
; 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            2.0 
  braceDistance                   0.95
  braceReachAbsorbtionTime        0.45
  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       8.0
  balanceBodyDamping         1
  balanceElbow               1.5
  balanceShoulder            1.5
  balanceMaxSteps            5
  balanceAbortThreshold      0.7
  balanceLeanAmount          0.4
  balanceLeanDirApplyAsForce true
}

NMShot_Standing * {
  shotBodyStiffness               10
  shotLooseness                   1.2
  shotLeanAmount                  0.6
  shotMaxSteps                    6
  shotGrabTime                    4.0
  shotUprightStiffness            2.0
  shotMaxTimeToStopLeanL          400
  shotMaxTimeToStopLeanH          800
  shotTimeBeforeReachForWoundL    0.1
  shotTimeBeforeReachForWoundH    0.15
  shotTimeBeforeCollapseWoundLeg  0.5
  shotSpinePainTimeL              2
  shotSpinePainTimeH              4
  shotSpinePainMultiplierL        1
  shotSpinePainMultiplierH        2
  shotSpinePainTwistMultiplierL   3
  shotSpinePainTwistMultiplierH   4
  shotHeadLookAtWoundMinTimer     0.10
  shotHeadLookAtWoundMaxTimer     0.75
  shotHeadLookAtShooterMinTimer   0.75
  shotHeadLookAtShooterMaxTimer   1.50
  shotRelaxPeriod_Injured         5
  shotRelaxPeriod_FatallyInjured  5
  shotStablizeHandsAndNeck        true
  shotMinTimeBeforeGunThreaten    0
  shotMaxTimeBeforeGunThreaten    500
  shotMinTimeBetweenFireGun       100
  shotMaxTimeBetweenFireGun       500
  shotMaxBlindFireTimeL           400
  shotMaxBlindFireTimeH           1000
  shotBlindFireProbability        0.75
  addShockSpin                    true
  randomizeShockSpinDirection     false
  alwaysAddShockSpin              true
  shockSpinMin                    500
  shockSpinMax                    600
  shockSpinLiftForceMult          1
  shockSpinDecayMult              0.75
  shockSpinScalePerComponent      0.5
  balanceLeanDirApplyAsForce        true
  balanceLeanAmountScaleWhenRunning 1.5
  additionalLeanTimeWhenRunning     800
}

NMShot_Standing POWERFUL_WEAPON {
  shotBodyStiffness               10
  shotLooseness                   1.2
  shotLeanAmount                  0.6
  shotMaxSteps                    6
  shotGrabTime                    4.0
  shotUprightStiffness            2.0
  shotMaxTimeToStopLeanL          400
  shotMaxTimeToStopLeanH          800
  shotTimeBeforeReachForWoundL    0.1
  shotTimeBeforeReachForWoundH    0.15
  shotTimeBeforeCollapseWoundLeg  0.5
  shotSpinePainTimeL              2
  shotSpinePainTimeH              4
  shotSpinePainMultiplierL        1
  shotSpinePainMultiplierH        2
  shotSpinePainTwistMultiplierL   3
  shotSpinePainTwistMultiplierH   4
  shotHeadLookAtWoundMinTimer     0.10
  shotHeadLookAtWoundMaxTimer     0.75
  shotHeadLookAtShooterMinTimer   0.75
  shotHeadLookAtShooterMaxTimer   1.50
  shotRelaxPeriod_Injured         5
  shotRelaxPeriod_FatallyInjured  5
  shotStablizeHandsAndNeck        true
  shotMinTimeBeforeGunThreaten    0
  shotMaxTimeBeforeGunThreaten    500
  shotMinTimeBetweenFireGun       100
  shotMaxTimeBetweenFireGun       500
  shotMaxBlindFireTimeL           400
  shotMaxBlindFireTimeH           1000
  shotBlindFireProbability        0.75
  addShockSpin                    true
  randomizeShockSpinDirection     false
  alwaysAddShockSpin              true
  shockSpinMin                    500
  shockSpinMax                    600
  shockSpinLiftForceMult          1
  shockSpinDecayMult              0.75
  shockSpinScalePerComponent      0.5
  balanceLeanDirApplyAsForce        true
  balanceLeanAmountScaleWhenRunning 1.5
  additionalLeanTimeWhenRunning     800
}

; NMShot_Standing WEAK_POWERFUL_WEAPON
; use the default set unless specified

NMShot_Standing SNIPER_RIFLE {
  shotBodyStiffness               10
  shotLooseness                   1.2
  shotLeanAmount                  0.6
  shotMaxSteps                    6
  shotGrabTime                    4.0
  shotUprightStiffness            2.0
  shotMaxTimeToStopLeanL          400
  shotMaxTimeToStopLeanH          800
  shotTimeBeforeReachForWoundL    0.1
  shotTimeBeforeReachForWoundH    0.15
  shotTimeBeforeCollapseWoundLeg  0.5
  shotSpinePainTimeL              2
  shotSpinePainTimeH              4
  shotSpinePainMultiplierL        1
  shotSpinePainMultiplierH        2
  shotSpinePainTwistMultiplierL   3
  shotSpinePainTwistMultiplierH   4
  shotHeadLookAtWoundMinTimer     0.10
  shotHeadLookAtWoundMaxTimer     0.75
  shotHeadLookAtShooterMinTimer   0.75
  shotHeadLookAtShooterMaxTimer   1.50
  shotRelaxPeriod_Injured         5
  shotRelaxPeriod_FatallyInjured  5
  shotStablizeHandsAndNeck        true
  shotMinTimeBeforeGunThreaten    0
  shotMaxTimeBeforeGunThreaten    500
  shotMinTimeBetweenFireGun       100
  shotMaxTimeBetweenFireGun       500
  shotMaxBlindFireTimeL           400
  shotMaxBlindFireTimeH           1000
  shotBlindFireProbability        0.75
  addShockSpin                    true
  randomizeShockSpinDirection     false
  alwaysAddShockSpin              true
  shockSpinMin                    500
  shockSpinMax                    600
  shockSpinLiftForceMult          1
  shockSpinDecayMult              0.75
  shockSpinScalePerComponent      0.5
  balanceLeanDirApplyAsForce        true
  balanceLeanAmountScaleWhenRunning 1.5
  additionalLeanTimeWhenRunning     800
}

; NMShot_Standing WEAK_SNIPER_RIFLE
; use the default set unless specified

NMShot_Standing SHOTGUN {
  shotBodyStiffness               9.5
  shotLooseness                   0.82
  shotLeanAmount                  0.5
  shotMaxSteps                    5
  shotGrabTime                    4
  shotUprightStiffness            *
  shotMaxTimeToStopLeanL          400
  shotMaxTimeToStopLeanH          800
  shotTimeBeforeReachForWoundL    *
  shotTimeBeforeReachForWoundH    *
  shotTimeBeforeCollapseWoundLeg  0.3
  shotSpinePainTimeL              0.5
  shotSpinePainTimeH              1.5
  shotSpinePainMultiplierL        0.1
  shotSpinePainMultiplierH        3
  shotSpinePainTwistMultiplierL   0.5
  shotSpinePainTwistMultiplierH   2.5
  shotHeadLookAtWoundMinTimer     *
  shotHeadLookAtWoundMaxTimer     *
  shotHeadLookAtShooterMinTimer   *
  shotHeadLookAtShooterMaxTimer   *
  shotRelaxPeriod_Injured         *
  shotRelaxPeriod_FatallyInjured  *
  shotStablizeHandsAndNeck        *
  shotMinTimeBeforeGunThreaten    *
  shotMaxTimeBeforeGunThreaten    *
  shotMinTimeBetweenFireGun       *
  shotMaxTimeBetweenFireGun       *
  shotMaxBlindFireTimeL           *
  shotMaxBlindFireTimeH           *
  shotBlindFireProbability        *
  addShockSpin                    true
  randomizeShockSpinDirection     false
  alwaysAddShockSpin              true
  shockSpinMin                    40
  shockSpinMax                    120
  shockSpinLiftForceMult          4.0
  shockSpinDecayMult              3.0
  shockSpinScalePerComponent      0.6
  balanceLeanDirApplyAsForce        *
  balanceLeanAmountScaleWhenRunning *
  additionalLeanTimeWhenRunning     *
}

; NMShot_Standing WEAK_SHOTGUN
; use the default set unless specified

NMShot_Standing MELEE {
  shotBodyStiffness               *
  shotLooseness                   *
  shotLeanAmount                  0.0
  shotMaxSteps                    100
  shotGrabTime                    *
  shotUprightStiffness            *
  shotMaxTimeToStopLeanL          *
  shotMaxTimeToStopLeanH          *
  shotTimeBeforeReachForWoundL    *
  shotTimeBeforeReachForWoundH    *
  shotTimeBeforeCollapseWoundLeg  *
  shotSpinePainTimeL              0.0
  shotSpinePainTimeH              0.0
  shotSpinePainMultiplierL        0.0
  shotSpinePainMultiplierH        0.0
  shotSpinePainTwistMultiplierL   0.0
  shotSpinePainTwistMultiplierH   0.0
  shotHeadLookAtWoundMinTimer     *
  shotHeadLookAtWoundMaxTimer     *
  shotHeadLookAtShooterMinTimer   *
  shotHeadLookAtShooterMaxTimer   *
  shotRelaxPeriod_Injured         *
  shotRelaxPeriod_FatallyInjured  *
  shotStablizeHandsAndNeck        *
  shotMinTimeBeforeGunThreaten    *
  shotMaxTimeBeforeGunThreaten    *
  shotMinTimeBetweenFireGun       *
  shotMaxTimeBetweenFireGun       *
  shotMaxBlindFireTimeL           *
  shotMaxBlindFireTimeH           *
  shotBlindFireProbability        *
  addShockSpin                    false
  randomizeShockSpinDirection     *
  alwaysAddShockSpin              *
  shockSpinMin                    *
  shockSpinMax                    *
  shockSpinLiftForceMult          *
  shockSpinDecayMult 	             *
  shockSpinScalePerComponent      *
  balanceLeanDirApplyAsForce        *
  balanceLeanAmountScaleWhenRunning *
  additionalLeanTimeWhenRunning     *
}

NMShot_Standing MELEE_BASEBALL {
  shotBodyStiffness               12.5
  shotLooseness                   *
  shotLeanAmount                  0.0
  shotMaxSteps                    100
  shotGrabTime                    *
  shotUprightStiffness            *
  shotMaxTimeToStopLeanL          *
  shotMaxTimeToStopLeanH          *
  shotTimeBeforeReachForWoundL    *
  shotTimeBeforeReachForWoundH    *
  shotTimeBeforeCollapseWoundLeg  *
  shotSpinePainTimeL              0.0
  shotSpinePainTimeH              0.0
  shotSpinePainMultiplierL        0.0
  shotSpinePainMultiplierH        0.0
  shotSpinePainTwistMultiplierL   0.0
  shotSpinePainTwistMultiplierH   0.0
  shotHeadLookAtWoundMinTimer     *
  shotHeadLookAtWoundMaxTimer     *
  shotHeadLookAtShooterMinTimer   *
  shotHeadLookAtShooterMaxTimer   *
  shotRelaxPeriod_Injured         *
  shotRelaxPeriod_FatallyInjured  *
  shotStablizeHandsAndNeck        *
  shotMinTimeBeforeGunThreaten    *
  shotMaxTimeBeforeGunThreaten    *
  shotMinTimeBetweenFireGun       *
  shotMaxTimeBetweenFireGun       *
  shotMaxBlindFireTimeL           *
  shotMaxBlindFireTimeH           *
  shotBlindFireProbability        *
  addShockSpin                    false
  randomizeShockSpinDirection     false
  alwaysAddShockSpin              true
  shockSpinMin                    90
  shockSpinMax                    220
  shockSpinLiftForceMult          1.0
  shockSpinDecayMult              2.0
  shockSpinScalePerComponent      0.7
  balanceLeanDirApplyAsForce        *
  balanceLeanAmountScaleWhenRunning *
  additionalLeanTimeWhenRunning     *
}

NMHFall * {
  pdStrengthPlayer                0.6
  pdStrengthAI                    0.8
  hfBodyStiffness                 11.0
  hfBodyDamping                   1.4
  hfCutOffVelocity                80
  hfCatchFallTime                 0.3
  hfArmsUp                        0.1
  hfLegRadius                     0.25
  hfLegAngularSpeed               1.8
  hfArmPeriod                     1.0
  hfArmAmplitude                  2
  hfAimAngle                      0.58
  hfLegSideDistance               0.25
  hfFowardIKOffset                0.2
  hfFowardVelCompOnAngle          10
  hfForwardRoll                   true
  hfOrientateBodyToFallDirection  true
  hfUseZeroPose                   false
}

NMHFall WEAK {
  pdStrengthPlayer                *
  pdStrengthAI                    *
  hfBodyStiffness                 *
  hfBodyDamping                   *
  hfCutOffVelocity                *
  hfCatchFallTime                 *
  hfArmsUp                        *
  hfLegRadius                     *
  hfLegAngularSpeed               *
  hfArmPeriod                     *
  hfArmAmplitude                  *
  hfAimAngle                      *
  hfLegSideDistance               *
  hfFowardIKOffset                *
  hfFowardVelCompOnAngle          *
  hfForwardRoll                   *
  hfOrientateBodyToFallDirection  *
  hfUseZeroPose                   *
}

NMBalance * {
  balanceStiffness                                  8.73 ; NB. ARMS AND NECK STIFFNESS
  balanceDamping                                    0.294 ; NB. ARMS DAMPING
  balanceElbow                                      0.452
  balanceShoulder                                   1.012
  balanceHeadLookTimeout                            10.0 ; NB. SPINE STIFFNESS
  balanceGrabPedalStiffness                         10.0
  balanceGrabPedalRadius                            0.3
  balanceGrabPedalOffset                            0.1
  balanceGrabPedalAsymmetry                         0.05
  balanceGrabPedalSpeedMax                          8.0
  balanceGrabPedalScaleWithLocalVelocityMultiplier  1.0
  balanceSomersaultAngle                            1.0
  balanceSomersaultAngleThreshold                   0.25
  balanceSideSomersaultAngle                        1.0
  balanceSideSomersaultAngleThreshold               0.25
  balanceReturningToBalanceArmsOut                  0.073
  balanceArmsOutStraightenElbows                    0.0
  balanceArmsOutMinLean2                            -9.9
  balanceBodyTurnTimeout                            1.0 ; NB. SPINE DAMPING
  balanceAngVelMultiplier                           4.0 1.0 4.0
  balanceAngVelThreshold                            1.2 3.0 1.2
  balanceArmsOutOnPushMultiplier                    1.0
  balanceArmsOutOnPushTimeout                       1.1 ;MAGIC DRUNK PARAMETER VALUE 999.0 CAUSES STEP LENGTH TO BE RANDOMLY VARIED AND balanceArmsOutOnPushTimeout set to 999secs
  balanceElbowAngleOnContact                        1.9
  balanceBendElbowsTime                             0.3
  balanceBendElbowsGait                             0.7
  balanceGrabPedalScaleWithLocalVelocity            true
  balanceArmsOutOnPush                              true
  balanceUseBodyTurn                                true
  angSpeedMultiplier4Dragging                       0.3
  balanceHeadLookAtVelProb                          0.1
  balanceTurnOffProb                                0.1
  balanceTurn2VelProb                               0.1
  balanceTurnAwayProb                               0.05
  balanceTurnLeftProb                               0.05
  balanceTurnRightProb                              0.05
  balanceTurn2TargetProb                            0.05
  balanceStepClampScale                             1.0
}


NMBalance WEAK {
  balanceStiffness                                  8.7 ; NB. ARMS AND NECK STIFFNESS
  balanceDamping                                    0.7 ; NB. ARMS DAMPING
  balanceElbow                                      1.75
  balanceShoulder                                   1.0
  balanceHeadLookTimeout                            9.2 ; NB. SPINE STIFFNESS
  balanceGrabPedalStiffness                         *
  balanceGrabPedalRadius                            *
  balanceGrabPedalOffset                            *
  balanceGrabPedalAsymmetry                         *
  balanceGrabPedalSpeedMax                          *
  balanceGrabPedalScaleWithLocalVelocityMultiplier  *
  balanceSomersaultAngle                            0.5
  balanceSomersaultAngleThreshold                   0.25
  balanceSideSomersaultAngle                        0.5
  balanceSideSomersaultAngleThreshold               0.25
  balanceReturningToBalanceArmsOut                  0.0
  balanceArmsOutStraightenElbows                    0.0
  balanceArmsOutMinLean2                            -2.8
  balanceBodyTurnTimeout                            0.9 ; NB. SPINE DAMPING
  balanceAngVelMultiplier                           4.0 1.0 4.0
  balanceAngVelThreshold                            1.2 3.0 1.2
  balanceArmsOutOnPushMultiplier                    1.0
  balanceArmsOutOnPushTimeout                       1.1
  balanceElbowAngleOnContact                        1.9
  balanceBendElbowsTime                             0.3
  balanceBendElbowsGait                             0.7
  balanceGrabPedalScaleWithLocalVelocity            *
  balanceArmsOutOnPush                              *
  balanceUseBodyTurn                                *
  angSpeedMultiplier4Dragging                       *
  balanceHeadLookAtVelProb                          0.9
  balanceTurnOffProb                                0.1
  balanceTurn2VelProb                               0.5 
  balanceTurnAwayProb                               0.2
  balanceTurnLeftProb                               0.05
  balanceTurnRightProb                              0.05
  balanceTurn2TargetProb                            0.1
  balanceStepClampScale                             0.4
}

NMBalance AGGRESSIVE {
  balanceStiffness                                  *
  balanceDamping                                    *
  balanceElbow                                      *
  balanceShoulder                                   *
  balanceHeadLookTimeout                            *
  balanceGrabPedalStiffness                         *
  balanceGrabPedalRadius                            *
  balanceGrabPedalOffset                            *
  balanceGrabPedalAsymmetry                         *
  balanceGrabPedalSpeedMax                          *
  balanceGrabPedalScaleWithLocalVelocityMultiplier  *
  balanceSomersaultAngle                            *
  balanceSomersaultAngleThreshold                   *
  balanceSideSomersaultAngle                        *
  balanceSideSomersaultAngleThreshold               *
  balanceReturningToBalanceArmsOut                  *
  balanceArmsOutStraightenElbows                    *
  balanceArmsOutMinLean2                            *
  balanceBodyTurnTimeout                            *
  balanceAngVelMultiplier                           *
  balanceAngVelThreshold                            *
  balanceArmsOutOnPushMultiplier                    *
  balanceArmsOutOnPushTimeout                       *
  balanceElbowAngleOnContact                        *
  balanceBendElbowsTime                             *
  balanceBendElbowsGait                             *
  balanceGrabPedalScaleWithLocalVelocity            *
  balanceArmsOutOnPush                              *
  balanceUseBodyTurn                                *
  angSpeedMultiplier4Dragging                       *
  balanceHeadLookAtVelProb                          0.1
  balanceTurnOffProb                                0.1
  balanceTurn2VelProb                               0.1 
  balanceTurnAwayProb                               0.05
  balanceTurnLeftProb                               0.05
  balanceTurnRightProb                              0.05
  balanceTurn2TargetProb                            0.7
  balanceStepClampScale                             *
}

NMBalance MELEE {
  balanceStiffness                                  6.0
  balanceDamping                                    0.7
  balanceElbow                                      1.75
  balanceShoulder                                   1.0
  balanceHeadLookTimeout                            *
  balanceGrabPedalStiffness                         *
  balanceGrabPedalRadius                            *
  balanceGrabPedalOffset                            *
  balanceGrabPedalAsymmetry                         *
  balanceGrabPedalSpeedMax                          *
  balanceGrabPedalScaleWithLocalVelocityMultiplier  *
  balanceSomersaultAngle                            1.0
  balanceSomersaultAngleThreshold                   0.25
  balanceSideSomersaultAngle                        1.0
  balanceSideSomersaultAngleThreshold               0.25
  balanceReturningToBalanceArmsOut                  0.0
  balanceArmsOutStraightenElbows                    0.0
  balanceArmsOutMinLean2                            *
  balanceBodyTurnTimeout                            *
  balanceAngVelMultiplier                           *
  balanceAngVelThreshold                            *
  balanceArmsOutOnPushMultiplier                    *
  balanceArmsOutOnPushTimeout                       *
  balanceElbowAngleOnContact                        *
  balanceBendElbowsTime                             *
  balanceBendElbowsGait                             *
  balanceGrabPedalScaleWithLocalVelocity            *
  balanceArmsOutOnPush                              true
  balanceUseBodyTurn                                true
  angSpeedMultiplier4Dragging                       *
  balanceHeadLookAtVelProb                          *
  balanceTurnOffProb                                *
  balanceTurn2VelProb                               * 
  balanceTurnAwayProb                               *
  balanceTurnLeftProb                               *
  balanceTurnRightProb                              *
  balanceTurn2TargetProb                            *
  balanceStepClampScale                             *
}

NMOnFire * {
  onFireStumbleLeanAmount           0.325
  writheStandingArmStiffness        12.0
  writheStandingArmDamping          1.1
  writheStandingArmPeriod           0.7
  writheStandingArmAmplitude        1.0
  writheStandingElbowAmplitude      1.4
  writheStandingBackStiffness       11.0
  writheStandingBackDamping         0.5
  writheStandingBackPeriod          1.0
  writheStandingBackAmplitude       2.0
  writheLyingArmStiffness           14.0
  writheLyingArmDamping             1.0
  writheLyingArmPeriod              0.8
  writheLyingArmAmplitude           1.0
  writheLyingElbowAmplitude         1.4
  writheLyingBackStiffness          10.0
  writheLyingBackDamping            0.5
  writheLyingBackPeriod             0.5
  writheLyingBackAmplitude          2.0
  writheLyingLegStiffness           10.0
  writheLyingLegDamping             0.5
  writheLyingLegPeriod              1.2
  writheLyingLegAmplitude           1.0
  writheLyingKneeAmplitude          1.25
  timePeriodBetweenDirectionRethink 1500
  rangeOfDirectionVariance          140.0
}

NMOnFire WEAK {
  onFireStumbleLeanAmount           0.25
  writheStandingArmStiffness        12.0
  writheStandingArmDamping          0.7
  writheStandingArmPeriod           1.3
  writheStandingArmAmplitude        0.9
  writheStandingElbowAmplitude      1.0
  writheStandingBackStiffness       11.0
  writheStandingBackDamping         0.9
  writheStandingBackPeriod          1.0
  writheStandingBackAmplitude       1.5
  writheLyingArmStiffness           10.5
  writheLyingArmDamping             0.7
  writheLyingArmPeriod              1.1
  writheLyingArmAmplitude           1.0
  writheLyingElbowAmplitude         1.6
  writheLyingBackStiffness          10.0
  writheLyingBackDamping            0.8
  writheLyingBackPeriod             0.7
  writheLyingBackAmplitude          2.0
  writheLyingLegStiffness           10.0
  writheLyingLegDamping             0.5
  writheLyingLegPeriod              1.6
  writheLyingLegAmplitude           0.85
  writheLyingKneeAmplitude          1.5
  timePeriodBetweenDirectionRethink 400
  rangeOfDirectionVariance          140.0
}

NMJumpRollFromRoadVehicle * {
  velocityMultiplier      4.0
  velocityMaxMag          40.0
  initialUpwardsLift      3.0
  catchFallBodyStiffness  12.0
  timeTillRollUp          1000
  rollUpStiffness         8.0
  rollUpDamping           1.0
  rollUpForceMag          0.8
  rollUpAsymmetry         0.2
  rollUpArmsToSlow        0.5
  rollUpLegPush           1.1
  rollUpArmReachLength    0.7
  rollUpArmReachAmount    1.2
  rollUpDecayTime         1.0
  rollUpDecayTarget       6.0
  rollUpAsymmetricalLegs  0.8
  rollUpUseZeroPose       false
  rollUpSpinInAir         false
  zAxisSpinReduction      0.9
}

NMFlinch * {
  bodyStiffness         12.0
  damping               1.0
  leanAwayAmount        0.2
  backBendAmount        -0.55
  handDistanceVertical  0.15
  handDistanceLeftRight 0.05
  handDistanceFrontBack 0.15
  flinchMaxStepsL       3
  flinchMaxStepsH       8
  leanAwayFromPos       false
  leanMaxTimeL    	1000
  leanMaxTimeH		2000
  noiseScale            0.1
  turnTowards           1
}

NMFlinch MELEE {
  bodyStiffness         12.0
  damping               *
  leanAwayAmount        0.3
  backBendAmount        -0.3
  handDistanceVertical  *
  handDistanceLeftRight *
  handDistanceFrontBack *
  flinchMaxStepsL       *
  flinchMaxStepsH       *
  leanAwayFromPos       false
  leanMaxTimeL    	1000
  leanMaxTimeH		1500
  noiseScale            *
  turnTowards           *
}

; NMFlinch REACT
; use the default set unless specified

; NMFlinch EXPLOSION_PASIVE
; use the default set unless specified

NMFlinch MELEE_PASIVE {
  bodyStiffness         11.0
  damping               *
  leanAwayAmount        0.2
  backBendAmount        -0.45
  handDistanceVertical  *
  handDistanceLeftRight *
  handDistanceFrontBack *
  flinchMaxStepsL       2
  flinchMaxStepsH       5
  leanAwayFromPos       true
  leanMaxTimeL    	200
  leanMaxTimeH		900
  noiseScale            0.3
  turnTowards           -1
}

; NMFlinch REACT_PASIVE
; use the default set unless specified

NMExplosion * {
  windmillArmStiffness   14.0
  windmillBodyStiffness  11.0
  windmillPeriode        0.8
  windmillAmplitude      0.5
  windmillPhase          0.5
  pedalLegStiffness      10.0
  pedalRadius            0.3
  pedalSpeed             10.0
  pedalOffset            0.05
  pedalAsymmetry         2.0
  writheArmStiffness     13.0
  writheLegStiffness     13.0
  writheBackStiffness    13.0
  writheLegPeriod        0.5
  writheArmPeriod        0.5
  writheBackPeriod       1.0
  writheDamping          0.5
  writheLegAmplitude     1.0
  writheArmAmplitude     1.0
  writheBackAmplitude    1.0
  writheKneeAmplitude    1.0
  writheElbowAmplitude   1.0
  rollupStiffness        13.0
  rollupLegPush          0.5
  rollupArmReachAmount   0.5
  rollupArmToSlowDown    -0.5
  rollupAsymmetricalLegs 0.5
  minPedalTimeInRollUp   1000
  maxPedalTimeInRollUp   3000
  rollUpTimeAfterGroundImpact 1000
}
   