184 lines
5.3 KiB
Plaintext
184 lines
5.3 KiB
Plaintext
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[zone_mine_acidic]:zone_base
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GroupControlSection = spawn_group_zone
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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 = 1.00
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attenuation = 1
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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 = 7.0
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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_shadow = false
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idle_light_range = 4.0
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idle_light_anim = light_green_02
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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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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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[zone_mine_acidic_weak]:zone_mine_acidic
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$spawn = "zones\mine_acidic_weak"
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max_start_power = 0.2
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attenuation = 1
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use_secondary_hit = true
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secondary_hit_power = 0.005
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[zone_mine_acidic_average]:zone_mine_acidic
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$spawn = "zones\mine_acidic_average"
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max_start_power = 0.2
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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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[zone_mine_acidic_strong]:zone_mine_acidic
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$spawn = "zones\mine_acidic_strong"
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max_start_power = 0.2
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attenuation = 1
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use_secondary_hit = true
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secondary_hit_power = 0.005
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[zone_mine_acidic_big]:zone_mine_acidic
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$spawn = "zones\scenes\mine_acidic_big"
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;----------- Anomaly settings -----------------------
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$def_sphere = 7.5
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max_start_power = 1
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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 =
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hit_big_particles =
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idle_small_particles =
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idle_big_particles =
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entrance_small_particles =
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entrance_big_particles =
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awaking_time = 7000
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blowout_time = 1000
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accamulate_time = 1000
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idle_sound = semitone\anomalies\acidic\acidic_idle
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blowout_sound = semitone\anomalies\acidic\acidic_hit
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hit_sound = semitone\anomalies\acidic\acidic_hit
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entrance_sound = semitone\anomalies\acidic\acidic_hit
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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 = 7.0
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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_shadow = false
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idle_light_range = 4.0
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idle_light_anim = light_green_02
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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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[zone_mine_chemical]:zone_base
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idle_light = on
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idle_light_shadow = on
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idle_particles = anomaly2\studen_idle_bottom
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blowout_particles = anomaly2\studen_blowout
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hit_small_particles = anomaly2\studen_idle_bottom_00
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hit_big_particles = anomaly2\studen_idle_bottom_00
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idle_small_particles = anomaly2\studen_idle_bottom_00
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idle_big_particles = anomaly2\studen_idle_bottom_00
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[zone_mine_chemical_weak]:zone_mine_acidic_weak, zone_mine_chemical
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$spawn = "zones\scenes\mine_chemical_weak"
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[zone_mine_chemical_average]:zone_mine_acidic_average, zone_mine_chemical
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$spawn = "zones\scenes\mine_chemical_average"
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[zone_mine_chemical_strong]:zone_mine_acidic_strong, zone_mine_chemical
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$spawn = "zones\scenes\mine_chemical_strong"
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[zone_buzz]:zone_mine_acidic
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postprocess = postprocess_flame
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max_start_power = 1.00
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idle_light = on
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idle_particles = anomaly2\studen_idle_bottom
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blowout_particles = anomaly2\studen_blowout
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hit_small_particles = anomaly2\studen_idle_bottom_00
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hit_big_particles = anomaly2\studen_idle_bottom_00
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idle_small_particles = anomaly2\studen_idle_bottom_00
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idle_big_particles = anomaly2\studen_idle_bottom_00
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[zone_buzz_weak]:zone_buzz
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$spawn = "zones\mp\buzz_weak"
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max_start_power = 0.15
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[zone_buzz_average]:zone_buzz
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$spawn = "zones\mp\buzz_average"
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max_start_power = 0.50
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[zone_buzz_strong]:zone_buzz
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$spawn = "zones\mp\buzz_strong"
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max_start_power = 1.00
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