
; 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              true
  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              true
  braceUseGunThreatening          true
  braceLegStiffness               11.0
  balanceStepClampScale           0.4
}

NMShot_IsMoving * {
  balanceBodyStiffness       10.0
  balanceBodyDamping         0.7
  balanceElbow               1.5
  balanceShoulder            1.5
  balanceMaxSteps            50
  balanceAbortThreshold      1.0
  balanceLeanAmount          1.1
  balanceLeanDirApplyAsForce true
}

NMShot_Standing * {
  shotBodyStiffness               15.59
  shotLooseness                   0.59
  shotLeanAmount                  1.0
  shotMaxSteps                    59.0
  shotGrabTime                    5.9
  shotUprightStiffness            1.59
  shotMaxTimeToStopLeanL          1.0
  shotMaxTimeToStopLeanH          5.0
  shotTimeBeforeReachForWoundL    0.1
  shotTimeBeforeReachForWoundH    1.0
  shotTimeBeforeCollapseWoundLeg  0.59
  shotSpinePainTimeL              0.5
  shotSpinePainTimeH              1.0
  shotSpinePainMultiplierL        0.5
  shotSpinePainMultiplierH        1.0
  shotSpinePainTwistMultiplierL   0.5
  shotSpinePainTwistMultiplierH   1.0
  shotHeadLookAtWoundMinTimer     0.1
  shotHeadLookAtWoundMaxTimer     5.9
  shotHeadLookAtShooterMinTimer   0.1
  shotHeadLookAtShooterMaxTimer   5.9
  shotRelaxPeriod_Injured         99999
  shotRelaxPeriod_FatallyInjured  99999
  shotStablizeHandsAndNeck        true
  shotMinTimeBeforeGunThreaten    0
  shotMaxTimeBeforeGunThreaten    500
  shotMinTimeBetweenFireGun       100
  shotMaxTimeBetweenFireGun       500
  shotMaxBlindFireTimeL           4000
  shotMaxBlindFireTimeH           10000
  shotBlindFireProbability        1.0
  addShockSpin                    true
  randomizeShockSpinDirection     true
  alwaysAddShockSpin              false
  shockSpinMin                    1.0
  shockSpinMax                    59.0
  shockSpinLiftForceMult          -1.0
  shockSpinDecayMult              4.0
  shockSpinScalePerComponent      1.5
  balanceLeanDirApplyAsForce        true
  balanceLeanAmountScaleWhenRunning 0.5
  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                    1.0
  shockSpinMax                    5.0
  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     true
  alwaysAddShockSpin              false
  shockSpinMin                    1.0
  shockSpinMax                    2.0
  shockSpinLiftForceMult          1.0
  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              false
  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                    true
  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                0.0
  pdStrengthAI                    0.0
  hfBodyStiffness                 6.66
  hfBodyDamping                   0.59
  hfCutOffVelocity                59.0
  hfCatchFallTime                 0.59
  hfArmsUp                        1.59
  hfLegRadius                     0.59
  hfLegAngularSpeed               2.59
  hfArmPeriod                     1.59
  hfArmAmplitude                  0.59
  hfAimAngle                      0.59
  hfLegSideDistance               0.95
  hfFowardIKOffset                0.55
  hfFowardVelCompOnAngle          1.59
  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                                  9.0 ; NB. ARMS AND NECK STIFFNESS
  balanceDamping                                    0.7 ; NB. ARMS DAMPING
  balanceElbow                                      1.75
  balanceShoulder                                   1.0
  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                  0.0
  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                          -1.0
  balanceTurnOffProb                                0.1
  balanceTurn2VelProb                               0.3 
  balanceTurnAwayProb                               0.15
  balanceTurnLeftProb                               0.125
  balanceTurnRightProb                              0.125
  balanceTurn2TargetProb                            0.2
  balanceStepClampScale                             1.0
}

NMBalance WEAK {
  balanceStiffness                                  8.7 ; NB. ARMS AND NECK STIFFNESS
  balanceDamping                                    * ; NB. ARMS DAMPING
  balanceElbow                                      *
  balanceShoulder                                   *
  balanceHeadLookTimeout                            9.2 ; NB. SPINE STIFFNESS
  balanceGrabPedalStiffness                         *
  balanceGrabPedalRadius                            *
  balanceGrabPedalOffset                            *
  balanceGrabPedalAsymmetry                         *
  balanceGrabPedalSpeedMax                          *
  balanceGrabPedalScaleWithLocalVelocityMultiplier  *
  balanceSomersaultAngle                            0.5
  balanceSomersaultAngleThreshold                   *
  balanceSideSomersaultAngle                        0.5
  balanceSideSomersaultAngleThreshold               *
  balanceReturningToBalanceArmsOut                  *
  balanceArmsOutStraightenElbows                    *
  balanceArmsOutMinLean2                            -2.8
  balanceBodyTurnTimeout                            0.9 ; NB. SPINE DAMPING
  balanceAngVelMultiplier                           3.3 0.6 3.3
  balanceAngVelThreshold                            *
  balanceArmsOutOnPushMultiplier                    0.6
  balanceArmsOutOnPushTimeout                       *
  balanceElbowAngleOnContact                        *
  balanceBendElbowsTime                             *
  balanceBendElbowsGait                             *
  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                                  0.0
  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                          *
  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      0.5
  velocityMaxMag          60.0
  initialUpwardsLift      1.0
  catchFallBodyStiffness  0.59
  timeTillRollUp          100
  rollUpStiffness         0.0
  rollUpDamping           0.59
  rollUpForceMag          0.6
  rollUpAsymmetry         1.2
  rollUpArmsToSlow        1.2
  rollUpLegPush           0.8
  rollUpArmReachLength    0.2
  rollUpArmReachAmount    1.0
  rollUpDecayTime         3.0
  rollUpDecayTarget       6.0
  rollUpAsymmetricalLegs  1.8
  rollUpUseZeroPose       true
  rollUpSpinInAir         true
  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   10.0
  windmillBodyStiffness  12.0
  windmillPeriode        2.0
  windmillAmplitude      1.0
  windmillPhase          0.2
  pedalLegStiffness      14.0
  pedalRadius            0.5
  pedalSpeed             10.0
  pedalOffset            0.1
  pedalAsymmetry         1.0
  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
}
   