [$sp] GibModelSoftened2 "models/robots/stalker/robot_stalker_l_arm_gib.mdl" [$sp] GibModelSoftened3 "models/robots/stalker/robot_stalker_r_arm_gib.mdl" [$sp] GibModel0 "models/robots/stalker/robot_stalker_l_leg_red_gib.mdl" [$mp] GibModel1 "models/robots/stalker/robot_stalker_r_leg_red_gib.mdl" [$mp] GibModel2 "models/robots/stalker/robot_stalker_l_arm_red_gib.mdl" [$mp] GibModel3 "models/robots/stalker/robot_stalker_r_arm_red_gib.mdl" [$mp] GibModelSoftened0 "models/robots/stalker/robot_stalker_l_leg_red_gib.mdl" [$mp] GibModelSoftened1 "models/robots/stalker/robot_stalker_r_leg_red_gib.mdl" [$mp] GibModelSoftened2 "models/robots/stalker/robot_stalker_l_arm_red_gib.mdl" [$mp] GibModelSoftened3 "models/robots/stalker/robot_stalker_r_arm_red_gib.mdl" [$mp] GibAttachment0 "left_leg" GibAttachment1 "right_leg" GibAttachment2 "left_arm" GibAttachment3 "right_arm" GibSpeed 100 GibAngularSpeed 5 GibMaxDist 1600 GibFX "P_exp_spectre_death" GibSound "Explo_Spectre" headshotFX "P_headshot_pilot_robot" landingImpactTable "pilot_landing" footstepImpactTable "pilot_foostep" faceEnemyStrictToleranceAngle 25 faceEnemyWhileMovingDist 60 FOV_Idle_Far_Horz 60 FOV_Idle_Far_Vert 50 FOV_Idle_Near_Horz 130 FOV_Idle_Near_Vert 70 FOV_Alert_Far_Horz 60 FOV_Alert_Far_Vert 50 FOV_Alert_Near_Horz 130 FOV_Alert_Near_Vert 70 FOV_Combat_Far_Horz 60 FOV_Combat_Far_Vert 50 FOV_Combat_Near_Horz 130 FOV_Combat_Near_Vert 70 FOV_Far_Dist 1000 // use far values after this distance, interpolate horizontal in between, use far for vertical FOV_Near_Dist 350 // distance at which we transition between near and far FOV values FOV_Vert_Offset 0 HullType "HULL_HUMAN" magneticRange 125 MaxArrivalDist 170 aimassist_adspull_centerAttachmentName "CHESTFOCUS" aimassist_adspull_centerRadius 11.0 aimassist_adspull_headshotAttachmentName "HEADSHOT" aimassist_adspull_headshotRadius 8.0 aimassist_adspull_noPitchUp 1 // don't want players to get sucked to chest when they're trying to chop the legs MeleeDamageMin 20 [$mp] MeleeDamageMax 20 [$mp] Health 150 [$mp] PainOnHeavyDamageThreshold 80 [$mp] // turned off for mp PainOnRepeatDamageThreshold 50 [$mp] MeleeDamageMin 53 [$sp] MeleeDamageMax 53 [$sp] Health 250 [$sp] PainOnHeavyDamageThreshold 59 [$sp] PainOnRepeatDamageThreshold 75 [$sp] MeleeDamageRadius 30 [$mp] MeleeRange 50 [$mp] MeleeDamageRadius 60 [$sp] MeleeRange 60 [$sp] MeleeDamageForce 40000 meleeImpactEffectTable "melee_spectre" MinForceWalkDist 0 MinStartMoveDist 100 MoveYawSpeed 12 allowTurn45Anims 0 moveDeflectionLookAheadTime 1.5 DrawEnemyHealthBar 0 DrawTargetHealthBar 0 resetBurstOnStopShootOverlay 1 restrictAimGunToValidSequences 1 showFriendlyIcon 1 showTitle 1 [$mp] showTitle 1 [$sp] smartAmmoLockAttachmentName0 HEADFOCUS smartAmmoLockAttachmentName1 left_arm smartAmmoLockAttachmentName2 right_arm smartAmmoLockAttachmentName3 foot_L_sole smartAmmoLockAttachmentName4 foot_R_sole waitBetweenWeaponBurst 1 suppressLSP_duration 8 reactChanceDefault 90 }