Set and configure in files \gamedata\config\gameplay\character_desc_group name.xml

Profile of the character - is actually a complete description of the character, including the name, group, rank, equipment, description and appearance.

Used for typed placement of characters, which saves time and allows you to reach some random effect from game to game.

Profile creation:

Inside gamedata\config\gameplay\npc_profile.xml creates a unique character identeficator

<character id="stalker_novice">

<class>Stalker_novice</class>

</character>

Class of character - unique identifier of the class that will be used to undertake a specific profile for a character (refers to a specific file with profiles)
In character_desc_classname / xml .... Describes specific profiles. They are deliberately separated into files on groups to facilitate navigation and perception. Typically, each class creates a few profiles. Some of them are determined (they have a name, a unique biography, etc.) Some - basic.

Base marked with a flag team_default = "1".

The logic works like this:

When creating a character, system reads the type, then the class will be obtained by the type. Then, from a list of all available profiles for that class, system randomly chose one.

Unique deterministic profiles (without team_default = "1") will be selected once ,and no longer.

Single Profile of a class should have team_default = "1".

<specific_character id="stalker_novice_default1" team_default = "1">

Character name.

<name>Unknown Novice</name>

Character icon. Taken from the texture ui_icons_map. Placed from the top left corner but not by pixels, but by the positions (equal to one icon)If inside the tag's <name> prescribe GENERATE_NAME, the name of the stalker will be generated by names generator.

<icon x="20" y="2"></icon>

Icon on the map. Taken from the texture ui_icons_map. Placed from the top left corner but not by pixels, but by the positions (equal to one icon)

<map_icon x="0" y="0"></map_icon>

Character bio. (Inside PDA, and i think,needs to be displayed on dialog window as well)

<bio>Novice. Recently, in the zone. Detailed information is not available.</bio>

Stalker's class (Connecting this profile with character identeficator)

Must be in the title of profiles of all the snipers!!!! (stalkers wearing sniper weapon) should mention the word "sniper" (small letters!). For example: agr_Soldier_sniper).

<class>Stalker_novice</class>

Fractions (sets the relations).

<community>stranger</community>

Character Rank

<rank>20</rank>

Character rep

<reputation>0</reputation>

<snd_config>characters_voice\human_01\</snd_config>

Type of Characters voice.Ther is a 3 types:

human_01 - young voice

human_02 - more mature

human_03 - gass mask effect

Real

change will be u nnoticed ,it is only logical separation. Really different voices will be done later.

<panic_threshold>0.1</panic_threshold>

Value can range from 0 to 1. If the probability of victory falls below a specified threshold, then the stalker panics. If you set 0 - never panics. If 1 - will run even from rats.

Character model.

<visual>actors\novice\green_stalker_1</visual>

This will be spawned inside character inventory.

[spawn]

<section> [ = <count>[, <parameters> ] ]

where

<section> = title of section inside LTX

<count> = amount of items, integer > 0 =1, if not set

<parameters> = [<addons>] [<condition>] [<probability>]

<addons> = <addon> [<addons>]

<addon> = {scope | silencer | launcher} – scope,silencer,launcher

<condition> = {cond=float_value} – item condition, from 0 (broken), to 1 (new)

<probability> = {prob=float_value} – items spawn probability. from 0 to 1.

Important: if we sets additional items, we needs to set amount of items as well.

example:

<supplies>

[spawn]

device_torch

wpn_ak74 = 1, silencer

wpn_ak74 = 4, launcher cond=0.8

wpn_ak74 = 1, scope prob=0.3

wpn_ak74 = 1, scope launcher silencer cond=0.5

wpn_fort = 8, cond=0.75 prob=0.5

</supplies>

Character startting dialog.

<start_dialog>hello_dialog</start_dialog>

universal dialogs for unicque chars. (if needed)

#include "gameplay\character_dialogs.xml"

Dialogs that are available to the actor. More detail in the description of the dialogues.

<actor_dialog>general_pda_talk</actor_dialog>

<actor_dialog>escape_lager_access</actor_dialog>

<actor_dialog>escape_factory_assault_talk</actor_dialog>

<actor_dialog>escape_talk_about_escape</actor_dialog>

</specific_character>

Some characters requires a clear line style type of character - a character.

For example, for the unique quest or story characters. In this case, we do ,that the appropriate class of character fit only one profile. Important elements identified by a large font.

<character id="stalker_esc_wolf">

<class>stalker_esc_wolf</class>

<specific_character>stalker_esc_wolf</specific_character>

</character>

<specific_character id="stalker_esc_wolf" team_default = "1">

<name>Stalker "Wolf"</name>

<icon x="16" y="4"></icon>

<map_icon x="0" y="0"></map_icon>

<bio>novice leader.</bio>

<class>stalker_esc_wolf</class>

<community>stranger</community>

<rank>30</rank>

<reputation>0</reputation>

<visual>actors\neytral\stalker_neytral_balon_1</visual>

<supplies>

[spawn] \n

wpn_pb \n

ammo_9x18_pbp \n

af_medusa \n

wpn_ak74 \n

ammo_5.45x39_fmj \n

device_torch \n

</supplies>

<start_dialog>escape_lager_volk_hello</start_dialog>

<actor_dialog>escape_lager_volk_job</actor_dialog>

<actor_dialog>escape_lager_volk_info</actor_dialog>

<actor_dialog>escape_lager_volk_dynamite_done</actor_dialog>

</specific_character>

Note, despite the fact that the class of the "Wol"f differs from the class of stalker-novice - he belongs to the same fraction.