523 lines
15 KiB
Plaintext
523 lines
15 KiB
Plaintext
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;--------------- Acid ------------------
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;zone_mine_acidic
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[zone_mine_acid]:zone_base
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GroupControlSection = spawn_group_zone
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$spawn = "zones_eugenium\zone_mine_acid"
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$def_sphere = 2
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$prefetch = 16
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class = ZS_MBALD
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hit_impulse_scale = 0.0
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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>
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ef_anomaly_type = 1
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ef_weapon_type = 13
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postprocess = postprocess_acidic_mine
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; ===== Anomaly settings ======
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max_start_power = 0.20
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attenuation = 1
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use_secondary_hit = true
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secondary_hit_power = 0.005
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idle_particles = semitone\anomalies\acidic\acidic_mine_idle
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blowout_particles = semitone\anomalies\acidic\acidic_mine_hit
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;hit_small_particles = semitone\anomalies\acidic\acidic_mine_hit
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;hit_big_particles = semitone\anomalies\acidic\acidic_mine_hit
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;idle_small_particles = semitone\anomalies\acidic\acidic_mine_idle
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;idle_big_particles = semitone\anomalies\acidic\acidic_mine_idle
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idle_sound = semitone\anomalies\acidic\acidic_idle ; bfuzz_blowout ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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blowout_sound = semitone\anomalies\acidic\acidic_hit ;<3B><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD>) <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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hit_sound = semitone\anomalies\acidic\acidic_hit ;<3B><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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entrance_sound = semitone\anomalies\acidic\acidic_hit ;<3B><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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hit_type = chemical_burn
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disable_time = 10000 ;<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>)
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disable_time_small = -1 ;<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>)
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disable_idle_time = 50000 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> idle <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ignore_nonalive = false
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ignore_small = false
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ignore_artefacts = false
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blowout_light = on
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light_color = 1.1,1.7,1.4
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light_animation = light_green_01
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light_range = 7
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light_time = 0.35
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light_height = 0.75 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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idle_light = on
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idle_light_range = 3.0
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idle_light_anim = light_green_02
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idle_light_height = 0.70 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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awaking_time = 100
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blowout_time = 1400
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accamulate_time = 300
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blowout_wind = off
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blowout_wind_time_start = 0
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blowout_wind_time_peak = 600
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blowout_wind_time_end = 899
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blowout_wind_power = 0.5 ;<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
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shape_transp_color = 255, 0, 0, 60
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shape_edge_color = 32, 32, 32, 255
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;--------------- Electra ------------------
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;zone_mine_electric
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[zone_mine_electra]:zone_base
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GroupControlSection = spawn_group_zone
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$spawn = "zones_eugenium\zone_mine_electra"
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$def_sphere = 2
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$prefetch = 16
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class = ZS_MBALD
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hit_impulse_scale = 0.0
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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>
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ef_anomaly_type = 1
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ef_weapon_type = 13
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postprocess = postprocess_electra_mine
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; ===== Anomaly settings ======
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max_start_power = 0.80
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attenuation = 1
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idle_particles = semitone\anomalies\electra\electra_idle
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blowout_particles = semitone\anomalies\electra\electra_blowout
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hit_small_particles = anomaly2\electra_entrance_small
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hit_big_particles = anomaly2\electra_damage_02_smoke
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idle_small_particles = anomaly2\electra_damage_01_smoke
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idle_big_particles = anomaly2\electra_damage_02_smoke
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entrance_small_particles = anomaly2\electra_entrance_small
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entrance_big_particles = anomaly2\emi_entrance_big_00
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idle_sound = semitone\anomalies\electra\electra_idle
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blowout_sound = semitone\anomalies\electra\electra_blowout
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hit_sound = semitone\anomalies\electra\electra_hit
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entrance_sound = semitone\anomalies\electra\electra_hit
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blowout_light = on
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light_color = 0.8,0.9,1
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light_range = 30.0
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light_time = 1;0.35
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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>
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idle_light = on
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idle_light_shadow = true
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idle_light_range = 3.0
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idle_light_anim = koster_01_electra
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idle_light_height = 0.75 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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hit_type = shock
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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>)
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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>)
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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>
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awaking_time = 100
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blowout_time = 100
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accamulate_time = 1500
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ignore_nonalive = false
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ignore_small = false
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ignore_artefacts = true
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; <20><><EFBFBD><EFBFBD><EFBFBD>
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blowout_wind = off
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blowout_wind_time_start = 0
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blowout_wind_time_peak = 150
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blowout_wind_time_end = 299
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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
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shape_transp_color = 255, 0, 0, 60
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shape_edge_color = 32, 32, 32, 255
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;--------------- Vortex ------------------
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;zone_mine_gravitational_average
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[zone_mine_vortex]:zone_base
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GroupControlSection = spawn_group_zone
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$spawn = "zones_eugenium\zone_mine_vortex"
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$def_sphere = 4
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$prefetch = 16
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class = ZS_GALAN ;--CMincer
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ef_anomaly_type = 5
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ef_weapon_type = 17
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postprocess = postprocess_gravi_mine
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; ===== Anomaly settings ======
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max_start_power = 1.10
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attenuation = 1
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idle_particles = semitone\anomalies\gravitational_average\gravitational_average_idle
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blowout_particles = semitone\anomalies\gravitational_average\gravitational_average_blowout
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tearing_particles = anomaly2\body_tear_00
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torn_particles = semitone\anomalies\gravitational_strong\gravitational_strong_blood_splash
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hit_small_particles = hit_fx\hit_metal_02
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hit_big_particles = anomaly2\gravity_damage_02_blood2
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idle_small_particles = anomaly2\gravity_damage_01_smoke
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idle_big_particles = anomaly2\gravity_damage_02_smoke
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entrance_small_particles = semitone\anomalies\gravitational_strong\gravitational_strong_shield
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entrance_big_particles = anomaly2\gravi_anomaly_00;
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tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
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tele_particles_big = anomaly2\gravity_damage_02_smoke
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idle_sound = drx_da\drx_da_gravi_idle00 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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blowout_sound = anomaly\gravi_blowout6; anomaly_gravy_blast01 ;<3B><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD>) <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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hit_sound = semitone\anomaliesl\gravitational\gravitational_shield ;<3B><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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body_tearing_sound = anomaly\anomaly_body_tear_1 ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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entrance_sound = semitone\anomaliesl\gravitational\gravitational_shield ;<3B><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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hit_type = strike
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hit_impulse_scale = 0.02;0.5;0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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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>
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disable_time = 5000 ;<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>)
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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>)
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disable_idle_time = 100 ;-1 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> idle <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ignore_nonalive = false
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ignore_small = true
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ignore_artefacts = true
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blowout_light = on
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light_color = 1.4,1.6,1.3
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light_range = 30.0
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light_time = 0.8;0.35
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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>
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idle_light = off
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awaking_time = 300;1000
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blowout_time = 2500
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accamulate_time = 1000
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blowout_light_time = 2100
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blowout_explosion_time = 2100
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|||
|
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
throw_in_impulse = 2000;3000;4000 ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD> <20><><EFBFBD><EFBFBD> 100<30><30>)
|
|||
|
throw_out_impulse = 4000; ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
throw_in_impulse_alive = 1000;600 800 ;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
throw_in_atten = 1;8 ;<3B><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
blowout_radius_percent = 0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
actor_blowout_radius_percent= 0.5
|
|||
|
|
|||
|
tele_height = 0.05; 3.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
time_to_tele = 5000 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
tele_pause = 5000 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;; <20><><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
blowout_wind = on
|
|||
|
|
|||
|
blowout_wind_time_start = 0
|
|||
|
blowout_wind_time_peak = 1500
|
|||
|
blowout_wind_time_end = 2501; 2499
|
|||
|
blowout_wind_power = 0.5 ;<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
|
|||
|
|
|||
|
|
|||
|
|
|||
|
;--------------- Blast -----------------
|
|||
|
|
|||
|
;zone_mine_gravitational_weak
|
|||
|
[zone_mine_blast]:zone_base
|
|||
|
GroupControlSection = spawn_group_zone
|
|||
|
$spawn = "zones_eugenium\zone_mine_blast"
|
|||
|
$def_sphere = 3
|
|||
|
$prefetch = 16
|
|||
|
class = ZS_MBALD ;---CMosquitoBald
|
|||
|
hit_impulse_scale = 0.3;0.5 ;0.1
|
|||
|
effective_radius = 1.6 ;<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>
|
|||
|
actor_blowout_radius_percent = 1.35
|
|||
|
|
|||
|
ef_anomaly_type = 1
|
|||
|
ef_weapon_type = 13
|
|||
|
|
|||
|
postprocess = postprocess_gravi_mine
|
|||
|
|
|||
|
hit_type = strike
|
|||
|
|
|||
|
; ===== Anomaly settings ======
|
|||
|
max_start_power = 0.55
|
|||
|
attenuation = 1
|
|||
|
|
|||
|
idle_particles = semitone\anomalies\gravitational\gravitational_idle
|
|||
|
blowout_particles = semitone\anomalies\gravitational\gravitational_blowout
|
|||
|
|
|||
|
hit_small_particles = hit_fx\hit_metal_02
|
|||
|
hit_big_particles = anomaly2\gravity_damage_02_blood2
|
|||
|
idle_small_particles = anomaly2\gravity_damage_01_smoke
|
|||
|
idle_big_particles = anomaly2\gravity_damage_02_smoke
|
|||
|
entrance_small_particles = semitone\anomalies\gravitational\gravitational_shield
|
|||
|
entrance_big_particles = anomaly2\gravity_entrance_big
|
|||
|
|
|||
|
idle_sound = semitone\anomalies\gravitational\gravitational_idle ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
blowout_sound = anomaly\anomaly_gravy_blast1; anomaly_gravy_blast01 ;<3B><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD>) <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
hit_sound = drx_da\drx_da_anomaly_gravy_hit1 ;<3B><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
|
|||
|
entrance_sound = drx_da\drx_da_anomaly_gravy_hit1 ;<3B><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
|
|||
|
awaking_time = 50;100
|
|||
|
blowout_time = 500
|
|||
|
accamulate_time = 1000 ;10;200
|
|||
|
|
|||
|
blowout_light_time = 200
|
|||
|
blowout_explosion_time = 200
|
|||
|
blowout_particles_time = 200
|
|||
|
blowout_sound_time = 100
|
|||
|
|
|||
|
disable_time = 5000 ;<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 = 5000 ;<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>
|
|||
|
|
|||
|
ignore_nonalive = false
|
|||
|
ignore_small = true
|
|||
|
ignore_artefacts = true
|
|||
|
|
|||
|
blowout_light = on
|
|||
|
light_color = 0.5,0.4,0.3
|
|||
|
light_range = 30.0
|
|||
|
light_time = 0.9;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
|
|||
|
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;; <20><><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
blowout_wind = on
|
|||
|
|
|||
|
blowout_wind_time_start = 0
|
|||
|
blowout_wind_time_peak = 300
|
|||
|
blowout_wind_time_end = 501; 899
|
|||
|
blowout_wind_power = 0.5 ;<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
|
|||
|
|
|||
|
|
|||
|
|
|||
|
;--------------- Zharka ------------------
|
|||
|
|
|||
|
;zone_mine_thermal
|
|||
|
[zone_mine_zharka]:zone_base
|
|||
|
GroupControlSection = spawn_group_zone
|
|||
|
$spawn = "zones_eugenium\zone_mine_zharka"
|
|||
|
$def_sphere = 2
|
|||
|
$prefetch = 16
|
|||
|
class = ZS_MBALD
|
|||
|
hit_impulse_scale = 0.0
|
|||
|
effective_radius = 1.0
|
|||
|
|
|||
|
postprocess = postprocess_thermal_mine
|
|||
|
|
|||
|
ef_anomaly_type = 1
|
|||
|
ef_weapon_type = 13
|
|||
|
|
|||
|
|
|||
|
; ===== Anomaly settings ======
|
|||
|
max_start_power = 0.2
|
|||
|
use_secondary_hit = true
|
|||
|
secondary_hit_power = 0.008
|
|||
|
attenuation = 1
|
|||
|
|
|||
|
idle_particles = semitone\anomalies\zharka\zharka_idle
|
|||
|
blowout_particles = semitone\anomalies\zharka\zharka_blowout
|
|||
|
|
|||
|
hit_small_particles = damage_fx\burn_creatures
|
|||
|
hit_big_particles = damage_fx\burn_creatures00
|
|||
|
idle_small_particles = damage_fx\burn_creatures
|
|||
|
idle_big_particles = damage_fx\burn_creatures00
|
|||
|
|
|||
|
idle_particles_dont_stop = true;
|
|||
|
|
|||
|
idle_sound = drx_da\drx_da_fire_idle
|
|||
|
blowout_sound = anomaly\zhar_blow
|
|||
|
hit_sound = ambient\zhar
|
|||
|
entrance_sound = ambient\zhar
|
|||
|
|
|||
|
hit_type = burn
|
|||
|
|
|||
|
disable_time = 10000
|
|||
|
disable_time_small = -1
|
|||
|
disable_idle_time = 50000
|
|||
|
|
|||
|
ignore_nonalive = false
|
|||
|
ignore_small = false
|
|||
|
ignore_artefacts = true
|
|||
|
|
|||
|
blowout_light = on
|
|||
|
light_color = 1.9,1.6,1.3
|
|||
|
light_range = 9.0
|
|||
|
light_time = 10
|
|||
|
light_height = 2
|
|||
|
|
|||
|
|
|||
|
idle_light = off
|
|||
|
idle_light_range = 8.0
|
|||
|
idle_light_anim = koster_01
|
|||
|
idle_light_height = 0.70
|
|||
|
|
|||
|
awaking_time = 100
|
|||
|
blowout_time = 7000
|
|||
|
accamulate_time = 250
|
|||
|
|
|||
|
blowout_wind = off
|
|||
|
|
|||
|
shape_transp_color = 255, 0, 0, 60
|
|||
|
shape_edge_color = 32, 32, 32, 255
|
|||
|
|
|||
|
;zone_mine_steam
|
|||
|
[zone_mine_vapour]:zone_mine_zharka
|
|||
|
$spawn = "zones_eugenium\zone_mine_vapour"
|
|||
|
postprocess = postprocess_steam_mine
|
|||
|
|
|||
|
max_start_power = 0.17
|
|||
|
use_secondary_hit = true
|
|||
|
secondary_hit_power = 0.01
|
|||
|
|
|||
|
blowout_particles = static\zharka_static_steam
|
|||
|
|
|||
|
hit_small_particles = damage_fx\smoke
|
|||
|
hit_big_particles = damage_fx\smoke
|
|||
|
idle_small_particles = damage_fx\smoke
|
|||
|
idle_big_particles = damage_fx\smoke
|
|||
|
|
|||
|
idle_sound = anomaly\steam
|
|||
|
blowout_sound = anomaly\steam_blowout
|
|||
|
hit_sound = anomaly\steam_hit
|
|||
|
entrance_sound = anomaly\steam_hit
|
|||
|
|
|||
|
blowout_light = off
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
;--------------- Springboard -----------------------
|
|||
|
|
|||
|
[zone_mine_springboard]:zone_base
|
|||
|
GroupControlSection = spawn_group_zone
|
|||
|
$spawn = "zones_eugenium\zone_mine_springboard"
|
|||
|
|
|||
|
$def_sphere = 3
|
|||
|
$prefetch = 16
|
|||
|
class = ZS_MBALD
|
|||
|
ef_anomaly_type = 1
|
|||
|
ef_weapon_type = 13
|
|||
|
|
|||
|
hit_type = shock
|
|||
|
hit_impulse_scale = 1.3
|
|||
|
effective_radius = 1.0
|
|||
|
|
|||
|
postprocess = postprocess_fuzz
|
|||
|
|
|||
|
; ===== Anomaly settings ======
|
|||
|
max_start_power = 0.7
|
|||
|
attenuation = 1
|
|||
|
|
|||
|
idle_particles = semitone\anomalies\springboard\springboard_idle
|
|||
|
blowout_particles = semitone\anomalies\springboard\springboard_blowout
|
|||
|
|
|||
|
hit_small_particles = semitone\anomalies\springboard\springboard_hit
|
|||
|
hit_big_particles = semitone\anomalies\springboard\springboard_hit
|
|||
|
idle_small_particles =
|
|||
|
idle_big_particles =
|
|||
|
entrance_small_particles = semitone\anomalies\springboard\springboard_hit
|
|||
|
entrance_big_particles =
|
|||
|
|
|||
|
idle_sound = semitone\anomalies\springboard\springboard_idle
|
|||
|
blowout_sound = semitone\anomalies\springboard\springboard_blowout
|
|||
|
hit_sound = semitone\anomalies\springboard\springboard_blowout
|
|||
|
entrance_sound = semitone\anomalies\springboard\springboard_shield
|
|||
|
|
|||
|
blowout_light = off
|
|||
|
light_color = 0.8,0.9,1
|
|||
|
light_range = 8.0
|
|||
|
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
|
|||
|
idle_light_shadow = true
|
|||
|
idle_light_range = 4.0
|
|||
|
idle_light_anim = koster_01_electra
|
|||
|
idle_light_height = 0.75 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
|
|||
|
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 = 10
|
|||
|
blowout_time = 100
|
|||
|
accamulate_time = 1000
|
|||
|
|
|||
|
ignore_nonalive = false
|
|||
|
ignore_small = false
|
|||
|
ignore_artefacts = true
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;; <20><><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
blowout_wind = off
|
|||
|
|
|||
|
blowout_wind_time_start = 0
|
|||
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blowout_wind_time_peak = 150
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blowout_wind_time_end = 299
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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
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shape_transp_color = 255, 0, 0, 60
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shape_edge_color = 32, 32, 32, 255
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