Divergent/mods/Smooth Campfire/gamedata/configs/zones/zone_campfire.ltx

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2024-03-17 20:18:03 -04:00
[campfire_base]:zone_base
hit_impulse_scale = 0.0
effective_radius = 1.3
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_flame
;----------- Anomaly settings -----------------------
min_start_power = 0.025
max_start_power = 0.025
attenuation = 1
idle_particles = explosions\campfire
blowout_particles = explosions\campfire_disabled
hit_small_particles = damage_fx\burn_creatures00
hit_big_particles = damage_fx\burn_creatures00
idle_small_particles = damage_fx\burn_creatures00
idle_big_particles = damage_fx\burn_creatures00
idle_particles_dont_stop = true
idle_sound = ambient\fire2
blowout_sound = ambient\fire2_blowout
hit_sound = ambient\fire2_hit
entrance_sound = ambient\fire2_entrance
hit_type = burn
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>)
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>)
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>
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = on
light_color = 1.8,1.7,1.4
light_animation = mrwhite_campfire ;koster
light_range = 8
light_time = 0.35
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>
idle_light_r1 = false
idle_light = on
idle_light_range = 8.0
idle_light_range_delta = 0.25
idle_light_anim = mrwhite_campfire ;koster_00
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>
awaking_time = 0
blowout_time = 1000
accamulate_time = 0
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 600
blowout_wind_time_end = 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
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[campfire_base_noshadow]:zone_base_noshadow
hit_impulse_scale = 0.0
effective_radius = 1.3
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_flame
;----------- Anomaly settings -----------------------
max_start_power = 0.40
attenuation = 1
idle_particles = explosions\campfire
blowout_particles = explosions\campfire_disabled
hit_small_particles = damage_fx\burn_creatures00
hit_big_particles = damage_fx\burn_creatures00
idle_small_particles = damage_fx\burn_creatures00
idle_big_particles = damage_fx\burn_creatures00
idle_particles_dont_stop = true
idle_sound = ambient\fire2
blowout_sound = ambient\fire2_blowout
hit_sound = ambient\fire2_hit
entrance_sound = ambient\fire2_entrance
hit_type = burn
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>)
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>)
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>
ignore_nonalive = true
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 1.8,1.7,1.4
light_animation = koster
light_range = 8
light_time = 0.35
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>
idle_light_r1 = true
idle_light = off
idle_light_range = 8.0
idle_light_range_delta = 0.25
idle_light_anim = koster_00
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>
awaking_time = 0
blowout_time = 1000
accamulate_time = 0
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 600
blowout_wind_time_end = 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
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[campfire]:campfire_base
$spawn = "campfire\campfire_dynamics"
class = Z_CFIRE
script_binding = bind_campfire.bind
disabled_particles = explosions\campfire_disabled
enabling_particles = explosions\campfire_enabled
disabled_sound = ambient\fire2_extinguished
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[zone_emi]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\emi"
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = .01
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>
sound = zone_mosquito_bald
postprocess = postprocess_electra
ef_anomaly_type = 1
ef_weapon_type = 13
artefacts =
BirthProbability = 0.0
;----------- Anomaly settings -----------------------
min_start_power = 0.00
max_start_power = 0.01
attenuation = 1
period = 1
min_artefact_count = 0
max_artefact_count = 0
idle_particles = anomaly2\emi_idle_00
blowout_particles = anomaly2\tornado_00
hit_small_particles = hit_fx\hit_metal_02
hit_big_particles = anomaly2\emi_damage_big_smoke
idle_small_particles = anomaly2\electra_damage_01_smoke
idle_big_particles = anomaly2\emi_damage_big_smoke
entrance_small_particles = anomaly2\electra_entrance_small
entrance_big_particles = anomaly2\emi_entrance_big_00
idle_sound = anomaly\emi_idle; anomaly_gravy_idle
blowout_sound = anomaly\emi_blowout
hit_sound = anomaly\electra_blast
entrance_sound = anomaly\emi_entrance
blowout_light = on
light_color = 1.4,1.5,1.8
light_range = 80.0
light_time = 1;0.35
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>
idle_light = off
hit_type = strike
awaking_time = 0
blowout_time = 6000
accamulate_time = 5000
blowout_light_time = 5600
blowout_explosion_time = 5000
blowout_particles_time = 0
blowout_sound_time = 0
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>)
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 = 1000 ;<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 = false
ignore_artefacts = true
visible_by_detector = on
blowout_wind = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;<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>
spawn_blowout_artefacts = off
[zone_zhar]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\zhar"
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.3
sound = zone_mosquito_bald
postprocess = postprocess_flame
ef_anomaly_type = 1
ef_weapon_type = 13
artefacts =
BirthProbability = 0.0
;----------- Anomaly settings -----------------------
min_start_power = 0.00
max_start_power = 0.01
attenuation = 1
period = 1
min_artefact_count = 0
max_artefact_count = 0
idle_particles = anomaly2\heat_02
blowout_particles = anomaly2\heat_03
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 = ambient\zhar
blowout_sound = ambient\zhar
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 = 1.8,1.7,1.4
light_range = 8.0
light_time = 0.35
light_height = 1.0 ;0.75
idle_light = on
idle_light_range = 8.0
idle_light_range_delta = 0.2
idle_light_anim = koster_01
idle_light_height = 1.0 ;0.70
awaking_time = 10
blowout_time = 50
accamulate_time = 10
visible_by_detector = on
blowout_wind = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
spawn_blowout_artefacts = off