taskParams.txt

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; This file specifies the parameter sets for NM tasks.
;
;
; The format is as follows:
;
; TASK_NAME PARAMETER_SET_NAME {
;   PARAMETER_NAME PARAMETER_VALUE
; }
;
; TASK_NAME is usually the same name as returned by the GetName() method of the
; respective task. PARAMETER_SET_NAME is either '*' or a task specific
; identifier, '*' means that the given parameters are applied to all sets.
; PARAMETER_NAME depends on the parameters that are available for a specific
; task, PARAMETER_VALUE is the concrete value or '*' which refers to the default
; value in the '*' set or the default value set in code.
;
;
; DO NOT REMOVE PARAMETERS OR CHANGE THEIR ORDER!
; IF YOU WANT TO USE A DEFAULT OR INHERITED VALUE
; PUT DOWN A '*' AS THE VALUE. DEFAULT SETS SHOULD
; BE DECLARED FIRST.


GrabHelper * {
  defaultGrabStrength   600.0
  grabBodyStiffness     10.0
  grabDistance          4.4
  grabReachAngle        2.8
  grabOneSideReachAngle 1.4
  grabPullUpStrength    0
  grabPullUpTimer       1
}

NMBrace * {
  stayUprightStiffness            3.0 
  braceDistance                   0.65
  braceReachAbsorbtionTime        0.15
  braceTargetPredictionTime       0.45
  braceGrabStrength               40.0
  braceGrabDistance               2.0
  braceGrabReachAngle             1.5
  braceGrabHoldTimerL             0.5
  braceGrabHoldTimerH             1.75
  braceMinTimeBeforeGunThreaten   0
  braceMaxTimeBeforeGunThreaten   800
  braceMinTimeBetweenFireGun      200
  braceMaxTimeBetweenFireGun      700
  bracePointArmTwistL             0.0
  bracePointArmTwistH             0.25
  braceAimAngleDPThreshold        0.8
  bracePointArmStraightnessL      0.75
  bracePointArmStraightnessH      0.95
  braceGrabDontLetGo              false
  braceUseGunThreatening          true
  braceLegStiffness               12.0
  balanceStepClampScale           1.0
}

NMBrace WEAK {
  stayUprightStiffness            1.3 
  braceDistance                   0.65
  braceReachAbsorbtionTime        0.15
  braceTargetPredictionTime       0.45
  braceGrabStrength               20.0
  braceGrabDistance               2.0
  braceGrabReachAngle             1.1
  braceGrabHoldTimerL             0.3
  braceGrabHoldTimerH             1.05
  braceMinTimeBeforeGunThreaten   0
  braceMaxTimeBeforeGunThreaten   800
  braceMinTimeBetweenFireGun      500
  braceMaxTimeBetweenFireGun      900
  bracePointArmTwistL             0.0
  bracePointArmTwistH             0.25
  braceAimAngleDPThreshold        0.8
  bracePointArmStraightnessL      0.75
  bracePointArmStraightnessH      0.95
  braceGrabDontLetGo              false
  braceUseGunThreatening          true
  braceLegStiffness               11.0
  balanceStepClampScale           0.4
}

NMShot_IsMoving * {
  balanceBodyStiffness       12.0
  balanceBodyDamping         0.9
  balanceElbow               1.5
  balanceShoulder            1.5
  balanceMaxSteps            3
  balanceAbortThreshold      1.0
  balanceLeanAmount          0.4
  balanceLeanDirApplyAsForce false
}

NMShot_Standing * {
  shotBodyStiffness               13.5
  shotLooseness                   1.0
  shotLeanAmount                  0.3
  shotMaxSteps                    6
  shotGrabTime                    3.0
  shotUprightStiffness            3.0
  shotMaxTimeToStopLeanL          600
  shotMaxTimeToStopLeanH          1200
  shotTimeBeforeReachForWoundL    0.1
  shotTimeBeforeReachForWoundH    0.2
  shotTimeBeforeCollapseWoundLeg  1.0
  shotSpinePainTimeL              0.5
  shotSpinePainTimeH              1.5
  shotSpinePainMultiplierL        1.0
  shotSpinePainMultiplierH        2.0
  shotSpinePainTwistMultiplierL   0.5
  shotSpinePainTwistMultiplierH   1.5
  shotHeadLookAtWoundMinTimer     0.10
  shotHeadLookAtWoundMaxTimer     0.75
  shotHeadLookAtShooterMinTimer   0.75
  shotHeadLookAtShooterMaxTimer   1.50
  shotRelaxPeriod_Injured         1.5
  shotRelaxPeriod_FatallyInjured  0.5
  shotStablizeHandsAndNeck        false
  shotMinTimeBeforeGunThreaten    0
  shotMaxTimeBeforeGunThreaten    500
  shotMinTimeBetweenFireGun       100
  shotMaxTimeBetweenFireGun       500
  shotMaxBlindFireTimeL           400
  shotMaxBlindFireTimeH           1000
  shotBlindFireProbability        0.1
  addShockSpin                    true
  randomizeShockSpinDirection     false
  alwaysAddShockSpin              false
  shockSpinMin                    40.0
  shockSpinMax                    80.0
  shockSpinLiftForceMult          -1.0
  shockSpinDecayMult              4.0
  shockSpinScalePerComponent      0.5
  balanceLeanDirApplyAsForce        true
  balanceLeanAmountScaleWhenRunning 1.5
  additionalLeanTimeWhenRunning     1000
}

NMShot_Standing POWERFUL_WEAPON {
  shotBodyStiffness               *
  shotLooseness                   *
  shotLeanAmount                  0.4
  shotMaxSteps                    *
  shotGrabTime                    *
  shotUprightStiffness            *
  shotMaxTimeToStopLeanL          *
  shotMaxTimeToStopLeanH          *
  shotTimeBeforeReachForWoundL    *
  shotTimeBeforeReachForWoundH    *
  shotTimeBeforeCollapseWoundLeg  *
  shotSpinePainTimeL              1.0
  shotSpinePainTimeH              2.0
  shotSpinePainMultiplierL        1.0
  shotSpinePainMultiplierH        3.0
  shotSpinePainTwistMultiplierL   1.0
  shotSpinePainTwistMultiplierH   2.0
  shotHeadLookAtWoundMinTimer     0.4
  shotHeadLookAtWoundMaxTimer     *
  shotHeadLookAtShooterMinTimer   *
  shotHeadLookAtShooterMaxTimer   *
  shotRelaxPeriod_Injured         *
  shotRelaxPeriod_FatallyInjured  *
  shotStablizeHandsAndNeck        *
  shotMinTimeBeforeGunThreaten    *
  shotMaxTimeBeforeGunThreaten    *
  shotMinTimeBetweenFireGun       *
  shotMaxTimeBetweenFireGun       *
  shotMaxBlindFireTimeL           *
  shotMaxBlindFireTimeH           *
  shotBlindFireProbability        *
  addShockSpin                    *
  randomizeShockSpinDirection     *
  alwaysAddShockSpin              *
  shockSpinMin                    100.0
  shockSpinMax                    200.0
  shockSpinLiftForceMult          -2.0
  shockSpinDecayMult              3.0
  shockSpinScalePerComponent      0.6
  balanceLeanDirApplyAsForce        *
  balanceLeanAmountScaleWhenRunning *
  additionalLeanTimeWhenRunning     *
}

; NMShot_Standing WEAK_POWERFUL_WEAPON
; use the default set unless specified

NMShot_Standing SNIPER_RIFLE {
  shotBodyStiffness               *
  shotLooseness                   *
  shotLeanAmount                  *
  shotMaxSteps                    *
  shotGrabTime                    *
  shotUprightStiffness            *
  shotMaxTimeToStopLeanL          *
  shotMaxTimeToStopLeanH          *
  shotTimeBeforeReachForWoundL    *
  shotTimeBeforeReachForWoundH    *
  shotTimeBeforeCollapseWoundLeg  *
  shotSpinePainTimeL              *
  shotSpinePainTimeH              *
  shotSpinePainMultiplierL        *
  shotSpinePainMultiplierH        *
  shotSpinePainTwistMultiplierL   *
  shotSpinePainTwistMultiplierH   *
  shotHeadLookAtWoundMinTimer     *
  shotHeadLookAtWoundMaxTimer     *
  shotHeadLookAtShooterMinTimer   *
  shotHeadLookAtShooterMaxTimer   *
  shotRelaxPeriod_Injured         *
  shotRelaxPeriod_FatallyInjured  *
  shotStablizeHandsAndNeck        *
  shotMinTimeBeforeGunThreaten    *
  shotMaxTimeBeforeGunThreaten    *
  shotMinTimeBetweenFireGun       *
  shotMaxTimeBetweenFireGun       *
  shotMaxBlindFireTimeL           *
  shotMaxBlindFireTimeH           *
  shotBlindFireProbability        *
  addShockSpin                    true
  randomizeShockSpinDirection     false
  alwaysAddShockSpin              true
  shockSpinMin                    100
  shockSpinMax                    200
  shockSpinLiftForceMult          3.0
  shockSpinDecayMult              4.0
  shockSpinScalePerComponent      0.6
  balanceLeanDirApplyAsForce        *
  balanceLeanAmountScaleWhenRunning *
  additionalLeanTimeWhenRunning     *
}

; NMShot_Standing WEAK_SNIPER_RIFLE
; use the default set unless specified

NMShot_Standing SHOTGUN {
  shotBodyStiffness               *
  shotLooseness                   *
  shotLeanAmount                  *
  shotMaxSteps                    *
  shotGrabTime                    *
  shotUprightStiffness            *
  shotMaxTimeToStopLeanL          *
  shotMaxTimeToStopLeanH          *
  shotTimeBeforeReachForWoundL    *
  shotTimeBeforeReachForWoundH    *
  shotTimeBeforeCollapseWoundLeg  *
  shotSpinePainTimeL              *
  shotSpinePainTimeH              *
  shotSpinePainMultiplierL        *
  shotSpinePainMultiplierH        *
  shotSpinePainTwistMultiplierL   *
  shotSpinePainTwistMultiplierH   *
  shotHeadLookAtWoundMinTimer     *
  shotHeadLookAtWoundMaxTimer     *
  shotHeadLookAtShooterMinTimer   *
  shotHeadLookAtShooterMaxTimer   *
  shotRelaxPeriod_Injured         *
  shotRelaxPeriod_FatallyInjured  *
  shotStablizeHandsAndNeck        *
  shotMinTimeBeforeGunThreaten    *
  shotMaxTimeBeforeGunThreaten    *
  shotMinTimeBetweenFireGun       *
  shotMaxTimeBetweenFireGun       *
  shotMaxBlindFireTimeL           *
  shotMaxBlindFireTimeH           *
  shotBlindFireProbability        *
  addShockSpin                    true
  randomizeShockSpinDirection     true
  alwaysAddShockSpin              true
  shockSpinMin                    40
  shockSpinMax                    120
  shockSpinLiftForceMult          4.0
  shockSpinDecayMult              3.0
  shockSpinScalePerComponent      0.6
  balanceLeanDirApplyAsForce        *
  balanceLeanAmountScaleWhenRunning *
  additionalLeanTimeWhenRunning     *
}

; NMShot_Standing WEAK_SHOTGUN
; us...
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