Divergent/mods/Arrival/gamedata/configs/zones/zone_mine_cdf.ltx

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[zone_mine_cdf]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_cdf"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_thermal_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.60
attenuation = 1
idle_particles = semitone\anomalies\cdf\cdf_idle
blowout_particles = semitone\anomalies\cdf\cdf_blowout
hit_small_particles = ;semitone\anomalies\cdf\cdf_blowout
hit_big_particles = ;semitone\anomalies\cdf\cdf_blowout
idle_small_particles =
idle_big_particles =
entrance_small_particles = ;
entrance_big_particles = ;semitone\anomalies\cdf\cdf_blowout
idle_sound = semitone\anomalies\cdf\cdf_idle
blowout_sound = semitone\anomalies\cdf\cdf_blowout
hit_sound = semitone\anomalies\cdf\cdf_blowout
entrance_sound = semitone\anomalies\cdf\cdf_blowout
blowout_light = off
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
idle_light = off
hit_type = telepatic
disable_time = 50 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> (-1 <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>)
disable_time_small = 500 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> (-1 <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>)
disable_idle_time = 100 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> idle <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
awaking_time = 100
blowout_time = 100
accamulate_time = 1500
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; <20><><EFBFBD><EFBFBD><EFBFBD>
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (<28><> 0 <20><> 1), <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255