298 lines
8.4 KiB
Plaintext
298 lines
8.4 KiB
Plaintext
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[campfire_base]:zone_base
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hit_impulse_scale = 0.0
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effective_radius = 1.3
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ef_anomaly_type = 1
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ef_weapon_type = 13
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postprocess = postprocess_flame
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;----------- Anomaly settings -----------------------
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min_start_power = 0.025
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max_start_power = 0.025
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attenuation = 1
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idle_particles = explosions\campfire
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blowout_particles = explosions\campfire_disabled
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hit_small_particles = damage_fx\burn_creatures00
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hit_big_particles = damage_fx\burn_creatures00
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idle_small_particles = damage_fx\burn_creatures00
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idle_big_particles = damage_fx\burn_creatures00
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idle_particles_dont_stop = true
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idle_sound = ambient\fire2
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blowout_sound = ambient\fire2_blowout
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hit_sound = ambient\fire2_hit
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entrance_sound = ambient\fire2_entrance
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hit_type = 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 = true
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ignore_artefacts = true
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blowout_light = on
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light_color = 1.8,1.7,1.4
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light_animation = mrwhite_campfire ;koster
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light_range = 8
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light_time = 0.35
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light_height = 1.0 ;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_r1 = false
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idle_light = on
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idle_light_range = 8.0
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idle_light_range_delta = 0.25
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idle_light_anim = mrwhite_campfire ;koster_00
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idle_light_height = 1.0 ;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 = 0
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blowout_time = 1000
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accamulate_time = 0
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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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;-------------------------------------------------------------------------------
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;-------------------------------------------------------------------------------
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;-------------------------------------------------------------------------------
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[campfire_base_noshadow]:zone_base_noshadow
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hit_impulse_scale = 0.0
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effective_radius = 1.3
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ef_anomaly_type = 1
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ef_weapon_type = 13
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postprocess = postprocess_flame
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;----------- Anomaly settings -----------------------
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max_start_power = 0.40
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attenuation = 1
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idle_particles = explosions\campfire
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blowout_particles = explosions\campfire_disabled
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hit_small_particles = damage_fx\burn_creatures00
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hit_big_particles = damage_fx\burn_creatures00
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idle_small_particles = damage_fx\burn_creatures00
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idle_big_particles = damage_fx\burn_creatures00
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idle_particles_dont_stop = true
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idle_sound = ambient\fire2
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blowout_sound = ambient\fire2_blowout
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hit_sound = ambient\fire2_hit
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entrance_sound = ambient\fire2_entrance
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hit_type = 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 = true
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ignore_small = true
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ignore_artefacts = true
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blowout_light = off
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light_color = 1.8,1.7,1.4
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light_animation = koster
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light_range = 8
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light_time = 0.35
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light_height = 1.0 ;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_r1 = true
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idle_light = off
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idle_light_range = 8.0
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idle_light_range_delta = 0.25
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idle_light_anim = koster_00
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idle_light_height = 1.0 ;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 = 0
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blowout_time = 1000
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accamulate_time = 0
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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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;-------------------------------------------------------------------------------
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;-------------------------------------------------------------------------------
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;-------------------------------------------------------------------------------
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[campfire]:campfire_base
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$spawn = "campfire\campfire_dynamics"
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class = Z_CFIRE
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script_binding = bind_campfire.bind
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disabled_particles = explosions\campfire_disabled
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enabling_particles = explosions\campfire_enabled
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disabled_sound = ambient\fire2_extinguished
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shape_transp_color = 255, 0, 0, 60
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shape_edge_color = 32, 32, 32, 255
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;-------------------------------------------------------------------------------
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;-------------------------------------------------------------------------------
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;-------------------------------------------------------------------------------
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[zone_emi]:zone_base
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GroupControlSection = spawn_group_zone
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$spawn = "zones\emi"
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$prefetch = 16
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class = ZS_MBALD
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hit_impulse_scale = .01
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effective_radius = 1 ;<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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sound = zone_mosquito_bald
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postprocess = postprocess_electra
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ef_anomaly_type = 1
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ef_weapon_type = 13
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artefacts =
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BirthProbability = 0.0
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;----------- Anomaly settings -----------------------
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min_start_power = 0.00
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max_start_power = 0.01
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attenuation = 1
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period = 1
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min_artefact_count = 0
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max_artefact_count = 0
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idle_particles = anomaly2\emi_idle_00
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blowout_particles = anomaly2\tornado_00
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hit_small_particles = hit_fx\hit_metal_02
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hit_big_particles = anomaly2\emi_damage_big_smoke
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idle_small_particles = anomaly2\electra_damage_01_smoke
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idle_big_particles = anomaly2\emi_damage_big_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 = anomaly\emi_idle; anomaly_gravy_idle
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blowout_sound = anomaly\emi_blowout
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hit_sound = anomaly\electra_blast
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entrance_sound = anomaly\emi_entrance
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blowout_light = on
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light_color = 1.4,1.5,1.8
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light_range = 80.0
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light_time = 1;0.35
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light_height = 15 ;<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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hit_type = strike
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awaking_time = 0
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blowout_time = 6000
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accamulate_time = 5000
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blowout_light_time = 5600
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blowout_explosion_time = 5000
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blowout_particles_time = 0
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blowout_sound_time = 0
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disable_time = -1 ;<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 = 1000 ;<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 = true
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visible_by_detector = on
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blowout_wind = off
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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spawn_blowout_artefacts = off
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[zone_zhar]:zone_base
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GroupControlSection = spawn_group_zone
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$spawn = "zones\zhar"
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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 = 1.3
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sound = zone_mosquito_bald
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postprocess = postprocess_flame
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ef_anomaly_type = 1
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ef_weapon_type = 13
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artefacts =
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BirthProbability = 0.0
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;----------- Anomaly settings -----------------------
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min_start_power = 0.00
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max_start_power = 0.01
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attenuation = 1
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period = 1
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min_artefact_count = 0
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max_artefact_count = 0
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idle_particles = anomaly2\heat_02
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blowout_particles = anomaly2\heat_03
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hit_small_particles = damage_fx\burn_creatures
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hit_big_particles = damage_fx\burn_creatures00
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idle_small_particles = damage_fx\burn_creatures
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idle_big_particles = damage_fx\burn_creatures00
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idle_particles_dont_stop = true;
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idle_sound = ambient\zhar
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blowout_sound = ambient\zhar
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hit_sound = ambient\zhar
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entrance_sound = ambient\zhar
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hit_type = burn
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disable_time = 10000
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disable_time_small = -1
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disable_idle_time = 50000
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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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blowout_light = on
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light_color = 1.8,1.7,1.4
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light_range = 8.0
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light_time = 0.35
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light_height = 1.0 ;0.75
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idle_light = on
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idle_light_range = 8.0
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idle_light_range_delta = 0.2
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idle_light_anim = koster_01
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idle_light_height = 1.0 ;0.70
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awaking_time = 10
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blowout_time = 50
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accamulate_time = 10
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visible_by_detector = on
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blowout_wind = off
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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spawn_blowout_artefacts = off
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