*
[6479]
; cse_abstract properties
section_name = camp_zone - кемп зона.Попав в неё неписи будут базарить и травить байки(координаты брать становясь на костёр)
name = pr_stalker_smart_camp_zone_0000 - имя кемпа можно любое
position = -44.240295410156,-1.865899682045,-83.328773498535 - позиция
direction = 0.99879783391953,0,-0.049018748104572 -поворот
; cse_alife_object properties
game_vertex_id = 1223 - гейм_виртекс_уровня
distance = 0
level_vertex_id = 54475 - левел_виртекс_уровня
object_flags = 0xffffff3e
custom_data = <<END
[camp]
cfg = scripts\camp.ltx
END
; cse_shape properties
shapes = shape0
shape0:type = box
shape0:axis_x = 10.8262023925781,0,0
shape0:axis_y = 0,12.457799911499,0
shape0:axis_z = 0,0,4.30079650878906
shape0
ffset = 0,0,0
; cse_alife_space_restrictor properties
restrictor_type = 3
[6480]
; cse_abstract properties
section_name = smart_cover
name = pr_stalker_smart_animp_1 - имя анимпоинта
position = -44.348072052002,-2.21658611297607,-85.2770156860352
direction = 0.99879783391953,0,-0.049018748104572
; cse_alife_object properties
game_vertex_id = 1223
distance = 7
level_vertex_id = 54472
object_flags = 0xffffffbf
; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0
ffset = 0,0,0
shape0:radius = 0.999199986457825
; cse_smart_cover properties
cse_smart_cover__unk1_sz = animpoint_sit_knee - анимация у костра их 2-е, можно тут написать sit_ass
cse_smart_cover__unk2_f32 = 0
enter_min_enemy_distance = 15
exit_min_enemy_distance = 10
; se_smart_cover properties
last_description = animpoint_sit_knee - тоже,что и первое
loopholes = animpoint_sit_knee,1 - тоже,что и первое,только 1 не убирайте
[6481]
; cse_abstract properties
section_name = smart_cover
name = pr_stalker_smart_animp_2
position = -44.075222015381,-2.2223000526428,-81.009651184082
direction = 0.99879783391953,0,-0.049018748104572
; cse_alife_object properties
game_vertex_id = 1223
distance = 7
level_vertex_id = 54478
object_flags = 0xffffffbf
; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0
ffset = 0,0,0
shape0:radius = 0.999199986457825
; cse_smart_cover properties
cse_smart_cover__unk1_sz = animpoint_sit_ass
cse_smart_cover__unk2_f32 = 0
enter_min_enemy_distance = 15
exit_min_enemy_distance = 10
; se_smart_cover properties
last_description = animpoint_sit_ass
loopholes = animpoint_sit_ass,1
[6482]
; cse_abstract properties
section_name = smart_cover
name = pr_stalker_smart_animp_3
position = -42.205806732178,-2.2221274375916,-83.931793212891
direction = 0.99879783391953,0,-0.049018748104572
; cse_alife_object properties
game_vertex_id = 1223
distance = 7
level_vertex_id = 56478
object_flags = 0xffffffbf
; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0
ffset = 0,0,0
shape0:radius = 0.999199986457825
; cse_smart_cover properties
cse_smart_cover__unk1_sz = animpoint_sit_ass
cse_smart_cover__unk2_f32 = 0
enter_min_enemy_distance = 15
exit_min_enemy_distance = 10
; se_smart_cover properties
last_description = animpoint_sit_ass
loopholes = animpoint_sit_ass,1
[6483]
; cse_abstract properties
section_name = smart_terrain - смарт где будут наши НПС
name = pr_stalker_smart
position = -51.8134078979492,-2.19228672981262,-83.2681350708008
direction = 0,0,0
; cse_alife_object properties
game_vertex_id = 1223
distance = 0.699999988079071
level_vertex_id = 47765
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
cfg = scripts\pripyat_z\smart\pr_stalker_smart.ltx - путь к файлу логики смарта
END
; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0
ffset = 0,0,0
shape0:radius = 2
; cse_alife_space_restrictor properties
restrictor_type = 3
; se_smart_terrain properties*