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

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[zone_mine_acidic]:zone_base
GroupControlSection = spawn_group_zone
$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_acidic_mine
;----------- Anomaly settings -----------------------
max_start_power = 1.00
attenuation = 1
idle_particles = semitone\anomalies\acidic\acidic_mine_idle
blowout_particles = semitone\anomalies\acidic\acidic_mine_hit
;hit_small_particles = semitone\anomalies\acidic\acidic_mine_hit
;hit_big_particles = semitone\anomalies\acidic\acidic_mine_hit
;idle_small_particles = semitone\anomalies\acidic\acidic_mine_idle
;idle_big_particles = semitone\anomalies\acidic\acidic_mine_idle
idle_sound = semitone\anomalies\acidic\acidic_idle ; bfuzz_blowout ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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>
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>
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>
hit_type = chemical_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 = false
ignore_artefacts = false
blowout_light = on
light_color = 1.1,1.7,1.4
light_animation = light_green_01
light_range = 7.0
light_time = 0.35
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>
idle_light = on
idle_light_shadow = false
idle_light_range = 4.0
idle_light_anim = light_green_02
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>
awaking_time = 100
blowout_time = 1400
accamulate_time = 300
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
[zone_mine_acidic_weak]:zone_mine_acidic
$spawn = "zones\mine_acidic_weak"
max_start_power = 0.2
attenuation = 1
use_secondary_hit = true
secondary_hit_power = 0.005
[zone_mine_acidic_average]:zone_mine_acidic
$spawn = "zones\mine_acidic_average"
max_start_power = 0.2
attenuation = 1
use_secondary_hit = true
secondary_hit_power = 0.005
[zone_mine_acidic_strong]:zone_mine_acidic
$spawn = "zones\mine_acidic_strong"
max_start_power = 0.2
attenuation = 1
use_secondary_hit = true
secondary_hit_power = 0.005
[zone_mine_acidic_big]:zone_mine_acidic
$spawn = "zones\scenes\mine_acidic_big"
;----------- Anomaly settings -----------------------
$def_sphere = 7.5
max_start_power = 1
idle_particles = semitone\anomalies\acidic\acidic_mine_idle
blowout_particles = semitone\anomalies\acidic\acidic_mine_hit
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
awaking_time = 7000
blowout_time = 1000
accamulate_time = 1000
idle_sound = semitone\anomalies\acidic\acidic_idle
blowout_sound = semitone\anomalies\acidic\acidic_hit
hit_sound = semitone\anomalies\acidic\acidic_hit
entrance_sound = semitone\anomalies\acidic\acidic_hit
blowout_light = on
light_color = 1.1,1.7,1.4
light_animation = light_green_01
light_range = 7.0
light_time = 0.35
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>
idle_light = on
idle_light_shadow = false
idle_light_range = 4.0
idle_light_anim = light_green_02
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>
[zone_mine_chemical]:zone_base
idle_light = on
idle_light_shadow = on
idle_particles = anomaly2\studen_idle_bottom
blowout_particles = anomaly2\studen_blowout
hit_small_particles = anomaly2\studen_idle_bottom_00
hit_big_particles = anomaly2\studen_idle_bottom_00
idle_small_particles = anomaly2\studen_idle_bottom_00
idle_big_particles = anomaly2\studen_idle_bottom_00
[zone_mine_chemical_weak]:zone_mine_acidic_weak, zone_mine_chemical
$spawn = "zones\scenes\mine_chemical_weak"
[zone_mine_chemical_average]:zone_mine_acidic_average, zone_mine_chemical
$spawn = "zones\scenes\mine_chemical_average"
[zone_mine_chemical_strong]:zone_mine_acidic_strong, zone_mine_chemical
$spawn = "zones\scenes\mine_chemical_strong"
[zone_buzz]:zone_mine_acidic
postprocess = postprocess_flame
max_start_power = 1.00
idle_light = on
idle_particles = anomaly2\studen_idle_bottom
blowout_particles = anomaly2\studen_blowout
hit_small_particles = anomaly2\studen_idle_bottom_00
hit_big_particles = anomaly2\studen_idle_bottom_00
idle_small_particles = anomaly2\studen_idle_bottom_00
idle_big_particles = anomaly2\studen_idle_bottom_00
[zone_buzz_weak]:zone_buzz
$spawn = "zones\mp\buzz_weak"
max_start_power = 0.15
[zone_buzz_average]:zone_buzz
$spawn = "zones\mp\buzz_average"
max_start_power = 0.50
[zone_buzz_strong]:zone_buzz
$spawn = "zones\mp\buzz_strong"
max_start_power = 1.00