Материал из Mod Wiki.
[stalker_outfit]:outfit_base ; название секции костюма. именно к нему игра будет обращаться. outfit_base - базовая (наследуемая) секция (изменять строго не рекомендуется).
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\stalker_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = equipments\stalker_suit
actor_visual = actors\hero\stalker_hood.ogf
ef_equipment_type = 3
inv_name = stalker_outfit_name
inv_name_short = stalker_outfit_name
description = stalker_outfit_description
inv_weight = 5.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 6
inv_grid_y = 15
full_icon_name = npc_icon_stalker_outfit
cost = 15000
slot = 6
full_scale_icon = 14,11 ;иконка сталкера в костюме в полный рост
nightvision_sect = effector_nightvision_bad
immunities_sect = sect_stalker_outfit_immunities
; LOW RESISTANCE
burn_protection = 0.5
strike_protection = 0.5
shock_protection = 0.5
wound_protection = 0.4
radiation_protection = 0.5
telepatic_protection = 0.0
chemical_burn_protection = 0.5
explosion_protection = 0.3
fire_wound_protection = 0.3
power_loss = 0.87
bones_koeff_protection = gilet_antigas_damage
[sect_stalker_outfit_immunities] ; коэффициенты иммунитета самого костюма, то есть - то, насколько сильно он сам подвержен повреждениям от различных типов воздействий. по значениям каждого типа - см. выше.
burn_immunity = 0.03
strike_immunity = 0.01
shock_immunity = 0.03
wound_immunity = 0.015
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.01